orbit/dev/shop-select-shot.mjs

104 lines
4.1 KiB
JavaScript

/**
* Visual probe for a screenshot (headless brave, via dev/cdp-shot.mjs):
* boots the game, lands, opens the shop, reveals the buy/sell panel, and
* CHECKS ONE CARGO BAY — bay 0 marked to sell (green stroke + tinted fill
* + the green checkmark in its upper-left corner), bay 1 left unchecked so
* the shot shows both states side by side. On ready it sets
* window.__SHOT_READY__ with the checked state + a record of what the
* checked bay drew (border/fill colors + the corner-check strokes).
*
* /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/shop-select-shot.html \
* /tmp/shop-select.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';
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: TWO goods → bay 0 checked, bay 1 left unchecked
// so the shot shows the selection look next to an idle bay.
const goods = config.get('goods.goods', []);
gs.ship.credits = 10000;
gs.ship.cargo.add([goods[0].id, goods[1].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
// CHECK bay 0 (queue one unit for sale) — the selection look is what
// this shot is for.
sv.sellGrid.toggleBay(0);
await sleep(300);
// Diagnostics: record what the (re)render of the CHECKED state draws on
// the bay's plate (fill + border) and its sel graphics (the corner
// check). Un-check first, then re-check, so the LAST recorded calls are
// the checked look.
let diag = null;
const cell = sv.sellGrid.cells[0];
if (cell?.plate && cell?.sel) {
diag = { plate: [], sel: [] };
const rec = (o, k, sink) => {
const orig = o[k];
o[k] = (...a) => {
sink.push({ k, a: a.map((v) => (typeof v === 'number' ? Math.round(v) : v)) });
return orig.apply(o, a); // record AND keep drawing
};
};
for (const k of ['fillStyle', 'lineStyle']) { rec(cell.plate, k, diag.plate); rec(cell.sel, k, diag.sel); }
rec(cell.sel, 'lineBetween', diag.sel);
rec(cell.sel, 'fillCircle', diag.sel);
sv.sellGrid.toggleBay(0); // un-check (idle render)
sv.sellGrid.toggleBay(0); // re-check → the checked render (what we want)
}
window.__SHOT_READY__ = {
checked: sv.sellGrid.getSellMap(),
diag,
slot: {
selected: config.get('shopui.slot.selected'),
selBgColor: config.get('shopui.slot.selBgColor'),
check: config.get('shopui.slot.check'),
},
};
})().catch((err) => { window.__SHOT_READY__ = { error: String(err && err.message || err) }; });