Update tests for player movement validation and serialization, add migration for version 33 Player Start jump settings

This commit is contained in:
2026-04-12 02:06:33 +02:00
parent 8aba9a02d7
commit 9459cbd191
3 changed files with 168 additions and 2 deletions

View File

@@ -382,6 +382,67 @@ describe("player-locomotion", () => {
expect(step?.verticalVelocity).toBeLessThan(0);
});
it("disables jump-phase air movement when move while jumping is off", () => {
const step = stepPlayerLocomotion({
dt: 0.1,
feetPosition: {
x: 0,
y: 1,
z: 0
},
movementYawRadians: 0,
standingShape: FIRST_PERSON_PLAYER_SHAPE,
verticalVelocity: 2,
previousLocomotionState: createIdleRuntimeLocomotionState("airborne"),
previousPlanarDisplacement: {
x: 0,
y: 0,
z: 0
},
jumpBufferRemainingMs: 0,
coyoteTimeRemainingMs: 0,
jumpHoldRemainingMs: 0,
crouched: false,
wasJumpPressed: false,
input: FORWARD_INPUT,
movement: {
...DEFAULT_MOVEMENT,
jump: {
...DEFAULT_MOVEMENT.jump,
moveWhileJumping: false
}
},
resolveMotion: (feetPosition, motion): ResolvedPlayerMotion => ({
feetPosition: {
x: feetPosition.x + motion.x,
y: feetPosition.y + motion.y,
z: feetPosition.z + motion.z
},
grounded: false,
collisionCount: 0,
groundCollisionNormal: null,
collidedAxes: {
x: false,
y: false,
z: false
}
}),
resolveVolumeState: () => createVolumeState(),
probeGround: () => ({
grounded: false,
distance: null,
normal: null,
slopeDegrees: null
}),
canOccupyShape: () => true
});
expect(step).not.toBeNull();
expect(step?.locomotionState.locomotionMode).toBe("airborne");
expect(step?.planarDisplacement.z).toBeCloseTo(0);
expect(step?.locomotionState.planarSpeed).toBeCloseTo(0);
});
it("keeps falling when airborne input pushes into a wall and the pre-move probe flickers grounded", () => {
let probeCount = 0;
@@ -452,6 +513,67 @@ describe("player-locomotion", () => {
expect(step?.verticalVelocity).toBeLessThan(-1.5);
});
it("disables falling air movement when move while falling is off", () => {
const step = stepPlayerLocomotion({
dt: 0.1,
feetPosition: {
x: 0,
y: 1,
z: 0
},
movementYawRadians: 0,
standingShape: FIRST_PERSON_PLAYER_SHAPE,
verticalVelocity: -2,
previousLocomotionState: createIdleRuntimeLocomotionState("airborne"),
previousPlanarDisplacement: {
x: 0,
y: 0,
z: 0
},
jumpBufferRemainingMs: 0,
coyoteTimeRemainingMs: 0,
jumpHoldRemainingMs: 0,
crouched: false,
wasJumpPressed: false,
input: FORWARD_INPUT,
movement: {
...DEFAULT_MOVEMENT,
jump: {
...DEFAULT_MOVEMENT.jump,
moveWhileFalling: false
}
},
resolveMotion: (feetPosition, motion): ResolvedPlayerMotion => ({
feetPosition: {
x: feetPosition.x + motion.x,
y: feetPosition.y + motion.y,
z: feetPosition.z + motion.z
},
grounded: false,
collisionCount: 0,
groundCollisionNormal: null,
collidedAxes: {
x: false,
y: false,
z: false
}
}),
resolveVolumeState: () => createVolumeState(),
probeGround: () => ({
grounded: false,
distance: null,
normal: null,
slopeDegrees: null
}),
canOccupyShape: () => true
});
expect(step).not.toBeNull();
expect(step?.locomotionState.locomotionMode).toBe("airborne");
expect(step?.planarDisplacement.z).toBeCloseTo(0);
expect(step?.locomotionState.planarSpeed).toBeCloseTo(0);
});
it("sinks toward the water surface while keeping the head above water", () => {
const step = stepPlayerLocomotion({
dt: 0.1,