285 lines
13 KiB
JavaScript
285 lines
13 KiB
JavaScript
/**
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* Dev-only SHOP PANEL geometry probe (real browser, via cdp-firefox.mjs):
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* boots the game, lands on the home world, forces the surface stage, opens
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* the shop, clicks "Buy/Sell", waits for the slide-in, then reports the
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* on-screen geometry of the planet HUD text + the SELL/BUY panels + the
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* sub-bar — so the panel's top edge vs. the planet text is verifiable
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* numerically. Also sets window.__SHOP_SHOT__ so a driver can screenshot
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* the moment the numbers are ready.
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*
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* node dev/server.mjs 8126
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* node dev/cdp-firefox.mjs http://127.0.0.1:8126/dev/shop-shot.html \
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* 'return window.__SHOP_SHOT__;' 60000
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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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const fail = (msg, extra = {}) => {
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window.__SHOP_SHOT__ = { pass: false, error: String(msg), ...extra };
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console.error('[shop-shot] FAIL:', msg);
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};
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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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// Await the theme web fonts (mirrors js/main.js) so canvas text draws with
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// Ethnocentric/Centauri, not the fallback stack. Hard timeout: boot never
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// hangs on a flaky font.
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{ const fonts = globalThis.document?.fonts; if (fonts?.load) {
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const fams = ['Ethnocentric', 'Centauri'];
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await Promise.race([
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Promise.allSettled(fams.map((f) => fonts.load(`16px "${f}"`).catch(() => {}))),
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new Promise((r) => setTimeout(r, 2000)),
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]);
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} }
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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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const bounds = (o) => {
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if (!o) return null;
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const wb = o.worldBounds ?? (o.getBounds && o.getBounds());
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if (wb && Number.isFinite(wb.x)) {
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return { x: Math.round(wb.x), y: Math.round(wb.y), w: Math.round(wb.width), h: Math.round(wb.height) };
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}
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return { x: Math.round(o.x ?? 0), y: Math.round(o.y ?? 0) };
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};
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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) throw new Error('GameScene never came up');
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// Land on the home world + force the surface stage (skip the clip).
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const target = gs.commsTargetFor(gs.planet);
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gs.startLanding(target);
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await sleep(300);
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const ss = game.scene.getScene('SurfaceScene');
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if (!ss) throw new Error('SurfaceScene never registered');
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// Wait for the scene to finish loading (this build: RUNNING = 5) before
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// driving it.
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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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if (ss.phase !== 'surface') throw new Error('surface stage never reached (phase=' + ss.phase + ')');
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await sleep(300);
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// Give the hold a couple of goods so the SELL grid shows filled bays.
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const goods = config.get('goods.goods', []);
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gs.ship.cargo.add([goods[0].id, goods[1].id]);
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// Open the shop the real way; if the shop clip is missing in this
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// environment (headless video), build the view directly (same UI path).
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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) throw new Error('no shopView');
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// Click "Buy/Sell" (reveal the trade panel) and let the slide-in settle.
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sv.setTab('trade');
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await sleep(900);
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// ---- HOVER TOOLTIP PROBE (name + price on hover, not over the icon) ----
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const round = (v) => Math.round(v);
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const worldTopLeft = (o) => o?.getTopLeft ? (() => { const v = o.getTopLeft(undefined, true); return { x: round(v.x), y: round(v.y) }; })() : null;
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const tipState = (grid) => ({
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visible: !!grid.tipVisible,
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tipAlpha: grid.tip?.alpha ?? null,
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name: grid.tipName?.text ?? null,
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price: grid.tipPrice?.text ?? null,
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nameFont: grid.tipName?.style?.fontFamily ?? grid.tipName?._style?.fontFamily ?? null,
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tipTopLeft: worldTopLeft(grid.tipName),
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tipPlateTopLeft: worldTopLeft(grid.tipPlate),
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tipPos: grid.tip ? { x: round(grid.tip.x), y: round(grid.tip.y) } : null,
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});
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const cellWorldCenter = (grid, i) => {
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const { x, y } = grid._cellXY(i);
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const c = grid.children?.list?.find?.((o) => o === grid.plate) ?? null;
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// grid local (x,y) → world: the grid container IS a pure translation (dev/cbox-test.html)
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return { x: round(grid.x + x), y: round(grid.y + y) };
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};
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const toClient = (wx, wy) => {
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const r = game.canvas.getBoundingClientRect();
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return { cx: r.left + (wx / 1280) * r.width, cy: r.top + (wy / 720) * r.height };
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};
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const mouseMove = (wx, wy) => {
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const { cx, cy } = toClient(wx, wy);
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// This Giedi build's input listens for classic mouse events on the canvas
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// (mousedown/up/move + mouseover/out) — NOT pointer events — so hover is
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// driven with a real DOM mousemove (bubbles: true).
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const el = game.canvas;
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el.dispatchEvent(new MouseEvent('mousemove', { clientX: cx, clientY: cy, bubbles: true, view: window }));
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return { cx: round(cx), cy: round(cy) };
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};
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const out = { pass: true, tooltip: null };
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// 1) structure: the old per-cell name/price text is GONE from usable cells
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const sellCell = sv.sellGrid.cells[0];
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const struct = {
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sellCellName: sellCell.name === undefined ? 'undefined' : 'present',
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sellCellPrice: sellCell.price === undefined ? 'undefined' : 'present',
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sellLabel: { text: sellCell.label?.text ?? null, alpha: sellCell.label?.alpha ?? null },
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sellLockedLabel: { text: sv.sellGrid.cells[sv.sellGrid.capacity]?.label?.text ?? null, alpha: sv.sellGrid.cells[sv.sellGrid.capacity]?.label?.alpha ?? null },
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sellIcon: { alpha: sellCell.icon?.alpha ?? null, scale: round((sellCell.icon?.scaleX ?? 0) * 100) / 100, pos: { x: sellCell.icon?.x, y: sellCell.icon?.y } },
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titleFont: sv.sellGrid.title?.style?.fontFamily ?? sv.sellGrid.title?._style?.fontFamily ?? null,
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buyQtyFont: sv.buyList.rows[0]?.objs?.qty?.style?.fontFamily ?? sv.buyList.rows[0]?.objs?.qty?._style?.fontFamily ?? null,
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};
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out.tooltip = { struct };
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// 2) programmatic hover on a filled SELL bay (row 0 → tip flips BELOW)
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const tipSellA = sv.sellGrid.hoverCell(0);
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out.tooltip.sellHover = { ...tipState(sv.sellGrid), expectedName: goods[0].name, cell: cellWorldCenter(sv.sellGrid, 0) };
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// 3) BUY side: the WIDE ROW carries name + description + price INLINE (no
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// tooltip — the row is wide enough).
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const row0 = sv.buyList.rows[0];
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const rowNameEl = row0?.objs?.name;
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out.tooltip.buyRow = {
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name: rowNameEl?.text ?? null,
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desc: row0?.objs?.desc?.text ?? null,
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price: row0?.objs?.price?.text ?? null,
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qty: row0?.objs?.qty?.text ?? null,
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nameFont: rowNameEl?.style?.fontFamily ?? rowNameEl?._style?.fontFamily ?? null,
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rowWorld: rowNameEl ? { x: round(sv.buyList.x + rowNameEl.x), y: round(sv.buyList.y + rowNameEl.y) } : null,
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};
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// 4) move the pointer OFF the panel → pointerout hides the tip
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const off = toClient(Math.max(4, sv.buyList.x - 30), 360);
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game.canvas.dispatchEvent(new MouseEvent('mousemove', { clientX: off.cx, clientY: off.cy, bubbles: true, view: window }));
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await sleep(150);
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out.tooltip.mouseOff = { state: tipState(sv.sellGrid) };
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// 6) end with the SELL tooltip visible for the screenshot
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sv.sellGrid.hoverCell(0);
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out.tooltip.finalSell = tipState(sv.sellGrid);
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// ---- BUY ROW BAR PROBE (the semi-transparent plates behind each row) ---
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// The bar must sit BEHIND its row: the bg object is positioned at the row
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// CENTER, and its fillRect is drawn around the object's OWN local origin.
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// (A double offset — bg moved to the row center AND filled at the row's
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// absolute coords — used to fling the bars right + down with stretched
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// spacing. Capture the real fillRect call to verify both halves.)
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const bl = sv.buyList;
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const barRows = [];
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for (const r of bl.rows.slice(0, 3)) {
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const calls = [];
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const orig = r.objs.bg?.fillRect;
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if (orig) r.objs.bg.fillRect = (...a) => { calls.push(a.map(Math.round)); return orig.apply(r.objs.bg, a); };
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bl._renderRows();
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if (orig) r.objs.bg.fillRect = orig;
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barRows.push({
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id: r.id,
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bgCenter: { x: round(r.objs.bg?.x ?? -1), y: round(r.objs.bg?.y ?? -1) },
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rowCenter: { x: round(bl.vpX + bl.vpW / 2), y: round(r.y0 - bl._scroll) },
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fillRect: calls[0] ?? null,
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});
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}
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out.buyRowBars = {
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vpW: bl.vpW, rowH: bl.rowH,
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rows: barRows,
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ok: barRows.every((b) =>
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b.bgCenter.x === b.rowCenter.x && b.bgCenter.y === b.rowCenter.y &&
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b.fillRect?.length === 4 &&
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b.fillRect[0] === -Math.round(bl.vpW / 2) && b.fillRect[1] === -Math.round(bl.rowH / 2) &&
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b.fillRect[2] === bl.vpW && b.fillRect[3] === bl.rowH),
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};
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out.pass = out.pass && out.buyRowBars.ok;
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// ---- BUY STEPPER HITBOX PROBE (− / qty / + taps) -----------------------
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// This build calls hitAreaCallback(hitArea, localX, localY, obj) with
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// localX/Y in the object's TOP-LEFT-anchored frame (the input adds
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// displayOrigin — see pointWithinHitArea/getLocalPoint in the phaser
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// build), so the glyph spans (0,0)-(w,h) there regardless of origin and
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// the tap square must be centered on the glyph (w/2, h/2). A square
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// centered on (0,0) sits upper-left of the visible button. Verify
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// end-to-end with REAL canvas mouse events:
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// - a click ON a visible glyph center must register (plus +1, minus −1);
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// - a click just outside the new square, still inside the span of the
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// old (mis-anchored) square, must NOT register.
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const r0 = bl.rows[0];
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const stepProbe = (el) => ({
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origin: { x: el?.originX ?? null, y: el?.originY ?? null },
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size: { w: round(el?.width ?? 0), h: round(el?.height ?? 0) },
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});
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const stepNames = ['minus', 'qty', 'plus'];
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const stepChecks = {};
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for (const k of stepNames) stepChecks[k] = stepProbe(r0.objs[k]);
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const clickCanvas = (wx, wy) => {
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const c = game.canvas;
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const r = c.getBoundingClientRect();
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const cx = r.left + (wx / 1280) * r.width;
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const cy = r.top + (wy / 720) * r.height;
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const opts = { clientX: cx, clientY: cy, bubbles: true, view: window, button: 0 };
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c.dispatchEvent(new MouseEvent('mousedown', opts));
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c.dispatchEvent(new MouseEvent('mouseup', opts));
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};
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const plusEl = r0.objs.plus;
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const minusEl = r0.objs.minus;
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const qtyEl = r0.objs.qty;
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const pCx = bl.x + plusEl.x; // glyph center in world/canvas coords (origin 0.5)
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const pCy = bl.y + plusEl.y;
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const mCx = bl.x + minusEl.x;
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const PAD = 6; // must match _bindStep's tap padding
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bl.buyQty.delete(r0.id); bl._renderRows();
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await sleep(80);
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const qStart = bl.buyQty.get(r0.id) ?? 0;
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clickCanvas(pCx, pCy); // PLUS: on the visible glyph
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await sleep(120);
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const qAfterPlus = bl.buyQty.get(r0.id) ?? 0;
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// Discriminator for the OLD (mis-anchored) box: the old plus box spanned
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// [pCx-16, pCx+4] (anchored on the glyph top-left corner). The NEW boxes
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// (glyph-centered) leave a small GAP between qty and plus — intersect it
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// with the old box and pick the middle: hits under the old code, misses
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// under the new.
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const spacing = Math.round(plusEl.x - qtyEl.x);
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const qtyWNow = qtyEl.width;
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const gapL = pCx - spacing + qtyWNow / 2 + PAD; // qty box right edge
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const gapR = pCx - plusEl.width / 2 - PAD; // plus box left edge
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const L = Math.max(gapL, pCx - 16);
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const R = Math.min(gapR, pCx + 4);
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const missX = Math.round((L + R) / 2);
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const miss = { missX, window: [Math.round(gapL), Math.round(gapR)], gapPx: Math.round((gapR - gapL) * 10) / 10, insideOldPlusBox: missX >= pCx - 16 && missX <= pCx + 4 };
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clickCanvas(missX, pCy);
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await sleep(120);
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const qAfterMiss = bl.buyQty.get(r0.id) ?? 0;
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clickCanvas(mCx, pCy); // MINUS: on the visible glyph
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await sleep(120);
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const qAfterMinus = bl.buyQty.get(r0.id) ?? 0;
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out.buySteppers = {
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rows: stepChecks,
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clicks: {
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plusOnGlyph: qAfterPlus - qStart,
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outsideBox: qAfterMiss - qAfterPlus,
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minusOnGlyph: qAfterMinus - qAfterMiss,
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},
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miss,
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ok: stepNames.every((k) => stepChecks[k].origin?.x === 0.5 && stepChecks[k].origin?.y === 0.5)
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&& gapR > gapL
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&& (qAfterPlus - qStart) === 1
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&& (qAfterMiss - qAfterPlus) === 0
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&& (qAfterMinus - qAfterMiss) === -1,
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};
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out.pass = out.pass && out.buySteppers.ok;
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out.screen = { w: ss.scale.width, h: ss.scale.height };
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out.topY = sv.topY ?? null;
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out.hudName = (() => { const t = ss.hudName; if (t?.getTopLeft) { const v = t.getTopLeft(undefined, true); return { x: round(v.x), y: round(v.y) }; } return null; })();
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out.sellGrid = { x: round(sv.sellGrid.x), y: round(sv.sellGrid.y), w: sv.sellGrid.width, h: sv.sellGrid.height };
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out.buyList = { x: round(sv.buyList.x), y: round(sv.buyList.y), w: sv.buyList.width, h: sv.buyList.height, rows: sv.buyList.rows.length, maxScroll: sv.buyList.maxScroll };
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window.__SHOP_SHOT__ = out;
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console.info('[shop-shot] OK:', JSON.stringify(out));
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})().catch((e) => fail(String(e?.message || e)));
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