Files
splatter-tennis/test.js
T

160 lines
7.2 KiB
JavaScript

// 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