Test: Clear active target on manual look boundary
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@@ -3641,6 +3641,62 @@ describe("RuntimeHost", () => {
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host.dispose();
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host.dispose();
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});
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});
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it("clears active target on manual look boundary without retargeting", () => {
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const host = new RuntimeHost({
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enableRendering: false
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});
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const hostInternals = host as unknown as {
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controllerContext: {
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handleRuntimeTargetLookBoundaryReached(): boolean;
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};
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runtimeTargetCandidates: Array<{
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kind: "npc";
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entityId: string;
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prompt: string;
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position: { x: number; y: number; z: number };
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center: { x: number; y: number; z: number };
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distance: number;
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range: number;
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viewDot: number;
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score: number;
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}>;
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proposedRuntimeTarget: {
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kind: "npc";
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entityId: string;
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} | null;
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activeRuntimeTargetReference: {
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kind: "npc";
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entityId: string;
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} | null;
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};
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hostInternals.activeRuntimeTargetReference = {
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kind: "npc",
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entityId: "npc-active"
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};
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hostInternals.proposedRuntimeTarget = null;
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hostInternals.runtimeTargetCandidates = [
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{
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kind: "npc",
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entityId: "npc-near",
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prompt: "Talk",
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position: { x: 0, y: 0, z: 6 },
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center: { x: 0, y: 0.9, z: 6 },
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distance: 6,
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range: 1.5,
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viewDot: 1,
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score: 2
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}
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];
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expect(
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hostInternals.controllerContext.handleRuntimeTargetLookBoundaryReached()
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).toBe(false);
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expect(hostInternals.activeRuntimeTargetReference).toBeNull();
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expect(hostInternals.proposedRuntimeTarget).toBeNull();
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host.dispose();
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});
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it("clears an active target when the player moves too far away without an on-screen fallback", () => {
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it("clears an active target when the player moves too far away without an on-screen fallback", () => {
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const host = new RuntimeHost({
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const host = new RuntimeHost({
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enableRendering: false
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enableRendering: false
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