// dbg17:睡觉卡死候选根因验证 // (a) 床淡出期间庆典触发 → celebrationActive 卡死 / 对话 resolver 被覆盖 // (b) 床淡出期间玩家移动 30px 再按 E → 二次触发床 → 双 scene.start import puppeteer from 'puppeteer-core'; import { spawn } from 'node:child_process'; import net from 'node:net'; const preview = spawn('npx', ['vite','preview','--host','127.0.0.1','--port','4815','--strictPort'], { stdio:'ignore' }); process.on('exit', () => { try{preview.kill()}catch{} }); for (let i=0;i<50;i++){ const ok = await new Promise(r=>{const s=net.connect(4815,'127.0.0.1');s.once('connect',()=>{s.end();r(true)});s.once('error',()=>r(false))}); if(ok)break; await new Promise(r=>setTimeout(r,300)); } const browser = await puppeteer.launch({ executablePath: '/Applications/Google Chrome.app/Contents/MacOS/Google Chrome', headless: true, args: ['--autoplay-policy=no-user-gesture-required','--mute-audio'] }); const page = await browser.newPage(); await page.setViewport({ width: 960, height: 560 }); page.on('pageerror', e => console.log('[pageerror]', (e.stack||e.message).slice(0,500))); page.on('console', m => { if (m.type()==='error') console.log('[console.error]', m.text().slice(0,300)); }); await page.goto('http://127.0.0.1:4815/', { waitUntil: 'networkidle2' }); await page.waitForFunction('window.__game && window.__director', { timeout: 20000 }); await page.waitForFunction(() => window.__game.scene.isActive('TitleScene'), { timeout: 20000 }); await page.evaluate(() => { document.querySelector('#game input[type="text"]').closest('div').querySelector('button').click(); }); await page.waitForFunction(() => window.__game.scene.isActive('HouseScene'), { timeout: 15000 }); const sleep = (ms) => new Promise(r=>setTimeout(r,ms)); const tap = async (code, hold=90) => { await page.keyboard.down(code); await sleep(hold); await page.keyboard.up(code); await sleep(30); }; const ev = (fn, ...a) => page.evaluate(fn, ...a); const dlgOpen = () => ev(() => { const u = window.__game.scene.getScene('UIScene'); return !!(u && u.payload); }); const state = (tag) => ev((tag) => { const sm = window.__game.scene; const d = window.__director; const s = sm.getScene('HouseScene'); const door = s && s.doors ? s.doors[0] : null; const pd = door && s.player ? { px: +s.player.x.toFixed(0), py: +(s.player.y - 8).toFixed(0), dist: +Math.hypot(s.player.x - door.x, (s.player.y - 8) - door.y).toFixed(1), armed: s.armedDoors.has(door), trans: s.transitioning } : null; return { tag, active: sm.getScenes(true).map(sc => sc.scene.key), day: d.day, dlg: d.dialogueActive, celeb: d.celebrationActive, happy: d.happiness, ui: (() => { const u = sm.getScene('UIScene'); return u && u.payload ? (u.payload.lines?.[0] ?? '').slice(0, 18) : null; })(), pd }; }, tag).then(s => console.log(JSON.stringify(s))); async function drain(maxIter = 20) { for (let i = 0; i < maxIter; i++) { if (!(await dlgOpen())) break; await tap('KeyE'); await sleep(160); } } async function setPlayer(k, x, y) { await ev((k,x,y) => { const s = window.__game.scene.getScene(k); s.player.setPosition(x, y); s.player.setVelocity(0,0); }, k, x, y); await sleep(120); } await sleep(600); const bed = await ev(() => window.__game.scene.getScene('HouseScene').interactZones.find(z => z.id === 'bed')); console.log('\n=== (a) 床淡出期间庆典触发 ==='); // 低幸福 + 低幸福计时逼近阈值;强制可睡觉 await ev(() => { const d = window.__director; d.setHappiness(20); d.lowHappyMs = 119900; d.dayElapsedMs = 300000; }); // 按 E 睡觉 → 淡出 400ms 内 tick 必触发庆典 await setPlayer('HouseScene', bed.x, bed.y + 8); await tap('KeyE'); for (let i = 0; i < 12; i++) { await sleep(500); await state(`a t+${(i+1)*0.5}s`); if (await dlgOpen()) await tap('KeyE'); } // 尝试走到门边逃脱(门在 (88,104)) await state('a 结束,尝试过门'); await setPlayer('HouseScene', 88 + 30, 104); await setPlayer('HouseScene', 88, 104); await sleep(1500); await state('a 过门后'); console.log('\n=== (b) 床淡出期间二次触发 ==='); await ev(() => { const sm = window.__game.scene; for (const sc of sm.getScenes(true)) { const k = sc.scene.key; if (k !== 'UIScene' && k !== 'HouseScene') sm.stop(k); } sm.start('HouseScene', { spawn: 'default' }); }); await page.waitForFunction(() => window.__game.scene.isActive('HouseScene'), { timeout: 9000 }); await sleep(500); await drain(); await ev(() => { window.__director.dayElapsedMs = 300000; }); const bed2 = await ev(() => window.__game.scene.getScene('HouseScene').interactZones.find(z => z.id === 'bed')); await setPlayer('HouseScene', bed2.x, bed2.y + 8); await tap('KeyE'); // 第一次:触发床,淡出开始 await sleep(150); await setPlayer('HouseScene', bed2.x + 40, bed2.y + 8); // 移动 >30px 使 spent 重武装 await tap('KeyE'); // 第二次:可能二次触发床 for (let i = 0; i < 10; i++) { await sleep(500); await state(`b t+${(i+1)*0.5}s`); if (await dlgOpen()) await tap('KeyE'); } await browser.close(); process.exit(0);