Files
cocos/tools/verify-unity-draw-sort.mjs
2026-07-14 16:02:20 +08:00

153 lines
5.0 KiB
JavaScript

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