Files

101 lines
3.9 KiB
JavaScript

// smoke4.mjs: functional verification via director state probes.
// Verifies: scene transitions, happiness/awareness via debug, clue discovery, ending triggers.
import { chromium } from 'playwright';
import { spawn } from 'child_process';
const PORT = 4181;
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); }
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);
// start game
await page.keyboard.press('Enter');
await page.waitForTimeout(1000);
const st = () => page.evaluate(() => {
const d = window.director;
return d ? {
happiness: d.happiness, awareness: d.awareness, day: d.day,
stage: d.stage, cluesCount: d.clues.size, tasksCount: d.tasksDone.size,
playerName: d.playerName,
} : null;
});
// 1. game started, default state
let r = await st();
check('game_started', r !== null);
check('happiness_default_30', r.happiness === 30);
check('awareness_default_0', r.awareness === 0);
check('day_default_1', r.day === 1);
check('name_default_小满', r.playerName === '小满');
// 2. debug: set happiness to 100 -> stage S4
await page.evaluate(() => window.director.debugSetHappiness(100));
await page.waitForTimeout(300);
r = await st();
check('happy100_stage_S4', r.stage === 'S4');
// 3. debug: set happiness 10 -> S0
await page.evaluate(() => window.director.debugSetHappiness(10));
await page.waitForTimeout(300);
r = await st();
check('happy10_stage_S0', r.stage === 'S0');
// 4. debug: set happiness 70 -> S2
await page.evaluate(() => window.director.debugSetHappiness(70));
await page.waitForTimeout(300);
r = await st();
check('happy70_stage_S2', r.stage === 'S2');
// 5. debug: set all clues -> awareness increases, clues 9
await page.evaluate(() => window.director.debugAllClues());
r = await st();
check('all_clues_9', r.cluesCount === 9);
// 6. debug: set day to 5
await page.evaluate(() => window.director.debugSetDay(5));
r = await st();
check('day_set_5', r.day === 5);
// 7. ending determination: awareness>=70 && clues>=6 -> E3
await page.evaluate(() => { window.director.debugSetAwareness(80); });
r = await st();
const ending = await page.evaluate(() => window.director.determineEnding());
check('ending_E3_when_aware_clues', ending === 'E3');
// 8. scene transitions: active scenes
const sceneInfo = await page.evaluate(() => {
const g = window.game;
return g.scene.scenes.filter(s => s.scene.isActive()).map(s => s.scene.key);
});
check('uiscene_active', sceneInfo.includes('UIScene'));
check('mapscene_active', sceneInfo.some(k => ['HouseScene','PlazaScene','BakeryScene','ShopScene','ClinicScene','LakeScene','FieldScene','WellAreaScene','FogBoundaryScene'].includes(k)));
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);