/** * Dev-only: boot GameScene, open the MAP console on the GALAXY tab and * verify the legend key + the tooltip's FACTION line: * - win.gLeg built: the lane row (used/frontier/unexplored + region) and * the FACTIONS row drawn from data/factions.json (+ the capital seat) * - the slot's label ownership flips with the tab (gLegTexts up on * GALAXY, legendTexts up back on CURRENT SYSTEM) * - hovering a star names its standing: " TERRITORY" / * " CAPITAL" / "WILD SPACE" in the faction's color * - console errors * * node dev/server.mjs 8083 # static server * node dev/shot-firefox.mjs \ * "http://127.0.0.1:8083/dev/galaxy-legend-shot.html" \ * "window.__GAL_SHOT ? window.__GAL_SHOT.ready : null" \ * GAL_LEGEND_SHOT.png 40000 */ import Phaser from '../js/vendor/phaser.js'; import { config } from '../js/config/Config.js'; import { ConfigLoader } from '../js/config/ConfigLoader.js'; import { createGameConfig } from '../js/config/GameConfig.js'; import { GameScene } from '../js/scenes/GameScene.js'; const data = await ConfigLoader.load(); config.init(data); // Capture console errors + uncaught exceptions for the report. const errors = []; const origErr = console.error.bind(console); console.error = (...a) => { errors.push(a.map(String).join(' ')); origErr(...a); }; window.addEventListener('error', (e) => errors.push(String(e.message))); window.addEventListener('unhandledrejection', (e) => errors.push(`rejection: ${e.reason}`)); const gameConfig = createGameConfig(); gameConfig.scene = [GameScene]; const game = new Phaser.Game(gameConfig); window.game = game; // The report lives OUTSIDE the canvas — a DOM
 the screenshot can
// always read (headless canvases don't have to cooperate).
const report = document.createElement('pre');
report.id = 'report';
report.style.cssText = 'position:fixed;left:10px;top:10px;z-index:9999;max-width:70%;margin:0;padding:8px 12px;font:13px/1.5 monospace;color:#eaf6ff;background:rgba(6,20,16,0.92);border:1px solid #1b3a5a;white-space:pre-wrap;';
document.body.appendChild(report);
const setReport = (lines) => { report.textContent = (Array.isArray(lines) ? lines : [lines]).join('\n'); };
setReport('booting…');

const sleep = (ms) => new Promise((r) => setTimeout(r, ms));

async function waitScene() {
  for (let i = 0; i < 100; i++) {
    const s = game.scene.getScene('GameScene');
    if (s && s.ship && s.mapWindow) return s;
    await sleep(100);
  }
  throw new Error('GameScene never booted');
}

try {
  const s = await waitScene();
  await sleep(800); // let the boot settle

  // Open the console (the deck MAP button does exactly this).
  s.deckAction('map');
  await sleep(1400); // the boot reveal + first chart paint

  const win = s.mapWindow;

  // ── 1 — the legend key is built (from data/factions.json) ──────────
  const L = win.gLeg;
  const legendOk = !!(
    L &&
    L.lanes?.length === 3 &&
    L.lanes.every((it) => it.x >= 0 && it.label) &&
    L.region?.label === 'CHARTED' &&
    L.facs?.length >= 1 &&
    L.facs.every((f) => typeof f.color === 'number' && f.label) &&
    L.capital?.label === 'CAPITAL'
  );
  const factions = config.get('factions.factions', {});
  const factionNames = Object.values(factions).map((f) => f.label).join(' / ');

  // ── 2 — switch to the GALAXY tab and let the first poll run ────────
  const gal = win.tabs.find((t) => t.id === 'galaxy');
  win._tabHit(gal);
  win._pollNext = 0;
  await sleep(2600); // the reveal ripple + the poll's stats/legend paint
  const gv = win._galaxy;
  const galMode = win._mode === 'galaxy';
  const textsUp = gv ? win.gLegTexts.filter((t) => t.visible).length : -1;
  const sysTextsHidden = win.legendTexts.filter((t) => !t.visible).length === win.legendTexts.length;

  // ── 3 — hover a star: the tooltip must name its standing ───────────
  let hoverLine = 'no stars built';
  if (gv?.update) {
    // a faction star first (the interesting case), a capital next, else
    // any star (wild space)
    const st =
      gv._stars.find((x) => x.capital && x.capital !== 'neutral') ??
      gv._stars.find((x) => x.capital) ??
      gv._stars.find((x) => x.faction) ??
      gv._stars[0];
    if (st) {
      gv._setHover({ x: st.lx, y: st.ly });
      gv.update(s.time.now + 16); // one paint pass
      await sleep(120);
      const standing = gv._hover === st ? (gv.ttFaction.text || '—') : 'hover missed';
      hoverLine = `hover ${st.id.toUpperCase()} → "${standing}"${st.capital ? ' [capital]' : st.faction ? ' [territory]' : ' [wild]'}`;
    }
    gv._setHover(null);
  }

  // ── 4 — back to CURRENT SYSTEM: the slot hands back to its key ──────
  win._tabHit(win.tabs.find((t) => t.id === 'currentSystem'));
  await sleep(300);
  const backOk =
    win._mode === 'currentSystem' &&
    win.gLegTexts.every((t) => !t.visible) &&
    win.legendTexts.every((t) => t.visible);

  const lines = [
    errors.length === 0 ? 'SMOKE OK — no console errors' : `ERRORS:\n${errors.slice(0, 4).join('\n')}`,
    `mode after galaxy: ${win._mode} · galaxy view=${!!gv}`,
    `legend: ${legendOk ? 'built ✓' : 'MISSING ✗'} · lanes=${L?.lanes?.length} · region="${L?.region?.label}" · facs=${L?.facs?.map((f) => f.label).join('/')} · capital="${L?.capital?.label}"`,
    `factions.json: ${factionNames}`,
    `galaxy slot labels: ${textsUp}/${win.gLegTexts.length} up · system labels hidden=${sysTextsHidden}`,
    hoverLine,
    `switch back: ${backOk ? 'slot restored ✓' : '✗'}`,
  ];
  setReport(lines);
  window.__GAL_SHOT = { ready: true, lines, errors };
  console.info('galaxy-legend-shot: report painted');
} catch (err) {
  errors.push(`FATAL: ${err.message}`);
  setReport(['FATAL: ' + err.message, ...errors.slice(0, 4)]);
  window.__GAL_SHOT = { ready: true, fatal: String(err.message), errors };
  console.error('galaxy-legend-shot: fatal', err);
}