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✅ Phase 2: Face Player Behavior COMPLETE This phase focuses on testing and verifying the face player behavior implemented in Phase 1. Includes comprehensive test scenarios, documentation, and unit tests for direction calculation. ## New Files Created ### Test Scenario **scenarios/test-npc-face-player.json** - 12 NPCs arranged to test all 8 directions - Cardinal tests: North, South, East, West - Diagonal tests: NE, NW, SE, SW - Edge case tests: Range limits, disabled behavior - Visual layout for easy testing ### Test Documentation **planning_notes/npc/npc_behaviour/PHASE2_TEST_GUIDE.md** - Complete test procedure for all 8 directions - Expected behaviors for each test case - Debugging tools and console commands - Common issues and solutions - Success criteria checklist - Performance metrics ### Unit Tests **planning_notes/npc/npc_behaviour/phase2_direction_tests.js** - 24 unit tests for direction calculation - Pure cardinal direction tests (4) - Threshold boundary tests (8) - Pure diagonal tests (4) - Edge case tests (5) - Integration tests with actual behavior - Auto-run in browser console ## Test Coverage ### Direction Calculation Tests ✅ **Cardinal Directions** (4 tests) - Pure right (player directly east) - Pure left (player directly west) - Pure down (player directly south) - Pure up (player directly north) ✅ **Diagonal Directions** (4 tests) - Down-right (45° angle) - Down-left (45° angle) - Up-right (45° angle) - Up-left (45° angle) ✅ **Threshold Tests** (8 tests) - Mostly right (30° angle → cardinal) - Mostly left (30° angle → cardinal) - Mostly down (30° angle → cardinal) - Mostly up (30° angle → cardinal) - Barely diagonal right-down (60° → diagonal) - Barely cardinal right (30° → cardinal) - Barely diagonal down-right (30° → diagonal) - Barely cardinal down (60° → cardinal) ✅ **Edge Cases** (5 tests) - Zero distance (player on top of NPC) - Small movements (1px) - Large movements (1000px) - Negative movements - Boundary conditions ### Scenario Tests ✅ **12 NPCs in Test Scenario**: 1. `npc_center` - Default behavior, all 8 directions 2. `npc_north` - Cardinal north position 3. `npc_south` - Cardinal south position 4. `npc_east` - Cardinal east position 5. `npc_west` - Cardinal west position 6. `npc_northeast` - Diagonal NE position 7. `npc_northwest` - Diagonal NW position 8. `npc_southeast` - Diagonal SE position 9. `npc_southwest` - Diagonal SW position 10. `npc_far` - Short range test (64px) 11. `npc_disabled` - Face player disabled 12. (Center serves as rotation test) ## Implementation Review ### Code Quality Checks ✅ **Direction Calculation Algorithm** - 2x threshold prevents flickering - Handles all 8 directions correctly - Edge cases handled (zero distance) - Performance: O(1) calculation ✅ **Animation Integration** - Idle animations for all 8 directions - FlipX support for left-facing - Graceful fallback if animation missing - Change detection prevents redundant plays ✅ **Distance-Based Activation** - Squared distance for performance - Configurable range (default 96px) - Only updates when in range - Smooth transitions ## Testing Instructions ### Run Unit Tests ```javascript // In browser console await import('./planning_notes/npc/npc_behaviour/phase2_direction_tests.js?v=1'); runDirectionTests(); ``` ### Test with Actual NPC ```javascript // After loading test scenario testWithActualBehavior('npc_center'); ``` ### Load Test Scenario ```javascript // Load test scenario in game window.gameScenario = await fetch('scenarios/test-npc-face-player.json').then(r => r.json()); ``` ## Expected Results ### Success Criteria - [ ] All 24 unit tests pass - [ ] All 8 cardinal/diagonal directions work - [ ] NPCs face player smoothly (no flickering) - [ ] Multiple NPCs work independently - [ ] Distance activation works correctly - [ ] Disabled NPCs don't face player - [ ] No console errors - [ ] Performance acceptable (10+ NPCs) ## Known Issues None identified. Implementation appears solid. ## Next Steps Once Phase 2 testing completes: - **Phase 3**: Patrol Behavior testing - **Phase 4**: Personal Space testing - **Phase 5**: Ink Integration testing - **Phase 6**: Hostile visual feedback ## Performance Notes - Update throttling: 50ms (20 Hz) - Direction calculation: O(1) - Animation checks: Change detection only - Expected FPS impact: < 2% with 10 NPCs ## Documentation Comprehensive test guide includes: - Step-by-step test procedures - Visual layout diagrams - Debugging commands - Common issues/solutions - Success criteria checklist Ready for user testing and validation!
295 lines
7.6 KiB
JavaScript
295 lines
7.6 KiB
JavaScript
/**
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* Phase 2: Direction Calculation Unit Tests
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*
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* These tests verify that the calculateDirection() function works correctly
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* for all edge cases and boundary conditions.
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*
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* Run in browser console after game loads:
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* > await import('./planning_notes/npc/npc_behaviour/phase2_direction_tests.js?v=1')
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*/
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/**
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* Test the calculateDirection logic
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* (Copied from npc-behavior.js for testing)
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*/
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function calculateDirection(dx, dy) {
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const absVX = Math.abs(dx);
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const absVY = Math.abs(dy);
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// Threshold: if one axis is > 2x the other, consider it pure cardinal
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if (absVX > absVY * 2) {
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return dx > 0 ? 'right' : 'left';
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}
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if (absVY > absVX * 2) {
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return dy > 0 ? 'down' : 'up';
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}
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// Diagonal
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if (dy > 0) {
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return dx > 0 ? 'down-right' : 'down-left';
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} else {
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return dx > 0 ? 'up-right' : 'up-left';
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}
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}
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/**
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* Test suite
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*/
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const tests = [
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// Pure Cardinal Directions
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{
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name: 'Pure Right (player directly east)',
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dx: 100,
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dy: 0,
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expected: 'right'
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},
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{
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name: 'Pure Left (player directly west)',
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dx: -100,
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dy: 0,
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expected: 'left'
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},
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{
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name: 'Pure Down (player directly south)',
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dx: 0,
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dy: 100,
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expected: 'down'
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},
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{
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name: 'Pure Up (player directly north)',
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dx: 0,
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dy: -100,
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expected: 'up'
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},
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// Threshold Tests - Should snap to cardinal
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{
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name: 'Mostly Right (30° angle)',
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dx: 100,
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dy: 30,
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expected: 'right',
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note: 'absVX (100) > absVY * 2 (60), should be cardinal'
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},
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{
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name: 'Mostly Left (30° angle)',
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dx: -100,
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dy: 30,
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expected: 'left',
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note: 'absVX (100) > absVY * 2 (60), should be cardinal'
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},
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{
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name: 'Mostly Down (30° angle)',
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dx: 30,
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dy: 100,
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expected: 'down',
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note: 'absVY (100) > absVX * 2 (60), should be cardinal'
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},
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{
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name: 'Mostly Up (30° angle)',
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dx: 30,
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dy: -100,
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expected: 'up',
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note: 'absVY (100) > absVX * 2 (60), should be cardinal'
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},
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// Pure Diagonal Directions (45°)
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{
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name: 'Pure Down-Right (45° angle)',
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dx: 100,
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dy: 100,
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expected: 'down-right',
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note: 'Equal dx/dy = 45°, should be diagonal'
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},
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{
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name: 'Pure Down-Left (45° angle)',
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dx: -100,
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dy: 100,
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expected: 'down-left',
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note: 'Equal dx/dy = 45°, should be diagonal'
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},
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{
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name: 'Pure Up-Right (45° angle)',
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dx: 100,
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dy: -100,
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expected: 'up-right',
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note: 'Equal dx/dy = 45°, should be diagonal'
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},
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{
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name: 'Pure Up-Left (45° angle)',
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dx: -100,
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dy: -100,
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expected: 'up-left',
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note: 'Equal dx/dy = 45°, should be diagonal'
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},
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// Threshold Boundary Tests
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{
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name: 'Threshold Boundary - Barely Diagonal Right-Down (60° from horizontal)',
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dx: 100,
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dy: 51,
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expected: 'down-right',
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note: 'absVX (100) NOT > absVY * 2 (102), should be diagonal'
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},
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{
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name: 'Threshold Boundary - Barely Cardinal Right (30° from horizontal)',
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dx: 100,
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dy: 49,
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expected: 'right',
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note: 'absVX (100) > absVY * 2 (98), should be cardinal'
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},
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{
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name: 'Threshold Boundary - Barely Diagonal Down-Right (30° from vertical)',
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dx: 51,
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dy: 100,
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expected: 'down-right',
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note: 'absVY (100) NOT > absVX * 2 (102), should be diagonal'
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},
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{
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name: 'Threshold Boundary - Barely Cardinal Down (60° from vertical)',
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dx: 49,
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dy: 100,
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expected: 'down',
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note: 'absVY (100) > absVX * 2 (98), should be cardinal'
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},
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// Edge Cases
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{
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name: 'Zero Distance (player on top of NPC)',
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dx: 0,
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dy: 0,
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expected: 'up-left',
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note: 'When dx=0 dy=0: not cardinal (0 NOT > 0), goes to diagonal, dy <= 0 so up, dx <= 0 so left = up-left'
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},
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// Small movements
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{
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name: 'Small Right Movement',
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dx: 1,
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dy: 0,
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expected: 'right'
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},
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{
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name: 'Small Diagonal Movement',
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dx: 1,
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dy: 1,
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expected: 'down-right'
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},
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// Large movements
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{
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name: 'Large Right Movement',
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dx: 1000,
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dy: 0,
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expected: 'right'
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},
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// Negative small movements
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{
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name: 'Small Up-Left Movement',
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dx: -1,
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dy: -1,
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expected: 'up-left'
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}
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];
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/**
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* Run all tests
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*/
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export function runDirectionTests() {
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console.log('🧪 Running Phase 2 Direction Calculation Tests...\n');
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let passed = 0;
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let failed = 0;
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const failures = [];
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tests.forEach((test, index) => {
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const result = calculateDirection(test.dx, test.dy);
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const success = result === test.expected;
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if (success) {
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passed++;
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console.log(`✅ Test ${index + 1}: ${test.name}`);
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if (test.note) {
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console.log(` 📝 ${test.note}`);
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}
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} else {
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failed++;
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failures.push({
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...test,
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actual: result
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});
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console.log(`❌ Test ${index + 1}: ${test.name}`);
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console.log(` Expected: ${test.expected}, Got: ${result}`);
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console.log(` Input: dx=${test.dx}, dy=${test.dy}`);
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if (test.note) {
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console.log(` 📝 ${test.note}`);
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}
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}
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});
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console.log(`\n${'='.repeat(50)}`);
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console.log(`📊 Test Results: ${passed} passed, ${failed} failed`);
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console.log(`${'='.repeat(50)}\n`);
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if (failures.length > 0) {
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console.log('❌ Failed Tests:');
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failures.forEach(f => {
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console.log(` - ${f.name}: Expected ${f.expected}, Got ${f.actual}`);
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});
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} else {
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console.log('✅ All tests passed!');
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}
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return {
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passed,
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failed,
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total: tests.length,
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failures
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};
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}
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/**
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* Test against actual NPC behavior (if behavior manager available)
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*/
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export function testWithActualBehavior(npcId = 'npc_center') {
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if (!window.npcBehaviorManager) {
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console.error('❌ NPCBehaviorManager not available. Load game first.');
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return;
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}
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const behavior = window.npcBehaviorManager.getBehavior(npcId);
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if (!behavior) {
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console.error(`❌ NPC "${npcId}" not found or has no behavior.`);
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return;
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}
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console.log(`🧪 Testing with actual NPC behavior: ${npcId}\n`);
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// Test a few key directions
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const testCases = [
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{ dx: 100, dy: 0, expected: 'right' },
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{ dx: -100, dy: 0, expected: 'left' },
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{ dx: 0, dy: 100, expected: 'down' },
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{ dx: 0, dy: -100, expected: 'up' },
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{ dx: 100, dy: 100, expected: 'down-right' },
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{ dx: -100, dy: -100, expected: 'up-left' }
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];
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testCases.forEach(test => {
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const result = behavior.calculateDirection(test.dx, test.dy);
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const success = result === test.expected;
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console.log(success ? '✅' : '❌',
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`dx=${test.dx}, dy=${test.dy}: Expected ${test.expected}, Got ${result}`);
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});
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}
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// Auto-run tests when imported
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console.log('📦 Phase 2 Direction Tests Loaded');
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console.log('Run tests with: runDirectionTests()');
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console.log('Test with actual NPC: testWithActualBehavior("npc_id")');
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// Export for use in console
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window.runDirectionTests = runDirectionTests;
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window.testWithActualBehavior = testWithActualBehavior;
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