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