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