/** * Ship behavior test (dev tool, run with Node — no browser needed): * * node dev/ship-behavior.test.mjs * * Stubs just enough of Phaser + a scene to run the REAL Ship.update() * loop from js/entities/Ship.js, then asserts the flight feel: * arrives and stops, respects maxSpeed, tracks its heading, stops facing * the direction it was traveling, can be re-targeted mid-flight, coasts * to rest, hard-brakes on stop() — and the Shift+click THROTTLE LOCK: * thrustToward() commits to a heading and keeps flying it (past the * point, full throttle) until a plain setTarget/stop steers the ship * out of its 'thrust' state. * * Heading assertions account for the ship's art render offset * (ship.artOffset — data/ship.json → artFacing), which is a presentation * concern, not flight behavior. * * The harness integrates acceleration→velocity→position the way the * Arcade physics world does (after the scene's update). */ import { pathToFileURL } from 'node:url'; import { fileURLToPath } from 'node:url'; import { dirname, join } from 'node:path'; const __dirname = dirname(fileURLToPath(import.meta.url)); const TAU = Math.PI * 2; const wrap = (a) => ((a % TAU) + TAU) % TAU; class V2 { constructor(x = 0, y = 0) { this.x = x; this.y = y; } set(x, y) { this.x = x; this.y = y; return this; } length() { return Math.hypot(this.x, this.y); } scale(s) { this.x *= s; this.y *= s; return this; } } class Sprite { constructor(scene, x, y, key) { this.scene = scene; this.x = x; this.y = y; this.key = key; this.rotation = 0; this.scaleX = 1; this.scaleY = 1; this.body = null; } setCollideWorldBounds() { return this; } setScale(s) { this.scaleX = this.scaleY = s; return this; } } const graphicsStub = { fillStyle() {}, beginPath() {}, moveTo() {}, lineTo() {}, closePath() {}, fillPath() {}, fillCircle() {}, generateTexture() {}, destroy() {}, }; // Mirror of Phaser.Math.Angle.RotateTo (radians, step-based, shortest path). const rotateTo = (cur, tgt, step) => { let diff = wrap(tgt - cur); if (diff > Math.PI) diff -= TAU; if (Math.abs(diff) <= step) return tgt; return cur + Math.sign(diff) * step; }; const PhaserStub = { Physics: { Arcade: { Sprite } }, Math: { Clamp: (v, min, max) => Math.max(min, Math.min(max, v)), Angle: { Wrap: wrap, RotateTo: rotateTo }, }, Display: { Color: { ValueToColor: (v) => ({ color: parseInt(v.slice(1), 16) }) } }, }; globalThis.window = { Phaser: PhaserStub }; // js/vendor/phaser.js reads this const scene = { textures: { exists: () => true }, make: { graphics: () => graphicsStub }, add: { existing: (o) => o }, physics: { add: { existing: (o) => { o.body = { velocity: new V2(), acceleration: new V2() }; return o; }, }, }, scale: { width: 1280, height: 720 }, }; const { Ship } = await import( pathToFileURL(join(__dirname, '../js/entities/Ship.js')).href ); // Use the real data/*.json config (ship feel comes from data/ship.json). const { config } = await import(pathToFileURL(join(__dirname, '../js/config/Config.js')).href); const fs = await import('node:fs'); const dataDir = join(__dirname, '../data'); const configData = {}; for (const f of fs.readdirSync(dataDir)) { if (!f.endsWith('.json') || f === 'manifest.json') continue; configData[f.replace(/\.json$/i, '')] = JSON.parse(fs.readFileSync(join(dataDir, f), 'utf8')); } config.init(configData); console.log('config loaded from data/:', Object.keys(configData).join(', ')); let failures = 0; const check = (label, cond) => { console.log(`${cond ? '✔' : '✘ FAIL'} ${label}`); if (!cond) failures++; }; const dt = 16.67; // Physics-world step: acceleration → velocity → position. const integrate = (ship) => { const s = dt / 1000; ship.body.velocity.x += ship.body.acceleration.x * s; ship.body.velocity.y += ship.body.acceleration.y * s; ship.x += ship.body.velocity.x * s; ship.y += ship.body.velocity.y * s; }; // --- Test 0: base stats (data/ship.json → stats) --------------------------- { const ship = new Ship(scene, 0, 0); const s = config.section('ship.stats'); check('base stats loaded from config (hull/shields/cargo/minerals)', ship.stats.hullIntegrity === s.hullIntegrity && ship.stats.shields === s.shields && ship.stats.cargoHold === s.cargoHold && ship.stats.mineralStorage === s.mineralStorage); check('base stats are the shipped values (100 / 0 / 100 / 250)', ship.stats.hullIntegrity === 100 && ship.stats.shields === 0 && ship.stats.cargoHold === 100 && ship.stats.mineralStorage === 250); } // --- Test 1: fly to a point, arrive and stop -------------------------------- { const ship = new Ship(scene, 640, 360); const target = { x: 1000, y: 300 }; ship.setTarget(target.x, target.y); let maxSpeedSeen = 0; let arrived = false; for (let t = 0; t < 60 * 30; t++) { ship.update(t * dt, dt); integrate(ship); maxSpeedSeen = Math.max(maxSpeedSeen, ship.body.velocity.length()); if ( Math.hypot(ship.x - target.x, ship.y - target.y) <= 8 && ship.body.velocity.length() <= 50 && ship.target === null ) { arrived = true; break; } } const distTo = Math.hypot(ship.x - target.x, ship.y - target.y); check('arrives at target and stops (target cleared)', arrived); check(`final position within arrive radius (dist=${distTo.toFixed(2)})`, distTo <= 8.5); check('velocity is exactly zero on arrival', ship.body.velocity.length() === 0); check(`speed never exceeded maxSpeed (max=${maxSpeedSeen.toFixed(1)} / cap ${ship.maxSpeed})`, maxSpeedSeen <= ship.maxSpeed * 1.05 + 0.001); } // --- Test 2: heading tracks the direction of travel ------------------------- { const ship = new Ship(scene, 200, 200); ship.rotation = 2.5 + (ship.artOffset || 0); // start facing the wrong way (heading space) ship.setTarget(600, 200); // fly straight right for (let t = 0; t < 60; t++) { ship.update(t * dt, dt); integrate(ship); } const hd0 = wrap(ship.rotation - (ship.artOffset || 0)); let hd = hd0 > Math.PI ? hd0 - TAU : hd0; check(`rotates toward direction of travel (heading=${hd.toFixed(3)} rad, want ~0)`, Math.abs(hd) < 0.3); } // --- Test 3: re-target mid-flight ------------------------------------------- { const ship = new Ship(scene, 100, 100); ship.setTarget(900, 100); for (let t = 0; t < 30; t++) { ship.update(t * dt, dt); integrate(ship); } ship.setTarget(100, 500); for (let t = 30; t < 30 + 60 * 20; t++) { ship.update(t * dt, dt); integrate(ship); } const d = Math.hypot(ship.x - 100, ship.y - 500); check(`re-target mid-flight reaches new point (dist=${d.toFixed(2)})`, d <= 8.5); } // --- Test 4: coasting drift decays to rest ---------------------------------- { const ship = new Ship(scene, 300, 300); ship.body.velocity.set(200, 0); let stopped = false; for (let t = 0; t < 60 * 10; t++) { ship.update(t * dt, dt); integrate(ship); if (ship.body.velocity.length() < 1) { stopped = true; break; } } check('coasting drift decays to rest', stopped); } // --- Test 5: stop() hard-brakes --------------------------------------------- { const ship = new Ship(scene, 300, 300); ship.setTarget(800, 300); for (let t = 0; t < 10; t++) { ship.update(t * dt, dt); integrate(ship); } ship.stop(); check('stop() clears target and zeroes velocity', ship.target === null && ship.body.velocity.length() === 0); } // --- Test 6: arrives facing the direction of travel ------------------------ { const angDiff = (a, b) => { let d = wrap(a - b); if (d > Math.PI) d -= TAU; return Math.abs(d); }; // Straight trip from rest: must end facing the way it flew. { const ship = new Ship(scene, 100, 100); const target = { x: 900, y: 100 }; ship.setTarget(target.x, target.y); for (let t = 0; t < 60 * 30; t++) { ship.update(t * dt, dt); integrate(ship); if (ship.target === null) break; } const want = Math.atan2(target.y - 100, target.x - 100); check(`straight trip: stops facing direction of travel (heading=${wrap(ship.rotation - (ship.artOffset || 0)).toFixed(3)} rad, want ${want.toFixed(3)})`, ship.target === null && angDiff(ship.rotation - (ship.artOffset || 0), want) < 0.25); } // Diagonal trip from rest: must end facing the diagonal it flew. { const ship = new Ship(scene, 100, 100); const target = { x: 700, y: 500 }; ship.setTarget(target.x, target.y); for (let t = 0; t < 60 * 30; t++) { ship.update(t * dt, dt); integrate(ship); if (ship.target === null) break; } const want = Math.atan2(target.y - 100, target.x - 100); check(`diagonal trip: stops facing direction of travel (heading=${wrap(ship.rotation - (ship.artOffset || 0)).toFixed(3)} rad, want ${want.toFixed(3)})`, ship.target === null && angDiff(ship.rotation - (ship.artOffset || 0), want) < 0.25); } // Fast ship re-targeted close ahead: still ends facing its travel direction. { const ship = new Ship(scene, 100, 100); ship.setTarget(2000, 100); for (let t = 0; t < 40; t++) { ship.update(t * dt, dt); integrate(ship); } const target = { x: 400, y: 100 }; ship.setTarget(target.x, target.y); for (let t = 40; t < 40 + 60 * 30; t++) { ship.update(t * dt, dt); integrate(ship); if (ship.target === null) break; } const want = Math.atan2(target.y - 100, target.x - 100); const d = Math.hypot(ship.x - target.x, ship.y - target.y); check(`fast re-target: arrives (dist=${d.toFixed(2)}) facing direction of travel (heading=${wrap(ship.rotation - (ship.artOffset || 0)).toFixed(3)} rad, want ${want.toFixed(3)})`, ship.target === null && d <= 8.5 && angDiff(ship.rotation - (ship.artOffset || 0), want) < 0.25); } } // --- Test 7: the Shift+click THROTTLE LOCK (thrustToward) -------------- { // Commits to a heading and keeps flying it — PAST the click point, // full throttle — with no stop in sight. const ship = new Ship(scene, 100, 100); ship.thrustToward(400, 100); // straight right check('thrustToward enters its thrust state with a unit heading', ship.state === 'thrust' && ship.target === null && Math.abs(Math.hypot(ship.thrustDir.x, ship.thrustDir.y) - 1) < 1e-9 && ship.thrustDir.x > 0.999 && Math.abs(ship.thrustDir.y) < 1e-9); let maxSpeedSeen = 0; for (let t = 0; t < 120; t++) { // ~2 s ship.update(t * dt, dt); integrate(ship); maxSpeedSeen = Math.max(maxSpeedSeen, ship.body.velocity.length()); } const passed = ship.x - 400; check(`keeps flying the heading PAST the click point (x=${ship.x.toFixed(1)}, passed by ${passed.toFixed(1)}px)`, passed > 100 && ship.y < 101 && ship.y > 99); check(`throttle-locked speed is up and capped (max=${maxSpeedSeen.toFixed(1)} / cap ${ship.maxSpeed})`, maxSpeedSeen > 200 && maxSpeedSeen <= ship.maxSpeed * 1.05 + 0.001); const hd = wrap(ship.rotation - (ship.artOffset || 0)); check(`stays on the committed heading (heading=${hd.toFixed(3)} rad, want ~0)`, Math.abs(hd) < 0.1); check('still holding the throttle (state=thrust, dir kept)', ship.state === 'thrust' && ship.thrustDir !== null); } // --- Test 8: a plain click (setTarget) steers out of the hold ------------ { const ship = new Ship(scene, 100, 100); ship.thrustToward(2000, 100); for (let t = 0; t < 30; t++) { ship.update(t * dt, dt); integrate(ship); } const target = { x: 700, y: 500 }; ship.setTarget(target.x, target.y); check('setTarget drops the thrust hold and takes the ship to the new point', ship.state === 'normal' && ship.thrustDir === null && ship.target !== null); let arrived = false; for (let t = 0; t < 60 * 30; t++) { ship.update(t * dt, dt); integrate(ship); if (ship.target === null && ship.body.velocity.length() === 0) { arrived = true; break; } } const d = Math.hypot(ship.x - target.x, ship.y - target.y); check(`arrives at the steered-to point and stops (dist=${d.toFixed(2)})`, arrived && d <= 8.5); } // --- Test 9: stop() brakes the hold dead --------------------------------- { const ship = new Ship(scene, 300, 300); ship.thrustToward(900, 300); for (let t = 0; t < 30; t++) { ship.update(t * dt, dt); integrate(ship); } ship.stop(); check('stop() clears the hold and kills the velocity', ship.thrustDir === null && ship.target === null && ship.body.velocity.length() === 0); for (let t = 0; t < 60; t++) { ship.update(t * dt, dt); integrate(ship); } check('after stop() the ship coasts to rest (no re-thrust)', ship.body.velocity.length() < 1); } // --- Test 10: thrusting out of 'mining' signals the scene ----------------- { const ship = new Ship(scene, 0, 0); const changes = []; ship.onStateChange = (next, prev) => changes.push([next, prev]); ship.setState('mining', 'mining'); const baseline = changes.length; // the setup call above already fired once ship.thrustToward(500, 500); check('thrustToward from the mining state fires the scene teardown signal', ship.state === 'thrust' && changes.length === baseline + 1 && changes[changes.length - 1][0] === 'thrust' && changes[changes.length - 1][1] === 'mining'); } console.log(failures === 0 ? '\nAll ship behavior tests passed ✔' : `\n${failures} test(s) FAILED ✘`); process.exit(failures === 0 ? 0 : 1);