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import { expect, test } from "bun:test"; |
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import { |
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acquire, |
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aimCone, |
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canFire, |
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CONE_FLOOR, |
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crossRate, |
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drift, |
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emptyTrack, |
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FORGET, |
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heldFor, |
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lose, |
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REACTION_MAX, |
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REACTION_MIN, |
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reactionTime, |
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} from "./aim.ts"; |
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import { botThink } from "./bots.ts"; |
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import { newMatch, RUN_SPEED } from "./match.ts"; |
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import type { MatchState, Player } from "./state.ts"; |
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|
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const rolls = (...values: number[]) => { |
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let at = 0; |
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return () => values[at++ % values.length]!; |
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}; |
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|
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test("the reaction a bot draws is between 200 and 350ms, whatever the roll", () => { |
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expect(reactionTime(0)).toBeCloseTo(REACTION_MIN, 9); |
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expect(reactionTime(1)).toBeCloseTo(REACTION_MAX, 9); |
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expect(reactionTime(0.5)).toBeCloseTo((REACTION_MIN + REACTION_MAX) / 2, 9); |
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expect(reactionTime(-3)).toBe(REACTION_MIN); |
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expect(reactionTime(9)).toBe(REACTION_MAX); |
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}); |
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test("the trigger gate is a pure function of when acquisition happened", () => { |
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const track = emptyTrack(); |
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expect(canFire(track, 100)).toBe(false); |
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acquire(track, "bot-red-1", 10, { x: 0, y: 0 }, rolls(0, 0.5)); |
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expect(track.reaction).toBeCloseTo(REACTION_MIN, 9); |
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expect(canFire(track, 10)).toBe(false); |
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expect(canFire(track, 10.19)).toBe(false); |
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expect(canFire(track, 10.21)).toBe(true); |
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expect(canFire(track, 12)).toBe(true); |
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expect(heldFor(track, 12)).toBeCloseTo(2, 9); |
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}); |
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test("a new target starts the reaction again; the same one does not", () => { |
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const track = emptyTrack(); |
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acquire(track, "one", 5, { x: 100, y: 100 }, rolls(1, 0.5)); |
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expect(track.since).toBe(5); |
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acquire(track, "one", 5.3, { x: 180, y: 100 }, rolls(0, 0.5)); |
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expect(track.since).toBe(5); |
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expect(canFire(track, 5.4)).toBe(true); |
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acquire(track, "two", 5.4, { x: 0, y: 0 }, rolls(0, 0.5)); |
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expect(track.since).toBe(5.4); |
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expect(canFire(track, 5.5)).toBe(false); |
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}); |
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test("a hold survives a blink out of sight, and no longer", () => { |
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const track = emptyTrack(); |
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acquire(track, "one", 1, { x: 0, y: 0 }, rolls(0, 0.5)); |
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lose(track, 1 + FORGET / 2); |
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expect(track.id).toBe("one"); |
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acquire(track, "one", 1 + FORGET / 2, { x: 0, y: 0 }, rolls(0, 0.5)); |
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expect(track.since).toBe(1); |
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lose(track, 3); |
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expect(track.id).toBe(null); |
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acquire(track, "one", 3, { x: 0, y: 0 }, rolls(0, 0.5)); |
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expect(track.since).toBe(3); |
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expect(canFire(track, 3.1)).toBe(false); |
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}); |
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test("the cone starts wide, settles the longer one target is held, and never closes", () => { |
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const swing = aimCone(0, 0); |
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const second = aimCone(1, 0); |
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const settled = aimCone(3, 0); |
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expect(swing).toBeGreaterThan(0.08); |
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expect(second).toBeLessThan(swing / 2); |
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expect(settled).toBeLessThan(second); |
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expect(settled).toBeGreaterThanOrEqual(CONE_FLOOR); |
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expect(aimCone(99, 0)).toBeCloseTo(CONE_FLOOR, 6); |
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}); |
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test("a target crossing the view costs the bot accuracy", () => { |
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expect(aimCone(3, 1)).toBeGreaterThan(aimCone(3, 0) * 3); |
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expect(aimCone(3, 0.5)).toBeGreaterThan(aimCone(3, 0)); |
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expect(aimCone(3, 0.5)).toBeLessThan(aimCone(3, 1)); |
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expect(aimCone(3, 50)).toBeCloseTo(aimCone(3, 1), 9); |
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}); |
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test("crossing is measured across the sight line, not along it", () => { |
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const bot = { x: 0, y: 0 }; |
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const walking = emptyTrack(); |
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acquire(walking, "t", 0, { x: 300, y: 0 }, rolls(0, 0.5)); |
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expect(crossRate(walking, bot, { x: 260, y: 0 }, 0.1)).toBeCloseTo(0, 6); |
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const strafing = emptyTrack(); |
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acquire(strafing, "t", 0, { x: 300, y: 0 }, rolls(0, 0.5)); |
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expect(crossRate(strafing, bot, { x: 300, y: 25 }, 0.1)).toBeCloseTo(250, -1); |
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expect(crossRate(strafing, bot, { x: 300, y: 25 }, 0.1)).toBeCloseTo(0, 6); |
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}); |
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test("the error wanders inside the cone instead of being redrawn every tick", () => { |
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const track = emptyTrack(); |
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acquire(track, "one", 0, { x: 0, y: 0 }, rolls(0, 1)); |
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expect(Math.abs(track.error)).toBeCloseTo(aimCone(0, 0), 9); |
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const before = track.error; |
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const after = drift(track, aimCone(0, 0), 1 / 30, rolls(0.9)); |
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expect(Math.abs(after - before)).toBeLessThan(aimCone(0, 0) / 4); |
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for (let i = 0; i < 90; i++) drift(track, aimCone(3, 0), 1 / 30, rolls(0.5, 1, 0)); |
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expect(Math.abs(track.error)).toBeLessThanOrEqual(aimCone(3, 0) + 1e-12); |
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}); |
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const facing = (state: MatchState): { bot: Player; prey: Player } => { |
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const bot = state.players.find((p) => p.side === "def")!; |
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const prey = state.players.find((p) => p.side === "atk")!; |
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bot.x = 1200; |
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bot.y = 640; |
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prey.x = 1200 + 200; |
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prey.y = 640; |
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bot.angle = 0; |
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bot.input.angle = 0; |
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bot.weapon = "vandal"; |
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bot.ammo = 25; |
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return { bot, prey }; |
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}; |
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const live = (): MatchState => { |
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const state = newMatch(4242); |
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state.phase = "live"; |
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state.clock = 100; |
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return state; |
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}; |
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test("a bot that has just seen somebody does not shoot for a reaction", () => { |
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const state = live(); |
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const { bot } = facing(state); |
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let firstFire = -1; |
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for (let i = 0; i < 30 && firstFire < 0; i++) { |
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botThink(state, bot, 1 / 30); |
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state.now += 1 / 30; |
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if (bot.input.fire) firstFire = i / 30; |
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} |
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expect(firstFire).toBeGreaterThanOrEqual(REACTION_MIN); |
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expect(firstFire).toBeLessThanOrEqual(REACTION_MAX + 0.15); |
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}); |
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test("a bot that has been tracking you is far tighter than one that just swung on", () => { |
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const state = live(); |
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const { bot, prey } = facing(state); |
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const truth = () => Math.atan2(prey.y - bot.y, prey.x - bot.x); |
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const spread: number[] = []; |
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for (let i = 0; i < 120; i++) { |
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botThink(state, bot, 1 / 30); |
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state.now += 1 / 30; |
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bot.angle = bot.input.angle; |
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spread.push(Math.abs(bot.angle - truth())); |
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} |
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const swing = Math.max(...spread.slice(0, 15)); |
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const held = Math.max(...spread.slice(80)); |
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expect(swing).toBeGreaterThan(held * 2); |
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expect(held).toBeLessThan(0.03); |
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}); |
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test("a strafing target keeps a settled bot honest", () => { |
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const still = live(); |
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const a = facing(still); |
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const strafing = live(); |
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const b = facing(strafing); |
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let stillWorst = 0; |
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let strafeWorst = 0; |
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for (let i = 0; i < 180; i++) { |
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botThink(still, a.bot, 1 / 30); |
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botThink(strafing, b.bot, 1 / 30); |
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still.now += 1 / 30; |
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strafing.now += 1 / 30; |
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a.bot.angle = a.bot.input.angle; |
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b.bot.angle = b.bot.input.angle; |
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b.prey.y = 640 + Math.sin(i / 8) * 90; |
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if (i > 60) { |
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stillWorst = Math.max(stillWorst, Math.abs(a.bot.angle - Math.atan2(a.prey.y - a.bot.y, a.prey.x - a.bot.x))); |
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strafeWorst = Math.max(strafeWorst, Math.abs(b.bot.angle - Math.atan2(b.prey.y - b.bot.y, b.prey.x - b.bot.x))); |
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} |
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} |
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expect(strafeWorst).toBeGreaterThan(stillWorst); |
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}); |
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test("the aim is still deterministic in the state: one seed, one round", () => { |
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const play = (): number[] => { |
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const state = live(); |
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const { bot, prey } = facing(state); |
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const out: number[] = []; |
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for (let i = 0; i < 60; i++) { |
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botThink(state, bot, 1 / 30); |
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state.now += 1 / 30; |
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bot.angle = bot.input.angle; |
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prey.x = 1400 + i; |
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out.push(bot.angle, bot.input.fire ? 1 : 0); |
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} |
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return out; |
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}; |
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expect(play()).toEqual(play()); |
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}); |
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test("a full run of speed is what the crossing term is measured against", () => { |
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expect(RUN_SPEED).toBeGreaterThan(0); |
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const track = emptyTrack(); |
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acquire(track, "t", 0, { x: 400, y: 0 }, rolls(0, 0.5)); |
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const rate = crossRate(track, { x: 0, y: 0 }, { x: 400, y: RUN_SPEED / 30 }, 1 / 30); |
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expect(rate / RUN_SPEED).toBeCloseTo(1, 3); |
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}); |