// smoke5.mjs: verify all 4 endings trigger + scene transitions. import { chromium } from 'playwright'; import { spawn } from 'child_process'; const PORT = 4182; const server = spawn('node', ['node_modules/vite/bin/vite.js', 'preview', '--port', String(PORT), '--strictPort'], { cwd: process.cwd(), stdio: 'pipe', }); const waitServer = () => new Promise((resolve, reject) => { const t = setTimeout(() => reject(new Error('server timeout')), 30000); server.stdout.on('data', (d) => { if (d.toString().includes('Local:')) { clearTimeout(t); resolve(); } }); server.stderr.on('data', (d) => { if (d.toString().includes('Local:')) { clearTimeout(t); resolve(); } }); }); const errors = []; const checks = {}; function check(name, cond) { checks[name] = !!cond; if (!cond) errors.push('CHECK FAIL: ' + name); } async function activeScenes(page) { return page.evaluate(() => window.game.scene.scenes.filter(s => s.scene.isActive()).map(s => s.scene.key)); } try { await waitServer(); const browser = await chromium.launch(); const page = await browser.newPage({ viewport: { width: 960, height: 540 } }); page.on('pageerror', (err) => { errors.push('PAGEERROR: ' + err.message); }); await page.goto(`http://localhost:${PORT}/`, { waitUntil: 'load', timeout: 15000 }); await page.waitForTimeout(800); await page.keyboard.press('Enter'); await page.waitForTimeout(1200); // Dismiss the opening morning dialogue (E advances/closes) — wait for it then close await page.waitForTimeout(300); for (let i=0;i<6;i++){ await page.keyboard.press('e'); await page.waitForTimeout(200); } await page.waitForTimeout(400); // Walk down to door — auto-door triggers on contact await page.keyboard.down('s'); for (let i = 0; i < 30; i++) { await page.waitForTimeout(200); const sc = await activeScenes(page); if (sc.includes('PlazaScene')) break; } await page.keyboard.up('s'); await page.waitForTimeout(900); let sc = await activeScenes(page); check('transition_to_plaza', sc.includes('PlazaScene')); check('house_stopped', !sc.includes('HouseScene')); // Test each ending via director + scene start (simulate debug forceEnding) for (const e of ['E1','E2','E3','E4']) { await page.evaluate((ending) => { const d = window.director; // stop all map scenes const g = window.game; for (const k of ['HouseScene','PlazaScene','BakeryScene','ShopScene','ClinicScene','LakeScene','FieldScene','WellAreaScene','FogBoundaryScene','WhiteLayerScene']) g.scene.stop(k); g.scene.stop('UIScene'); g.scene.start('EndingScene', { ending }); }, e); await page.waitForTimeout(1500); sc = await activeScenes(page); check('ending_' + e + '_scene_active', sc.includes('EndingScene')); await page.screenshot({ path: 'shots/ending_' + e + '.png' }); // go back to title for next iteration await page.evaluate(() => { window.game.scene.start('TitleScene'); }); await page.waitForTimeout(600); await page.keyboard.press('Enter'); await page.waitForTimeout(800); } await browser.close(); } catch (e) { errors.push('TEST_FAIL: ' + e.message); } finally { server.kill('SIGTERM'); } console.log('=== CHECKS ===', JSON.stringify(checks, null, 2)); console.log('=== ERRORS (' + errors.length + ') ==='); errors.slice(0, 20).forEach((e) => console.log(e)); process.exit(errors.length > 0 ? 1 : 0);