use super::*;
fn rigid_body(position: 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(&glam::Vec3::ZERO)),
angular_velocity: Some(glam_to_vec(&glam::Vec3::ZERO)),
}
}
fn ball(position: glam::Vec3) -> BallFrameState {
BallFrameState::Present(BallSample {
rigid_body: rigid_body(position),
})
}
fn frame(frame_number: usize, time: f32) -> FrameInfo {
FrameInfo {
frame_number,
time,
dt: 0.1,
seconds_remaining: None,
}
}
fn touch(
frame_number: usize,
time: f32,
player_id: Option<PlayerId>,
is_team_0: bool,
) -> TouchEvent {
TouchEvent {
time,
frame: frame_number,
team_is_team_0: is_team_0,
player: player_id,
closest_approach_distance: Some(0.0),
}
}
fn update(
calculator: &mut CenterCalculator,
frame: FrameInfo,
ball: BallFrameState,
touch_events: Vec<TouchEvent>,
) {
calculator
.update(
&frame,
&ball,
&TouchState {
touch_events,
..TouchState::default()
},
true,
)
.unwrap();
}
#[test]
fn counts_wide_touch_that_moves_ball_into_central_attacking_lane() {
let player = PlayerId::Steam(1);
let mut calculator = CenterCalculator::new();
update(
&mut calculator,
frame(10, 1.0),
ball(glam::Vec3::new(2600.0, 2600.0, BALL_RADIUS_Z)),
vec![touch(10, 1.0, Some(player.clone()), true)],
);
update(
&mut calculator,
frame(20, 1.8),
ball(glam::Vec3::new(900.0, 3000.0, BALL_RADIUS_Z)),
vec![],
);
assert_eq!(calculator.events().len(), 1);
assert_eq!(calculator.team_zero_stats().count, 1);
assert_eq!(calculator.team_one_stats().count, 0);
assert_eq!(calculator.player_stats().get(&player).unwrap().count, 1);
assert_eq!(calculator.events()[0].lateral_centering_distance, 1700.0);
assert_eq!(calculator.events()[0].ball_advance_distance, 400.0);
}
#[test]
fn ignores_ball_that_stays_wide() {
let player = PlayerId::Steam(1);
let mut calculator = CenterCalculator::new();
update(
&mut calculator,
frame(10, 1.0),
ball(glam::Vec3::new(2600.0, 2600.0, BALL_RADIUS_Z)),
vec![touch(10, 1.0, Some(player), true)],
);
update(
&mut calculator,
frame(20, 1.8),
ball(glam::Vec3::new(2100.0, 3100.0, BALL_RADIUS_Z)),
vec![],
);
assert!(calculator.events().is_empty());
assert_eq!(calculator.team_zero_stats().count, 0);
}
#[test]
fn ignores_touch_from_defensive_half() {
let player = PlayerId::Steam(1);
let mut calculator = CenterCalculator::new();
update(
&mut calculator,
frame(10, 1.0),
ball(glam::Vec3::new(2600.0, -500.0, BALL_RADIUS_Z)),
vec![touch(10, 1.0, Some(player), true)],
);
update(
&mut calculator,
frame(20, 1.8),
ball(glam::Vec3::new(900.0, 2500.0, BALL_RADIUS_Z)),
vec![],
);
assert!(calculator.events().is_empty());
}
#[test]
fn opponent_touch_replaces_pending_center() {
let passer = PlayerId::Steam(1);
let opponent = PlayerId::Steam(2);
let mut calculator = CenterCalculator::new();
update(
&mut calculator,
frame(10, 1.0),
ball(glam::Vec3::new(2600.0, 2600.0, BALL_RADIUS_Z)),
vec![touch(10, 1.0, Some(passer), true)],
);
update(
&mut calculator,
frame(15, 1.4),
ball(glam::Vec3::new(2200.0, 2800.0, BALL_RADIUS_Z)),
vec![touch(15, 1.4, Some(opponent), false)],
);
update(
&mut calculator,
frame(20, 1.8),
ball(glam::Vec3::new(900.0, 3000.0, BALL_RADIUS_Z)),
vec![],
);
assert!(calculator.events().is_empty());
assert_eq!(calculator.team_zero_stats().count, 0);
}