import { test } from 'node:test'; import assert from 'node:assert/strict'; import { Group, Mesh, MeshBasicMaterial, PerspectiveCamera, Vector3 } from 'three'; import { canPray, createEmoteState } from '../src/controls/emotes.ts'; import { faceTravel, updateThirdPersonCamera } from '../src/controls/thirdPersonCamera.ts'; import { readFile } from 'node:fs/promises'; import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; import { createSheep } from '../src/scene/sheep.ts'; test('remote sheep share GPU assets but have independent joints and safe disposal', async () => { const bytes = await readFile(new URL('../public/characters/red-sheep.glb', import.meta.url)); const model = await new GLTFLoader().parseAsync(bytes.buffer.slice(bytes.byteOffset, bytes.byteOffset + bytes.byteLength), ''); const sheep = createSheep(model.scene); assert.equal(typeof sheep.clone, 'function'); const remote = sheep.clone(); const localArm = sheep.group.getObjectByName('ArmRight')!; const initial = localArm.quaternion.clone(); remote.pose('wave', 1, false, 1); assert.ok(localArm.quaternion.equals(initial)); assert.ok(remote.group.getObjectByName('ArmRight')!.quaternion.angleTo(initial) > 1); const localMeshes: Mesh[] = [], remoteMeshes: Mesh[] = []; sheep.group.traverse(o => { if (o instanceof Mesh) localMeshes.push(o); }); remote.group.traverse(o => { if (o instanceof Mesh) remoteMeshes.push(o); }); let disposals = 0; localMeshes.forEach((mesh, i) => { assert.equal(remoteMeshes[i].geometry, mesh.geometry); assert.equal(remoteMeshes[i].material, mesh.material); mesh.geometry.addEventListener('dispose', () => disposals++); }); remote.dispose(); assert.equal(disposals, 0); sheep.dispose(); assert.ok(disposals > 0); }); test('sheep dims with night and clouds without losing its colors after repeated updates', async () => { const bytes = await readFile(new URL('../public/characters/red-sheep.glb', import.meta.url)); const model = await new GLTFLoader().parseAsync(bytes.buffer.slice(bytes.byteOffset, bytes.byteOffset + bytes.byteLength), ''); const sheep = createSheep(model.scene); const materials = new Set(); sheep.group.traverse(object => { if (object instanceof Mesh) { for (const material of Array.isArray(object.material) ? object.material : [object.material]) { assert.ok(material instanceof MeshBasicMaterial); materials.add(material); } } }); const originals = [...materials].map(material => material.color.clone()); const brightest = [...materials].sort((a, b) => b.color.r - a.color.r)[0]; const day = brightest.color.r; sheep.updateLighting(30, .65); assert.ok(brightest.color.r < day); sheep.updateLighting(-18, .65); const night = brightest.color.r; assert.ok(night > day * .05 && night < day * .2, 'night stays visible but substantially darker'); sheep.updateLighting(-18, .65); assert.equal(brightest.color.r, night, 'updates must not accumulate darkening'); sheep.updateLighting(0, .65); assert.ok(brightest.color.r > night && brightest.color.r < day); sheep.updateLighting(30, 1); [...materials].forEach((material, index) => assert.ok(material.color.equals(originals[index]))); sheep.dispose(); }); test('prayer is available only within five minutes of the selected sunrise', () => { const sunrise = new Date('2026-10-30T21:50:00Z'); const at = (offset: number) => canPray(new Date(+sunrise + offset), sunrise); assert.equal(at(-300001), false); assert.equal(at(-300000), true); assert.equal(at(0), true); assert.equal(at(300000), true); assert.equal(at(300001), false); assert.equal(canPray(sunrise, null), false); }); test('wave expires; movement and unavailable sunrise cancel prayer', () => { const state = createEmoteState(); assert.equal(state.start('pray', false), false); state.start('wave', false); assert.equal(state.update(1, false, false), 'wave'); assert.equal(state.update(2, false, false), 'idle'); state.start('pray', true); assert.equal(state.update(.1, false, true), 'pray'); assert.equal(state.update(.1, true, true), 'idle'); state.start('pray', true); assert.equal(state.update(.1, false, false), 'idle'); }); test('third person camera stays behind observer and above terrain without moving observer', () => { const anchor = new PerspectiveCamera(); anchor.position.set(10, 1.7, 20); anchor.lookAt(11, 1.7, 20); const original = anchor.position.clone(); const follow = anchor.clone(); updateThirdPersonCamera(follow, anchor, () => 0); assert.ok(follow.position.x < anchor.position.x); assert.deepEqual(anchor.position, original); assert.ok(follow.getWorldDirection(new Vector3()).x > .5); updateThirdPersonCamera(follow, anchor, () => 4); assert.ok(follow.position.y >= 4.35); }); test('exported sheep has working joints and renders the final idle pose after walking', async () => { const bytes = await readFile(new URL('../public/characters/red-sheep.glb', import.meta.url)); const model = await new GLTFLoader().parseAsync(bytes.buffer.slice(bytes.byteOffset, bytes.byteOffset + bytes.byteLength), ''); const sheep = createSheep(model.scene); const leg = sheep.group.getObjectByName('LegLeft')!; const rest = leg.quaternion.clone(); assert.equal(sheep.pose('idle', 0, true, 1), true); assert.ok(leg.quaternion.angleTo(rest) > .01); assert.equal(sheep.pose('idle', 0, false, 1), true, 'stopping must invalidate one frame'); assert.ok(leg.quaternion.angleTo(rest) < 1e-6); assert.equal(sheep.pose('idle', 0, false, 1), false); const arm = sheep.group.getObjectByName('ArmRight')!; const armRest = arm.quaternion.clone(); sheep.pose('wave', 1, false, 1); assert.ok(arm.quaternion.angleTo(armRest) > 1); sheep.pose('pray', 1, false, 1); assert.ok(arm.quaternion.angleTo(armRest) > .5); sheep.dispose(); }); test('sideways and rear destinations turn the character forward and ease the camera behind it', () => { for (const step of [new Vector3(1, 0, 0), new Vector3(0, 0, 1), new Vector3(-1, 0, -.01)]) { const character = new Group(); character.rotation.y = Math.PI; const camera = new PerspectiveCamera(); camera.rotation.set(-.2, 0, 0, 'YXZ'); const original = camera.quaternion.clone(); const initialFacing = character.quaternion.clone(); const speed = faceTravel(character, camera, step, 1 / 60); assert.ok(character.quaternion.angleTo(initialFacing) <= 4 / 60 + 1e-6, 'body must turn gradually'); if (step.z === 1) assert.equal(speed, 0, 'rear destinations turn before translating'); assert.ok(camera.quaternion.angleTo(original) < .22, 'camera must ease, not snap'); for (let i = 0; i < 180; i++) faceTravel(character, camera, step, 1 / 60); assert.ok(character.getWorldDirection(new Vector3()).dot(step.clone().normalize()) > .999); const view = camera.getWorldDirection(new Vector3()); view.y = 0; assert.ok(view.normalize().dot(step.clone().normalize()) > .999); assert.ok(Math.abs(camera.rotation.x + .2) < 1e-6, 'preserve viewing pitch'); const settled = character.quaternion.clone(); faceTravel(character, camera, new Vector3(), 1 / 60); assert.ok(character.quaternion.angleTo(settled) < 1e-6, 'idle keeps the last facing'); const manual = camera.quaternion.clone(); faceTravel(character, camera, step.clone().negate(), 1 / 60, false); assert.ok(camera.quaternion.angleTo(manual) < 1e-6, 'manual looking takes priority'); } });