153 lines
5.0 KiB
JavaScript
153 lines
5.0 KiB
JavaScript
#!/usr/bin/env node
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/**
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* 自测等距 frontKey 排序(与 UnityDrawSort.ts 对齐)
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* 运行: node tools/verify-unity-draw-sort.mjs
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*/
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const CELL = 100;
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const RANK_FLOOR = 0;
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const RANK_PICKABLE = 20;
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const RANK_VEHICLE = 30;
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const RANK_PLAYER = 35;
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const RANK_WALL = 40;
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function frontKey(x, y, rank) {
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return -(x + y) * CELL + rank;
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}
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function entityInFrontOfTile(entity, tile) {
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const eRank = entity.isPickable ? RANK_PICKABLE : (entity.isPlayer ? RANK_PLAYER : RANK_VEHICLE);
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let eKey = frontKey(entity.cellX, entity.cellY, eRank);
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// 贴墙立面抬升
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const faces = [
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{ x: tile.cellX, y: tile.cellY - 1 },
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{ x: tile.cellX - 1, y: tile.cellY },
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];
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const onFace = faces.some((f) => f.x === entity.cellX && f.y === entity.cellY);
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const tKey = frontKey(tile.cellX, tile.cellY, tile.tileName === 'WallBlock' ? RANK_WALL : RANK_FLOOR);
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if (tile.tileName === 'WallBlock' && onFace) eKey = Math.max(eKey, tKey + 1);
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return eKey > tKey;
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}
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function tileInFrontOfTile(a, b) {
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return frontKey(a.x, a.y, RANK_FLOOR) > frontKey(b.x, b.y, RANK_FLOOR);
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}
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const cases = [
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{
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name: '砖:南 (0,-2) 挡北 (0,-1)',
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pass: tileInFrontOfTile({ x: 0, y: -2 }, { x: 0, y: -1 }),
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},
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{
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name: '北墙 (-1,1) 挡住中心角色 (0,0)',
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pass: !entityInFrontOfTile(
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{ cellX: 0, cellY: 0 },
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{ cellX: -1, cellY: 1, tileName: 'WallBlock' },
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),
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},
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{
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name: '东墙 (1,-1) 挡住中心角色 (0,0)(同对角立面)',
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pass: !entityInFrontOfTile(
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{ cellX: 0, cellY: 0 },
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{ cellX: 1, cellY: -1, tileName: 'WallBlock' },
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),
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},
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{
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name: '南 tip 墙 (-1,-3) 挡住金币 (0,-3)',
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pass: !entityInFrontOfTile(
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{ cellX: 0, cellY: -3, isPickable: true },
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{ cellX: -1, cellY: -3, tileName: 'WallBlock' },
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),
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},
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{
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name: '金币 (0,-3) 在东后墙 (1,-3) 之前(屏上金币更靠前)',
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pass: entityInFrontOfTile(
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{ cellX: 0, cellY: -3, isPickable: true },
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{ cellX: -1, cellY: -2, tileName: 'Baseblock' },
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) && entityInFrontOfTile(
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{ cellX: 0, cellY: -3, isPickable: true },
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{ cellX: 1, cellY: -3, tileName: 'WallBlock' },
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),
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},
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{
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name: '贴南墙立面 (0,-1) 露在墙 (0,0) 前',
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pass: entityInFrontOfTile(
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{ cellX: 0, cellY: -1 },
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{ cellX: 0, cellY: 0, tileName: 'WallBlock' },
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),
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},
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{
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name: '南墙 (0,-1) 挡住角色 (0,0)',
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pass: !entityInFrontOfTile(
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{ cellX: 0, cellY: 0 },
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{ cellX: 0, cellY: -1, tileName: 'WallBlock' },
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),
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},
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{
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name: '左墙 (-6,-2) 挡住角色 (-4,-3)',
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pass: !entityInFrontOfTile(
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{ cellX: -4, cellY: -3 },
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{ cellX: -6, cellY: -2, tileName: 'WallBlock' },
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),
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},
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{
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name: '载具朝前钉起点:相对南侧地砖仍被挡',
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pass: !entityInFrontOfTile(
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{ cellX: 0, cellY: 0, isPlayer: false },
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{ cellX: 0, cellY: -1, tileName: 'Baseblock' },
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),
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},
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{
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name: '载具朝后用落点:从(0,0)→(1,0) 比钉起点更靠后(继续被下方砖挡)',
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pass: (() => {
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const floor = { cellX: 0, cellY: -1, tileName: 'Baseblock' };
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// 起点更靠前,相对该南侧砖「不挡得那么死」;落点更靠后应仍被挡住
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const startKeyWins = entityInFrontOfTile(
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{ cellX: 0, cellY: 0, isPlayer: false },
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floor,
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);
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const landOccluded = !entityInFrontOfTile(
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{ cellX: 1, cellY: 0, isPlayer: false },
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floor,
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);
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return !startKeyWins && landOccluded;
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})(),
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},
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{
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name: '角色朝前用落点:从(0,1)→(0,0) 途中露前',
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pass: (() => {
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const from = { cellX: 0, cellY: 1 };
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const to = { cellX: 0, cellY: 0 };
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const wall = { cellX: 1, cellY: 0, tileName: 'WallBlock' };
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return !entityInFrontOfTile(from, wall) && entityInFrontOfTile(to, wall);
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})(),
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},
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{
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name: '同格:角色永远盖过载具',
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pass: frontKey(0, 0, RANK_PLAYER) > frontKey(0, 0, RANK_VEHICLE),
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},
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{
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name: '南侧地砖可挡住同侧偏后的实体(下方地砖应遮挡载具)',
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pass: !entityInFrontOfTile(
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{ cellX: 0, cellY: 0 },
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{ cellX: 0, cellY: -1, tileName: 'Baseblock' },
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),
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},
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{
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name: '人物与载具同格 frontKey 条带一致(主题无关)',
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pass: Math.floor(frontKey(2, -1, RANK_PLAYER) / 100) === Math.floor(frontKey(2, -1, RANK_VEHICLE) / 100),
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},
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];
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let failed = 0;
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for (const c of cases) {
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const ok = !!c.pass;
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console.log(`${ok ? '✓' : '✗'} ${c.name}`);
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if (!ok) failed++;
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}
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if (failed > 0) {
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console.error(`\n${failed} case(s) failed`);
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process.exit(1);
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}
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console.log(`\nAll ${cases.length} cases passed.`);
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