/** * Quests data-layer test (dev tool, run with Node — no browser): * * node dev/quests.test.mjs * * Pins the contract behind the QUESTS console (the deck's QUESTS button * — right of SHIP, flight deck + surface deck → js/ui/QuestWindow.js): * - quests.json is registered in data/manifest.json; * - the window's knobs are present (title, the 2:3 video feed — the * same dimensions as the research feed, sweep/glitch, the two * category tabs with SIDE marked standby, the toasts); * - the starter quest is well-formed: Main Story, one starter flag, * a non-empty checklist of KNOWN requirement types, a reward that * fits the ship's hold; * - the 'Leaving the Nest' quest (the starter's follow-up) is * well-formed: its four checks (the system's full nav chart, the * home gates activated, Trestle's two story beats), its unlock * requirement (the starter's reward CLAIMED), and its reward fits * the ship's hold; * - the 'research' check points at a REAL node of its category's tree * (data/research/.json — the check would never complete * otherwise); * - the quest ledger (js/quests/QuestState.js) behaves: idempotent * give/claim, claimed ⊆ granted, a save round-trip, a corrupted * save degrades to an empty ledger (not a throw), and the unlock * chain (grantUnlocked arms the follow-up exactly when its * prerequisite's reward is claimed); * - the ledger's COMPLETED set (the monotonic checklist witness): * questCheckKey's stable identity (label/key-order independent), * markCheck idempotency + detail refresh, done ⊆ granted, the * save round-trip, and old/malformed saves degrading (not throwing); * - the PRIORITY (the tracker HUD's featured quest): set/clear, * the auto-assignment (first active story quest), the cleared- * flag sticks until a grant/claim, and the save round-trip; * - the tracker HUD's knobs (quests.json → tracker: the green title, * the NONE TRACKED line, the SHOW MORE label, the 5-row cap, the * slide duration, the set/clear toasts); * - both command decks carry the QUESTS slot (flight: right of SHIP; * surface: right of EXPLORE — the surface deck's SHIP slot became * EXPLORE, the full-width service drawer). */ import { fileURLToPath, pathToFileURL } from 'node:url'; import { dirname, join } from 'node:path'; import fs from 'node:fs'; const __dirname = dirname(fileURLToPath(import.meta.url)); const root = join(__dirname, '..'); const dataDir = join(root, 'data'); const read = (name) => JSON.parse(fs.readFileSync(join(dataDir, name), 'utf8')); const manifest = read('manifest.json'); const quests = read('quests.json'); const actionbar = read('actionbar.json'); const ship = read('ship.json'); // The real code (config singleton → the quest helpers + the ledger). const { config } = await import(pathToFileURL(join(root, 'js/config/Config.js')).href); config.init({ quests, ship }); const { QuestState, questCheckKey, questDefs, questDef, starterQuestIds } = await import( pathToFileURL(join(root, 'js/quests/QuestState.js')).href ); let failures = 0; const check = (label, cond) => { console.log(`${cond ? '✔' : '✘ FAIL'} ${label}`); if (!cond) failures++; }; const hex = /^#[0-9a-fA-F]{6}$/; // ---------------------------------------------------------------------- // 1. Manifest registration // ---------------------------------------------------------------------- check('manifest registers quests.json', manifest.files.includes('quests.json')); // ---------------------------------------------------------------------- // 2. quests.json — the window's knobs // ---------------------------------------------------------------------- check('quests: master switch present', typeof quests.enabled === 'boolean'); check('quests: enabled (the console is live)', quests.enabled === true); check('quests: title present', typeof quests.title === 'string' && quests.title.length > 0); check('quests: video file named', typeof quests.video?.file === 'string' && quests.video.file.length > 0); check('quests: video aspect is 2:3 (the research feed\u2019s dimensions)', JSON.stringify(quests.video?.aspect) === JSON.stringify([2, 3])); check('quests: sweep configured (interval + duration ranges)', Array.isArray(quests.sweep?.intervalMs) && quests.sweep.intervalMs.length === 2 && Array.isArray(quests.sweep?.durationMs) && quests.sweep.durationMs.length === 2); check('quests: glitch configured', typeof quests.glitch?.enabled === 'boolean' && Array.isArray(quests.glitch?.intervalMs) && Array.isArray(quests.glitch?.slices)); // ---------------------------------------------------------------------- // 3. The category tabs — Main Story live, Side Quests the standby socket // ---------------------------------------------------------------------- const tabs = quests.tabs ?? []; check('quests: two category tabs', tabs.length === 2); const mainTab = tabs.find((t) => t.id === 'main'); const sideTab = tabs.find((t) => t.id === 'side'); check('quests: the MAIN tab is live', !!mainTab && mainTab.standby !== true && typeof mainTab.label === 'string' && hex.test(mainTab.accent ?? '')); check('quests: the SIDE tab is the standby socket', !!sideTab && sideTab.standby === true && typeof sideTab.label === 'string' && hex.test(sideTab.accent ?? '')); check('quests: the standby note is present', typeof quests.sideStandbyNote === 'string' && quests.sideStandbyNote.length > 0); // ---------------------------------------------------------------------- // 4. The toasts — starter / ready / claim / claim-denied / capital-denied // ---------------------------------------------------------------------- for (const key of ['starterToast', 'readyToast', 'claimToast', 'claimDenyToast', 'capitalDenyToast']) { const t = quests[key]; check(`quests: ${key} configured (glyph + text)`, !!t && typeof t.glyph === 'string' && typeof t.text === 'string' && hex.test(t.color ?? '')); } check( 'quests: capitalDenyToast is the claim-gate denial (the brief, verbatim)', quests.capitalDenyToast?.text === 'REQUEST DENIED. PLEASE CLAIM YOUR QUEST REWARD FIRST.', ); // ---------------------------------------------------------------------- // 5. The starter quest — well-formed, one starter, real checks, fair reward // ---------------------------------------------------------------------- check('quests: at least one quest defined', Array.isArray(quests.quests) && quests.quests.length >= 1); const starters = (quests.quests ?? []).filter((q) => q.starter === true); check('quests: exactly ONE starter quest', starters.length === 1); const starter = starters[0]; check('starter: sits in the MAIN story', starter?.category === 'main'); check('starter: has id/title/description/issuer', typeof starter?.id === 'string' && typeof starter?.title === 'string' && typeof starter?.description === 'string' && typeof starter?.issuer === 'string'); check('starter: icon names a research icon', typeof starter?.icon === 'string' && starter.icon.length > 0); check('starter: a non-empty checklist', Array.isArray(starter?.checks) && starter.checks.length >= 1); check('starter: every check has a type + a player-facing label', (starter?.checks ?? []).every((c) => typeof c.type === 'string' && typeof c.label === 'string' && c.label.length > 0)); check('starter: reward is a positive integer (minerals)', Number.isInteger(starter?.reward?.minerals) && starter.reward.minerals > 0); check('starter: reward fits the ship\u2019s hold', starter.reward.minerals <= (ship.stats?.mineralStorage ?? 0)); // The requirement types the scene evaluates (GameScene._questCheckEval) // — a typo here would be a checklist row that never completes. const CHECK_TYPES = new Set(['research', 'mineralsMined', 'tetherBuilt', 'discoveredWorld', 'systemCharted', 'gatesActivated', 'trestleTalked', 'trestleMet', 'capitalLanded', 'cargoUpgraded', 'packageDelivered', 'vignettePlayed']); check('starter: every check type is a known live check', (starter?.checks ?? []).every((c) => CHECK_TYPES.has(c.type))); // Each check shape — the parameters _questCheckEval reads. for (const c of starter?.checks ?? []) { if (c.type === 'research') { check(`starter check "${c.label}": names category + node`, typeof c.category === 'string' && typeof c.node === 'string'); // The node must exist in its category\u2019s tree — otherwise the // requirement could never read DONE (the research.json registry // knows which categories are static file trees). const tree = read(`research/${c.category}.json`); check(`starter check "${c.label}": the node exists in data/research/${c.category}.json`, !!tree?.nodes && typeof tree.nodes[c.node] === 'object'); } else if (c.type === 'mineralsMined') { check(`starter check "${c.label}": a positive integer amount`, Number.isInteger(c.amount) && c.amount > 0); } else if (c.type === 'tetherBuilt') { check(`starter check "${c.label}": planet + level set`, (c.planet === 'home' || typeof c.planet === 'string') && Number.isInteger(c.level) && c.level >= 1); } else if (c.type === 'discoveredWorld') { check(`starter check "${c.label}": a positive integer count`, Number.isInteger(c.count) && c.count >= 1); } } // ---------------------------------------------------------------------- // 5b. The 'Leaving the Nest' quest — the starter's follow-up chain // ---------------------------------------------------------------------- { const q = (quests.quests ?? []).find((x) => x.id === 'leaving_the_nest'); check('nest: the quest is defined', !!q); check('nest: sits in the MAIN story', q?.category === 'main'); check('nest: has id/title/description/issuer', typeof q?.id === 'string' && typeof q?.title === 'string' && typeof q?.description === 'string' && typeof q?.issuer === 'string'); check('nest: icon names a research icon', typeof q?.icon === 'string' && q.icon.length > 0); check('nest: NOT a starter (it grants by its unlock requirement)', q?.starter !== true); // The grant condition — the starter's reward CLAIMED ('unlocked as // soon as the first quest is completed and its reward collected'). check('nest: unlocks on the starter quest being claimed', JSON.stringify(q?.unlocks?.claimed) === JSON.stringify([starter.id])); check('nest: the starter id in unlocks.claimed is a defined quest', (q?.unlocks?.claimed ?? []).every((id) => questDef(id) !== null)); // The four checks, in order — the run's exit arc. const labels = (q?.checks ?? []).map((c) => c.label); check('nest: the four checklist lines (the brief, verbatim)', JSON.stringify(labels) === JSON.stringify([ 'Discover all Planets, Space Stations and Jump Gates in the system', 'Activate System Jump Gates', 'Talk to Trestle', 'Meet Trestle on the capital world', ])); check('nest: every check type is a known live check', (q?.checks ?? []).every((c) => CHECK_TYPES.has(c.type))); const byType = Object.fromEntries((q?.checks ?? []).map((c) => [c.type, c])); check('nest: systemCharted names the home system', byType?.systemCharted?.system === 'home'); check('nest: gatesActivated names the home system', byType?.gatesActivated?.system === 'home'); check('nest: the reward is a positive integer (credits)', Number.isInteger(q?.reward?.credits) && q.reward.credits > 0); } // ---------------------------------------------------------------------- // 5c. The 'Special Delivery' quest — the nest quest's follow-up chain // ---------------------------------------------------------------------- { const goods = read('goods.json'); const q = (quests.quests ?? []).find((x) => x.id === 'special_delivery'); check('delivery: the quest is defined', !!q); check('delivery: sits in the MAIN story', q?.category === 'main'); check('delivery: has id/title/description/issuer', typeof q?.id === 'string' && typeof q?.title === 'string' && typeof q?.description === 'string' && typeof q?.issuer === 'string'); check('delivery: icon names a research icon', typeof q?.icon === 'string' && q.icon.length > 0); check('delivery: NOT a starter (it grants by its unlock requirement)', q?.starter !== true); // The grant condition — 'Leaving the Nest' CLAIMED (the run's chain). check('delivery: unlocks on leaving_the_nest being claimed', JSON.stringify(q?.unlocks?.claimed) === JSON.stringify(['leaving_the_nest'])); check('delivery: the id in unlocks.claimed is a defined quest', (q?.unlocks?.claimed ?? []).every((id) => questDef(id) !== null)); // The three checks, in order — the bar, the hold, the delivery. check('delivery: the three checklist lines (the brief, verbatim)', JSON.stringify((q?.checks ?? []).map((c) => c.label)) === JSON.stringify([ "Meet with Trestle and Carol at the neutral capital's bar", 'Upgrade Ship to hold Cargo', 'Deliver Package for Carol', ])); check('delivery: every check type is a known live check', (q?.checks ?? []).every((c) => CHECK_TYPES.has(c.type))); const byType = Object.fromEntries((q?.checks ?? []).map((c) => [c.type, c])); check('delivery: the three check types (vignettePlayed, cargoUpgraded, packageDelivered)', ['vignettePlayed', 'cargoUpgraded', 'packageDelivered'].every((t) => !!byType?.[t])); // The bar step's witness — the VIGNETTE scene (data/vignettes.json): its id // resolves to a scene bound to the bar, so the scene's DONE press is what // completes the step (VignetteHub marks the ledger; _questCheckEval reads it). check('delivery: the bar step names a shipped bar scene (vignettes.json → id + location bar)', (() => { const vcfg = read('vignettes.json'); const id = byType?.vignettePlayed?.id; const scene = (vcfg?.vignettes ?? []).find((v) => v?.id === id); return typeof id === 'string' && id !== '' && !!scene && String(scene.location).toLowerCase() === 'bar'; })()); check('delivery: the reward is 200 credits', Number.isInteger(q?.reward?.credits) && q.reward.credits === 200); // The package good — real, on the sheet's spare cell, and NON-TRADEABLE // (no shop stocks or buys it; the SELL grid refuses to queue it). const pkgId = q?.packageGood; const pkg = (goods.goods ?? []).find((x) => x.id === pkgId); check('delivery: packageGood names a catalog good', typeof pkgId === 'string' && pkgId.length > 0 && !!pkg); check('delivery: the package is the "Special Package"', pkg?.name === 'Special Package'); check('delivery: the package rides on sheet frame 114', pkg?.icon === 114); check('delivery: the package is NOT tradeable (the shops refuse it — home world excepted)', pkg?.tradeable === false); check('delivery: the package sells for zero credits (the home-world sale IS the delivery)', pkg?.sellFor === 0); check('delivery: the package has no producer/demand (the economy does not price it)', Array.isArray(pkg?.producer) && pkg.producer.length === 0 && Array.isArray(pkg?.demand) && pkg.demand.length === 0); // The cargo step's WITNESS — the package ABOARD (check.id = the package // good): it only fits once the hold is upgraded (the run's ship starts // with cargoHold 0, data/ship.json), and the bar scene's DONE press is // what upgrades + loads it (onVignetteComplete) — the parcel aboard is // the upgrade's proof (GameScene._questCheckEval reads the check's id). check('delivery: the cargo step stands on the package (check.id = packageGood)', byType?.cargoUpgraded?.id === pkgId && typeof pkgId === 'string' && pkgId.length > 0); } // ---------------------------------------------------------------------- // 6. The quest ledger — QuestState (give/claim/save-restore) // ---------------------------------------------------------------------- check('helpers: questDefs() sees the defined quests', questDefs().length === (quests.quests ?? []).length); check('helpers: questDef() finds the starter by id', questDef(starter.id)?.title === starter.title); check('helpers: questDef() is null for an unknown id', questDef('no_such_quest') === null); check('helpers: starterQuestIds() is exactly [the starter]', JSON.stringify(starterQuestIds()) === JSON.stringify([starter.id])); { const st = new QuestState(); check('ledger: fresh — nothing granted, nothing claimed', !st.isGranted(starter.id) && !st.isClaimed(starter.id)); check('ledger: give() grants a known quest', st.give(starter.id) === true); check('ledger: give() is idempotent', st.give(starter.id) === false); check('ledger: give() ignores an unknown id', st.give('no_such_quest') === false && !st.isGranted('no_such_quest')); check('ledger: claim() pays out once', st.claim(starter.id) === true && st.isClaimed(starter.id)); check('ledger: claim() is idempotent', st.claim(starter.id) === false); const fresh = new QuestState(); check('ledger: claim() refuses a quest not held', fresh.claim(starter.id) === false && !fresh.isClaimed(starter.id)); } // The save round-trip (SaveData captures toJSON(), prepareLoad reads fromJSON). { const st = new QuestState(); st.give(starter.id); st.claim(starter.id); const restored = QuestState.fromJSON(JSON.parse(JSON.stringify(st.toJSON()))); check('ledger: save round-trip keeps granted + claimed', restored.isGranted(starter.id) && restored.isClaimed(starter.id)); } // The UNLOCK CHAIN — the 'Leaving the Nest' grant requirement: // - unclaimed starter → nothing new grants; // - claimed starter → exactly [leaving_the_nest] grants; // - idempotent (a re-call is a no-op). { const st = new QuestState(); st.give(starter.id); check('unlock: fresh — the follow-up is NOT granted (starter unclaimed)', st.grantUnlocked().length === 0 && !st.isGranted('leaving_the_nest')); check('unlock: the starter\u2019s claim arms the follow-up', (() => { st.claim(starter.id); return JSON.stringify(st.grantUnlocked()) === JSON.stringify(['leaving_the_nest']); })()); check('unlock: the follow-up is now held', st.isGranted('leaving_the_nest')); check('unlock: grantUnlocked() is idempotent', st.grantUnlocked().length === 0); // The SECOND link of the run's chain — 'Leaving the Nest' claimed arms // 'Special Delivery' (exactly one new grant, idempotent on re-call). check('unlock: leaving_the_nest\u2019s claim arms special_delivery', (() => { st.claim('leaving_the_nest'); return JSON.stringify(st.grantUnlocked()) === JSON.stringify(['special_delivery']); })()); check('unlock: the delivery quest is now held', st.isGranted('special_delivery')); check('unlock: a re-call with nothing new is a no-op', st.grantUnlocked().length === 0); check('unlock: a pre-follow-up save (no leaving_the_nest) still loads', (() => { const r = QuestState.fromJSON({ granted: [starter.id], claimed: [starter.id] }); return r.isGranted(starter.id) && r.isClaimed(starter.id) && !r.isGranted('leaving_the_nest'); })()); check('unlock: a save claiming a quest it does not hold drops the claim', (() => { const r = QuestState.fromJSON({ granted: [starter.id], claimed: ['leaving_the_nest'] }); return r.isGranted(starter.id) && !r.isClaimed('leaving_the_nest') && !r.isClaimed(starter.id); })()); } // A corrupted save degrades — never throws, never pays out a quest the // player does not hold. { check('ledger: fromJSON(malformed) → empty ledger', (() => { try { const st = QuestState.fromJSON({ granted: 'x', claimed: [starter.id] }); return !st.isGranted(starter.id) && !st.isClaimed(starter.id); } catch { return false; } })()); check('ledger: fromJSON drops ids the data no longer defines', (() => { const st = QuestState.fromJSON({ granted: ['no_such_quest'], claimed: ['no_such_quest'] }); return st.granted.size === 0 && st.claimed.size === 0; })()); check('ledger: fromJSON keeps claimed ⊆ granted', (() => { const st = QuestState.fromJSON({ granted: [starter.id], claimed: [] }); return st.isGranted(starter.id) && !st.isClaimed(starter.id); })()); } // ---------------------------------------------------------------------- // 6a. The quest ledger — the COMPLETED STEPS (the monotonic witness) // ---------------------------------------------------------------------- { // questCheckKey — the step's stable identity: type + params in sorted // order, the label and the data's key order never counting. const tether2 = { type: 'tetherBuilt', planet: 'home', level: 2, label: 'Build a Level 2 Tether on your Home world' }; check('checkKey: type + params, label ignored', questCheckKey(tether2) === 'level=2|planet=home|type=tetherBuilt'); check('checkKey: key order in the data never counts', questCheckKey({ label: 'REWORDED', level: 2, planet: 'home', type: 'tetherBuilt' }) === questCheckKey(tether2)); check('checkKey: a different parameter is a different step', questCheckKey({ ...tether2, level: 3 }) !== questCheckKey(tether2) && questCheckKey({ ...tether2, planet: 'elsewhere' }) !== questCheckKey(tether2)); check('checkKey: degrades to a key (never empty)', typeof questCheckKey(null) === 'string' && questCheckKey(null).length > 0); const key = questCheckKey(tether2); const st = new QuestState(); check('completed: markCheck() refuses a quest not held', st.markCheck(starter.id, key, 'L2/L2') === false && !st.isCheckDone(starter.id, key)); check('completed: markCheck() records a step on a held quest', (st.give(starter.id) === true && st.markCheck(starter.id, key, 'L2/L2') === true && st.isCheckDone(starter.id, key))); check('completed: the detail line is kept for the dossier', st.checkDetail(starter.id, key) === 'L2/L2'); check('completed: markCheck() is idempotent', st.markCheck(starter.id, key, 'L2/L2') === false && st.isCheckDone(starter.id, key)); check('completed: a re-mark refreshes the detail (the live line while it holds)', (st.markCheck(starter.id, key, 'L3/L2') === false && st.checkDetail(starter.id, key) === 'L3/L2')); check('completed: a different step stays open', (() => { const k3 = questCheckKey({ ...tether2, level: 3 }); return !st.isCheckDone(starter.id, k3); })()); check('completed: markCheck() ignores an unknown quest', st.markCheck('no_such_quest', key, '') === false); check('completed: markCheck() ignores an empty step key', st.markCheck(starter.id, '', '') === false && !st.isCheckDone(starter.id, '')); // The save round-trip — the witness rides the save. This is the bug // this is the fix for: the home-tether step stands AFTER the ship // leaves the home system (where the live read can no longer see it). const restored = QuestState.fromJSON(JSON.parse(JSON.stringify(st.toJSON()))); check('completed: save round-trip keeps the done set + the detail line', restored.isCheckDone(starter.id, key) && restored.checkDetail(starter.id, key) === 'L3/L2'); check('completed: toJSON() serializes the done set', (() => { const j = st.toJSON(); return Array.isArray(j.done) && j.done.some((e) => e.quest === starter.id && e.check === key && e.detail === 'L3/L2'); })()); // Old saves — a record predating the field loads with an empty done // set (the live evaluation stands alone, exactly as before). check('completed: a PRE-completed-set save (no done field) loads empty', (() => { const r = QuestState.fromJSON({ granted: [starter.id], claimed: [] }); return !r.isCheckDone(starter.id, key); })()); // done ⊆ granted — a step of a quest the save does not hold is dropped // (never resurrected). check('completed: a done step of a NON-held quest is dropped', (() => { const r = QuestState.fromJSON({ granted: [], claimed: [], done: [{ quest: starter.id, check: key, detail: 'L2/L2' }] }); return !r.isCheckDone(starter.id, key); })()); // Malformed entries degrade — never throw, never record a step. check('completed: malformed done entries degrade (no throw)', (() => { try { const r = QuestState.fromJSON({ granted: [starter.id], claimed: [], done: [{ quest: 'x' }, 'junk', null, { quest: starter.id, check: '' }] }); return !r.isCheckDone(starter.id, key); } catch { return false; } })()); check('completed: a non-string detail degrades to the empty line', (() => { const r = QuestState.fromJSON({ granted: [starter.id], claimed: [], done: [{ quest: starter.id, check: key, detail: 42 }] }); return r.isCheckDone(starter.id, key) && r.checkDetail(starter.id, key) === ''; })()); } // ---------------------------------------------------------------------- // 6b. The quest ledger — the PRIORITY (the tracker HUD's featured quest) // ---------------------------------------------------------------------- { const st = new QuestState(); st.give(starter.id); check('priority: fresh — no priority', st.priority === null); check('priority: setPriority() refuses a quest not held', st.setPriority('no_such_quest') === false); check('priority: setPriority() sets a held quest', st.setPriority(starter.id) === true && st.priority === starter.id); check('priority: setPriority() is idempotent for the current one', st.setPriority(starter.id) === false); check('priority: resolve auto-assigns the single active quest', st.resolvePriority([starter.id]) === starter.id); check('priority: resolve keeps a stored priority that is still active', st.resolvePriority([starter.id]) === starter.id); check('priority: clearPriority() clears it', st.clearPriority() === true && st.priority === null && st.priorityCleared === true); check('priority: clearPriority() with nothing set is a no-op', st.clearPriority() === false); check('priority: a cleared priority sticks — resolve returns null', st.resolvePriority([starter.id]) === null); check('priority: a claimed priority drops off the ledger', (() => { const st2 = new QuestState(); st2.give(starter.id); st2.setPriority(starter.id); st2.claim(starter.id); return st2.priority === null; })()); check('priority: setPriority() refuses a CLAIMED quest', (() => { const st2 = new QuestState(); st2.give(starter.id); st2.claim(starter.id); return st2.setPriority(starter.id) === false; })()); } // Multi-quest behavior — the real data set has the starter + the // 'Leaving the Nest' follow-up today (side quests are deferred by // design), so the ordering rules are pinned on a synthetic set: a // second MAIN + one SIDE (config is a plain singleton — re-init for the // test, restore after). { const MAIN2 = { id: 'test_main_b', category: 'main', title: 'Test Main B', issuer: 'TEST', description: 'synthetic', icon: 'diamond', checks: [{ type: 'mineralsMined', amount: 20, label: 'MINE 20' }], reward: { minerals: 20 } }; const SIDE1 = { id: 'test_side_a', category: 'side', title: 'Test Side A', issuer: 'TEST', description: 'synthetic', icon: 'diamond', checks: [{ type: 'mineralsMined', amount: 10, label: 'MINE 10' }], reward: { minerals: 10 } }; const savedConfig = config.data; config.init({ ...config.data, quests: { ...quests, quests: [...quests.quests, MAIN2, SIDE1] } }); try { const order = questDefs().map((q) => q.id); // file order const main = questDefs().filter((q) => q.category === 'main').map((q) => q.id); const side = questDefs().filter((q) => q.category === 'side').map((q) => q.id); const display = [...main, ...side]; check('priority: display order is main story first, then side quests', JSON.stringify(display) === JSON.stringify(order)); const st = new QuestState(); for (const id of display) st.give(id); check('priority: resolve auto-assigns the FIRST active quest (display order)', st.resolvePriority(display) === display[0] && st.priority === display[0]); check('priority: resolve keeps a stored priority that is still active', (st.setPriority(display[1]) === true && st.resolvePriority(display) === display[1])); check('priority: the player can feature a SIDE quest over the story order', (st.setPriority(side[0]) === true && st.resolvePriority(display) === side[0])); // A cleared priority STICKS (the auto-assignment stays off)... check('priority: a cleared priority sticks — resolve returns null', (st.clearPriority() === true && st.resolvePriority(display) === null)); // ...until a new quest ARRIVES (give re-arms the auto-assignment) — check('priority: a new grant re-arms the auto-assignment', (() => { const fresh = new QuestState(); fresh.give(display[0]); fresh.resolvePriority([display[0]]); fresh.clearPriority(); if (fresh.resolvePriority([display[0]]) !== null) return false; // still cleared fresh.give(display[1]); // a new quest arrives → re-armed return fresh.priorityCleared === false && fresh.resolvePriority([display[0], display[1]]) === display[0]; })()); // ...or one is CLAIMED (claim re-arms it — the active set changed). check('priority: claiming re-arms the auto-assignment (advances to the next)', (() => { const st2 = new QuestState(); for (const id of display) st2.give(id); st2.resolvePriority(display); st2.clearPriority(); st2.claim(display[0]); // the first drops off the active set return st2.resolvePriority([display[1], display[2]]) === display[1] && st2.priority === display[1]; })()); // The save round-trip keeps the priority (and drops one that is no // longer active — claimed or unknown). const st3 = new QuestState(); for (const id of display) st3.give(id); st3.setPriority(side[0]); const restored = QuestState.fromJSON(JSON.parse(JSON.stringify(st3.toJSON()))); check('priority: save round-trip keeps the stored priority (a side quest)', restored.priority === side[0] && restored.priorityCleared === false); check('priority: a save pointing at a CLAIMED quest drops it', (() => { const r = QuestState.fromJSON({ granted: [display[0]], claimed: [display[0]], priority: display[0] }); return r.priority === null; })()); check('priority: a save pointing at an UNKNOWN quest drops it', (() => { const r = QuestState.fromJSON({ granted: [display[0]], priority: 'no_such_quest' }); return r.priority === null; })()); } finally { config.init(savedConfig); // restore the real data set } } { const st = new QuestState(); st.give(starter.id); st.resolvePriority([starter.id]); st.clearPriority(); const restoredClear = QuestState.fromJSON(JSON.parse(JSON.stringify(st.toJSON()))); check('priority: save round-trip keeps the cleared flag', restoredClear.priority === null && restoredClear.priorityCleared === true); check('priority: a PRE-priority save (no field) restores as null', (() => { const r = QuestState.fromJSON({ granted: [starter.id], claimed: [] }); return r.priority === null && r.priorityCleared === false; })()); } // ---------------------------------------------------------------------- // 6c. quests.json — the tracker HUD's knobs // ---------------------------------------------------------------------- { const t = quests.tracker ?? {}; check('tracker: section present with the master switch', typeof t.enabled === 'boolean'); check('tracker: enabled (the HUD is live)', t.enabled === true); check('tracker: title + empty-state lines', typeof t.title === 'string' && t.title.length > 0 && typeof t.noneTracked === 'string' && t.noneTracked.length > 0); check('tracker: SHOW MORE label', typeof t.showMore === 'string' && t.showMore.length > 0); check('tracker: maxVisible is a sane cap (≥1)', Number.isInteger(t.maxVisible) && t.maxVisible >= 1); check('tracker: slide duration configured', Number.isFinite(t.slideMs) && t.slideMs >= 80); for (const key of ['priorityToast', 'clearToast']) { check(`tracker: ${key} configured (glyph + text + color)`, !!t[key] && typeof t[key].glyph === 'string' && typeof t[key].text === 'string' && hex.test(t[key].color ?? '')); } check('tracker: the PRIORITY accent is the tracker green (#67e863)', (t.priorityToast?.color ?? '').toLowerCase() === '#67e863'); } // ---------------------------------------------------------------------- // 6d. quests.json → tutorial — the starter quest's POINTING FINGER // (data the beat table in js/quests/TutorialGuide.js stands on) // ---------------------------------------------------------------------- { const tut = quests.tutorial ?? {}; check('tutorial: section present with the master switch', typeof tut.enabled === 'boolean'); check('tutorial: enabled (the finger is live)', tut.enabled === true); // The two deck beats name REAL live slots on the flight deck (a typo // here would be a highlight that never lands on a button). const flightSlots = (actionbar.buttons ?? []).filter((b) => typeof b.id === 'string' && b.id.length > 0).map((b) => b.id); check('tutorial: the SCAN beat names a real flight-deck slot', flightSlots.includes(tut.scan?.slot)); check('tutorial: the RESEARCH beat names a real flight-deck slot', flightSlots.includes(tut.research?.slot)); check('tutorial: the two deck beats point at different slots', tut.scan?.slot !== tut.research?.slot); // The console beat points at the SAME node the starter quest's research // check demands (the arc's goal) — the finger and the quest can't drift. const researchCheck = (starter?.checks ?? []).find((c) => c.type === 'research'); check('tutorial: the console beat matches the starter research check\u2019s node', !!researchCheck && tut.console?.category === researchCheck.category && tut.console?.node === researchCheck.node); // …and that node is REAL in its category's static tree (the highlight // would never land otherwise — the research.json registry knows which // categories are file trees). if (tut.console?.category && tut.console?.node) { const tree = read(`research/${tut.console.category}.json`); check('tutorial: the node exists in data/research/' + tut.console.category + '.json', !!tree?.nodes && typeof tree.nodes[tut.console.node] === 'object'); } } // ---------------------------------------------------------------------- // 7. The command decks — the QUESTS slot (flight: right of SHIP, // surface: right of EXPLORE — the surface deck's SHIP slot became // the EXPLORE drawer, so the flight deck keeps its SHIP slot) // ---------------------------------------------------------------------- for (const [deck, slots, anchor] of [ ['flight', actionbar.buttons ?? [], 'ship'], ['surface', actionbar.surface?.buttons ?? [], 'explore'], ]) { const iAnchor = slots.findIndex((s) => s.id === anchor); check(`actionbar (${deck}): the QUESTS slot sits right of the ${anchor.toUpperCase()} slot`, iAnchor >= 0 && slots[iAnchor + 1]?.id === 'quests'); check(`actionbar (${deck}): the QUESTS slot carries a label + accent`, (() => { const q = slots.find((s) => s.id === 'quests'); return q && typeof q.label === 'string' && q.label.length > 0 && hex.test(q.accent ?? ''); })()); } console.log(failures === 0 ? '\nall checks passed ✔' : `\n${failures} check(s) FAILED ✘`); process.exit(failures === 0 ? 0 : 1);