/** * Dev-only: TETHER-L1 BUILD FLOW ON A NEWLY DISCOVERED WORLD — the bug * report: land on a world with NO tether, build Tether - Level 1, and the * world should actually GAIN a level-1 tether (range 5120 px anchored on * its center), show "Tether Level 1", and then accept Tether - Level 2 * (which upgrades the SAME tether to 10240 px). Also checks the * re-materialization: a scene rebuild (jump cut / restart) that empties * the field to its native set must re-anchor the installed tether on its * world (js/scenes/GameScene.js → _rematerializeBuiltTethers). * * node dev/server.mjs 8080 * node dev/cdp-firefox.mjs http://127.0.0.1:8080/dev/tether-newworld.html \ * 'return window.__TETHER_NEWWORLD__;' 60000 */ 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 { MenuScene } from '../js/scenes/MenuScene.js'; import { GameScene } from '../js/scenes/GameScene.js'; import { SurfaceScene } from '../js/scenes/SurfaceScene.js'; const data = await ConfigLoader.load(); config.init(data); const errors = []; const origWarn = console.warn.bind(console); console.warn = (...a) => { errors.push(a.map(String).join(' ')); origWarn(...a); }; 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: ${e.reason}`)); const game = new Phaser.Game({ ...createGameConfig(), scene: [MenuScene, GameScene, SurfaceScene] }); window.game = game; const sleepMs = (ms) => new Promise((r) => setTimeout(r, ms)); async function waitFor(fn, tries = 200, everyMs = 100) { for (let i = 0; i < tries; i++) { const v = fn(); if (v) return v; await sleepMs(everyMs); } return null; } const tetherFor = (gs, name) => gs.tetherField?.tethers?.find((t) => t.label === name) ?? null; const tetherInfo = (t) => (t ? { id: t.id, x: t.x, y: t.y, level: t.level, radius: t.radius } : null); try { // 1) Menu → NEW GAME (the real entry). const menu = await waitFor(() => game.scene.getScene('MenuScene')?.newGameBtn ? game.scene.getScene('MenuScene') : null); if (!menu) throw new Error('menu never booted'); menu.startNewGame(); const gs = await waitFor(() => { const g = game.scene.getScene('GameScene'); return g?.ship && g?.buildState && g?.tetherField ? g : null; }, 300); if (!gs) throw new Error('GameScene never booted'); await sleepMs(500); // 2) Pick a NON-HOME world in the starting system (the bug's setting: // a newly discovered world, which has no tether of its own). const other = gs.systemPlanets?.[0]; if (!other) throw new Error('starting system has no non-home planet to test on'); const name = other.discoveryName; const before = tetherFor(gs, name); if (before) throw new Error(`world "${name}" unexpectedly has a tether at start`); // 3) Land on it the game's own way, wait for the surface stage. gs.startLanding(gs.commsTargetFor(other)); const ss = await waitFor(() => { const c = game.scene.getScene('SurfaceScene'); return c?.phase === 'surface' ? c : null; }, 150, 200); if (!ss) throw new Error('surface stage never reached'); await sleepMs(300); // 4) The build console's own rule pass agrees: L2 is gated on L1. const l2GateBefore = gs.tetherLevelFor(name); if (l2GateBefore !== 0) throw new Error(`tetherLevelFor("${name}") = ${l2GateBefore}, want 0 before the L1 build`); // 5) Build Tether - Level 1 (free + instant per data/builds.json). const res1 = gs.beginBuild(ss.planetName, 'tether-l1', game.loop.now); if (!res1.ok) throw new Error(`L1 build refused: ${res1.reason}`); // The surface's own tick completes it (duration 0 → 1 ms) and applies // the effect on the game scene; wait for the built record. await waitFor(() => gs.buildState.isBuilt(ss.planetName, 'tether-l1'), 60, 50); if (!gs.buildState.isBuilt(ss.planetName, 'tether-l1')) throw new Error('L1 build never completed'); await sleepMs(1500); // HUD re-decode + window repaint settle const l1 = tetherFor(gs, name); if (!l1) throw new Error(`no tether anchored on "${name}" after the L1 build (the bug)`); if (l1.level !== 1) throw new Error(`L1 tether level = ${l1.level}, want 1`); if (l1.radius !== 5120) throw new Error(`L1 tether radius = ${l1.radius}, want 5120`); if (l1.x !== other.x || l1.y !== other.y) throw new Error(`L1 tether anchored at (${l1.x},${l1.y}), want the world's center (${other.x},${other.y})`); if (gs.tetherLevelFor(name) !== 1) throw new Error(`tetherLevelFor("${name}") = ${gs.tetherLevelFor(name)}, want 1 after the L1 build`); if (ss.tetherLevel !== 1) throw new Error(`surface HUD level = ${ss.tetherLevel}, want 1 after the L1 build`); // 6) Now L2 must be ACCEPTED on this world (research gate + minerals). gs.researchState.unlock('exploration', 'tether_l2'); gs.ship.setMinerals(200); const res2 = gs.beginBuild(ss.planetName, 'tether-l2', game.loop.now); if (!res2.ok) throw new Error(`L2 build refused after L1 installed: ${res2.reason}`); const active2 = gs.buildState.getActive(); if (active2) active2.startedAt -= active2.durationMs; // fast-forward the 20 s await waitFor(() => gs.buildState.isBuilt(ss.planetName, 'tether-l2'), 60, 50); if (!gs.buildState.isBuilt(ss.planetName, 'tether-l2')) throw new Error('L2 build never completed'); await sleepMs(1500); const l2 = tetherFor(gs, name); if (!l2) throw new Error('tether vanished after the L2 build'); if (l2.id !== l1.id) throw new Error(`L2 upgraded a DIFFERENT tether (${l2.id} vs ${l1.id}) — want the same anchor strengthened`); if (l2.level !== 2) throw new Error(`L2 tether level = ${l2.level}, want 2`); if (l2.radius !== 10240) throw new Error(`L2 tether radius = ${l2.radius}, want 10240`); if (gs.tetherLevelFor(name) !== 2) throw new Error(`tetherLevelFor("${name}") = ${gs.tetherLevelFor(name)}, want 2 after the L2 build`); // 7) Re-materialization: a scene rebuild empties the field to its // native set (home + activated gates). The installed tether is world // state — it must come back on its world at its installed level. gs.tetherField.remove(l1.id); if (tetherFor(gs, name)) throw new Error('removal failed (test premise)'); gs._rematerializeBuiltTethers(); const re = tetherFor(gs, name); if (!re) throw new Error('re-materialization did NOT re-anchor the installed tether'); if (re.level !== 2) throw new Error(`re-materialized tether level = ${re.level}, want 2 (the installed max)`); if (re.x !== other.x || re.y !== other.y) throw new Error('re-materialized tether anchored on the wrong world'); const out = { world: name, l1: tetherInfo(l1), l2: tetherInfo(l2), rematerialized: tetherInfo(re), hudLine: ss.hudLine ? ss.hudLine.text : null, built: [gs.buildState.buildsOn(ss.planetName)], errors: errors.slice(0, 5), }; window.__TETHER_NEWWORLD__ = out; console.info('tether-newworld:', JSON.stringify(out)); } catch (err) { window.__TETHER_NEWWORLD__ = { fatal: String(err.message), errors: errors.slice(0, 5) }; console.error('tether-newworld: fatal', err); }