Files
retro-flight-sim/tests/terrain.test.js
T
Hermes Cron Job ee24276fd0 test: real shader/terrain tests + headless render check
npm test was a brace counter: it checked each file was >10 chars and that {
and } counts matched. It passed on a build whose shader would not compile.

- tests/shaders.test.js compiles the game's real GLSL with glslangValidator
  (Khronos' reference compiler) under a three.js-style attribute prefix, and
  includes a canary that asserts a known-bad vec4 construction is REJECTED, so
  the suite cannot pass vacuously.
- tests/terrain.test.js covers heightfield determinism (the "persistent world"
  claim), airport flattening inside the 200 m radius with no leakage outside it,
  out-of-bounds behaviour, plausible height range, and vertex colour counts.
- scripts/headless-check.mjs (npm run test:render) serves dist/, drives the
  game over raw CDP with SwiftShader software WebGL, and fails if the canvas is
  black, the shaders fail to compile, or the scene does not change after input.
  No new dependencies: Node 22 built-in fetch/WebSocket. 120 s watchdog so it
  cannot hang a runner.
- npm test -> node --test "tests/*.test.js"; old checker kept as npm run lint:syntax.
- CI installs glslang-tools and runs the real tests; render job is
  continue-on-error because not every runner has a Chrome binary.

Verified non-vacuous: re-breaking the shader makes the unit tests fail 2/4 with
glslang's own "constructor: too many arguments" and makes the render check fail
four ways (1 distinct colour, 0/64000 lit pixels, shader error, frozen scene).
2026-10-07 13:31:32 +00:00

81 lines
3.1 KiB
JavaScript

import { test, describe } from 'node:test';
import assert from 'node:assert/strict';
import { Terrain } from '../js/terrain.js';
describe('Terrain', () => {
test('heightfield is deterministic across instances (persistent worlds)', () => {
const a = new Terrain(2000, 100);
const b = new Terrain(2000, 100);
a.createMesh();
b.createMesh();
for (const [x, z] of [[0, 0], [317, -812], [-999, 999], [123.5, -45.25]]) {
assert.equal(a.getHeightAt(x, z), b.getHeightAt(x, z), `height differs at ${x},${z}`);
}
});
test('heightfield is deterministic across rebuilds of the same instance', () => {
const t = new Terrain(2000, 100);
t.createMesh();
const first = t.getHeightAt(317, -812);
t.createMesh();
assert.equal(t.getHeightAt(317, -812), first);
});
test('airport apron is flattened inside the radius and untouched outside it', () => {
const rough = new Terrain(2000, 100);
rough.buildHeightData(); // heightfield only, no flattening
const flat = new Terrain(2000, 100);
flat.createMesh(); // createMesh() flattens a 200 m radius
// The apron centre happens to be naturally flat in this world, so assert on the
// strongest reduction found anywhere inside the radius rather than on one point.
let best = null;
for (let x = -190; x <= 190; x += 5) {
for (let z = -190; z <= 190; z += 5) {
if (Math.hypot(x, z) > 190) continue;
const delta = rough.getHeightAt(x, z) - flat.getHeightAt(x, z);
if (!best || delta > best.delta) best = { x, z, delta };
}
}
assert.ok(best && best.delta > 1, `createMesh() did not flatten inside the 200 m radius (best delta: ${best && best.delta})`);
// Flattening must stop at the radius, not bleed into the wider world.
for (const [x, z] of [[210, 0], [0, 210], [300, 300], [-400, 250]]) {
assert.equal(flat.getHeightAt(x, z), rough.getHeightAt(x, z), `flattening leaked outside the radius at ${x},${z}`);
}
});
test('height outside the heightfield bounds is zero, not garbage', () => {
const t = new Terrain(2000, 100);
t.createMesh();
for (const [x, z] of [[1500, 0], [0, 1500], [-1500, -1500]]) {
assert.equal(t.getHeightAt(x, z), 0, `expected 0 outside bounds at ${x},${z}`);
}
});
test('heights stay within a sane range for a 2000 m world', () => {
const t = new Terrain(2000, 100);
t.createMesh();
let min = Infinity;
let max = 0;
for (let x = -990; x <= 990; x += 30) {
for (let z = -990; z <= 990; z += 30) {
const h = t.getHeightAt(x, z);
min = Math.min(min, h);
max = Math.max(max, h);
}
}
assert.ok(min >= 0, `negative terrain height: ${min}`);
assert.ok(max > 10 && max < 200, `implausible max terrain height: ${max}`);
});
test('mesh has one vertex colour per vertex', () => {
const t = new Terrain(2000, 50);
const mesh = t.createMesh();
const pos = mesh.geometry.attributes.position;
const col = mesh.geometry.attributes.color;
assert.equal(col.count, pos.count, 'colour attribute count does not match position count');
assert.equal(col.itemSize, 3);
});
});