Files
DndGamePlayer/app/shared/fieldEffectEraser.test.ts
T
Ivan Fontosh 089da3cae0 feat(effects): migrate battle effects to VFX
- add WebP frame-sequence assets for lightning, electric accent, fire, sunbeam, poison, rain, water, and rounded fog effects
- replace procedural lightning rendering with VFX frame playback
- align lightning impact to the click point
- remove the full-screen lightning blur/flash overlay
- add electric accent playback for lightning impact dispersion
- keep lightning scorch marks as the persistent ground trace after the action effect
- consolidate the lightning tool into a single public `Молния` action
- replace procedural fire with the VFX fire implementation
- remove the separate `Огонь 2` tool and keep the VFX fire under `Огонь`
- keep VFX fire brightness fixed at full intensity
- preserve fire as a field effect with brush placement and eraser support
- replace procedural sunbeam with the Pulse Discharge VFX implementation
- remove the separate `Луч света 2` tool and keep the VFX sunbeam under `Луч света`
- align sunbeam impact to the click point instead of the raw frame center
- remove the full-screen sunbeam flash overlay
- add Dust Burst VFX playback for poison cloud
- tint poison smoke green
- keep the skull glyph rendered above the poison smoke
- align poison smoke bottom to the click point
- remove the old procedural poison cloud implementation
- remove the separate `Яд 2` tool and keep the VFX poison under `Яд`
- replace procedural rain strokes with medium-rain VFX frame playback
- recolor rain frames to gray/light-gray so rain no longer renders black
- preserve rain as a field effect with brush placement and eraser support
- replace static water fill with generated animated water VFX frames
- render water VFX through the existing stroke mask so water keeps the painted brush shape
- preserve water as a field effect with brush placement and eraser support
- replace procedural fog texture generation with Smokey Atmosphere VFX frames
- generate rounded fog VFX frames with soft alpha falloff at the edges
- size each fog VFX stamp to the brush diameter
- remove per-stamp fog drift and rotation so fog elements stay fixed in place
- keep fog animation limited to internal frame playback
- preload VFX frame textures for smoother first use
- cache VFX textures per Pixi instance to avoid duplicate decoding
- filter expired action instances before node synchronization to stop old effects from flashing back during rapid casts
- add brush-stroke erasing for field effects using the same model as scene darkness reveal
- keep whole-instance erasing for action effects
- update effect hit tests for the consolidated VFX action effects
- update effect store pruning for renamed and consolidated action effects
- update control-panel buttons for consolidated fire, sunbeam, poison, and VFX-backed field effects
- update editor localization for removed and renamed effect tools
- add tests for field-effect brush erasing
- update eraser hit-test coverage for VFX-backed effects
- update effects store lifetime pruning tests for consolidated poison
- update control-panel tests for consolidated effect buttons
- include the field-effect eraser test in the default test script

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-03 21:20:43 +08:00

126 lines
3.5 KiB
TypeScript

import assert from 'node:assert/strict';
import test from 'node:test';
import { applyFieldEffectEraserStroke } from './fieldEffectEraser';
import type { EffectInstance } from './types/effects';
const base = { seed: 1, createdAtMs: 0 };
const makeId = (prefix: string) => `${prefix}_new`;
void test('applyFieldEffectEraserStroke: удаляет точки в радиусе кисти', () => {
const fog: EffectInstance = {
...base,
id: 'f1',
type: 'fog',
points: [
{ x: 0.2, y: 0.5, tMs: 0 },
{ x: 0.5, y: 0.5, tMs: 100 },
{ x: 0.8, y: 0.5, tMs: 200 },
],
radiusN: 0.02,
opacity: 0.5,
lifetimeMs: null,
};
const next = applyFieldEffectEraserStroke([fog], [{ x: 0.5, y: 0.5, tMs: 0 }], 0.05, makeId);
assert.equal(next.length, 2);
const left = next[0];
const right = next[1];
assert.ok(left);
assert.ok(right);
assert.equal(left.type, 'fog');
assert.equal(right.type, 'fog');
assert.equal(left.points.length, 1);
assert.equal(left.points[0]?.x, 0.2);
assert.equal(right.points.length, 1);
assert.equal(right.points[0]?.x, 0.8);
});
void test('applyFieldEffectEraserStroke: стирает вдоль сегмента штриха', () => {
const rain: EffectInstance = {
...base,
id: 'r1',
type: 'rain',
points: [
{ x: 0.1, y: 0.5, tMs: 0 },
{ x: 0.3, y: 0.5, tMs: 50 },
{ x: 0.5, y: 0.5, tMs: 100 },
{ x: 0.7, y: 0.5, tMs: 150 },
{ x: 0.9, y: 0.5, tMs: 200 },
],
radiusN: 0.01,
opacity: 0.6,
lifetimeMs: null,
};
const next = applyFieldEffectEraserStroke(
[rain],
[
{ x: 0.25, y: 0.5, tMs: 0 },
{ x: 0.75, y: 0.5, tMs: 50 },
],
0.04,
makeId,
);
assert.equal(next.length, 2);
const xs = next.flatMap((i) => (i.type === 'rain' ? i.points.map((p) => p.x) : []));
assert.deepEqual(xs, [0.1, 0.9]);
});
void test('applyFieldEffectEraserStroke: VFX-огонь стирается как полевой эффект', () => {
const fire: EffectInstance = {
...base,
id: 'fire_vfx',
type: 'fire',
points: [
{ x: 0.2, y: 0.5, tMs: 0 },
{ x: 0.5, y: 0.5, tMs: 100 },
],
radiusN: 0.02,
opacity: 0.8,
lifetimeMs: null,
};
const next = applyFieldEffectEraserStroke([fire], [{ x: 0.5, y: 0.5, tMs: 0 }], 0.05, makeId);
assert.equal(next.length, 1);
const kept = next[0];
assert.equal(kept?.type === 'fire' && kept.points[0]?.x, 0.2);
});
void test('applyFieldEffectEraserStroke: не трогает эффекты действия', () => {
const fog: EffectInstance = {
...base,
id: 'f1',
type: 'fog',
points: [{ x: 0.5, y: 0.5, tMs: 0 }],
radiusN: 0.05,
opacity: 1,
lifetimeMs: null,
};
const bolt: EffectInstance = {
...base,
id: 'L1',
type: 'lightning',
start: { x: 0.5, y: 0 },
end: { x: 0.5, y: 0.8 },
widthN: 0.02,
intensity: 1,
lifetimeMs: 500,
};
const next = applyFieldEffectEraserStroke([fog, bolt], [{ x: 0.5, y: 0.5, tMs: 0 }], 0.1, makeId);
assert.equal(next.length, 1);
assert.equal(next[0]?.id, 'L1');
});
void test('applyFieldEffectEraserStroke: пустой штрих — без изменений', () => {
const water: EffectInstance = {
...base,
id: 'w1',
type: 'water',
points: [{ x: 0.4, y: 0.4, tMs: 0 }],
radiusN: 0.05,
opacity: 0.5,
lifetimeMs: null,
};
const next = applyFieldEffectEraserStroke([water], [], 0.05, makeId);
assert.equal(next.length, 1);
assert.equal(next[0]?.id, 'w1');
});