Honey Village: six model builds + hub frontend, Dockerized for Dokploy
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// smoke4.mjs: functional verification via director state probes.
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// Verifies: scene transitions, happiness/awareness via debug, clue discovery, ending triggers.
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import { chromium } from 'playwright';
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import { spawn } from 'child_process';
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const PORT = 4181;
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const server = spawn('node', ['node_modules/vite/bin/vite.js', 'preview', '--port', String(PORT), '--strictPort'], {
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cwd: process.cwd(), stdio: 'pipe',
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});
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const waitServer = () => new Promise((resolve, reject) => {
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const t = setTimeout(() => reject(new Error('server timeout')), 30000);
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server.stdout.on('data', (d) => { if (d.toString().includes('Local:')) { clearTimeout(t); resolve(); } });
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server.stderr.on('data', (d) => { if (d.toString().includes('Local:')) { clearTimeout(t); resolve(); } });
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});
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const errors = [];
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const checks = {};
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function check(name, cond) { checks[name] = !!cond; if (!cond) errors.push('CHECK FAIL: ' + name); }
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try {
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await waitServer();
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const browser = await chromium.launch();
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const page = await browser.newPage({ viewport: { width: 960, height: 540 } });
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page.on('pageerror', (err) => { errors.push('PAGEERROR: ' + err.message); });
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await page.goto(`http://localhost:${PORT}/`, { waitUntil: 'load', timeout: 15000 });
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await page.waitForTimeout(800);
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// start game
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await page.keyboard.press('Enter');
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await page.waitForTimeout(1000);
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const st = () => page.evaluate(() => {
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const d = window.director;
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return d ? {
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happiness: d.happiness, awareness: d.awareness, day: d.day,
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stage: d.stage, cluesCount: d.clues.size, tasksCount: d.tasksDone.size,
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playerName: d.playerName,
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} : null;
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});
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// 1. game started, default state
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let r = await st();
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check('game_started', r !== null);
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check('happiness_default_30', r.happiness === 30);
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check('awareness_default_0', r.awareness === 0);
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check('day_default_1', r.day === 1);
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check('name_default_小满', r.playerName === '小满');
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// 2. debug: set happiness to 100 -> stage S4
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await page.evaluate(() => window.director.debugSetHappiness(100));
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await page.waitForTimeout(300);
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r = await st();
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check('happy100_stage_S4', r.stage === 'S4');
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// 3. debug: set happiness 10 -> S0
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await page.evaluate(() => window.director.debugSetHappiness(10));
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await page.waitForTimeout(300);
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r = await st();
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check('happy10_stage_S0', r.stage === 'S0');
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// 4. debug: set happiness 70 -> S2
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await page.evaluate(() => window.director.debugSetHappiness(70));
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await page.waitForTimeout(300);
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r = await st();
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check('happy70_stage_S2', r.stage === 'S2');
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// 5. debug: set all clues -> awareness increases, clues 9
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await page.evaluate(() => window.director.debugAllClues());
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r = await st();
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check('all_clues_9', r.cluesCount === 9);
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// 6. debug: set day to 5
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await page.evaluate(() => window.director.debugSetDay(5));
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r = await st();
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check('day_set_5', r.day === 5);
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// 7. ending determination: awareness>=70 && clues>=6 -> E3
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await page.evaluate(() => { window.director.debugSetAwareness(80); });
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r = await st();
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const ending = await page.evaluate(() => window.director.determineEnding());
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check('ending_E3_when_aware_clues', ending === 'E3');
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// 8. scene transitions: active scenes
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const sceneInfo = await page.evaluate(() => {
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const g = window.game;
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return g.scene.scenes.filter(s => s.scene.isActive()).map(s => s.scene.key);
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});
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check('uiscene_active', sceneInfo.includes('UIScene'));
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check('mapscene_active', sceneInfo.some(k => ['HouseScene','PlazaScene','BakeryScene','ShopScene','ClinicScene','LakeScene','FieldScene','WellAreaScene','FogBoundaryScene'].includes(k)));
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await browser.close();
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} catch (e) {
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errors.push('TEST_FAIL: ' + e.message);
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} finally {
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server.kill('SIGTERM');
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}
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console.log('=== CHECKS ===', JSON.stringify(checks, null, 2));
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console.log('=== ERRORS (' + errors.length + ') ===');
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errors.slice(0, 20).forEach((e) => console.log(e));
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process.exit(errors.length > 0 ? 1 : 0);
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