/** Focused probe: where do the threat markers land on screen, and do the * pixels there read red? Dumps every coordinate in the chain so the * worldToScreen → pixel mapping can be verified directly. */ 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 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 'no GameScene/combat/ship'; const sys = gs.combat, hud = gs.combatHud, ship = gs.ship; const unblock = () => { try { if (gs.comms && gs.comms.paused) gs.comms._ack(); } catch {} }; unblock(); sys.maxHull = 1e9; sys.hull = 1e9; sys.maxShields = 1e9; sys.shields = 1e9; // pixel pipeline const ren = window.game.renderer, cv = ren.canvas; const off = document.createElement('canvas'); off.width = cv.width; off.height = cv.height; const octx = off.getContext('2d'); if (!window.__lf) { window.__lf = true; const o = ren.render; ren.render = function (...a) { const r = o.apply(this, a); try { octx.drawImage(cv, 0, 0); } catch {} return r; }; } const RED = (r, g, b) => r > 130 && r - g > 45 && r - b > 25; const redAt = (x, y, half) => { const X = Math.max(0, Math.round(x - half)), Y = Math.max(0, Math.round(y - half)); const W = half * 2, H = half * 2; const d = octx.getImageData(X, Y, W, H).data; let n = 0; for (let i = 0; i < d.length; i += 4) if (RED(d[i], d[i+1], d[i+2])) n++; return n; }; // capture threat circles const threatG = hud._threatG; let cap = []; const orig = threatG.fillCircle; threatG.fillCircle = function (...a) { cap.push(a.slice(0, 3)); return orig.apply(this, a); }; const out = {}; gs._spawnEncounter({ kind: 'mixed', pirates: 2, neutrals: 2 }); const P = sys.enemies.filter((e) => !e.dead); const N = sys.allies.filter((a) => !a.dead); for (const e of P) { e.maxHull = 1e9; e.hull = 1e9; e.maxShields = 1e9; e.shields = 1e9; } for (const a of N) { a.maxHull = 1e9; a.hull = 1e9; a.maxShields = 1e9; a.shields = 1e9; } await sleep(200); unblock(); // camera + worldToScreen reference const cam = gs.cameras ? gs.cameras.main : null; out.cam = cam ? { wx: cam.worldView.x, wy: cam.worldView.y, w: cam.worldView.width, h: cam.worldView.height, zoom: cam.zoom } : null; out.player = { x: Math.round(ship.x), y: Math.round(ship.y) }; // place P[0] at a KNOWN world point, zero velocity, freeze const TX = 1000, TY = 500; if (gs.comms) gs.comms._setPaused(true); await sleep(320); P[0].x = TX; P[0].y = TY; if (P[0].body) { P[0].body.velocity.x = 0; P[0].body.velocity.y = 0; } out.P0 = { x: P[0].x, y: P[0].y }; out.slotWorld = { x: TX, y: TY - 36 }; out.slotScreen = hud.worldToScreen(TX, TY - 36); hud.threat.enabled = true; // sample over several frames, track the max + the alpha at each let best = 0, alphas = []; for (let i = 0; i < 14; i++) { const t = gs.time.now; hud.update(t); await sleep(24); const pulse = 0.55 + 0.45 * Math.sin(t * 0.001 * 6.2831853 * 2.2); alphas.push(Number(pulse.toFixed(2))); best = Math.max(best, redAt(out.slotScreen.x, out.slotScreen.y, 16)); } out.redMax = best; out.alphas = alphas; out.capturedCircles = cap.slice(-4); out.threatCfg = { enabled: hud.threat.enabled, size: hud.threat.size, above: hud.threat.above, pulse: hud.threat.pulse }; out.worldToScreenFn = String(hud.worldToScreen).slice(0, 120); return out; })()`; (async () => { const { c, target } = 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)', false); } catch { scoped = false; } if (scoped) break; } if (!scoped) throw new Error('combat scope never appeared'); await sleep(800); const out = await evalJs(c, CODE); console.log(JSON.stringify(out, null, 2)); } finally { try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch {} c.ws.close(); } })().catch((e) => { console.error('probe err:', e.message); process.exit(2); });