use super::*;
fn frame(frame_number: usize, time: f32) -> FrameInfo {
FrameInfo {
frame_number,
time,
dt: 0.1,
seconds_remaining: None,
}
}
fn touch(frame: usize, time: f32, player: PlayerId, team_is_team_0: bool) -> TouchEvent {
TouchEvent {
touch_id: None,
time,
frame,
team_is_team_0,
player: Some(player),
player_position: None,
closest_approach_distance: Some(0.0),
dodge_contact: false,
}
}
fn active_event(team_zero_player: PlayerId) -> ActiveFiftyFifty {
ActiveFiftyFifty {
start_time: 1.0,
start_frame: 100,
last_touch_time: 1.0,
last_touch_frame: 100,
is_kickoff: false,
team_zero_player: Some(team_zero_player),
team_one_player: None,
team_zero_touch_time: Some(1.0),
team_zero_touch_frame: Some(100),
team_zero_dodge_contact: false,
team_one_touch_time: None,
team_one_touch_frame: None,
team_one_dodge_contact: false,
team_zero_position: [0.0, 0.0, 0.0],
team_one_position: [100.0, 0.0, 0.0],
midpoint: [50.0, 0.0, 0.0],
plane_normal: [1.0, 0.0, 0.0],
}
}
#[test]
fn continuation_touch_updates_last_touch_from_latest_touch_event_not_sample_frame() {
let player = PlayerId::Steam(1);
let mut calculator = FiftyFiftyStateCalculator {
active_event: Some(active_event(player.clone())),
last_resolved_event: None,
kickoff_touch_window_open: false,
};
let state = calculator.update(
&frame(110, 1.1),
&GameplayState::default(),
&BallFrameState::default(),
&PlayerFrameState::default(),
&TouchState {
touch_events: vec![
touch(105, 1.05, player.clone(), true),
touch(102, 1.02, player, true),
],
..TouchState::default()
},
&PossessionState::default(),
&LivePlayState::active_play(),
);
let active = state
.active_event
.expect("expected the fifty-fifty to remain active");
assert_eq!(active.last_touch_time, 1.05);
assert_eq!(active.last_touch_frame, 105);
}