377 lines
19 KiB
JavaScript
377 lines
19 KiB
JavaScript
#!/usr/bin/env node
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// Verifies the Wolfenstein engine end to end, headlessly.
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//
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// node tools/verifyWolfenstein.js [--quick]
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//
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// WolfensteinRules/WolfensteinRaycaster/WolfensteinLogic import no Phaser. Sections 1-5 use a
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// small hand-built synthetic test map so raycaster distances and swept-bullet-collision
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// outcomes can be asserted against hand-computed expected values. Sections 6+ (added once the
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// authoring pipeline exists) validate the actual shipped level/campaign JSON.
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import { readFileSync } from 'fs';
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import { fileURLToPath } from 'url';
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import { dirname, join } from 'path';
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import { compileRules } from '../src/games/wolfenstein/WolfensteinRules.js';
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import { castRay, hasLineOfSight, makeCamera, castColumns } from '../src/games/wolfenstein/WolfensteinRaycaster.js';
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import * as L from '../src/games/wolfenstein/WolfensteinLogic.js';
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const ROOT = join(dirname(fileURLToPath(import.meta.url)), '..');
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const QUICK = process.argv.includes('--quick');
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const rulesJson = JSON.parse(readFileSync(join(ROOT, 'data/wolfenstein-rules.json'), 'utf8'));
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const rules = compileRules(rulesJson);
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let pass = 0; const failures = [];
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function check(name, cond, detail) {
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if (cond) { pass++; return true; }
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failures.push(detail ? `${name} — ${detail}` : name);
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return false;
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}
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function section(title) { console.log(`\n── ${title}`); }
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function near(a, b, eps = 1e-3) { return Math.abs(a - b) < eps; }
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// ---------------------------------------------------------------------------
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section('1. Rules integrity');
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// ---------------------------------------------------------------------------
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{
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check('fists weapon defined', !!rules.weaponById.fists);
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check('pistol weapon defined', !!rules.weaponById.pistol);
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check('guard enemy defined', !!rules.enemyById.guard);
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for (const w of rules.weapons) {
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check(`${w.id} has positive damage`, w.damage > 0);
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check(`${w.id} has positive cooldown`, w.cooldownMs > 0);
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}
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for (const e of rules.enemies) {
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check(`${e.id} has positive health`, e.health > 0);
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check(`${e.id} detectRange >= fireRange`, e.detectRange >= e.fireRange);
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}
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check('tickHz positive', rules.constants.tickHz > 0);
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check('stepMs matches tickHz', near(rules.stepMs, 1000 / rules.constants.tickHz));
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}
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// ---------------------------------------------------------------------------
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// A small synthetic 8x8 test map, hand-computable:
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// row0: border row3: internal wall at columns 3-4 (a 2-cell-thick wall)
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// rows1-6: open interior except row3's columns 3-4
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// row7: border
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// ---------------------------------------------------------------------------
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function makeTestMap() {
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const W = 8, H = 8;
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const walls = [];
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for (let y = 0; y < H; y++) {
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const row = [];
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for (let x = 0; x < W; x++) {
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const border = x === 0 || y === 0 || x === W - 1 || y === H - 1;
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const internal = y === 3 && (x === 3 || x === 4);
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row.push(border || internal ? 1 : 0);
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}
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walls.push(row);
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}
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return { width: W, height: H, walls };
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}
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// ---------------------------------------------------------------------------
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section('2. Raycaster correctness (hand-computed distances)');
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// ---------------------------------------------------------------------------
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{
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const map = makeTestMap();
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const east = castRay(map, 1.5, 1.5, 1, 0);
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check('east ray hits east boundary', east && east.mapX === 7 && east.mapY === 1, JSON.stringify(east));
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check('east ray perpDist matches hand calc', east && near(east.perpDist, 5.5), east?.perpDist);
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check('east ray is an X-side hit', east && east.side === 0);
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const south = castRay(map, 1.5, 1.5, 0, 1);
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check('south ray hits south boundary', south && south.mapX === 1 && south.mapY === 7, JSON.stringify(south));
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check('south ray perpDist matches hand calc', south && near(south.perpDist, 5.5), south?.perpDist);
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check('south ray is a Y-side hit', south && south.side === 1);
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const internal = castRay(map, 1.5, 3.5, 1, 0);
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check('ray hits internal wall, not the far boundary', internal && internal.mapX === 3 && internal.mapY === 3, JSON.stringify(internal));
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check('internal wall perpDist matches hand calc', internal && near(internal.perpDist, 1.5), internal?.perpDist);
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// No ray fired from inside a closed room should ever escape the map.
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let escapes = 0;
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const angleSamples = QUICK ? 16 : 180;
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const points = [[1.5, 1.5], [4.5, 4.5], [2.5, 5.5]];
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for (const [px, py] of points) {
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for (let i = 0; i < angleSamples; i++) {
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const a = (i / angleSamples) * Math.PI * 2;
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const hit = castRay(map, px, py, Math.cos(a), Math.sin(a));
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if (!hit) escapes++;
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}
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}
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check('no ray escapes the closed test room', escapes === 0, `${escapes} escaped`);
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// castColumns / makeCamera smoke test — every column should return a hit.
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const cam = makeCamera(1.5, 1.5, 0, rules.fov);
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const cols = castColumns(map, cam, 64);
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check('castColumns returns one entry per column', cols.length === 64);
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check('every column hits a wall', cols.every((c) => c !== null));
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// Line of sight: clear along an open row, blocked through the internal wall.
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check('LOS clear along open row', hasLineOfSight(map, 1.5, 1.5, 6.5, 1.5));
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check('LOS blocked by internal wall', !hasLineOfSight(map, 1.5, 3.5, 6.5, 3.5));
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}
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// ---------------------------------------------------------------------------
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section('3. Bullet swept-collision correctness');
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// ---------------------------------------------------------------------------
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{
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const level = {
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id: 'test', name: 'Test', width: 8, height: 8, cellSize: 64,
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walls: makeTestMap().walls,
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playerStart: { x: 1.5, y: 1.5, angle: 0 },
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doors: [], enemies: [], items: [],
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exit: { x: 6.5, y: 6.5, radius: 0.6 },
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};
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// A target far enough from the projectile's start AND end position that a
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// point-sample test would miss it entirely, but the swept segment between
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// them passes right through it.
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{
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const state = L.createState(level, rules);
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state.enemies.push({ id: 0, defId: 'guard', x: 5.0, y: 1.5, angle: 0, health: rules.enemyById.guard.health, state: 'idle', cooldownMs: 0, dead: false, radius: rules.enemyById.guard.radius });
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const startX = 4.3, endGuessX = 5.7; // both >0.53 from the target — a point-sample test would see a miss at either end
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const vx = (endGuessX - startX) * rules.constants.tickHz;
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state.projectiles.push({ id: 99, ownerId: 'player', weapon: 'pistol', friendly: true, x: startX, y: 1.5, px: startX, py: 1.5, vx, vy: 0, damage: 20, hitRadius: rules.weaponById.pistol.hitRadius, ttl: 60 });
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L.tick(state, rules);
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check('fast bullet whose endpoints both miss still registers via the swept segment', state.enemies[0].health < rules.enemyById.guard.health, `health=${state.enemies[0].health}`);
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}
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// A bullet fast enough to fully cross a 1-cell-thick wall within one tick —
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// point-sampling only the tick's end position would see open floor on the
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// far side and miss the wall entirely.
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{
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const W = 10, H = 3;
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const row = new Array(W).fill(0);
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row[4] = 1; // single-cell wall
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const thinWallMap = { width: W, height: H, walls: [new Array(W).fill(1), row, new Array(W).fill(1)] };
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const state = L.createState({ ...level, width: W, height: H, walls: thinWallMap.walls, playerStart: { x: 1.5, y: 1.5, angle: 0 }, exit: { x: 8.5, y: 1.5, radius: 0.6 } }, rules);
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const startX = 2.0, endGuessX = 5.0; // crosses the wall at x=4..5 entirely within one tick
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const vx = (endGuessX - startX) * rules.constants.tickHz;
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state.projectiles.push({ id: 1, ownerId: 'player', weapon: 'pistol', friendly: true, x: startX, y: 1.5, px: startX, py: 1.5, vx, vy: 0, damage: 20, hitRadius: rules.weaponById.pistol.hitRadius, ttl: 60 });
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const events = L.tick(state, rules);
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const impact = events.find((e) => e.t === 'impact');
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check('fast bullet detonates on a thin wall it crosses mid-tick', !!impact, JSON.stringify(events));
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check('impact lands at the wall face, not past it', impact && impact.x < 4.5 && impact.x >= 4, impact?.x);
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check('projectile is removed after the wall hit', state.projectiles.length === 0);
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}
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// A clean miss must not falsely register a hit.
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{
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const state = L.createState(level, rules);
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state.enemies.push({ id: 0, defId: 'guard', x: 5.0, y: 5.5, angle: 0, health: rules.enemyById.guard.health, state: 'idle', cooldownMs: 0, dead: false, radius: rules.enemyById.guard.radius });
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state.projectiles.push({ id: 1, ownerId: 'player', weapon: 'pistol', friendly: true, x: 1.5, y: 1.5, px: 1.5, py: 1.5, vx: 11, vy: 0, damage: 20, hitRadius: rules.weaponById.pistol.hitRadius, ttl: 60 });
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L.tick(state, rules);
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check('a deliberately wide shot does not falsely register a hit', state.enemies[0].health === rules.enemyById.guard.health);
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check('a surviving projectile is kept, not detonated', state.projectiles.length === 1);
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}
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}
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// ---------------------------------------------------------------------------
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section('4. Enemy AI');
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// ---------------------------------------------------------------------------
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{
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const baseLevel = {
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id: 'test', name: 'Test', width: 8, height: 8, cellSize: 64,
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walls: makeTestMap().walls, doors: [], items: [],
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exit: { x: 6.5, y: 6.5, radius: 0.6 },
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};
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// No line of sight (blocked by the row-3 internal wall) — should never alert.
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{
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const level = { ...baseLevel, playerStart: { x: 1.5, y: 3.5, angle: 0 }, enemies: [{ type: 'guard', x: 6.5, y: 3.5, facing: 180 }] };
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const state = L.createState(level, rules);
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for (let i = 0; i < 300; i++) L.tick(state, rules);
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check('guard with no line of sight stays idle', state.enemies[0].state === 'idle', state.enemies[0].state);
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}
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// Clear line of sight within detectRange — should alert within a bounded number of ticks.
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{
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const level = { ...baseLevel, playerStart: { x: 1.5, y: 1.5, angle: 0 }, enemies: [{ type: 'guard', x: 5.5, y: 1.5, facing: 180 }] };
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const state = L.createState(level, rules);
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let alerted = false;
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for (let i = 0; i < 10 && !alerted; i++) { L.tick(state, rules); alerted = state.enemies[0].state !== 'idle'; }
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check('guard with clear line of sight alerts promptly', alerted);
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}
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// Clear line of sight, but the player is behind the guard (facing 0 = east,
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// player is to the west) — outside the 90 degree vision cone, so it should
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// never alert no matter how long it stands there.
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{
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const level = { ...baseLevel, playerStart: { x: 1.5, y: 1.5, angle: 0 }, enemies: [{ type: 'guard', x: 5.5, y: 1.5, facing: 0 }] };
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const state = L.createState(level, rules);
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for (let i = 0; i < 300; i++) L.tick(state, rules);
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check('guard with player outside its vision cone stays idle', state.enemies[0].state === 'idle', state.enemies[0].state);
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}
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// Same idea, but the player sits just inside the +-45 degree cone edge
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// (~44 degrees off the guard's heading, facing 180 = west) — should still
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// alert. Kept away from the row-3 internal wall so LOS itself stays clear.
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{
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const level = { ...baseLevel, playerStart: { x: 1.5, y: 6.4, angle: 0 }, enemies: [{ type: 'guard', x: 3.5, y: 4.5, facing: 180 }] };
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const state = L.createState(level, rules);
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let alerted = false;
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for (let i = 0; i < 10 && !alerted; i++) { L.tick(state, rules); alerted = state.enemies[0].state !== 'idle'; }
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check('guard alerts to a player near the cone edge but still inside it', alerted);
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}
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// Patrol routes (stepPatrol): an idle guard with no player interference
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// should ping-pong home -> patrol[0] -> ... -> home indefinitely. Guard
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// and its whole route stay strictly west of the row-3 wall (x < 3), player
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// stays strictly east of it (x = 6.5) — a straight line between them at
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// y=3.5 always crosses the wall cells at x=3/4 regardless of where along
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// its route the guard currently is, so this isolates pure patrol movement
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// from AI detection (never alerts here, unlike the two tests above).
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{
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const level = {
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...baseLevel, playerStart: { x: 6.5, y: 3.5, angle: 0 },
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enemies: [{ type: 'guard', x: 1.5, y: 3.5, facing: 0, patrol: [{ x: 2.5, y: 3.5 }] }],
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};
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const state = L.createState(level, rules);
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let minX = Infinity, maxX = -Infinity, everAlerted = false;
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for (let i = 0; i < 2000; i++) {
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L.tick(state, rules);
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const e = state.enemies[0];
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if (e.state !== 'idle') everAlerted = true;
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minX = Math.min(minX, e.x); maxX = Math.max(maxX, e.x);
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}
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check('patrolling guard never alerts (LOS blocked its whole route)', !everAlerted);
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check('a 1-waypoint route ping-pongs between home and the node', minX <= 1.6 && maxX >= 2.3, `x range [${minX.toFixed(2)}, ${maxX.toFixed(2)}]`);
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}
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// A route with 2+ authored waypoints closes into a one-way loop instead
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// (home -> node1 -> node2 -> home -> ..., wrapping via
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// (patrolIndex + 1) % path.length, never reversing — see stepPatrol's
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// doc comment). Isolated from AI detection by distance alone here (a
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// bigger, wall-free map, player far outside detectRange=8 the whole
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// route) rather than the wall trick above, since the route touches more
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// than one row/column this time.
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{
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const W = 14, H = 14;
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const walls = [];
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for (let y = 0; y < H; y++) {
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const row = [];
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for (let x = 0; x < W; x++) row.push(x === 0 || y === 0 || x === W - 1 || y === H - 1 ? 1 : 0);
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walls.push(row);
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}
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const level = {
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width: W, height: H, cellSize: 64, walls, doors: [], items: [],
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playerStart: { x: 12.5, y: 12.5, angle: 0 },
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enemies: [{ type: 'guard', x: 1.5, y: 1.5, facing: 0, patrol: [{ x: 3.5, y: 1.5 }, { x: 1.5, y: 3.5 }] }],
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exit: { x: 12.5, y: 1.5, radius: 0.6 },
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};
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const state = L.createState(level, rules);
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const indices = [state.enemies[0].patrolIndex];
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let everAlerted = false;
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for (let i = 0; i < 3000; i++) {
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L.tick(state, rules);
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const e = state.enemies[0];
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if (e.state !== 'idle') everAlerted = true;
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if (e.patrolIndex !== indices[indices.length - 1]) indices.push(e.patrolIndex);
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}
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let cyclesForward = indices.length >= 6;
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for (let i = 1; i < indices.length && cyclesForward; i++) {
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if (indices[i] !== (indices[i - 1] + 1) % 3) cyclesForward = false;
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}
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check('a 2-waypoint route never alerts (player far outside detectRange)', !everAlerted);
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check('a 2-waypoint route closes into a one-way loop, never reversing', cyclesForward, indices.slice(0, 9).join(','));
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}
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// A dead guard stops acting and can't be hit/killed twice.
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{
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const level = { ...baseLevel, playerStart: { x: 1.5, y: 1.5, angle: 0 }, enemies: [{ type: 'guard', x: 3.5, y: 1.5, facing: 180 }] };
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const state = L.createState(level, rules);
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L.setFireHeld(state, true);
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L.switchWeapon(state, 'pistol');
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let deaths = 0;
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for (let i = 0; i < 600 && state.enemies[0].health > 0; i++) {
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const events = L.tick(state, rules);
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deaths += events.filter((e) => e.t === 'enemyDied').length;
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}
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check('guard actually dies within the simulated window', state.enemies[0].dead, `health=${state.enemies[0].health}`);
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check('enemyDied fires exactly once', deaths === 1, `fired ${deaths} times`);
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const healthAtDeath = state.enemies[0].health;
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for (let i = 0; i < 60; i++) L.tick(state, rules);
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check('dead guard takes no further actions/damage', state.enemies[0].health === healthAtDeath && state.enemies[0].state === 'dead');
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}
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}
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// ---------------------------------------------------------------------------
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section('5. Save/load round-trip');
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// ---------------------------------------------------------------------------
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{
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const level = {
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id: 'test', name: 'Test', width: 8, height: 8, cellSize: 64,
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walls: makeTestMap().walls,
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playerStart: { x: 1.5, y: 1.5, angle: 0.3 },
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doors: [{ x: 2, y: 5, orientation: 'vertical' }],
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enemies: [{ type: 'guard', x: 5.5, y: 5.5, facing: 90 }],
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items: [{ type: 'health', x: 4.5, y: 4.5 }],
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exit: { x: 6.5, y: 6.5, radius: 0.6 },
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};
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const state = L.createState(level, rules);
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L.setMoveIntent(state, 1, 0.3);
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for (let i = 0; i < 30; i++) L.tick(state, rules);
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const raw = L.serialize(state);
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const restored = L.deserialize(rules, raw);
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check('deserialize succeeds', !!restored);
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check('player position round-trips', restored && near(restored.player.x, state.player.x) && near(restored.player.y, state.player.y));
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check('player health round-trips', restored && restored.player.health === state.player.health);
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check('enemy state round-trips', restored && restored.enemies[0].x === state.enemies[0].x && restored.enemies[0].health === state.enemies[0].health);
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check('wall grid RLE round-trips byte-identical', restored && JSON.stringify(restored.map.walls) === JSON.stringify(state.map.walls));
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check('tick count round-trips', restored && restored.tick === state.tick);
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const badVersion = JSON.stringify({ ...JSON.parse(raw), v: 999 });
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check('a save stamped with a future version is rejected, not thrown', L.deserialize(rules, badVersion) === null);
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check('garbage input is rejected, not thrown', L.deserialize(rules, '{not json') === null);
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}
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// ---------------------------------------------------------------------------
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// Sections 6+: shipped level/campaign data (present once the authoring
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// pipeline — tools/genWolfenstein.js + data/wolfenstein-campaigns.json —
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// exists; skipped gracefully before then so this script is runnable from
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// step 1 of the build, per the plan's phasing).
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// ---------------------------------------------------------------------------
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import { existsSync } from 'fs';
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const campaignPath = join(ROOT, 'data/wolfenstein-campaigns.json');
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if (existsSync(campaignPath)) {
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section('6. Level solvability + campaign/editor schema parity');
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const campaigns = JSON.parse(readFileSync(campaignPath, 'utf8'));
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for (const camp of campaigns.campaigns) {
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let cleared = 0;
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for (const m of camp.missions) {
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const levelPath = join(ROOT, 'assets/gamedata/wolfenstein', m.levelFile);
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const levelJson = JSON.parse(readFileSync(levelPath, 'utf8'));
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const model = L.buildLevelModel(levelJson);
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const result = L.validateLevel(model);
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check(`${camp.id}/${m.id} (${m.levelFile}) validates`, result.valid, result.issues.join('; '));
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check(`${camp.id}/${m.id} exit is reachable from playerStart`, result.reachable);
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cleared++;
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}
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check(`${camp.id} mission count matches its data`, cleared === camp.missions.length);
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}
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section('7. Campaign progress gating (boundary values)');
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for (const camp of campaigns.campaigns) {
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const n = camp.missions.length;
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for (const cleared of [0, 1, n]) {
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const unlocked = camp.missions.map((_, i) => i <= cleared);
|
|
const expectedUnlocked = Math.min(cleared + 1, n);
|
|
const actualUnlocked = unlocked.filter(Boolean).length;
|
|
check(`${camp.id} cleared=${cleared} unlocks exactly ${expectedUnlocked} mission(s)`, actualUnlocked === expectedUnlocked, `got ${actualUnlocked}`);
|
|
}
|
|
}
|
|
} else {
|
|
console.log('\n(skipping level/campaign sections — data/wolfenstein-campaigns.json not present yet)');
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
console.log(`\n${pass} checks passed, ${failures.length} failed.`);
|
|
if (failures.length) {
|
|
console.log('\nFailures:');
|
|
for (const f of failures) console.log(` - ${f}`);
|
|
process.exit(1);
|
|
}
|