/** * PROBE 8 (minimal, CDP-safe): in the phase-B state (neutrals-only, escorts * parked at centre, sim frozen), what is RED at the bottom-centre edge? * Returns ONLY the red-pixel count + a coarse colour histogram — no Phaser * objects (avoids the CDP "reference chain too long" serialisation error). * Run: node dev/enc-probe8.mjs */ const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); function connect(target) { const ws = new WebSocket(target.webSocketDebuggerUrl); let id = 0; const pending = new Map(); ws.onmessage = (x) => { const m = JSON.parse(x.data); if (m.id && pending.has(m.id)) { const { res, rej } = pending.get(m.id); pending.delete(m.id); m.error ? rej(new Error(m.error.message)) : res(m.result); } }; const open = new Promise((r) => { ws.onopen = r; ws.onerror = () => r(); }); const send = (method, params = {}) => new Promise((res, rej) => { const mid = ++id; pending.set(mid, { res, rej }); ws.send(JSON.stringify({ id: mid, method, params })); }); return { ws, send, open }; } async function evalJs(c, expression, awaitPromise = true) { const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); return r.result?.value; } async function openPage(path) { const url = `${BASE}${path}`; let target; try { target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); } catch { target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); } const c = connect(target); await c.open; await c.send('Runtime.enable'); return { c, target }; } const PAGE_CODE = ` (async () => { const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; if (!gs || !gs.combat || !gs.ship) return { err: 'no game' }; const sys = gs.combat; const ship = gs.ship; const ren = window.game.renderer; const cv = ren.canvas; const off = document.createElement('canvas'); off.width = cv.width; off.height = cv.height; const octx = off.getContext('2d', { willReadFrequently: true }); if (!window.__p8hook) { window.__p8hook = true; const orig = ren.render; ren.render = function (...a) { const ret = orig.apply(this, a); try { octx.drawImage(cv, 0, 0); } catch {} return ret; }; } const vw = gs.scale.width, vh = gs.scale.height; for (const e of sys.enemies.slice()) e.dead = true; for (const a of (sys.allies || [])) a.dead = true; gs._spawnEncounter({ kind: 'neutrals', pirates: 0, neutrals: 2 }); const NB = (sys.allies || []).filter((a) => !a.dead); for (const a of NB) { a.maxHull = 1e9; a.hull = 1e9; a.maxShields = 1e9; a.shields = 1e9; } const setPos = (o, x, y) => { o.x = x; o.y = y; if (o.body) { o.body.velocity.x = 0; o.body.velocity.y = 0; } }; setPos(NB[0], ship.x - 130, ship.y + 90); setPos(NB[1], ship.x + 110, ship.y - 70); if (gs.comms) gs.comms._setPaused(true); await sleep(250); const RED = (r, g, b) => r > 130 && r - g > 45 && r - b > 25; const hist = () => { const x = Math.round(vw/2 - 22), y = Math.round(vh - 28 - 22), w = 44, h = 44; const d = octx.getImageData(x, y, w, h).data; const h2 = {}; let n = 0; for (let i = 0; i < d.length; i += 4) { const r = d[i], g = d[i+1], b = d[i+2]; if (RED(r, g, b)) { n++; const k = r + ',' + g + ',' + b; h2[k] = (h2[k] || 0) + 1; } } return { n, h2 }; }; let best = { n: 0, h2: {} }; for (let f = 0; f < 12; f++) { await sleep(22); const c = hist(); if (c.n > best.n) best = c; } // Also sample the OTHER three edges for context. const edge = (cx, cy) => { const x = Math.round(cx - 22), y = Math.round(cy - 22), w = 44, h = 44; const d = octx.getImageData(x, y, w, h).data; let n = 0; for (let i = 0; i < d.length; i += 4) { const r = d[i], g = d[i+1], b = d[i+2]; if (RED(r, g, b)) n++; } return n; }; const out = { vw, vh, bottom: best, top: edge(vw/2, 28), right: edge(vw-28, vh/2), left: edge(28, vh/2), escortCount: NB.length }; // Report the two most common red colours as plain strings. out.topColors = Object.entries(best.h2).sort((a, b) => b[1] - a[1]).slice(0, 4).map(([k, v]) => k + ' x' + v); if (gs.comms) gs.comms._setPaused(false); return out; })() `; async function main() { const { c } = await openPage('/index.html'); try { let ready = false; for (let i = 0; i < 80; i++) { await sleep(500); try { ready = await evalJs(c, 'Boolean(window.game)', false); } catch { ready = false; } if (ready) break; } if (!ready) throw new Error('game never booted'); const started = await evalJs(c, `(async () => { const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); for (let i = 0; i < 120; i++) { const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } await sleep(500); } return 'menu never ready'; })()`); if (started !== 'started') throw new Error('start: ' + started); let scoped = false; for (let i = 0; i < 60; i++) { await sleep(500); try { scoped = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship && window.game.scene.getScene("GameScene").combat)', false); } catch { scoped = false; } if (scoped) break; } if (!scoped) throw new Error('combat scope never appeared'); await sleep(800); const out = await evalJs(c, PAGE_CODE); if (typeof out === 'string') throw new Error('drive failed: ' + out); console.log(JSON.stringify(out, null, 2)); } finally { try { c.ws.close(); } catch {} } } main().catch((e) => { console.error('probe8 error:', e.message); process.exit(1); });