The late game is repetitive because the optimal move never changes: kill the nearest thing, now. This is the first swing at a mode where it does — a coaching drill where the umpire CALLS a colour sequence aloud while bibbed bodies take their marks, and you must put them down in that order while they walk at you. Uncalled colours are decoys you have to ignore. Two faults is a double fault and the round is theirs. Back room only (DRILL TEST, or #drill): this is a feel-test for one question — tense, or just noisy? — so it keeps its own round count and touches neither tennis scoring nor the run. - voiceSeq: voice() drops a line that would start while the umpire is still talking, which is fatal for a list. Decode first, queue at accumulated offsets, and the anti-overlap rule is satisfied instead of fought. - Four colours with PIPS as well as hue — red/green alone makes the mode unplayable for ~8% of men. - drawBib is a ponytail-marked overlay that knowingly breaks the sprite rule; it is the thing to delete if the mode survives. - BOTH target pickers snap (flickTarget and zombieTarget). Snapping only the slingshot left fifteen tap-serves in a row scoring nothing. - Contact costs the point, not the run — permadeath stays in the gore mode. - startDrill disarms the ordinary schedule; updateDrill redeals and logs an INVARIANT if anything empties its court. Eight new tests (24 total) pin the ownership contract both ways, the call beat, the win, the double fault, the un-winnable-round guard and the death. PROJECT.md carries the four open questions for the playtest. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
381 lines
18 KiB
JavaScript
381 lines
18 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('./src/state.js');
|
|
const { update, forceZombies, splatPoint, restartRun } = await import('./src/gameplay.js');
|
|
const { startDuel, resolveInterlude, startBossFight, endBossFight, startDrill, endDrill } = await import('./src/beats.js');
|
|
const { zombies, spawnZombie, pellets } = await import('./src/zombies.js');
|
|
const { killPlayer } = await import('./src/zombies.js');
|
|
const { drillTarget } = await import('./src/drill.js');
|
|
const { TUNE, bossArt } = await import('./src/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');
|
|
});
|
|
|
|
// ---- regressions mined from the project log (each of these shipped broken once) ----------------
|
|
|
|
test('a pending horde never pours onto a boss stage', () => {
|
|
// commit 7803c83: at game 30 (set AND boss chapter) the set's horde latch used to cash into the
|
|
// boss fight. The latch must hold while the boss owns the court, and fire after.
|
|
startBossFight(3);
|
|
assert.ok(G.bossFight, 'setup: boss on court');
|
|
G.pendingHorde = true; G.seen.horde = true;
|
|
G.phase = 'over'; G.overT = 0.01;
|
|
update(DT);
|
|
assert.equal(G.horde, null, 'the latch must hold during the boss fight');
|
|
assert.ok(G.pendingHorde, 'and stay armed');
|
|
});
|
|
|
|
test('the boss win card is EPIC and survives the set handback (the game-30 clobber)', () => {
|
|
// endBossFight once ran the parked 'set' handback LAST, so the routine SET card overwrote the
|
|
// EPIC card before it drew a frame. The handback runs first now and the boss card wins.
|
|
startBossFight(3);
|
|
G.afterDuel = 'set'; G.seen.horde = true;
|
|
zombies.length = 0;
|
|
endBossFight();
|
|
assert.equal(G.bossFight, 0, 'fight over');
|
|
assert.equal(G.card && G.card.title, 'EPIC!', 'the boss card must not be clobbered by the set card');
|
|
assert.ok(G.pendingHorde, 'the set the boss interrupted still owes its horde');
|
|
for (let i = 0; i < 200 && !G.horde; i++) { update(0.1); zombies.length = 0; }
|
|
assert.ok(G.horde, 'and the horde arrives after the boss beat, not during it');
|
|
});
|
|
|
|
test('mgT counts down in every phase and releases the serve lock', () => {
|
|
// commit e75b388: the burst clock used to tick only during rally, so a beat that moved the phase
|
|
// mid-burst stranded mgT above zero forever — and mgT > 0 blocks serving. Permanent lock.
|
|
G.mgT = 0.5; G.gunId = 'gun';
|
|
assert.equal(G.phase, 'pretoss', 'setup: not in rally');
|
|
for (let i = 0; i < 60; i++) { update(DT); zombies.length = 0; }
|
|
assert.ok(G.mgT <= 0, 'the burst clock must run out outside rally');
|
|
assert.equal(G.phase, 'pretoss', 'and hand back the serve loop');
|
|
});
|
|
|
|
test('a won duel pays out: the tin and the trainer', () => {
|
|
// commit c75bd5b ("pay out every won duel") + the heal that is THE reason to want a duel.
|
|
G.hp = G.hpMax - 3;
|
|
startDuel();
|
|
G.interlude.introT = 0;
|
|
const rackBefore = G.rack.length + (G.temp ? 1 : 0);
|
|
resolveInterlude('P');
|
|
const rackAfter = G.rack.length + (G.temp ? 1 : 0);
|
|
assert.ok(rackAfter > rackBefore, 'winning the duel must hand over a weapon');
|
|
assert.equal(G.hp, G.hpMax - 3 + TUNE.healPerDuel, 'and the trainer heals healPerDuel');
|
|
});
|
|
|
|
test('a lost duel banks their game — and their set — without a horde', () => {
|
|
score.games[1] = 5;
|
|
startDuel();
|
|
G.interlude.introT = 0;
|
|
resolveInterlude('O');
|
|
assert.equal(G.sets[1], 1, 'their 6th game banks their set');
|
|
assert.deepEqual(score.games, [0, 0], 'games reset');
|
|
assert.ok(zombies.filter(z => z.variant !== 'r').length >= 5, 'the dead lose patience: an instant surge');
|
|
assert.ok(!G.horde && !G.pendingHorde, 'their duel set carries no horde');
|
|
});
|
|
|
|
// ---- the announcements: nothing that changes the control mode may arrive unannounced -----------
|
|
|
|
test('a set warns THEY KEEP COMING before the wave lands', () => {
|
|
G.pendingHorde = true; G.seen.horde = true; // not the first horde: no teaching modal in the way
|
|
G.phase = 'over'; G.overT = 0.01;
|
|
update(DT);
|
|
assert.equal(G.horde, null, 'the wave must not land on the same frame as its own announcement');
|
|
assert.ok(G.hordeWarn > 0, 'the breather is running');
|
|
assert.equal(G.flash && G.flash.text, 'THEY KEEP COMING', 'and it says so');
|
|
for (let i = 0; i < 10 && !G.horde; i++) update(DT); // ...but not for a hundredth of a second
|
|
assert.equal(G.horde, null, 'the breather actually holds');
|
|
for (let i = 0; i < (TUNE.hordeWarnT + 1) * 60 && !G.horde; i++) update(DT);
|
|
assert.ok(G.horde, 'and the wave lands when it runs out');
|
|
});
|
|
|
|
test('a mode that steals the court during the warning re-arms the horde', () => {
|
|
G.pendingHorde = true; G.seen.horde = true;
|
|
G.phase = 'over'; G.overT = 0.01;
|
|
update(DT);
|
|
assert.ok(G.hordeWarn > 0, 'setup: warning running');
|
|
startDuel(); // the court is calm during a breather, so a scheduled beat CAN grab it here
|
|
G.modal = null; G.modalQ.length = 0; // (its first-sight popup would freeze the world we're stepping)
|
|
for (let i = 0; i < (TUNE.hordeWarnT + 1) * 60 && !G.horde; i++) update(DT);
|
|
assert.equal(G.horde, null, 'the wave must not land inside the duel');
|
|
assert.ok(G.pendingHorde, 'the set is still owed its horde');
|
|
});
|
|
|
|
test('a chapter boss announces itself and hands the court back on its own', () => {
|
|
startBossFight(2);
|
|
assert.ok(G.modal, 'the walk-on is an overlay, not a band card');
|
|
assert.equal(G.modal.title, bossArt(2).name, 'it names the boss');
|
|
assert.deepEqual(G.modal.body, ['ENTERED THE COURT']);
|
|
for (let i = 0; i < (TUNE.modalIn + TUNE.bossIntroT) * 60 - 6; i++) update(DT);
|
|
assert.ok(G.modal, 'and holds the frozen court while the player reads it');
|
|
for (let i = 0; i < 20 && G.modal; i++) update(DT);
|
|
assert.equal(G.modal, null, 'then lets go without waiting for a tap');
|
|
assert.ok(G.bossFight, 'the fight is on');
|
|
});
|
|
|
|
test('a burst fires through the beat that follows the kill that emptied the court', () => {
|
|
// The gun/flamer/beacon used to require phase 'rally', and every beat raised by clearing the
|
|
// court (a point, a won game, the mop-up) parks the phase in 'over' — so the weapon fell silent
|
|
// exactly when it had killed everything. Its OWN clock is the only thing that ends it.
|
|
G.mgT = 2; G.gunId = 'flamer'; G.mgCool = 0;
|
|
G.phase = 'over'; G.overT = 1.5; // the won-game beat, running behind the burst
|
|
pellets.length = 0;
|
|
for (let i = 0; i < 30; i++) { update(DT); zombies.length = 0; } // an empty court, as after the last kill
|
|
assert.equal(G.phase, 'over', 'setup: the beat is still running');
|
|
assert.ok(pellets.length > 0, 'the burst keeps firing through it');
|
|
assert.ok(G.mgT > 0, 'and its window is still open');
|
|
});
|
|
|
|
// ---- the coaching drill: a new mode, so it owes the ownership contract a test ------------------
|
|
|
|
// Drive a drill round past its announcement: no serving and no targets while the umpire reads.
|
|
function drillPlaying() {
|
|
startDrill();
|
|
for (let i = 0; i < TUNE.drillCallT * 60 + 4; i++) update(DT);
|
|
}
|
|
// kill a body the way every weapon does — through the shared funnel, via the ball's contact test
|
|
// A shambler soaks TUNE.shamblerHp splat-quality hits, so this re-arms the ball until the body is
|
|
// actually down — the drill keeps the roster's toughness on purpose (Oliver: "some are easier, some
|
|
// more difficult to kill"), which means a round is paced by hp as well as by order.
|
|
const drillKillBib = bib => {
|
|
const zb = zombies.find(z => z.bib === bib);
|
|
assert.ok(zb, 'bib ' + bib + ' should be on court');
|
|
for (let i = 0; i < 40 && zombies.includes(zb); i++) {
|
|
ball.active = true; ball.lastHit = 'P'; ball.y = 1; ball.pow = 1; ball.bounces = 0;
|
|
ball.x = zb.x; ball.z = zb.z; ball.vx = ball.vy = ball.vz = 0;
|
|
update(DT);
|
|
}
|
|
assert.ok(!zombies.includes(zb), 'the body should be down');
|
|
};
|
|
|
|
test('a drill owns the court: every other mode refuses while it runs', () => {
|
|
assert.ok(startDrill(), 'a drill starts on a clean court');
|
|
startDuel();
|
|
assert.equal(G.interlude, false, 'startDuel must refuse during a drill');
|
|
forceZombies();
|
|
assert.equal(G.horde, null, 'startHorde must refuse during a drill');
|
|
startBossFight(1);
|
|
assert.equal(G.bossFight, 0, 'startBossFight must refuse during a drill');
|
|
assert.equal(startDrill(), false, 'and a drill must refuse a second drill');
|
|
});
|
|
|
|
test('a drill refuses to start while another mode owns the court', () => {
|
|
startDuel();
|
|
assert.ok(G.interlude, 'setup: the duel has the court');
|
|
assert.equal(startDrill(), false, 'startDrill must refuse during a duel');
|
|
assert.equal(G.drill, null, 'and leave no half-built round behind');
|
|
});
|
|
|
|
test('the call is not play: no target and no serving until the umpire finishes', () => {
|
|
startDrill();
|
|
assert.ok(G.drill.callT > 0, 'the walk-on is running');
|
|
assert.equal(drillTarget(), null, 'nothing is a legal target during the call');
|
|
assert.equal(zombies.length, TUNE.drillBodies, 'the whole court is placed up front');
|
|
assert.equal(new Set(zombies.map(z => z.bib)).size, zombies.length, 'every bib on court is distinct');
|
|
for (let i = 0; i < TUNE.drillCallT * 60 + 4; i++) update(DT);
|
|
assert.ok(drillTarget(), 'and the first target arms when the call ends');
|
|
assert.equal(drillTarget().bib, G.drill.seq[0], 'which is the first colour called');
|
|
});
|
|
|
|
test('killing in the called order wins the round; the tennis ladder stays out of it', () => {
|
|
drillPlaying();
|
|
const seq = G.drill.seq.slice(), games = score.games.slice(), pts = score.pts.slice();
|
|
for (const bib of seq) drillKillBib(bib);
|
|
assert.equal(G.drill.won, 1, 'the round is won');
|
|
assert.equal(G.drill.faults, 0, 'cleanly');
|
|
assert.deepEqual(score.games, games, 'the drill does not bank tennis games');
|
|
assert.deepEqual(score.pts, pts, '...nor tennis points — it keeps its own count');
|
|
for (let i = 0; i < TUNE.drillBeat * 60 + 4; i++) update(DT);
|
|
assert.ok(zombies.length > 0, 'and the next round places a fresh court');
|
|
});
|
|
|
|
test('two wrong bodies is a double fault, and the round goes to them', () => {
|
|
drillPlaying();
|
|
// a colour the sequence never called is a DECOY — the body you must let walk at you
|
|
const decoy = zombies.find(z => !G.drill.seq.includes(z.bib));
|
|
assert.ok(decoy, 'setup: the court carries at least one decoy');
|
|
drillKillBib(decoy.bib);
|
|
assert.equal(G.drill.faults, 1, 'a decoy is a fault');
|
|
assert.equal(G.drill.lost, 0, 'but not the round');
|
|
assert.ok(G.drill.rush > 0, 'the rest lose patience — the punishment is tempo');
|
|
const wrong = zombies.find(z => z.bib !== G.drill.seq[G.drill.step]);
|
|
assert.ok(wrong, 'setup: something is still out of turn');
|
|
drillKillBib(wrong.bib);
|
|
assert.equal(G.drill.lost, 1, 'the second one takes the round off you');
|
|
assert.equal(G.drill.won, 0);
|
|
});
|
|
|
|
test('a wrong kill never leaves an un-winnable round', () => {
|
|
drillPlaying();
|
|
const later = G.drill.seq[G.drill.seq.length - 1]; // kill the LAST call first
|
|
drillKillBib(later);
|
|
assert.equal(G.drill.faults, 1, 'out of turn is a fault');
|
|
assert.ok(!G.drill.seq.includes(later), 'and the dead colour leaves the list rather than blocking it');
|
|
assert.ok(G.drill.seq.every(b => zombies.some(z => z.bib === b)),
|
|
'every colour still on the list is still on the court');
|
|
});
|
|
|
|
test('being caught costs the point, not the run', () => {
|
|
drillPlaying();
|
|
killPlayer();
|
|
assert.notEqual(G.mode, 'eaten', 'permadeath stays in the gore mode');
|
|
assert.equal(G.drill.lost, 1, 'they take the round instead');
|
|
assert.equal(zombies.length, 0, 'and the court is cleared for the next one');
|
|
});
|
|
|
|
test('endDrill hands the court back', () => {
|
|
drillPlaying();
|
|
endDrill();
|
|
assert.equal(G.drill, null);
|
|
assert.equal(zombies.length, 0, 'the drill takes its bodies with it');
|
|
assert.ok(startDuel() !== false && G.interlude, 'and an ordinary mode can have the court again');
|
|
});
|
|
|
|
console.log(`\n${passed} tests passed`);
|
|
process.exit(0); // render.js schedules viewport timers at load; don't let them outlive the report
|