/** * Dev-only: boot GameScene, discover a handful of the system's objects, * and open the MAP console (depth 80) so a headless screenshot shows the * whole feature — left cartography feed (muted loop), the CURRENT SYSTEM / * GALAXY(standby) tabs, the system chart (discovered objects on the padded * frame, the tether union boundary, the fog of what the tether doesn't * cover yet, the ship marker) and the SYSTEM readout (discovery / * resources segmented bars + legend). * * node dev/server.mjs 8082 # static server * node dev/shot-firefox.mjs \ * "http://127.0.0.1:8082/dev/map-shot.html" \ * "window.__MAP_SHOT ? window.__MAP_SHOT.ready : null" \ * MAP_SHOT.png 30000 * * The report (top-left) lists console errors + the window's paint state. */ 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 (dossier decode, deck flicker)

  // Discover a HANDFUL of objects so the chart shows both sides: the
  // discovered (bright, lit segments) and the still-hidden (fog + dark
  // segments). Deterministic picks: the central body (home), the planets,
  // the first station (if any) and the first rock field (if any).
  const sysId = s.systemRecord.id;
  let known = s.discovery.bySystem.get(sysId);
  if (!known) {
    known = new Set();
    s.discovery.bySystem.set(sysId, known);
  }
  const push = (obj) => {
    if (!obj || known.has(obj.id)) return;
    // Discovery.check with the ship "on" the object = discovered, no FX.
    s.discovery.check(sysId, obj.x, obj.y, [obj]);
  };
  if (s.isHomeSystem && s.planet) push({ id: 'home', x: 0, y: 0, radius: s.planet.radius });
  for (const p of s.systemPlanets) push({ id: p.discoveryId, x: p.x, y: p.y, radius: p.radius });
  if (s.systemStations[0]) push({ id: s.systemStations[0].discoveryId, x: s.systemStations[0].x, y: s.systemStations[0].y, radius: s.systemStations[0].bound ?? 60 });
  if (s.asteroidClusters[0]) push({ id: s.asteroidClusters[0].discoveryId, x: s.asteroidClusters[0].x, y: s.asteroidClusters[0].y, radius: s.asteroidClusters[0].bound ?? 100 });

  // Open the console (the deck MAP button does exactly this).
  s.deckAction('map');
  await sleep(1600); // the boot reveal + first chart paint + font repaint

  // The locked GALAXY socket: a press must not crash (onLocked toast).
  let locked = 'n/a';
  try {
    const gal = s.mapWindow.tabs.find((t) => t.id === 'galaxy');
    s.mapWindow._tabHit(gal);
    locked = 'press ok';
  } catch (e) { locked = 'press err: ' + e.message; }

  const win = s.mapWindow;
  const snap = s.mapChartSnapshot?.() ?? null;
  const lines = [
    errors.length === 0 ? 'SMOKE OK — no console errors' : `ERRORS:\n${errors.slice(0, 4).join('\n')}`,
    `window: ${win?.openState} · tabs=${win?.tabs.map((t) => t.id).join(',')}`,
    snap
      ? `snapshot: ${snap.objects.length} objects · ${snap.tethers.length} tethers · nav=${snap.stats.nav.found}/${snap.stats.nav.total} · res=${snap.stats.res.found}/${snap.stats.res.total}`
      : 'snapshot: NONE',
    `discovered now: ${s.discovery.discoveredIds(sysId).join(', ') || '—'}`,
    `video: ${win?.video ? (win.video.video?.paused ? 'paused' : 'playing') : 'NO SIGNAL'}`,
    `galaxy tab: ${locked}`,
    `chart tex: ${win?._texKey ?? '—'} · tf scale=${win?._tf ? win._tf.scale.toExponential(2) : '—'}`,
  ];
  setReport(lines);
  window.__MAP_SHOT = { ready: true, lines, errors };
  console.info('map-shot: report painted');
} catch (err) {
  errors.push(`FATAL: ${err.message}`);
  setReport(['FATAL: ' + err.message, ...errors.slice(0, 4)]);
  window.__MAP_SHOT = { ready: true, fatal: String(err.message), errors };
  console.error('map-shot: fatal', err);
}