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EscapistsReintroduced/tests/test_observer_view_anchor.py

91 lines
5.4 KiB
Python

"""Production reader regression: proxy body corrections cannot move the camera.
Native animation/weapon alignment and live network behavior remain mission tests.
"""
from policy_harness import ROOT, body, run
source = ROOT / 'addons/core/Scripts/Game/ERR/00_Core/ERR_ObserverPlayerView.c'
conversion = '\n'.join(body(source, signature) for signature in
('static void Encode(', 'static vector WorldPosition(')).replace('out vector', 'vector')
readers = '\n'.join(body(source, signature) for signature in
('bool ERR_ReadPlayerView(', 'bool ERR_ReadPlayerEye('))
for cls in ('ERR_Actors', 'ERR_ObserverScope', 'RplId'):
readers = readers.replace(cls+'.', cls+'::')
readers = (readers.replace('out vector', 'vector').replace('out float ', 'float& ')
.replace('GetGame().', 'GetGame()->').replace('GetWorld().', 'GetWorld()->')
.replace('Rpc(ERR_RequestPlayerView)', 'Request()'))
# Both reader bodies execute below. Buffer interpolation and receive/authority
# are executed separately by view_buffer and view_relay, not replaced by regex guards.
run(r'''
#include <cassert>
#include <cmath>
struct vector {
float x=0,y=0,z=0;
vector operator+(vector b)const{return{x+b.x,y+b.y,z+b.z};}
vector operator-(vector b)const{return{x-b.x,y-b.y,z-b.z};}
vector operator*(float n)const{return{x*n,y*n,z*n};}
};
bool close(vector a,vector b){return std::abs(a.x-b.x)<.002&&std::abs(a.y-b.y)<.002&&std::abs(a.z-b.z)<.002;}
void yaw(float a,vector origin,vector* m){m[0]={std::cos(a),0,-std::sin(a)};m[1]={0,1,0};m[2]={std::sin(a),0,std::cos(a)};m[3]=origin;}
struct Rules {'''+conversion+r'''};
struct RplId{int id=-1;static RplId Invalid(){return{-1};}bool operator!=(RplId b){return id!=b.id;}};
struct Actor{bool canFight=true;vector root;};using IEntity=Actor*;
struct ERR_Actors{static bool CanFight(IEntity a){return a&&a->canFight;}};
struct ERR_ObserverScope{static inline bool resolved=true;static bool Resolve(IEntity,RplId,vector){return resolved;}};
struct Game{void* local=nullptr;float now=100;void* GetPlayerController(){return local;}Game* GetWorld(){return this;}float GetWorldTime(){return now;}}game;
Game* GetGame(){return &game;}
struct Buffer{
vector position{15000.125,301.5,-15999.75};float play=123,aligned=-1;int reads=0;bool fresh=true;RplId weapon;
bool Read(RplId,float,float,vector* out,float& fov,float& nearPlane){reads++;if(!fresh)return false;yaw(.7,position,out);fov=60;nearPlane=.02;return true;}
float Playback(){return play;}void Align(float time,float){aligned=time;}
void Scope(RplId& id,vector& data){id=weapon;data={};}
void PIP(float& fov,vector& geometry,float& vignette){fov=6;geometry={0,0,1};vignette=.5;}
};
struct Controller{
bool m_ERRHasPIP=true;float m_ERRViewRequestAt=0;RplId m_ERRObservedId{1};int requests=0;
Buffer m_ERRViewBuffer,m_ERREyeBuffer;
void Request(){requests++;}
'''+readers+r'''
};
int main(){
// Encoding preserves sampled world axes/roll. Reconstruction uses the origin
// captured with that pose, including far and negative terrain coordinates.
vector owner[4],view[4],pose[4];
for(int a=-180;a<=180;a+=15){
yaw(a*.0174532925,{15000,300,-16000},owner);
yaw(.7,{15000.125,301.5,-15999.75},view);
auto right=view[0],up=view[1];view[0]=right*.8+up*.6;view[1]=up*.8-right*.6;
Rules::Encode(owner,view,pose);
for(int axis=0;axis<3;axis++)assert(close(pose[axis],view[axis]));
assert(close(Rules::WorldPosition(owner[3],pose[3]),view[3]));
}
Controller c;Actor proxy;game.local=&c;vector out[4],eye[4],geometry;float fov,near,pip,vignette;
c.m_ERREyeBuffer.position={15000,301.625,-16000};
// A jittering proxy root used to move the camera by exactly its correction.
// Actual production readers must leave both sampled positions unchanged.
for(int frame=0;frame<300;frame++){
proxy.root={15000+((frame%2)? .25f:-.25f),300,-16000+frame*.02f};
assert(c.ERR_ReadPlayerView(&proxy,.016,out,fov,near));
assert(close(out[3],c.m_ERRViewBuffer.position)&&fov==60&&near==.02f);
assert(c.ERR_ReadPlayerEye(&proxy,.016,eye,fov,near,pip,geometry,vignette));
assert(close(eye[3],c.m_ERREyeBuffer.position)&&pip==6&&vignette==.5);
assert(c.m_ERREyeBuffer.aligned==c.m_ERRViewBuffer.Playback());
}
// Scope resolution may refuse a frame without exposing a proxy head estimate.
c.m_ERRViewBuffer.weapon={22};ERR_ObserverScope::resolved=false;
assert(!c.ERR_ReadPlayerView(&proxy,.016,out,fov,near));
ERR_ObserverScope::resolved=true;assert(c.ERR_ReadPlayerView(&proxy,.016,out,fov,near));
assert(close(out[3],c.m_ERRViewBuffer.position));
c.m_ERRViewBuffer.fresh=false;assert(!c.ERR_ReadPlayerView(&proxy,.016,out,fov,near));
c.m_ERRViewBuffer.fresh=true;c.m_ERREyeBuffer.fresh=false;
assert(!c.ERR_ReadPlayerEye(&proxy,.016,eye,fov,near,pip,geometry,vignette));
c.m_ERREyeBuffer.fresh=true;c.m_ERRHasPIP=false;
assert(!c.ERR_ReadPlayerEye(&proxy,.016,eye,fov,near,pip,geometry,vignette));
proxy.canFight=false;assert(!c.ERR_ReadPlayerView(&proxy,.016,out,fov,near));
proxy.canFight=true;game.local=nullptr;assert(!c.ERR_ReadPlayerView(&proxy,.016,out,fov,near));
game.local=&c;game.now=600;assert(c.ERR_ReadPlayerView(&proxy,.016,out,fov,near));assert(c.requests==1);
assert(!c.ERR_ReadPlayerView(nullptr,.016,out,fov,near));
}
''')
print('PASS: production first-person and PiP readers ignore independently corrected proxy position, retain captured world poses, align playback and preserve scope/stale/ownership gates')