use super::*;
fn rigid_body(position: glam::Vec3, velocity: glam::Vec3) -> boxcars::RigidBody {
boxcars::RigidBody {
sleeping: false,
location: glam_to_vec(&position),
rotation: boxcars::Quaternion {
x: 0.0,
y: 0.0,
z: 0.0,
w: 1.0,
},
linear_velocity: Some(glam_to_vec(&velocity)),
angular_velocity: Some(glam_to_vec(&glam::Vec3::ZERO)),
}
}
fn player(position: glam::Vec3, velocity: glam::Vec3) -> PlayerSample {
PlayerSample {
player_id: boxcars::RemoteId::Steam(1),
is_team_0: true,
rigid_body: Some(rigid_body(position, velocity)),
boost_amount: None,
last_boost_amount: None,
boost_active: false,
dodge_active: false,
powerslide_active: false,
match_goals: None,
match_assists: None,
match_saves: None,
match_shots: None,
match_score: None,
}
}
fn ball(position: glam::Vec3, velocity: glam::Vec3) -> BallFrameState {
BallFrameState::Present(BallSample {
rigid_body: rigid_body(position, velocity),
})
}
fn frame(frame_number: usize, time: f32) -> FrameInfo {
FrameInfo {
frame_number,
time,
dt: 0.2,
seconds_remaining: None,
}
}
fn touch_state() -> TouchState {
TouchState {
last_touch_player: Some(boxcars::RemoteId::Steam(1)),
..TouchState::default()
}
}
#[derive(Default)]
struct BallCarryHarness {
tracker: ContinuousBallControlTracker<BallCarryKind>,
state: ContinuousBallControlState,
calculator: BallCarryCalculator,
}
impl BallCarryHarness {
fn update(
&mut self,
frame: &FrameInfo,
ball: &BallFrameState,
players: &PlayerFrameState,
touch_state: &TouchState,
live_play_state: &LivePlayState,
) {
let candidate = if frame.dt > 0.0 {
BallCarryCalculator::control_candidate(
ball,
players,
live_play_state.is_live_play,
touch_state.last_touch_player.as_ref(),
)
} else {
None
};
self.state.completed_sequences.extend(self.tracker.update(
frame,
candidate,
BallCarryCalculator::min_duration_for_kind,
));
self.calculator.update(&self.state).unwrap();
}
fn finish(&mut self) {
if let Some(sequence) = self
.tracker
.finish(BallCarryCalculator::min_duration_for_kind)
{
self.state.completed_sequences.push(sequence);
}
self.calculator.update(&self.state).unwrap();
}
}
#[test]
fn counts_air_dribble_when_airborne_player_carries_airborne_ball() {
let player_id = boxcars::RemoteId::Steam(1);
let mut harness = BallCarryHarness::default();
for i in 1..=5 {
let x = i as f32 * 50.0;
harness.update(
&frame(i, i as f32 * 0.2),
&ball(
glam::Vec3::new(x, 0.0, 520.0),
glam::Vec3::new(250.0, 0.0, 0.0),
),
&PlayerFrameState {
players: vec![player(
glam::Vec3::new(x, 0.0, 360.0),
glam::Vec3::new(250.0, 0.0, 0.0),
)],
},
&touch_state(),
&LivePlayState {
is_live_play: true,
..LivePlayState::default()
},
);
}
harness.finish();
assert!(harness.calculator.player_stats().get(&player_id).is_none());
let stats = harness
.calculator
.player_air_dribble_stats()
.get(&player_id)
.unwrap();
assert_eq!(stats.count, 1);
assert!((stats.total_time - 1.0).abs() < f32::EPSILON);
assert_eq!(
harness.calculator.carry_events()[0].kind,
BallCarryKind::AirDribble
);
}
#[test]
fn keeps_ground_carry_stats_separate_from_air_dribbles() {
let player_id = boxcars::RemoteId::Steam(1);
let mut harness = BallCarryHarness::default();
for i in 1..=5 {
let x = i as f32 * 50.0;
harness.update(
&frame(i, i as f32 * 0.2),
&ball(
glam::Vec3::new(x, 0.0, 120.0),
glam::Vec3::new(250.0, 0.0, 0.0),
),
&PlayerFrameState {
players: vec![player(
glam::Vec3::new(x, 0.0, 20.0),
glam::Vec3::new(250.0, 0.0, 0.0),
)],
},
&touch_state(),
&LivePlayState {
is_live_play: true,
..LivePlayState::default()
},
);
}
harness.finish();
let stats = harness.calculator.player_stats().get(&player_id).unwrap();
assert_eq!(stats.carry_count, 1);
assert!(harness
.calculator
.player_air_dribble_stats()
.get(&player_id)
.is_none());
assert_eq!(
harness.calculator.carry_events()[0].kind,
BallCarryKind::Carry
);
}