| 1 | import { describe, expect, it } from 'vitest'; |
| 2 | import { makeRng, STACKS_PER_SIDE } from '../game/tiles'; |
| 3 | import { isBarrier, SEAT_WALL_SIDE, sideStacks, wallStacks } from '../game/wall'; |
| 4 | import type { SeatId } from '../game/types'; |
| 5 | import { |
| 6 | addBody, |
| 7 | createWorld, |
| 8 | outside, |
| 9 | overlapping, |
| 10 | settled, |
| 11 | step, |
| 12 | type Rect, |
| 13 | type Spawn, |
| 14 | } from './physics'; |
| 15 | import { canThrow, segmentHitsRect, type TableGeometry } from './geometry'; |
| 16 | |
| 17 | const POOL: Rect = { x: 200, y: 200, w: 220, h: 220 }; |
| 18 | /** Same aspect as a real tile, roughly pool-tile sized. */ |
| 19 | const TILE = { w: 26, h: 36 }; |
| 20 | /** Generous: nothing should still be moving after four seconds. */ |
| 21 | const SETTLE_CAP = 480; |
| 22 | |
| 23 | function throwAt(rng: () => number): Spawn { |
| 24 | const centre = { x: POOL.x + POOL.w / 2, y: POOL.y + POOL.h / 2 }; |
| 25 | // From below the pool, as seat 0 would, but aimed all over the place and |
| 26 | // hard enough to be a genuine test of the bounds. |
| 27 | const from = { x: 100 + rng() * 400, y: 560 }; |
| 28 | const spread = (rng() - 0.5) * 260; |
| 29 | const dx = centre.x + spread - from.x; |
| 30 | const dy = centre.y - from.y; |
| 31 | const d = Math.hypot(dx, dy); |
| 32 | const speed = 900 + rng() * 1800; |
| 33 | return { |
| 34 | tile: Math.floor(rng() * 34), |
| 35 | seat: 0, |
| 36 | x: from.x, |
| 37 | y: from.y, |
| 38 | vx: (dx / d) * speed, |
| 39 | vy: (dy / d) * speed, |
| 40 | z: 12, |
| 41 | vz: 300 + rng() * 500, |
| 42 | angle: rng() * Math.PI * 2, |
| 43 | spin: (rng() - 0.5) * 14, |
| 44 | w: TILE.w, |
| 45 | h: TILE.h, |
| 46 | }; |
| 47 | } |
| 48 | |
| 49 | function runToRest(world: ReturnType<typeof createWorld>, cap = SETTLE_CAP): number { |
| 50 | let steps = 0; |
| 51 | while (!settled(world) && steps < cap) { |
| 52 | step(world); |
| 53 | steps++; |
| 54 | } |
| 55 | return steps; |
| 56 | } |
| 57 | |
| 58 | describe('physics — the pile', () => { |
| 59 | it('never lets a tile out of the pool, however hard it is thrown', () => { |
| 60 | const rng = makeRng(20260819); |
| 61 | for (let trial = 0; trial < 40; trial++) { |
| 62 | const world = createWorld(POOL); |
| 63 | // A full hand's worth, thrown one after another into the same pool. |
| 64 | for (let i = 0; i < 16; i++) { |
| 65 | addBody(world, throwAt(rng)); |
| 66 | for (let s = 0; s < 40; s++) step(world); |
| 67 | } |
| 68 | runToRest(world); |
| 69 | for (const b of world.bodies) { |
| 70 | expect(outside(b, POOL)).toBeLessThan(0.5); |
| 71 | expect(b.z).toBe(0); |
| 72 | } |
| 73 | } |
| 74 | }); |
| 75 | |
| 76 | it('settles everything, rather than jittering forever', () => { |
| 77 | const rng = makeRng(7); |
| 78 | const world = createWorld(POOL); |
| 79 | for (let i = 0; i < 30; i++) addBody(world, throwAt(rng)); |
| 80 | const steps = runToRest(world); |
| 81 | expect(steps).toBeLessThan(SETTLE_CAP); |
| 82 | expect(settled(world)).toBe(true); |
| 83 | }); |
| 84 | |
| 85 | it('never lets two tiles share the same ground', () => { |
| 86 | // A whole hand's worth thrown into one pool, then checked pair by pair as |
| 87 | // rotated rectangles — not as circles, which would let two tiles at an angle |
| 88 | // sit across each other and call it clear. |
| 89 | const rng = makeRng(4242); |
| 90 | const world = createWorld(POOL); |
| 91 | for (let i = 0; i < 24; i++) { |
| 92 | addBody(world, throwAt(rng)); |
| 93 | for (let s = 0; s < 45; s++) step(world); |
| 94 | } |
| 95 | runToRest(world); |
| 96 | |
| 97 | for (let i = 0; i < world.bodies.length; i++) { |
| 98 | for (let j = i + 1; j < world.bodies.length; j++) { |
| 99 | // Sub-pixel contact is how a pile rests against itself; see CONTACT_SLOP. |
| 100 | expect(overlapping(world.bodies[i], world.bodies[j])).toBeLessThan(1); |
| 101 | } |
| 102 | } |
| 103 | }); |
| 104 | |
| 105 | it('carries a hard throw much further than a soft one', () => { |
| 106 | // The whole point of throwing it yourself: how hard you flick has to show. |
| 107 | // Friction heavy enough to eat the difference would make every discard land |
| 108 | // in the same place however it was let go of. |
| 109 | // Ground covered, not distance from where it started: a hard throw crosses |
| 110 | // the square and comes back off the far side, which is the point of it. |
| 111 | const travel = (speed: number) => { |
| 112 | const world = createWorld(POOL); |
| 113 | const b = addBody(world, { |
| 114 | tile: 0, |
| 115 | seat: 0, |
| 116 | x: POOL.x + 20, |
| 117 | y: POOL.y + POOL.h / 2, |
| 118 | vx: speed, |
| 119 | vy: 0, |
| 120 | z: 0, |
| 121 | vz: 0, |
| 122 | angle: 0, |
| 123 | spin: 0, |
| 124 | w: TILE.w, |
| 125 | h: TILE.h, |
| 126 | }); |
| 127 | let covered = 0; |
| 128 | for (let i = 0; i < SETTLE_CAP && !settled(world); i++) { |
| 129 | const x = b.x; |
| 130 | const y = b.y; |
| 131 | step(world); |
| 132 | covered += Math.hypot(b.x - x, b.y - y); |
| 133 | } |
| 134 | return covered; |
| 135 | }; |
| 136 | |
| 137 | const soft = travel(220); |
| 138 | const hard = travel(2200); |
| 139 | expect(hard).toBeGreaterThan(soft * 3); |
| 140 | // And a hard one gets right across the square rather than dying halfway. |
| 141 | expect(hard).toBeGreaterThan(POOL.w * 0.55); |
| 142 | }); |
| 143 | |
| 144 | it('bounces a hard throw off the far side instead of sticking to it', () => { |
| 145 | const world = createWorld(POOL); |
| 146 | const b = addBody(world, { |
| 147 | tile: 0, |
| 148 | seat: 0, |
| 149 | x: POOL.x + 20, |
| 150 | y: POOL.y + POOL.h / 2, |
| 151 | vx: 2600, |
| 152 | vy: 0, |
| 153 | z: 0, |
| 154 | vz: 0, |
| 155 | angle: 0, |
| 156 | spin: 0, |
| 157 | w: TILE.w, |
| 158 | h: TILE.h, |
| 159 | }); |
| 160 | // Run until it has been turned around by the far wall. |
| 161 | let bounced = false; |
| 162 | for (let i = 0; i < SETTLE_CAP && !bounced; i++) { |
| 163 | step(world); |
| 164 | if (b.vx < -40) bounced = true; |
| 165 | } |
| 166 | expect(bounced).toBe(true); |
| 167 | runToRest(world); |
| 168 | expect(outside(b, POOL)).toBeLessThan(0.5); |
| 169 | }); |
| 170 | |
| 171 | it('is deterministic — the same throws give the same pile', () => { |
| 172 | const pile = () => { |
| 173 | const rng = makeRng(99); |
| 174 | const world = createWorld(POOL); |
| 175 | for (let i = 0; i < 12; i++) { |
| 176 | addBody(world, throwAt(rng)); |
| 177 | for (let s = 0; s < 30; s++) step(world); |
| 178 | } |
| 179 | runToRest(world); |
| 180 | return world.bodies.map((b) => [b.x, b.y, b.angle]); |
| 181 | }; |
| 182 | // This is what lets a refresh mid-hand come back to the pile it had. |
| 183 | expect(pile()).toEqual(pile()); |
| 184 | }); |
| 185 | |
| 186 | it('gets a tile into the pool even when the wall is in the way', () => { |
| 187 | // A standing wall right across the throw, with the tile flicked flat at it: |
| 188 | // it cannot get in on its own, and must not be left outside. |
| 189 | const world = createWorld(POOL, [{ x: 150, y: 440, w: 320, h: 36 }]); |
| 190 | addBody(world, { |
| 191 | tile: 0, |
| 192 | seat: 0, |
| 193 | x: 310, |
| 194 | y: 520, |
| 195 | vx: 0, |
| 196 | vy: -400, |
| 197 | z: 0, |
| 198 | vz: 0, |
| 199 | angle: 0, |
| 200 | spin: 0, |
| 201 | w: TILE.w, |
| 202 | h: TILE.h, |
| 203 | }); |
| 204 | runToRest(world); |
| 205 | expect(settled(world)).toBe(true); |
| 206 | expect(outside(world.bodies[0], POOL)).toBeLessThan(0.5); |
| 207 | }); |
| 208 | |
| 209 | it('makes room for a tile dropped into a settled pile', () => { |
| 210 | // A rebuilt pile — every tile placed at rest on the same spot. |
| 211 | const world = createWorld(POOL); |
| 212 | const at = (n: number) => |
| 213 | addBody(world, { |
| 214 | tile: n, |
| 215 | seat: 0, |
| 216 | x: 310, |
| 217 | y: 310, |
| 218 | vx: 0, |
| 219 | vy: 0, |
| 220 | z: 0, |
| 221 | vz: 0, |
| 222 | angle: 0, |
| 223 | spin: 0, |
| 224 | w: TILE.w, |
| 225 | h: TILE.h, |
| 226 | atRest: true, |
| 227 | }); |
| 228 | for (let i = 0; i < 8; i++) at(i); |
| 229 | |
| 230 | expect(settled(world)).toBe(true); |
| 231 | for (const b of world.bodies) expect(outside(b, POOL)).toBeLessThan(0.5); |
| 232 | // Nothing sharing ground with anything else. |
| 233 | for (let i = 0; i < world.bodies.length; i++) { |
| 234 | for (let j = i + 1; j < world.bodies.length; j++) { |
| 235 | expect(overlapping(world.bodies[i], world.bodies[j])).toBeLessThan(1); |
| 236 | } |
| 237 | } |
| 238 | }); |
| 239 | }); |
| 240 | |
| 241 | // --------------------------------------------------------------------------- |
| 242 | |
| 243 | /** A seat-0 view: pool up the screen, a wall across it, hand below. */ |
| 244 | function geometry(walls: Rect[]): TableGeometry { |
| 245 | return { |
| 246 | size: { w: 620, h: 620 }, |
| 247 | pool: POOL, |
| 248 | walls, |
| 249 | tile: TILE, |
| 250 | launch: { 0: { x: 310, y: 560 } }, |
| 251 | }; |
| 252 | } |
| 253 | |
| 254 | /** The near side of the square, as 18 stacks. */ |
| 255 | const nearSide = (): Rect[] => |
| 256 | Array.from({ length: 18 }, (_, i) => ({ x: 180 + i * 14, y: 440, w: 14, h: 36 })); |
| 257 | |
| 258 | describe('the throw gate', () => { |
| 259 | it('is shut while the wall in front of the seat is standing', () => { |
| 260 | expect(canThrow(geometry(nearSide()), 0)).toBe(false); |
| 261 | }); |
| 262 | |
| 263 | it('opens once a run of stacks has been drawn', () => { |
| 264 | const walls = nearSide().filter((_, i) => i < 6 || i > 11); |
| 265 | expect(canThrow(geometry(walls), 0)).toBe(true); |
| 266 | }); |
| 267 | |
| 268 | it('opens on a gap off to one side, not just straight ahead', () => { |
| 269 | // A gap left of centre, with everything dead ahead still standing: the only |
| 270 | // way in is at an angle, towards the near corner of the pool. |
| 271 | const walls = nearSide().filter((_, i) => i < 2 || i > 7); |
| 272 | expect(canThrow(geometry(walls), 0)).toBe(true); |
| 273 | }); |
| 274 | |
| 275 | it('stays shut for a gap too far round to reach the pool in a line', () => { |
| 276 | // Stacks 0-3 are drawn, but that gap sits off the end of the pool: a tile |
| 277 | // aimed through it lands beside the square, not in it. Openness is about |
| 278 | // getting in, so this is genuinely still shut. |
| 279 | const walls = nearSide().filter((_, i) => i > 3); |
| 280 | expect(canThrow(geometry(walls), 0)).toBe(false); |
| 281 | }); |
| 282 | |
| 283 | it('is shut for a seat with no hand on screen', () => { |
| 284 | expect(canThrow(geometry([]), 2)).toBe(false); |
| 285 | }); |
| 286 | |
| 287 | it('is open when the square has been eaten away entirely', () => { |
| 288 | expect(canThrow(geometry([]), 0)).toBe(true); |
| 289 | }); |
| 290 | }); |
| 291 | |
| 292 | describe('segmentHitsRect', () => { |
| 293 | const r: Rect = { x: 10, y: 10, w: 20, h: 20 }; |
| 294 | |
| 295 | it('finds a crossing', () => { |
| 296 | expect(segmentHitsRect({ x: 0, y: 20 }, { x: 40, y: 20 }, r)).toBe(true); |
| 297 | }); |
| 298 | it('misses a segment that passes by', () => { |
| 299 | expect(segmentHitsRect({ x: 0, y: 40 }, { x: 40, y: 40 }, r)).toBe(false); |
| 300 | }); |
| 301 | it('misses a segment that stops short', () => { |
| 302 | expect(segmentHitsRect({ x: 0, y: 20 }, { x: 5, y: 20 }, r)).toBe(false); |
| 303 | }); |
| 304 | it('finds a diagonal through a corner', () => { |
| 305 | expect(segmentHitsRect({ x: 0, y: 0 }, { x: 20, y: 20 }, r)).toBe(true); |
| 306 | }); |
| 307 | }); |
| 308 | |
| 309 | // --------------------------------------------------------------------------- |
| 310 | |
| 311 | describe('wallStacks', () => { |
| 312 | const at = (drawnFront: number, drawnBack = 0) => |
| 313 | wallStacks({ drawnFront, drawnBack, rules: { wallReserve: 16 } }); |
| 314 | |
| 315 | it('starts as 72 full stacks', () => { |
| 316 | const s = at(0); |
| 317 | expect(s).toHaveLength(72); |
| 318 | expect(s.every((x) => x.count === 2)).toBe(true); |
| 319 | expect(s[0].next).toBe(true); |
| 320 | }); |
| 321 | |
| 322 | it('eats the square from the front, a stack at a time', () => { |
| 323 | // The deal takes 64 tiles plus the dealer's opener. |
| 324 | const s = at(65); |
| 325 | expect(s.slice(0, 32).every((x) => x.count === 0)).toBe(true); |
| 326 | expect(s[32].count).toBe(1); |
| 327 | expect(s[33].count).toBe(2); |
| 328 | expect(s[32].next).toBe(true); |
| 329 | }); |
| 330 | |
| 331 | it('eats it from the back too, for kong and flower replacements', () => { |
| 332 | const s = at(0, 3); |
| 333 | expect(s[71].count).toBe(0); |
| 334 | expect(s[70].count).toBe(1); |
| 335 | }); |
| 336 | |
| 337 | it('marks the 16-tile 底牌 tail dead', () => { |
| 338 | const s = at(0); |
| 339 | expect(s[71].dead).toBe(true); |
| 340 | expect(s[64].dead).toBe(true); |
| 341 | expect(s[63].dead).toBe(false); |
| 342 | }); |
| 343 | |
| 344 | it('counts only a full stack as something to throw over', () => { |
| 345 | // The rule both halves of the throw hang off: a stack of two is as tall as |
| 346 | // the tile coming at it, one of one is not, and a spent one is not there. |
| 347 | const s = at(65); |
| 348 | expect(isBarrier(s[33])).toBe(true); // two left |
| 349 | expect(isBarrier(s[32])).toBe(false); // one left — sail over it |
| 350 | expect(isBarrier(s[0])).toBe(false); // gone |
| 351 | }); |
| 352 | |
| 353 | it('gives each seat the side of the square in front of it', () => { |
| 354 | // Seats run bottom, right, top, left; sides are drawn top, right, bottom, |
| 355 | // left — so the two orders are genuinely different and worth pinning. |
| 356 | expect(SEAT_WALL_SIDE[0 as SeatId]).toBe(2); |
| 357 | expect(SEAT_WALL_SIDE[2 as SeatId]).toBe(0); |
| 358 | const s = at(65); |
| 359 | // At the deal the top side is gone, so the seat across the table is open |
| 360 | // while the near seat's own wall has not been touched. |
| 361 | expect(sideStacks(s, SEAT_WALL_SIDE[2 as SeatId]).every((x) => x.count === 0)).toBe(true); |
| 362 | expect(sideStacks(s, SEAT_WALL_SIDE[0 as SeatId]).every((x) => x.count === 2)).toBe(true); |
| 363 | expect(sideStacks(s, 0)).toHaveLength(STACKS_PER_SIDE); |
| 364 | }); |
| 365 | }); |