128 lines
6.2 KiB
JavaScript
128 lines
6.2 KiB
JavaScript
/**
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* The 'Special Delivery' payoff seam test (dev tool, run with Node — no
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* browser):
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*
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* node dev/delivery-launch.test.mjs
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*
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* The launch-after-sale beat (data/comms.json → trigger 'deliveredLaunch'
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* — carol-delivered-1/2/3 → oac-delivered-1, the four ack comms the
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* player gets when they LAUNCH after selling the special package on the
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* home world): the scene-side seam is GameScene.onSurfaceDeparture
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* (SurfaceScene.finishTakeoff → it), which arms the chain when the run's
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* delivery witness (story.delivered — set by the shop's CONFIRM of the
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* package's sale, GameScene.onQuestPackageSold) stands. The comms' own
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* once-ledger (js/comms/CommsHub.js) keeps the chain a one-shot, so the
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* seam may arm on every post-delivery departure — a later re-arm is a
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* no-op. Pinned here:
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* - a post-delivery departure arms 'deliveredLaunch' exactly once
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* (from any world — the sale's world is the home world, not the
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* capital);
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* - a pre-delivery departure arms nothing;
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* - the capital leg still stands alongside the new arm (the departure
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* records launchedFromCapital, routes the compass home, and refreshes
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* the quest ledger — the pre-existing behavior this beat rides on);
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* - the defensive no-op (already at home) still leaves the arm in place.
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* (The config side of the same beat — the roster, the chain's order, and
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* the verbatim text — is pinned in dev/comms.test.mjs.)
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*/
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// GameScene.onSurfaceDeparture arms 'deliveredLaunch' when story.delivered
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// stands, keeps the capital leg, and stays quiet otherwise.
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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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import fs from 'node:fs';
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const __dirname = dirname(fileURLToPath(import.meta.url));
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const root = join(__dirname, '..');
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class RectStub {
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constructor(x = 0, y = 0, w = 0, h = 0) { this.x = x; this.y = y; this.width = w; this.height = h; }
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contains(px, py) { return px >= this.x && px <= this.x + this.width && py >= this.y && py <= this.y + this.height; }
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static Contains(r, px, py) { return r.contains(px, py); }
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}
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class ContainerStub {
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constructor(scene) { this.scene = scene; this.childrenList = []; }
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add() { return this; } setVisible() { return this; } setAlpha() { return this; }
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setScale() { return this; } setDepth() { return this; } setScrollFactor() { return this; }
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setPosition() { return this; } destroy() { return this; }
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}
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const ClassStub = class {};
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const PhaserStub = {
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Scene: ClassStub,
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Physics: { Arcade: { Sprite: ClassStub } },
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GameObjects: { Sprite: ClassStub, Container: ContainerStub, Image: ClassStub, Text: ClassStub },
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Geom: { Rectangle: RectStub },
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Display: { Color: { ValueToColor: (v) => ({ color: parseInt(String(v).slice(1), 16) }) } },
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Filters: { Controller: class {} },
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Renderer: { WebGL: { RenderNodes: { BaseFilterShader: class {} } } },
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Math: { Linear: (a, b, t) => a + (b - a) * t, FloatBetween: (a, b) => a, Angle: { Wrap: (a) => a }, Clamp: (v, lo, hi) => Math.min(hi, Math.max(lo, v)) },
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BlendModes: { ADD: 2 },
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};
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globalThis.window = { Phaser: PhaserStub };
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const { config } = await import(pathToFileURL(join(root, 'js/config/Config.js')).href);
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const dataDir = join(root, '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$/i, '')] = JSON.parse(fs.readFileSync(join(dataDir, f), 'utf8'));
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}
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config.init(configData);
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const { GameScene } = await import(pathToFileURL(join(root, 'js/scenes/GameScene.js')).href);
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let failures = 0;
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const check = (label, cond) => { console.log(`${cond ? '✔' : '✘ FAIL'} ${label}`); if (!cond) failures++; };
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function makeScene({ delivered, capital = true }) {
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const scene = Object.create(GameScene.prototype);
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scene.triggers = [];
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scene.comms = { trigger: (n) => { scene.triggers.push(n); } };
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scene.galaxy = capital
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? { homeSystemId: 'sys-home', neutralCapitalTarget: () => ({ systemId: 'sys-cap', objectId: 'CapitalWorld' }) }
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: { homeSystemId: 'sys-home', neutralCapitalTarget: () => ({ systemId: 'sys-cap', objectId: 'CapitalWorld' }) };
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scene.systemRecord = { id: 'sys-elsewhere' };
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scene.story = delivered ? { delivered: true, launchedFromCapital: false } : { delivered: false, launchedFromCapital: false };
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scene.setDestination = (id, via) => { scene.destination = { id, via }; };
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scene.questRefreshes = 0;
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scene._questRefresh = () => { scene.questRefreshes++; };
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return scene;
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}
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// 1 — post-delivery departure (any world): the payoff chain arms
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{
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const s = makeScene({ delivered: true });
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s.onSurfaceDeparture('SomePlanet');
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check('delivered departure arms deliveredLaunch', JSON.stringify(s.triggers) === JSON.stringify(['deliveredLaunch']));
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check('delivered departure (non-capital) does not claim the capital leg', s.story.launchedFromCapital === false);
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}
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// 2 — not delivered: no arm
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{
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const s = makeScene({ delivered: false });
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s.onSurfaceDeparture('SomePlanet');
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check('pre-delivery departure arms nothing', s.triggers.length === 0);
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}
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// 3 — capital leg still stands (the old behavior, alongside the new arm)
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{
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const s = makeScene({ delivered: true });
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s.onSurfaceDeparture('CapitalWorld');
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check('capital departure still arms deliveredLaunch (once)', JSON.stringify(s.triggers) === JSON.stringify(['deliveredLaunch']));
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check('capital departure still records the leg', s.story.launchedFromCapital === true);
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check('capital departure still routes home', JSON.stringify(s.destination) === JSON.stringify({ id: 'sys-home', via: 'home' }));
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check('capital departure still refreshes the quest ledger', s.questRefreshes === 1);
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}
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// 4 — already home: the arm still fires (the player left home), the leg is a no-op
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{
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const s = makeScene({ delivered: true });
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s.systemRecord = { id: 'sys-home' };
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s.onSurfaceDeparture('CapitalWorld');
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check('home-departure arms deliveredLaunch', JSON.stringify(s.triggers) === JSON.stringify(['deliveredLaunch']));
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check('home-departure sets no destination (defensive no-op)', s.destination === undefined);
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}
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if (failures > 0) { console.error(`\n${failures} delivery-launch check(s) failed`); process.exit(1); }
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console.log('\ndelivery-launch: all checks passed');
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