orbit/dev/galaxy-legend-shot.mjs

139 lines
5.9 KiB
JavaScript

/**
* Dev-only: boot GameScene, open the MAP console on the GALAXY tab and
* verify the legend key + the tooltip's FACTION line:
* - win.gLeg built: the lane row (used/frontier/unexplored + region) and
* the FACTIONS row drawn from data/factions.json (+ the capital seat)
* - the slot's label ownership flips with the tab (gLegTexts up on
* GALAXY, legendTexts up back on CURRENT SYSTEM)
* - hovering a star names its standing: "<FACTION> TERRITORY" /
* "<FACTION> CAPITAL" / "WILD SPACE" in the faction's color
* - console errors
*
* node dev/server.mjs 8083 # static server
* node dev/shot-firefox.mjs \
* "http://127.0.0.1:8083/dev/galaxy-legend-shot.html" \
* "window.__GAL_SHOT ? window.__GAL_SHOT.ready : null" \
* GAL_LEGEND_SHOT.png 40000
*/
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 <pre> 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
// Open the console (the deck MAP button does exactly this).
s.deckAction('map');
await sleep(1400); // the boot reveal + first chart paint
const win = s.mapWindow;
// ── 1 — the legend key is built (from data/factions.json) ──────────
const L = win.gLeg;
const legendOk = !!(
L &&
L.lanes?.length === 3 &&
L.lanes.every((it) => it.x >= 0 && it.label) &&
L.region?.label === 'CHARTED' &&
L.facs?.length >= 1 &&
L.facs.every((f) => typeof f.color === 'number' && f.label) &&
L.capital?.label === 'CAPITAL'
);
const factions = config.get('factions.factions', {});
const factionNames = Object.values(factions).map((f) => f.label).join(' / ');
// ── 2 — switch to the GALAXY tab and let the first poll run ────────
const gal = win.tabs.find((t) => t.id === 'galaxy');
win._tabHit(gal);
win._pollNext = 0;
await sleep(2600); // the reveal ripple + the poll's stats/legend paint
const gv = win._galaxy;
const galMode = win._mode === 'galaxy';
const textsUp = gv ? win.gLegTexts.filter((t) => t.visible).length : -1;
const sysTextsHidden = win.legendTexts.filter((t) => !t.visible).length === win.legendTexts.length;
// ── 3 — hover a star: the tooltip must name its standing ───────────
let hoverLine = 'no stars built';
if (gv?.update) {
// a faction star first (the interesting case), a capital next, else
// any star (wild space)
const st =
gv._stars.find((x) => x.capital && x.capital !== 'neutral') ??
gv._stars.find((x) => x.capital) ??
gv._stars.find((x) => x.faction) ??
gv._stars[0];
if (st) {
gv._setHover({ x: st.lx, y: st.ly });
gv.update(s.time.now + 16); // one paint pass
await sleep(120);
const standing = gv._hover === st ? (gv.ttFaction.text || '—') : 'hover missed';
hoverLine = `hover ${st.id.toUpperCase()} → "${standing}"${st.capital ? ' [capital]' : st.faction ? ' [territory]' : ' [wild]'}`;
}
gv._setHover(null);
}
// ── 4 — back to CURRENT SYSTEM: the slot hands back to its key ──────
win._tabHit(win.tabs.find((t) => t.id === 'currentSystem'));
await sleep(300);
const backOk =
win._mode === 'currentSystem' &&
win.gLegTexts.every((t) => !t.visible) &&
win.legendTexts.every((t) => t.visible);
const lines = [
errors.length === 0 ? 'SMOKE OK — no console errors' : `ERRORS:\n${errors.slice(0, 4).join('\n')}`,
`mode after galaxy: ${win._mode} · galaxy view=${!!gv}`,
`legend: ${legendOk ? 'built ✓' : 'MISSING ✗'} · lanes=${L?.lanes?.length} · region="${L?.region?.label}" · facs=${L?.facs?.map((f) => f.label).join('/')} · capital="${L?.capital?.label}"`,
`factions.json: ${factionNames}`,
`galaxy slot labels: ${textsUp}/${win.gLegTexts.length} up · system labels hidden=${sysTextsHidden}`,
hoverLine,
`switch back: ${backOk ? 'slot restored ✓' : '✗'}`,
];
setReport(lines);
window.__GAL_SHOT = { ready: true, lines, errors };
console.info('galaxy-legend-shot: report painted');
} catch (err) {
errors.push(`FATAL: ${err.message}`);
setReport(['FATAL: ' + err.message, ...errors.slice(0, 4)]);
window.__GAL_SHOT = { ready: true, fatal: String(err.message), errors };
console.error('galaxy-legend-shot: fatal', err);
}