feat: night freight container yard works through the additional work chapter
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114
tests/unit/yard.test.ts
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114
tests/unit/yard.test.ts
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import { describe, expect, it } from 'vitest';
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import { SceneResourceBag } from '@/scene/resources';
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import { createYard, railYaw } from '@/scene/world/yard';
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import { STACK_TIERS, STACK_ZS, YARD_STOPS, yardStopsPassed } from '@/journey/yard-progress';
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interface Node {
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name: string;
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count?: number;
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isInstancedMesh?: boolean;
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geometry?: Disposable;
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material?: Disposable;
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}
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interface Disposable {
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addEventListener(type: string, listener: () => void): void;
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}
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const nodes = (group: unknown): Node[] => {
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const found: Node[] = [];
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(group as { traverse(visit: (child: Node) => void): void }).traverse((child) => found.push(child));
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return found;
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};
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const instancedMeshes = (group: unknown) => nodes(group).filter((child) => child.isInstancedMesh === true);
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describe('night freight yard', () => {
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it('draws the stacks as one InstancedMesh of 4 + 3 + 2 + 1 containers', () => {
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const yard = createYard(new SceneResourceBag(), true);
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const stacks = instancedMeshes(yard.group).filter((mesh) => mesh.name === 'yard-stacks');
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expect(stacks).toHaveLength(1);
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expect(stacks[0]!.count).toBe(STACK_TIERS.reduce((sum, tiers) => sum + tiers, 0));
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});
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it('is visible only in Additional work, and fades at the chapter edges', () => {
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const yard = createYard(new SceneResourceBag(), true);
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yard.update('toolkit', 0.5, 0, 1 / 60);
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expect(yard.group.visible).toBe(false);
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yard.update('additional-work', null, 0, 1 / 60);
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expect(yard.group.visible).toBe(false);
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yard.update('additional-work', 0, 0, 1 / 60);
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expect(yard.group.visible).toBe(false);
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yard.update('additional-work', 0.5, 0, 1 / 60);
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expect(yard.group.visible).toBe(true);
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expect(yard.inspect().presence).toBe(1);
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});
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it('lights one plate per stop passed, forward and back', () => {
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const yard = createYard(new SceneResourceBag(), true);
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const ps = Array.from({ length: 101 }, (_, i) => i / 100);
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for (const p of [...ps, ...[...ps].reverse()]) {
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yard.update('additional-work', p, 0, 1 / 60);
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expect(yard.inspect().litPlates).toBe(yardStopsPassed(p));
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}
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});
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it('lowers the spreader and strikes the work lamps at a stop, lifts and dims them after', () => {
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const yard = createYard(new SceneResourceBag(), true);
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for (let frame = 0; frame < 60; frame += 1) yard.update('additional-work', YARD_STOPS[1], 0, 1 / 60);
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const working = yard.inspect();
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expect(working.spreader).toBe(1);
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expect(working.craneZ).toBe(STACK_ZS[1]);
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expect(working.lamp).toBe(1);
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expect(working.strikes).toBe(1);
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expect(working.flood).toBeCloseTo(1 / 1.5, 2);
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for (let frame = 0; frame < 60; frame += 1) yard.update('additional-work', 0.2, 0, 1 / 60);
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expect(yard.inspect().spreader).toBe(0);
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expect(yard.inspect().lamp).toBe(0);
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});
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it('hides the crane (not the yard) while an underpass deck is near it', () => {
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const yard = createYard(new SceneResourceBag(), true);
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yard.update('additional-work', 0.9, 0, 1 / 60, null);
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expect(yard.inspect().cranePresence).toBe(1);
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const z = yard.inspect().craneWorldZ;
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yard.update('additional-work', 0.9, 0, 1 / 60, z + 4);
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expect(yard.inspect().cranePresence).toBe(0);
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expect(yard.inspect().presence).toBe(1);
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});
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it('lite: crane, stacks and plates; no lamps, floods or pools', () => {
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const yard = createYard(new SceneResourceBag(), false);
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expect(instancedMeshes(yard.group)).toHaveLength(1);
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for (let frame = 0; frame < 120; frame += 1) yard.update('additional-work', YARD_STOPS[0], 1, 1 / 60);
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expect(yard.inspect()).toMatchObject({ litPlates: 1, lamp: 0, flood: 0, spreader: 1 });
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});
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it('turns the rails to the viewport aspect so the yard keeps its place in the left margin', () => {
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const yard = createYard(new SceneResourceBag(), true);
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const yawAt = (aspect: number) => {
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yard.update('additional-work', 0.5, 0, 1 / 60, null, aspect);
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return (yard.group as { rotation: { y: number } }).rotation.y;
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};
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const wide = yawAt(1920 / 1080);
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const design = yawAt(1440 / 900);
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const laptop = yawAt(1024 / 700);
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expect(wide).toBeGreaterThan(design);
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expect(design).toBeGreaterThan(laptop);
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expect(design).toBeCloseTo(railYaw(1.6), 6);
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expect(yawAt(390 / 844)).toBeGreaterThan(0);
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expect(yawAt(Number.NaN)).toBeCloseTo(railYaw(), 6);
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});
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it('frees every geometry and material on dispose', () => {
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const resources = new SceneResourceBag();
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const yard = createYard(resources, true);
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const owned = new Set<Disposable>();
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for (const child of nodes(yard.group)) {
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if (child.geometry) owned.add(child.geometry);
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if (child.material) owned.add(child.material);
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}
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expect(owned.size).toBeGreaterThan(6);
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let disposed = 0;
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owned.forEach((resource) => resource.addEventListener('dispose', () => { disposed += 1; }));
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resources.dispose();
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expect(disposed).toBe(owned.size);
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});
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});
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