83 lines
3.3 KiB
JavaScript
83 lines
3.3 KiB
JavaScript
// smoke5.mjs: verify all 4 endings trigger + scene transitions.
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import { chromium } from 'playwright';
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import { spawn } from 'child_process';
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const PORT = 4182;
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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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async function activeScenes(page) {
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return page.evaluate(() => window.game.scene.scenes.filter(s => s.scene.isActive()).map(s => s.scene.key));
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}
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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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await page.keyboard.press('Enter');
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await page.waitForTimeout(1200);
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// Dismiss the opening morning dialogue (E advances/closes) — wait for it then close
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await page.waitForTimeout(300);
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for (let i=0;i<6;i++){ await page.keyboard.press('e'); await page.waitForTimeout(200); }
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await page.waitForTimeout(400);
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// Walk down to door — auto-door triggers on contact
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await page.keyboard.down('s');
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for (let i = 0; i < 30; i++) {
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await page.waitForTimeout(200);
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const sc = await activeScenes(page);
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if (sc.includes('PlazaScene')) break;
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}
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await page.keyboard.up('s');
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await page.waitForTimeout(900);
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let sc = await activeScenes(page);
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check('transition_to_plaza', sc.includes('PlazaScene'));
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check('house_stopped', !sc.includes('HouseScene'));
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// Test each ending via director + scene start (simulate debug forceEnding)
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for (const e of ['E1','E2','E3','E4']) {
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await page.evaluate((ending) => {
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const d = window.director;
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// stop all map scenes
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const g = window.game;
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for (const k of ['HouseScene','PlazaScene','BakeryScene','ShopScene','ClinicScene','LakeScene','FieldScene','WellAreaScene','FogBoundaryScene','WhiteLayerScene']) g.scene.stop(k);
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g.scene.stop('UIScene');
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g.scene.start('EndingScene', { ending });
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}, e);
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await page.waitForTimeout(1500);
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sc = await activeScenes(page);
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check('ending_' + e + '_scene_active', sc.includes('EndingScene'));
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await page.screenshot({ path: 'shots/ending_' + e + '.png' });
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// go back to title for next iteration
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await page.evaluate(() => { window.game.scene.start('TitleScene'); });
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await page.waitForTimeout(600);
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await page.keyboard.press('Enter');
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await page.waitForTimeout(800);
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}
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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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