/** * Visual probe for a screenshot (headless brave, via dev/cdp-shot.mjs): * boots the game, lands, opens the shop, opens the trade scout on a BUY * row, and taps a REMOTE best-exit row — the "SET DESTINATION" popup sits * open over the shop screen (the shot's subject). The exit rows are * tappable (hand cursor) and the section label carries the hint. * * /opt/brave.com/brave/brave --headless --disable-gpu --remote-debugging-port=9333 about:blank & * python3 -m http.server 8128 * node dev/cdp-shot.mjs http://127.0.0.1:8128/dev/scout-dest-shot.html \ * /tmp/scout-dest.png 'window.__SHOT_READY__ && true' 90000 */ 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'; import { SurfaceScene } from '../js/scenes/SurfaceScene.js'; import { scoutGood } from '../js/economy/TradeScout.js'; const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); const data = await ConfigLoader.load(); config.init(data); const gameConfig = createGameConfig(); gameConfig.scene = [GameScene, SurfaceScene]; const game = new Phaser.Game(gameConfig); window.game = game; (async () => { let gs = null; for (let i = 0; i < 300; i++) { gs = game.scene?.getScene('GameScene') ?? null; if (gs && gs.ship) break; await sleep(100); } if (!gs || !gs.ship) { window.__SHOT_READY__ = { error: 'no GameScene' }; return; } // The probe drives the trade panel on the home world — lift the TRADE gate // (the 'Special Delivery' capital-landing witness) so Buy/Sell is live. gs.story.capitalLanded = true; // A known ledger + cargo (something to sell), and the run has ENTERED // every system — the scout then has remote exits to offer. const goods = config.get('goods.goods', []); gs.ship.credits = 10000; gs.ship.cargo.add([goods[0].id]); const sysId = gs.systemRecord.id; for (const id of gs.galaxy.byId.keys()) gs.visitedSystems.add(id); gs.startLanding(gs.commsTargetFor(gs.planet)); await sleep(300); const ss = game.scene.getScene('SurfaceScene'); if (!ss) { window.__SHOT_READY__ = { error: 'no SurfaceScene' }; return; } for (let i = 0; i < 120 && ss.sys.getStatus() !== 5; i++) await sleep(250); ss.startSurface(); for (let i = 0; i < 40 && ss.phase !== 'surface'; i++) await sleep(100); await sleep(900); // the planet HUD decode ss.toggleShop(); await sleep(200); if (!ss.shopView) ss.buildShopView(); const sv = ss.shopView; if (!sv) { window.__SHOT_READY__ = { error: 'no shopView' }; return; } sv.setTab('trade'); await sleep(900); // the slide-in // Pick a BUY row with a REMOTE profitable exit, open its scout, and tap // that exit row — the SET DESTINATION popup opens and STAYS open (the // shot's subject). const visited = [...gs.visitedSystems]; let row = null, exit = null, best = -Infinity; for (const r of sv.buyList.rows) { const d = scoutGood(r.id, { galaxy: gs.galaxy, systemId: sysId, cls: sv.cls, buyUnit: r.price, visited, topN: 3 }); if (!d) continue; const rem = d.exits.find((e) => e.systemId !== sysId && e.profit > 0); if (rem && rem.profit > best) { row = r; exit = rem; best = rem.profit; } } if (!row || !exit) { window.__SHOT_READY__ = { error: 'no remote exit to offer' }; return; } sv._onRowTap(row); await sleep(300); const i = sv._scout._exitRows.findIndex((x) => x.exit.systemId === exit.systemId); if (i < 0) { window.__SHOT_READY__ = { error: 'no exit row for the picked exit' }; return; } sv._scout._exitRows[i].onTap({ stopPropagation() {} }); // Wait for the open animation to land (title decoded, buttons up). const dlg = ss._setDestDialog; if (!dlg) { window.__SHOT_READY__ = { error: 'no dialog' }; return; } const t0 = Date.now(); while (dlg.state !== 'shown' && Date.now() - t0 < 5000) await sleep(50); await sleep(700); // the title decode + button flicker settle window.__SHOT_READY__ = { state: dlg.state, title: dlg.title.text, body: dlg.bodyTexts.map((t) => t.text), exit: { systemId: exit.systemId, systemName: exit.systemName, price: exit.price, profit: exit.profit }, hops: ss._setDest?.hops, }; })().catch((err) => { window.__SHOT_READY__ = { error: String(err && err.message || err) }; });