236 lines
9.5 KiB
JavaScript
236 lines
9.5 KiB
JavaScript
/**
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* Nebula atmosphere test (dev tool, run with Node — no browser needed):
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*
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* node dev/nebula.test.mjs
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*
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* Asserts:
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* - the PALETTE contract (data/game.json → nebula.palette): exactly 8
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* distinct, valid hex shades — the gas is tinted per-system from this;
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* - the PER-SYSTEM COLOR (js/galaxy/SystemGenerator.js): every generated
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* system stamps content.atmosphere.color, always a member of the
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* palette; same seed ⇒ the same color for a system (deterministic), and
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* it is stable across lazy vs. eager generation;
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* - the CLOUD TEXTURE (js/visuals/NebulaAtmosphere.js → drawCloud): a
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* valid alpha channel (some opaque gas, not empty), faded at the edges
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* (center denser than the rim), white RGB (tint sets the color), and
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* deterministic (two renders are byte-identical).
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*/
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import './phaser-loader.mjs'; // ../vendor/phaser.js -> ./phaser-stub.mjs (Node only)
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import { pathToFileURL } from 'node:url';
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import { fileURLToPath } from 'node:url';
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import { dirname, join } from 'node:path';
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const __dirname = dirname(fileURLToPath(import.meta.url));
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// --- Load the real config (data/*.json) into the config singleton --------
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const { config } = await import(pathToFileURL(join(__dirname, '../js/config/Config.js')).href);
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const fs = await import('node:fs');
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const dataDir = join(__dirname, '../data');
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const configData = {};
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for (const f of fs.readdirSync(dataDir)) {
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if (!f.endsWith('.json') || f === 'manifest.json') continue;
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configData[f.replace(/\.json$/i, '')] = JSON.parse(fs.readFileSync(join(dataDir, f), 'utf8'));
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}
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config.init(configData);
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const { Galaxy } = await import(pathToFileURL(join(__dirname, '../js/galaxy/Galaxy.js')).href);
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const { drawCloud } = await import(
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pathToFileURL(join(__dirname, '../js/visuals/NebulaAtmosphere.js')).href
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);
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let failures = 0;
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const check = (label, cond) => {
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console.log(`${cond ? '✔' : '✘ FAIL'} ${label}`);
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if (!cond) failures++;
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};
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// --- Helpers -------------------------------------------------------------
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const isHex = (s) =>
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typeof s === 'string' && /^#?([0-9a-f]{3}|[0-9a-f]{6})$/i.test(s.trim());
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function hueOf(hex) {
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let h = String(hex).trim().replace(/^#/, '');
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if (h.length === 3) h = h.split('').map((c) => c + c).join('');
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const n = parseInt(h, 16);
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const r = ((n >> 16) & 255) / 255;
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const g = ((n >> 8) & 255) / 255;
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const b = (n & 255) / 255;
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const max = Math.max(r, g, b);
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const min = Math.min(r, g, b);
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const d = max - min;
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if (d === 0) return 0;
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let hue;
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if (max === r) hue = ((g - b) / d) % 6;
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else if (max === g) hue = (b - r) / d + 2;
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else hue = (r - g) / d + 4;
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hue *= 60;
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return hue < 0 ? hue + 360 : hue;
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}
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// A headless 2-D context just enough for drawCloud (it only uses
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// createImageData / putImageData). drawCloud fills the buffer we hand it.
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function renderCloud(w, h, tex) {
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const data = new Uint8ClampedArray(w * h * 4);
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const ctx = {
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createImageData: (ww, hh) => ({ width: ww, height: hh, data }),
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putImageData: () => {}, // the buffer is already filled by drawCloud
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};
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drawCloud(ctx, w, h, tex);
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return data;
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}
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// =========================================================================
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// 1. PALETTE contract
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// =========================================================================
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console.log('\n— Palette (data/game.json → nebula.palette) —');
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const nebulaCfg = config.section('game.nebula', {});
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const palette = nebulaCfg.palette ?? [];
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const distinct = new Set(palette.map((c) => String(c).toLowerCase().replace(/^#/, '')));
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check('palette has exactly 8 shades', palette.length === 8);
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check('all 8 shades are distinct', distinct.size === 8);
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check('every shade is a valid hex color', palette.every(isHex));
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if (palette.length === 8) {
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const hues = palette.map(hueOf);
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const minSep = (() => {
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const sorted = [...hues].sort((a, b) => a - b);
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let m = Infinity;
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for (let i = 0; i < sorted.length; i++) {
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const next = (i + 1) % sorted.length;
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let gap = Math.abs(sorted[next] - sorted[i]);
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gap = Math.min(gap, 360 - gap);
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if (i < sorted.length - 1) m = Math.min(m, gap);
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}
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return m;
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})();
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console.log(
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` hues: ${hues.map((h) => h.toFixed(0) + '°').join(' ')} (min neighbour separation ${minSep.toFixed(0)}°)`,
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);
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check('colours are well spread (min neighbour separation ≥ 25°)', minSep >= 25);
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}
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// =========================================================================
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// 2. PER-SYSTEM COLOR (deterministic, palette-member)
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// =========================================================================
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console.log('\n— Per-system colour (SystemGenerator) —');
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const SEED = 'orbit-nebula-test';
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const gal = Galaxy.create(SEED);
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const gal2 = Galaxy.create(SEED); // fresh, same seed → must match
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let allStamped = true;
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let allInPalette = true;
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let sameSeedStable = true;
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let nebulaSystems = 0;
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const seenColors = new Set();
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for (const rec of gal.records) {
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const c1 = gal.ensureContent(rec.id);
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const c2 = gal2.ensureContent(rec.id);
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if (!c1?.atmosphere || typeof c1.atmosphere.color !== 'string') allStamped = false;
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if (typeof c1?.atmosphere?.color === 'string' && !isHex(c1.atmosphere.color)) allInPalette = false;
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const palKey = (x) => String(x ?? '').toLowerCase().replace(/^#/, '');
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if (c1?.atmosphere?.color && !palette.some((p) => palKey(p) === palKey(c1.atmosphere.color)))
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allInPalette = false;
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if (c1?.atmosphere?.color !== c2?.atmosphere?.color) sameSeedStable = false;
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if (rec.type === 'nebula') {
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nebulaSystems++;
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if (c1?.atmosphere?.color) seenColors.add(palKey(c1.atmosphere.color));
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}
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}
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check('every system stamps content.atmosphere.color (a string)', allStamped);
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check('every stamped colour is a valid hex in the palette', allInPalette);
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check('same seed ⇒ same colour for every system (deterministic)', sameSeedStable);
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check('the galaxy actually contains nebula systems', nebulaSystems > 0);
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// With 8 colours and ~90 systems, a real random assignment should hit many
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// distinct shades across the nebulae (not a degenerate single colour).
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check('nebulae draw on more than one shade (assignment is really random)', seenColors.size >= 3);
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console.log(
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` ${gal.records.length} systems · ${nebulaSystems} nebulae · ${seenColors.size} distinct nebula shades used`,
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);
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// Lazy === eager: a third galaxy generated on arrival matches.
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const spot = gal.records.find((r) => r.type === 'nebula') ?? gal.records[0];
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const fresh = Galaxy.create(SEED);
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const lazyEq =
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fresh.ensureContent(spot.id).atmosphere.color === gal.ensureContent(spot.id).atmosphere.color;
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check('lazy (on-arrival) colour === eager (up-front) colour', lazyEq);
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// =========================================================================
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// 3. CLOUD TEXTURE (drawCloud)
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// =========================================================================
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console.log('\n— Cloud texture (NebulaAtmosphere.drawCloud) —');
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const SIZE = 128; // smaller than the 256 default → fast in Node
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const texCfg = nebulaCfg.texture ?? {};
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const buf = renderCloud(SIZE, SIZE, texCfg);
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const alphaAt = (x, y) => buf[(y * SIZE + x) * 4 + 3];
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const rgbWhite = (x, y) => {
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const i = (y * SIZE + x) * 4;
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return buf[i] === 255 && buf[i + 1] === 255 && buf[i + 2] === 255;
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};
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// Some gas exists (not an all-transparent sprite).
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let opaqueCount = 0;
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let maxAlpha = 0;
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for (let y = 0; y < SIZE; y++)
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for (let x = 0; x < SIZE; x++) {
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const a = alphaAt(x, y);
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if (a > 0) opaqueCount++;
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if (a > maxAlpha) maxAlpha = a;
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}
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check('the cloud has visible gas (some opaque pixels)', opaqueCount > SIZE * SIZE * 0.01);
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check('the brightest filament reaches real density (max alpha ≥ 40)', maxAlpha >= 40);
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// White RGB everywhere (the tint sets the color; the texture carries alpha).
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let allWhite = true;
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for (let y = 0; y < SIZE; y += 7)
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for (let x = 0; x < SIZE; x += 7) if (alphaAt(x, y) > 0 && !rgbWhite(x, y)) allWhite = false;
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check('opaque pixels are white RGB (tint-able)', allWhite);
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// Edge fade: the centre band is denser than the outer ring.
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const ring = (x0, x1, y0, y1, fn) => {
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let s = 0;
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let n = 0;
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// Integer coords only — the alpha buffer is indexed by whole pixels.
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const ax0 = Math.round(x0), ax1 = Math.round(x1);
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const ay0 = Math.round(y0), ay1 = Math.round(y1);
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for (let y = ay0; y < ay1; y += 3)
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for (let x = ax0; x < ax1; x += 3) {
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s += fn(x, y);
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n++;
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}
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return n ? s / n : 0;
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};
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const centre = ring(SIZE * 0.35, SIZE * 0.65, SIZE * 0.35, SIZE * 0.65, alphaAt);
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// The rim: average alpha over ONLY the outer 12% border (apples to apples
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// with the centre — not diluted by the interior pixels).
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let rimSum = 0;
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let rimN = 0;
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for (let y = 0; y < SIZE; y += 2)
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for (let x = 0; x < SIZE; x += 2)
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if (x < SIZE * 0.12 || x > SIZE * 0.88 || y < SIZE * 0.12 || y > SIZE * 0.88) {
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rimSum += alphaAt(x, y);
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rimN++;
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}
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const rim = rimN ? rimSum / rimN : 0;
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check('edges fade to transparent (centre denser than the rim)', centre > rim);
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console.log(` centre avg alpha ${centre.toFixed(1)} · rim avg alpha ${rim.toFixed(1)}`);
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// Determinism: two renders are byte-identical.
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const buf2 = renderCloud(SIZE, SIZE, texCfg);
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let identical = buf.length === buf2.length;
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if (identical) for (let i = 0; i < buf.length; i++) if (buf[i] !== buf2[i]) { identical = false; break; }
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check('texture is deterministic (two renders byte-identical)', identical);
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// ---------------------------------------------------------------------------
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console.log(failures === 0 ? '\nAll nebula tests passed ✔' : `\n${failures} test(s) FAILED ✘`);
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process.exit(failures === 0 ? 0 : 1);
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