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syncer/packages/shared/test/shooter.test.mjs
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drive automatic fire from server ticks
2026-08-28 12:21:37 -03:00

321 lines
9.3 KiB
JavaScript

import assert from "node:assert/strict";
import test from "node:test";
import {
BOT_COUNT,
BOT_ID_BASE,
Weapon,
createShooterGame,
shooterGame,
} from "../dist/index.js";
function runHeadlessMatch(ticks) {
const server = shooterGame.createServer();
const totals = {
shots: 0,
damageEvents: 0,
eliminations: 0,
respawns: 0,
};
for (let tick = 0; tick < ticks; tick += 1) {
const result = server.step();
for (const event of result.events) {
if (event.type === "shot") totals.shots += 1;
if (event.type === "damage") totals.damageEvents += 1;
if (event.type === "elimination") totals.eliminations += 1;
if (event.type === "respawn") totals.respawns += 1;
}
}
return {
...totals,
tick: server.tick,
scores: [...server.currentState.players.values()]
.map((player) => ({
id: player.id,
kills: player.kills,
deaths: player.deaths,
alive: player.alive,
x: Number(player.x.toFixed(5)),
z: Number(player.z.toFixed(5)),
}))
.sort((a, b) => a.id - b.id),
};
}
test("the complete shooter match simulates headlessly on the backend", () => {
const match = runHeadlessMatch(7_200);
assert.equal(match.tick, 7_200);
assert.equal(match.scores.length, BOT_COUNT);
assert.ok(match.shots > 700, `expected active combat, saw ${match.shots} shots`);
assert.ok(match.damageEvents > 50, `expected hits, saw ${match.damageEvents}`);
assert.ok(match.eliminations >= 10, `expected kills, saw ${match.eliminations}`);
assert.ok(match.respawns >= 8, `expected respawns, saw ${match.respawns}`);
assert.equal(
match.scores.reduce((sum, score) => sum + score.kills, 0),
match.eliminations,
);
assert.ok(match.scores.every((score) => Number.isFinite(score.x + score.z)));
});
test("backend simulation is deterministic", () => {
assert.deepEqual(runHeadlessMatch(2_400), runHeadlessMatch(2_400));
});
test("held automatic fire follows server ticks while semi-auto remains edge-triggered", () => {
const game = createShooterGame({ botCount: 0 });
const runHeldFire = (weapon, ticks) => {
const server = game.createServer();
server.addPlayer(1);
server.currentState.players.get(1).weapon = weapon;
const packet = {
sequence: 1,
targetTick: 1,
observedTick: 0,
input: {
strafe: 0,
forward: 0,
yaw: 0,
pitch: 0,
fire: true,
sprint: false,
reload: false,
weapon,
},
};
assert.deepEqual(server.submitInput(1, packet), { accepted: true });
let shots = 0;
for (let tick = 0; tick < ticks; tick += 1) {
if (tick > 0 && tick % 10 === 0) {
assert.deepEqual(server.submitInput(1, packet), { accepted: true });
}
shots += server.step().events.filter((event) => event.type === "shot").length;
}
return shots;
};
assert.equal(runHeldFire(Weapon.PulseRifle, 60), 10);
assert.equal(runHeldFire(Weapon.Scattergun, 100), 1);
});
test("human hitscan damages the historical target without rewinding live positions", () => {
const server = shooterGame.createServer();
server.addPlayer(1);
const shooter = server.currentState.players.get(1);
const target = server.currentState.players.get(BOT_ID_BASE);
for (const bot of server.currentState.players.values()) {
if (bot.id === BOT_ID_BASE || bot.id === 1) continue;
bot.alive = false;
bot.respawnTicks = 10_000;
}
shooter.x = -4;
shooter.z = -15;
shooter.yaw = Math.PI / 2;
shooter.pitch = 0;
shooter.spawnProtectionTicks = 0;
target.x = 0;
target.z = -15;
target.velocityX = 0;
target.velocityZ = 0;
target.inputForward = 0;
target.inputStrafe = 0;
target.spawnProtectionTicks = 0;
target.bot = null;
server.step();
target.z = -12.5;
const healthBefore = target.health;
server.submitInput(1, {
sequence: 1,
targetTick: 2,
observedTick: 1,
input: {
strafe: 0,
forward: 0,
yaw: Math.PI / 2,
pitch: 0,
fire: true,
sprint: false,
reload: false,
weapon: Weapon.PulseRifle,
},
});
const result = server.step();
assert.equal(target.z, -12.5, "the live target must not move backward");
assert.ok(target.health < healthBefore, "the rewound hitbox should take damage");
assert.ok(
result.events.some(
(event) => event.type === "damage" && event.targetId === BOT_ID_BASE,
),
);
const shot = result.events.find(
(event) => event.type === "shot" && event.sourceId === 1,
);
assert.ok(shot);
assert.ok(Math.abs(shot.endZ + 15) < 0.01);
});
test("shooter recordings seek through checkpoints with privacy intact", () => {
const server = shooterGame.createServer({ replaySeed: 99 });
server.addPlayer(1);
for (let tick = 0; tick < 420; tick += 1) server.step();
const recording = server.exportRecording();
assert.equal(recording.durationTicks, 420);
assert.deepEqual(
recording.checkpoints.map(({ tick }) => tick),
[0, 120, 240, 360],
);
const replay = shooterGame.createReplay(recording);
replay.seek(135);
const finalFrame = replay.seek(420);
assert.deepEqual(finalFrame.state, server.currentState);
const playerView = replay.viewAs(1).state;
assert.ok(playerView.players.has(1));
assert.equal("nextEventId" in playerView, false);
assert.ok(
[...playerView.players.values()].every((player) => !("bot" in player)),
);
});
test("a human elimination creates a bounded attacker-perspective killcam", () => {
const server = shooterGame.createServer();
server.addPlayer(1);
let ticket = null;
for (let tick = 0; tick < 600 && !ticket; tick += 1) {
server.step();
ticket = server.drainReplayTickets(1)[0] ?? null;
}
assert.ok(ticket, "expected the standing human to receive a bot killcam");
assert.equal(ticket.requesterId, 1);
assert.ok(ticket.perspectiveId >= BOT_ID_BASE);
assert.equal(ticket.toTick, ticket.issuedAtTick);
assert.ok(ticket.frames.length > 60);
assert.ok(ticket.frames.length < 300);
assert.ok(
ticket.frames.every(({ state }) =>
[...state.players.values()].every(
(player) => !("bot" in player) && !("kills" in player),
),
),
);
});
test("snapshots and perception events cross the binary protocol", () => {
const server = shooterGame.createServer();
server.addPlayer(1);
const snapshot = server.createSnapshot(1, 123.5);
const snapshotFrame = shooterGame.protocol.encodeServer({
kind: "snapshot",
snapshot,
});
const decodedSnapshot = shooterGame.protocol.decodeServer(snapshotFrame);
assert.equal(decodedSnapshot.kind, "snapshot");
assert.equal(decodedSnapshot.snapshot.state.players.get(1).ammo.length, 3);
const event = {
id: 99,
type: "shot",
weapon: Weapon.RailRifle,
sourceId: 1,
originX: 1,
originY: 1.58,
originZ: 2,
endX: 11,
endY: 1.4,
endZ: -4,
impact: "wall",
};
const eventFrame = shooterGame.protocol.encodeServer({
kind: "event",
tick: 50,
event,
});
const decodedEvent = shooterGame.protocol.decodeServer(eventFrame);
assert.equal(decodedEvent.kind, "event");
assert.equal(decodedEvent.tick, 50);
assert.deepEqual(
{
...decodedEvent.event,
originY: Number(decodedEvent.event.originY.toFixed(2)),
endY: Number(decodedEvent.event.endY.toFixed(2)),
},
event,
);
});
test("occluded combatants stay private while their gunfire becomes anonymous audio", () => {
const server = shooterGame.createServer();
server.addPlayer(1);
const authority = server.currentState;
const viewer = authority.players.get(1);
const hiddenBot = authority.players.get(BOT_ID_BASE);
viewer.x = 0;
viewer.z = -6;
viewer.yaw = 0;
hiddenBot.x = 0;
hiddenBot.z = 6;
const snapshot = server.createSnapshot(1, 0);
assert.equal(snapshot.state.players.has(BOT_ID_BASE), false);
const perceptions = server.createPerceptions(1, [
{
id: 777,
type: "shot",
sourceId: BOT_ID_BASE,
weapon: Weapon.PulseRifle,
originX: hiddenBot.x,
originY: 1.58,
originZ: hiddenBot.z,
endX: hiddenBot.x,
endY: 1.58,
endZ: hiddenBot.z - 10,
impact: "wall",
},
]);
assert.equal(perceptions.length, 1);
assert.equal(perceptions[0].type, "sound");
assert.equal("sourceId" in perceptions[0], false);
assert.equal("originX" in perceptions[0], false);
});
test("visible opponents expose exact health but redact armor and inventory", () => {
const server = shooterGame.createServer();
server.addPlayer(1);
const viewer = server.currentState.players.get(1);
const opponent = server.currentState.players.get(BOT_ID_BASE);
viewer.x = -4;
viewer.z = -15;
viewer.yaw = Math.PI / 2;
opponent.x = 0;
opponent.z = -15;
opponent.health = 37;
opponent.armor = 19;
opponent.ammo[Weapon.PulseRifle].magazine = 3;
const replicated = server.createSnapshot(1, 0).state.players.get(BOT_ID_BASE);
assert.ok(replicated, "opponent should be visible in the clear corridor");
assert.equal(replicated.health, 37);
assert.equal(replicated.armor, 0);
assert.ok(
replicated.ammo.every(
(ammo) => ammo.magazine === 0 && ammo.reserve === 0,
),
);
assert.equal(replicated.x, opponent.x);
assert.equal(replicated.weapon, opponent.weapon);
viewer.yaw = -Math.PI / 2;
assert.equal(
server.createSnapshot(1, 0).state.players.has(BOT_ID_BASE),
false,
);
});