using NUnit.Framework;
using ProjectM.Simulation;
using Unity.Core;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
namespace ProjectM.Tests
{
///
/// Plain-Entities determinism test for (the M1 predicted move
/// system). Boots a bare ECS world, registers the system in the SimulationSystemGroup, creates a
/// synthetic player (PlayerInput + PlayerMoveStats + LocalTransform + enabled Simulate), injects
/// a fixed delta-time, ticks N times, and asserts the position advanced by exactly
/// MoveSpeed * dt * N. Version-independent and netcode-free, mirroring HeartbeatSystemTests.
///
public class PlayerMoveSystemTests
{
[Test]
public void PlayerMove_Advances_By_MoveSpeed_Times_Dt_Each_Tick()
{
using var world = new World("PlayerMoveTestWorld");
var simulationGroup = world.GetOrCreateSystemManaged();
var moveSystem = world.GetOrCreateSystem();
simulationGroup.AddSystemToUpdateList(moveSystem);
simulationGroup.SortSystems();
var em = world.EntityManager;
var entity = em.CreateEntity(
typeof(PlayerInput), typeof(PlayerMoveStats), typeof(LocalTransform), typeof(Simulate));
const float moveSpeed = 5f;
const float dt = 0.1f;
const int ticks = 10;
em.SetComponentData(entity, LocalTransform.FromPosition(float3.zero));
em.SetComponentData(entity, new PlayerMoveStats { MoveSpeed = moveSpeed, TurnRateRadiansPerSec = 0f });
em.SetComponentData(entity, new PlayerInput { Move = new float2(1f, 0f), Aim = float2.zero });
for (int i = 0; i < ticks; i++)
{
// Fixed delta so the predicted move is fully deterministic (no wall-clock).
world.SetTime(new TimeData(elapsedTime: dt * (i + 1), deltaTime: dt));
simulationGroup.Update();
}
var position = em.GetComponentData(entity).Position;
Assert.AreEqual(moveSpeed * dt * ticks, position.x, 1e-3f,
"X should advance by MoveSpeed * dt each tick for Move=(1,0).");
Assert.AreEqual(0f, position.y, 1e-3f, "Movement is planar; Y should stay 0.");
Assert.AreEqual(0f, position.z, 1e-3f, "Move=(1,0) maps to +X only; Z should stay 0.");
}
[Test]
public void PlayerMove_Is_Idempotent_Across_Equal_Tick_Batches()
{
// Determinism/idempotence: the same inputs and dt must yield the same result regardless
// of how the ticks are grouped (mirrors the prediction loop re-simulating a tick).
float3 RunTicks(int ticks)
{
using var world = new World("PlayerMoveDetWorld");
var group = world.GetOrCreateSystemManaged();
group.AddSystemToUpdateList(world.GetOrCreateSystem());
group.SortSystems();
var em = world.EntityManager;
var e = em.CreateEntity(
typeof(PlayerInput), typeof(PlayerMoveStats), typeof(LocalTransform), typeof(Simulate));
em.SetComponentData(e, LocalTransform.FromPosition(float3.zero));
em.SetComponentData(e, new PlayerMoveStats { MoveSpeed = 3f, TurnRateRadiansPerSec = 0f });
em.SetComponentData(e, new PlayerInput { Move = new float2(0f, 1f), Aim = float2.zero });
for (int i = 0; i < ticks; i++)
{
world.SetTime(new TimeData(0.05f * (i + 1), 0.05f));
group.Update();
}
return em.GetComponentData(e).Position;
}
var a = RunTicks(20);
var b = RunTicks(20);
Assert.AreEqual(a.z, b.z, 1e-4f, "Two identical runs must produce identical positions.");
Assert.AreEqual(3f * 0.05f * 20f, a.z, 1e-3f, "Move=(0,1) maps to +Z by MoveSpeed*dt*N.");
}
}
}