// Headless state-machine tests: `node test.js`. // The game's modules are imported for real; only the platform (DOM, WebAudio, storage) is stubbed. // These pin the court-ownership contract: horde, sudden-death duel, boss and changeover are // EXCLUSIVE control modes — no interleaving of beats may ever let two of them run at once. // Born from three field freezes: the last one was a duel starting inside a live horde // (pretoss = no steering, horde = no serving, spawns keep coming → unrecoverable). import assert from 'node:assert/strict'; // ---- platform stubs, installed before the game modules load ---------------- const absorb = new Proxy(function () {}, { get: (t, p) => (p === Symbol.toPrimitive ? () => 0 : absorb), set: () => true, apply: () => absorb, construct: () => absorb, }); const fakeCtx = () => new Proxy({}, { get: (t, p) => { if (p === 'canvas') return fakeCanvas(); if (p === 'measureText') return () => ({ width: 0 }); if (p === 'getImageData') return (x, y, w, h) => ({ data: new Uint8ClampedArray(Math.max(4, w * h * 4)), width: w, height: h }); if (p === 'createLinearGradient' || p === 'createRadialGradient') return () => ({ addColorStop() {} }); return () => undefined; }, set: () => true, }); function fakeCanvas() { return { width: 270, height: 480, style: {}, getContext: () => fakeCtx(), addEventListener() {}, removeEventListener() {}, getBoundingClientRect: () => ({ left: 0, top: 0, width: 270, height: 480 }), toDataURL: () => '', }; } const store = new Map(); globalThis.localStorage = { getItem: k => (store.has(k) ? store.get(k) : null), setItem: (k, v) => store.set(k, String(v)), removeItem: k => store.delete(k), }; globalThis.document = { getElementById: () => fakeCanvas(), createElement: () => fakeCanvas(), addEventListener() {}, removeEventListener() {}, body: { style: {}, appendChild() {} }, }; globalThis.window = globalThis; // audio.js reads window.AudioContext; render reads window.visualViewport (optional) globalThis.AudioContext = function () { return absorb; }; globalThis.webkitAudioContext = globalThis.AudioContext; globalThis.matchMedia = () => ({ matches: false, addEventListener() {} }); globalThis.addEventListener = globalThis.addEventListener || (() => {}); globalThis.removeEventListener = globalThis.removeEventListener || (() => {}); globalThis.Image = class { constructor() { this.complete = false; } addEventListener() {} set src(v) {} }; globalThis.fetch = () => new Promise(() => {}); // audio assets: pending forever, never rejecting globalThis.requestAnimationFrame = () => 0; globalThis.devicePixelRatio = 2; globalThis.innerWidth = 390; globalThis.innerHeight = 844; globalThis.ResizeObserver = class { observe() {} disconnect() {} }; globalThis.getComputedStyle = () => ({ paddingTop: '0' }); // ---- game modules (real code) ---------------------------------------------- const { G, P, score, ball, setupPoint } = await import('./state.js'); const { update, startDuel, forceZombies, splatPoint, restartRun, resolveInterlude } = await import('./gameplay.js'); const { zombies, spawnZombie } = await import('./zombies.js'); const { TUNE } = await import('./config.js'); const DT = 1 / 60; function freshSplatter() { restartRun(); G.mode = 'splatter'; G.everTransitioned = true; setupPoint(); } let passed = 0; function test(name, fn) { freshSplatter(); fn(); passed++; console.log(' ok - ' + name); } // ---- the contract ----------------------------------------------------------- test('sanity: a horde starts and owns the court in rally phase', () => { forceZombies(); assert.ok(G.horde, 'horde should start on a clean court'); assert.equal(G.phase, 'rally', 'horde steering requires rally phase'); }); test('a duel refuses to start while a horde is live', () => { forceZombies(); startDuel(); assert.equal(G.interlude, false, 'startDuel must refuse during a horde'); }); test('a horde refuses to start while a duel is live', () => { startDuel(); assert.ok(G.interlude, 'duel should start on a clean court'); forceZombies(); assert.equal(G.horde, null, 'startHorde must refuse during a duel'); }); test('field repro: a clear latched before the horde must not advance the beat mid-horde', () => { // A game won during the set card left clearing+afterClear armed while pendingHorde cashed: spawnZombie(0, 5, 'a'); G.clearing = true; G.afterClear = 'game'; G.duelDue = true; forceZombies(); assert.ok(G.horde, 'setup: horde live over a latched clear'); zombies.length = 0; // the gun mows the court down to an empty frame between spawns for (let i = 0; i < 30; i++) { update(DT); zombies.length = 0; } assert.equal(G.interlude, false, 'the scheduled duel must NOT fire inside the horde'); assert.ok(G.horde, 'the horde must keep running'); assert.ok(G.clearing, 'the clear waits for the horde to end'); // ...and once the horde expires, the parked clear advances and the duel fires — sequentially. for (let i = 0; i < (TUNE.hordeLen + 3) * 10 && G.horde; i++) { update(0.1); zombies.length = 0; } assert.equal(G.horde, null, 'horde over'); for (let i = 0; i < 30 && !G.interlude; i++) { update(DT); if (!G.interlude) zombies.length = 0; } assert.ok(G.interlude, 'the parked duel fires at the first clear AFTER the horde'); }); test('kills mid-duel do not score: resolveInterlude is the only exit', () => { startDuel(); const before = JSON.stringify([score.pts, score.games, G.runGames, G.killCount, G.afterClear, G.clearing]); for (let i = 0; i < 20; i++) splatPoint('P'); splatPoint('O'); assert.equal(JSON.stringify([score.pts, score.games, G.runGames, G.killCount, G.afterClear, G.clearing]), before, 'splatPoint must be a no-op during the duel'); resolveInterlude('P'); assert.equal(G.interlude, false, 'the duel still resolves normally'); }); test('invariant net: an injected duel-inside-horde is repaired within one frame', () => { forceZombies(); G.interlude = { introT: 0 }; // simulate an unknown fourth path corrupting the state G.phase = 'pretoss'; // the welded-player symptom: no steering, no serving update(DT); assert.equal(G.interlude, false, 'watchdog must drop the impossible duel'); assert.equal(G.duelDue, true, 'and re-schedule it instead of eating it'); assert.equal(G.phase, 'rally', 'and hand the finger back to the player'); assert.ok(G.missLog.some(e => e.result === 'INVARIANT'), 'the repair leaves evidence in the miss log'); }); test('a pending horde defers while a duel runs, then fires after it', () => { startDuel(); G.interlude.introT = 0; G.pendingHorde = true; G.seen.horde = true; // not the first horde: no modal in the way G.phase = 'over'; G.overT = 0.01; update(DT); assert.equal(G.horde, null, 'the latch must hold while the duel owns the court'); assert.ok(G.pendingHorde, 'and stay armed'); resolveInterlude('P'); G.modal = null; G.modalQ.length = 0; // dismiss the win popups; the over beat then expires for (let i = 0; i < 300 && !G.horde; i++) update(DT); // the post-duel over beat runs 2.2 s assert.ok(G.horde, 'the set still gets its horde, after the duel'); }); console.log(`\n${passed} tests passed`); process.exit(0); // render.js schedules viewport timers at load; don't let them outlive the report