Enhance runtime targeting logic and add unit tests for target switching and loss conditions
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@@ -329,6 +329,9 @@ const DIALOGUE_PARTICIPANT_RESTORE_EPSILON_DEGREES = 0.5;
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const TARGETING_LUX_FOLLOW_RATE = 8;
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const TARGETING_LUX_BOB_RATE = 4.2;
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const TARGETING_LUX_PULSE_RATE = 6.5;
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const TARGETING_SIDE_SWITCH_YAW_THRESHOLD_RADIANS = (12 * Math.PI) / 180;
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const TARGETING_CANCEL_YAW_THRESHOLD_RADIANS = (60 * Math.PI) / 180;
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const TARGETING_MAX_ACTIVE_TARGET_DISTANCE = 35;
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// Proposed-target camera nudging is intentionally disabled for now. Lux alone
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// should communicate proposal without moving the gameplay camera.
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// const PROPOSED_TARGET_CAMERA_ASSIST_STRENGTH = 0.28;
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@@ -369,6 +372,13 @@ function lerpScalar(start: number, end: number, t: number) {
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return start + (end - start) * t;
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}
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function distanceBetweenPoints(
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left: { x: number; y: number; z: number },
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right: { x: number; y: number; z: number }
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) {
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return Math.hypot(left.x - right.x, left.y - right.y, left.z - right.z);
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}
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function smoothStep01(value: number) {
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const t = clampScalar(value, 0, 1);
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@@ -3197,6 +3197,216 @@ describe("RuntimeHost", () => {
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host.dispose();
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});
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it("switches an active target toward the user's horizontal camera look intent", () => {
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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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runtimeScene: unknown;
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activeController: unknown;
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thirdPersonController: unknown;
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currentPlayerControllerTelemetry: unknown;
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runtimeTargetCandidates: Array<{
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kind: "npc";
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entityId: string;
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center: { x: number; y: number; z: number };
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score: number;
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}>;
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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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reportThirdPersonCameraLookIntent(yawDeltaRadians: number): void;
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updateActiveRuntimeTargetLockState(): void;
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};
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hostInternals.runtimeScene = {
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entities: {
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npcs: [
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{
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entityId: "npc-active",
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visible: true,
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position: { x: 0, y: 0, z: 5 },
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collider: { mode: "capsule", radius: 0.35, height: 1.8, eyeHeight: 1.6 },
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name: "Active",
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defaultDialogueId: null,
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dialogues: []
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},
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{
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entityId: "npc-right",
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visible: true,
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position: { x: 2, y: 0, z: 5 },
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collider: { mode: "capsule", radius: 0.35, height: 1.8, eyeHeight: 1.6 },
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name: "Right",
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defaultDialogueId: null,
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dialogues: []
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}
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],
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interactables: [],
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cameraRigs: []
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},
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interactionLinks: [
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{ id: "link-active", sourceEntityId: "npc-active", trigger: "click", action: { type: "runSequence", sequenceId: "noop" } },
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{ id: "link-right", sourceEntityId: "npc-right", trigger: "click", action: { type: "runSequence", sequenceId: "noop" } }
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]
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} as never;
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hostInternals.activeController = hostInternals.thirdPersonController;
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hostInternals.currentPlayerControllerTelemetry = {
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eyePosition: { x: 0, y: 1.6, z: 0 }
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};
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hostInternals.runtimeTargetCandidates = [
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{
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kind: "npc",
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entityId: "npc-active",
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center: { x: 0, y: 0.9, z: 5 },
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score: 3
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},
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{
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kind: "npc",
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entityId: "npc-right",
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center: { x: 2, y: 0.9, z: 5 },
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score: 2.5
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}
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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.reportThirdPersonCameraLookIntent((15 * Math.PI) / 180);
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hostInternals.updateActiveRuntimeTargetLockState();
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expect(hostInternals.activeRuntimeTargetReference).toEqual({
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kind: "npc",
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entityId: "npc-right"
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});
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host.dispose();
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});
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it("clears an active target after a large horizontal camera turn when another target is available", () => {
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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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runtimeScene: unknown;
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activeController: unknown;
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thirdPersonController: unknown;
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currentPlayerControllerTelemetry: unknown;
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runtimeTargetCandidates: Array<{
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kind: "npc";
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entityId: string;
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center: { x: number; y: number; z: number };
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score: number;
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}>;
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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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reportThirdPersonCameraLookIntent(yawDeltaRadians: number): void;
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updateActiveRuntimeTargetLockState(): void;
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};
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hostInternals.runtimeScene = {
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entities: {
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npcs: [
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{
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entityId: "npc-active",
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visible: true,
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position: { x: 0, y: 0, z: 5 },
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collider: { mode: "capsule", radius: 0.35, height: 1.8, eyeHeight: 1.6 },
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name: "Active",
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defaultDialogueId: null,
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dialogues: []
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}
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],
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interactables: [],
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cameraRigs: []
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},
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interactionLinks: [
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{ id: "link-active", sourceEntityId: "npc-active", trigger: "click", action: { type: "runSequence", sequenceId: "noop" } }
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]
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} as never;
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hostInternals.activeController = hostInternals.thirdPersonController;
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hostInternals.currentPlayerControllerTelemetry = {
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eyePosition: { x: 0, y: 1.6, z: 0 }
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};
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hostInternals.runtimeTargetCandidates = [
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{
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kind: "npc",
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entityId: "npc-active",
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center: { x: 0, y: 0.9, z: 5 },
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score: 3
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},
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{
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kind: "npc",
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entityId: "npc-other",
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center: { x: -2, y: 0.9, z: 5 },
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score: 2.5
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}
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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.reportThirdPersonCameraLookIntent((70 * Math.PI) / 180);
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hostInternals.updateActiveRuntimeTargetLockState();
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expect(hostInternals.activeRuntimeTargetReference).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", () => {
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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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runtimeScene: unknown;
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activeController: unknown;
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thirdPersonController: unknown;
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currentPlayerControllerTelemetry: unknown;
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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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updateActiveRuntimeTargetLockState(): void;
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};
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hostInternals.runtimeScene = {
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entities: {
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npcs: [
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{
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entityId: "npc-far",
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visible: true,
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position: { x: 0, y: 0, z: 40 },
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collider: { mode: "capsule", radius: 0.35, height: 1.8, eyeHeight: 1.6 },
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name: "Far",
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defaultDialogueId: null,
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dialogues: []
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}
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],
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interactables: [],
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cameraRigs: []
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},
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interactionLinks: [
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{ id: "link-far", sourceEntityId: "npc-far", trigger: "click", action: { type: "runSequence", sequenceId: "noop" } }
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]
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} as never;
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hostInternals.activeController = hostInternals.thirdPersonController;
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hostInternals.currentPlayerControllerTelemetry = {
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eyePosition: { x: 0, y: 1.6, z: 0 }
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};
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hostInternals.activeRuntimeTargetReference = {
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kind: "npc",
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entityId: "npc-far"
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};
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hostInternals.updateActiveRuntimeTargetLockState();
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expect(hostInternals.activeRuntimeTargetReference).toBeNull();
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host.dispose();
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});
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it("clears runtime targeting when switching into first-person mode", () => {
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const host = new RuntimeHost({
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enableRendering: false
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