"still when I lost a single point and try to serve again every further tap does hurt me more until I am dead". Reproduced tap-for-tap this time, and the serveNum fix was a red herring — a real bug, but not this one. tossBall never stamped ball.lastHit. After any rally the zombie touched last, the freshly tossed ball still said lastHit 'O' — and the previous pass moved the server behind the baseline, past the passing-shot line. So the moment the toss went up, the game saw an opponent ball beyond your baseline: "its passing shot ends the duel", point to them, blood. Every tap = a toss = an instant lost point, faster the more he panicked. Two fixes composed into a death loop; the stale field was harmless while serving happened inside the court. One stamp in tossBall — ball.lastHit = sv.side — fixes every caller. The duel and the gore mode carried the same latent bug for anyone tossing deep behind the line after a racket-zombie touch. Verified with the exact field shape: lose a rally the zombie touched last, then eight badly-timed panic taps — one honestly lost point, zero toss-bleeds. Before the fix every single toss bled. 41 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
631 lines
31 KiB
JavaScript
631 lines
31 KiB
JavaScript
// Headless state-machine tests: `node test.js`.
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// The game's modules are imported for real; only the platform (DOM, WebAudio, storage) is stubbed.
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// These pin the court-ownership contract: horde, sudden-death duel, boss and changeover are
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// EXCLUSIVE control modes — no interleaving of beats may ever let two of them run at once.
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// Born from three field freezes: the last one was a duel starting inside a live horde
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// (pretoss = no steering, horde = no serving, spawns keep coming → unrecoverable).
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import assert from 'node:assert/strict';
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// ---- DETERMINISM. This suite is a Dockerfile build stage: a red run blocks the deploy, so a test
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// that fails one run in five is worse than no gate at all — it trains you to re-run it. Two of the
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// drill tests did exactly that (they asserted on a random batch composition and on a snapshot of a
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// population that legitimately empties), and the pipeline caught what 60 local runs had not.
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//
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// The game leans on Math.random() everywhere — jitter, variants, lanes, spawn gaps — so the fix is
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// to make the STREAM reproducible rather than to strip randomness out of the game. Fixed seed by
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// default, and `SEED=1234 node test.js` re-rolls it: run the suite over a spread of seeds when you
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// touch anything probabilistic, and any failure you see is one you can reproduce exactly.
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//
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// The cost to know about: under one seed a guarded test can silently take its early-out every time
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// and quietly stop testing anything. If you add a `return` for an awkward deal, fuzz a few seeds and
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// make sure the body actually runs.
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let _seed = (Number(process.env.SEED) || 20260811) >>> 0;
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Math.random = () => { // xorshift32 — small, fast, good enough for jitter
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_seed ^= _seed << 13; _seed >>>= 0;
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_seed ^= _seed >> 17;
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_seed ^= _seed << 5; _seed >>>= 0;
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return _seed / 4294967296;
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};
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// ---- platform stubs, installed before the game modules load ----------------
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const absorb = new Proxy(function () {}, {
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get: (t, p) => (p === Symbol.toPrimitive ? () => 0 : absorb),
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set: () => true,
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apply: () => absorb,
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construct: () => absorb,
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});
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const fakeCtx = () => new Proxy({}, {
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get: (t, p) => {
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if (p === 'canvas') return fakeCanvas();
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if (p === 'measureText') return () => ({ width: 0 });
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if (p === 'getImageData') return (x, y, w, h) => ({ data: new Uint8ClampedArray(Math.max(4, w * h * 4)), width: w, height: h });
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if (p === 'createLinearGradient' || p === 'createRadialGradient') return () => ({ addColorStop() {} });
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return () => undefined;
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},
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set: () => true,
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});
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function fakeCanvas() {
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return {
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width: 270, height: 480, style: {},
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getContext: () => fakeCtx(),
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addEventListener() {}, removeEventListener() {},
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getBoundingClientRect: () => ({ left: 0, top: 0, width: 270, height: 480 }),
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toDataURL: () => '',
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};
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}
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const store = new Map();
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globalThis.localStorage = {
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getItem: k => (store.has(k) ? store.get(k) : null),
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setItem: (k, v) => store.set(k, String(v)),
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removeItem: k => store.delete(k),
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};
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globalThis.document = {
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getElementById: () => fakeCanvas(),
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createElement: () => fakeCanvas(),
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addEventListener() {}, removeEventListener() {},
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body: { style: {}, appendChild() {} },
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};
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globalThis.window = globalThis; // audio.js reads window.AudioContext; render reads window.visualViewport (optional)
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globalThis.AudioContext = function () { return absorb; };
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globalThis.webkitAudioContext = globalThis.AudioContext;
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globalThis.matchMedia = () => ({ matches: false, addEventListener() {} });
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globalThis.addEventListener = globalThis.addEventListener || (() => {});
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globalThis.removeEventListener = globalThis.removeEventListener || (() => {});
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globalThis.Image = class { constructor() { this.complete = false; } addEventListener() {} set src(v) {} };
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globalThis.fetch = () => new Promise(() => {}); // audio assets: pending forever, never rejecting
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globalThis.requestAnimationFrame = () => 0;
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globalThis.devicePixelRatio = 2;
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globalThis.innerWidth = 390; globalThis.innerHeight = 844;
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globalThis.ResizeObserver = class { observe() {} disconnect() {} };
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globalThis.getComputedStyle = () => ({ paddingTop: '0' });
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// ---- game modules (real code) ----------------------------------------------
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const { G, P, O, score, ball, setupPoint } = await import('./src/state.js');
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const { update, forceZombies, splatPoint, restartRun, flickTarget, keyPressed } = await import('./src/gameplay.js');
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const { startDuel, resolveInterlude, startBossFight, endBossFight, startDrill: _startDrill, endDrill, startMatch: _startMatch, endMatch } = await import('./src/beats.js');
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// the drill's first-sight modal freezes the world (that is what modals do) — dismiss it the way a
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// player would, so the tests step a live court
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const startDrill = (...a) => { const r = _startDrill(...a); G.modal = null; G.modalQ.length = 0; return r; };
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const { zombies, spawnZombie, pellets } = await import('./src/zombies.js');
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const { killPlayer } = await import('./src/zombies.js');
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const { drillQueue, drillLegal, arrival, drillMult, DRILL_TYPES } = await import('./src/drill.js');
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const { TUNE, bossArt, COURT } = await import('./src/config.js');
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const DT = 1 / 60;
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function freshSplatter() {
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restartRun();
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G.mode = 'splatter';
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G.everTransitioned = true;
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setupPoint();
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}
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let passed = 0;
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function test(name, fn) {
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freshSplatter();
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fn();
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passed++;
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console.log(' ok - ' + name);
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}
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// ---- the contract -----------------------------------------------------------
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test('sanity: a horde starts and owns the court in rally phase', () => {
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forceZombies();
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assert.ok(G.horde, 'horde should start on a clean court');
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assert.equal(G.phase, 'rally', 'horde steering requires rally phase');
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});
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test('a duel refuses to start while a horde is live', () => {
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forceZombies();
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startDuel();
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assert.equal(G.interlude, false, 'startDuel must refuse during a horde');
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});
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test('a horde refuses to start while a duel is live', () => {
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startDuel();
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assert.ok(G.interlude, 'duel should start on a clean court');
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forceZombies();
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assert.equal(G.horde, null, 'startHorde must refuse during a duel');
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});
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test('field repro: a clear latched before the horde must not advance the beat mid-horde', () => {
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// A game won during the set card left clearing+afterClear armed while pendingHorde cashed:
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spawnZombie(0, 5, 'a');
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G.clearing = true; G.afterClear = 'game'; G.duelDue = true;
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forceZombies();
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assert.ok(G.horde, 'setup: horde live over a latched clear');
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zombies.length = 0; // the gun mows the court down to an empty frame between spawns
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for (let i = 0; i < 30; i++) { update(DT); zombies.length = 0; }
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assert.equal(G.interlude, false, 'the scheduled duel must NOT fire inside the horde');
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assert.ok(G.horde, 'the horde must keep running');
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assert.ok(G.clearing, 'the clear waits for the horde to end');
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// ...and once the horde expires, the parked clear advances and the duel fires — sequentially.
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for (let i = 0; i < (TUNE.hordeLen + 3) * 10 && G.horde; i++) { update(0.1); zombies.length = 0; }
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assert.equal(G.horde, null, 'horde over');
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for (let i = 0; i < 30 && !G.interlude; i++) { update(DT); if (!G.interlude) zombies.length = 0; }
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assert.ok(G.interlude, 'the parked duel fires at the first clear AFTER the horde');
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});
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test('kills mid-duel do not score: resolveInterlude is the only exit', () => {
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startDuel();
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const before = JSON.stringify([score.pts, score.games, G.runGames, G.killCount, G.afterClear, G.clearing]);
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for (let i = 0; i < 20; i++) splatPoint('P');
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splatPoint('O');
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assert.equal(JSON.stringify([score.pts, score.games, G.runGames, G.killCount, G.afterClear, G.clearing]), before,
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'splatPoint must be a no-op during the duel');
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resolveInterlude('P');
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assert.equal(G.interlude, false, 'the duel still resolves normally');
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});
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test('invariant net: an injected duel-inside-horde is repaired within one frame', () => {
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forceZombies();
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G.interlude = { introT: 0 }; // simulate an unknown fourth path corrupting the state
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G.phase = 'pretoss'; // the welded-player symptom: no steering, no serving
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update(DT);
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assert.equal(G.interlude, false, 'watchdog must drop the impossible duel');
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assert.equal(G.duelDue, true, 'and re-schedule it instead of eating it');
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assert.equal(G.phase, 'rally', 'and hand the finger back to the player');
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assert.ok(G.missLog.some(e => e.result === 'INVARIANT'), 'the repair leaves evidence in the miss log');
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});
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test('a pending horde defers while a duel runs, then fires after it', () => {
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startDuel();
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G.interlude.introT = 0;
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G.pendingHorde = true; G.seen.horde = true; // not the first horde: no modal in the way
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G.phase = 'over'; G.overT = 0.01;
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update(DT);
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assert.equal(G.horde, null, 'the latch must hold while the duel owns the court');
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assert.ok(G.pendingHorde, 'and stay armed');
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resolveInterlude('P');
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G.modal = null; G.modalQ.length = 0; // dismiss the win popups; the over beat then expires
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for (let i = 0; i < 300 && !G.horde; i++) update(DT); // the post-duel over beat runs 2.2 s
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assert.ok(G.horde, 'the set still gets its horde, after the duel');
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});
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// ---- regressions mined from the project log (each of these shipped broken once) ----------------
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test('a pending horde never pours onto a boss stage', () => {
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// commit 7803c83: at game 30 (set AND boss chapter) the set's horde latch used to cash into the
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// boss fight. The latch must hold while the boss owns the court, and fire after.
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startBossFight(3);
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assert.ok(G.bossFight, 'setup: boss on court');
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G.pendingHorde = true; G.seen.horde = true;
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G.phase = 'over'; G.overT = 0.01;
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update(DT);
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assert.equal(G.horde, null, 'the latch must hold during the boss fight');
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assert.ok(G.pendingHorde, 'and stay armed');
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});
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test('the boss win card is EPIC and survives the set handback (the game-30 clobber)', () => {
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// endBossFight once ran the parked 'set' handback LAST, so the routine SET card overwrote the
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// EPIC card before it drew a frame. The handback runs first now and the boss card wins.
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startBossFight(3);
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G.afterDuel = 'set'; G.seen.horde = true;
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zombies.length = 0;
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endBossFight();
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assert.equal(G.bossFight, 0, 'fight over');
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assert.equal(G.card && G.card.title, 'EPIC!', 'the boss card must not be clobbered by the set card');
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assert.ok(G.pendingHorde, 'the set the boss interrupted still owes its horde');
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for (let i = 0; i < 200 && !G.horde; i++) { update(0.1); zombies.length = 0; }
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assert.ok(G.horde, 'and the horde arrives after the boss beat, not during it');
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});
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test('mgT counts down in every phase and releases the serve lock', () => {
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// commit e75b388: the burst clock used to tick only during rally, so a beat that moved the phase
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// mid-burst stranded mgT above zero forever — and mgT > 0 blocks serving. Permanent lock.
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G.mgT = 0.5; G.gunId = 'gun';
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assert.equal(G.phase, 'pretoss', 'setup: not in rally');
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for (let i = 0; i < 60; i++) { update(DT); zombies.length = 0; }
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assert.ok(G.mgT <= 0, 'the burst clock must run out outside rally');
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assert.equal(G.phase, 'pretoss', 'and hand back the serve loop');
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});
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test('a won duel pays out: the tin and the trainer', () => {
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// commit c75bd5b ("pay out every won duel") + the heal that is THE reason to want a duel.
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G.hp = G.hpMax - 3;
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startDuel();
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G.interlude.introT = 0;
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const rackBefore = G.rack.length + (G.temp ? 1 : 0);
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resolveInterlude('P');
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const rackAfter = G.rack.length + (G.temp ? 1 : 0);
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assert.ok(rackAfter > rackBefore, 'winning the duel must hand over a weapon');
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assert.equal(G.hp, G.hpMax - 3 + TUNE.healPerDuel, 'and the trainer heals healPerDuel');
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});
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test('a lost duel banks their game — and their set — without a horde', () => {
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score.games[1] = 5;
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startDuel();
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G.interlude.introT = 0;
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resolveInterlude('O');
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assert.equal(G.sets[1], 1, 'their 6th game banks their set');
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assert.deepEqual(score.games, [0, 0], 'games reset');
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assert.ok(zombies.filter(z => z.variant !== 'r').length >= 5, 'the dead lose patience: an instant surge');
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assert.ok(!G.horde && !G.pendingHorde, 'their duel set carries no horde');
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});
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// ---- the announcements: nothing that changes the control mode may arrive unannounced -----------
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test('a set warns THEY KEEP COMING before the wave lands', () => {
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G.pendingHorde = true; G.seen.horde = true; // not the first horde: no teaching modal in the way
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G.phase = 'over'; G.overT = 0.01;
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update(DT);
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assert.equal(G.horde, null, 'the wave must not land on the same frame as its own announcement');
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assert.ok(G.hordeWarn > 0, 'the breather is running');
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assert.equal(G.flash && G.flash.text, 'THEY KEEP COMING', 'and it says so');
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for (let i = 0; i < 10 && !G.horde; i++) update(DT); // ...but not for a hundredth of a second
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assert.equal(G.horde, null, 'the breather actually holds');
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for (let i = 0; i < (TUNE.hordeWarnT + 1) * 60 && !G.horde; i++) update(DT);
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assert.ok(G.horde, 'and the wave lands when it runs out');
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});
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test('a mode that steals the court during the warning re-arms the horde', () => {
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G.pendingHorde = true; G.seen.horde = true;
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G.phase = 'over'; G.overT = 0.01;
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update(DT);
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assert.ok(G.hordeWarn > 0, 'setup: warning running');
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startDuel(); // the court is calm during a breather, so a scheduled beat CAN grab it here
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G.modal = null; G.modalQ.length = 0; // (its first-sight popup would freeze the world we're stepping)
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for (let i = 0; i < (TUNE.hordeWarnT + 1) * 60 && !G.horde; i++) update(DT);
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assert.equal(G.horde, null, 'the wave must not land inside the duel');
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assert.ok(G.pendingHorde, 'the set is still owed its horde');
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});
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test('a chapter boss announces itself and hands the court back on its own', () => {
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startBossFight(2);
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assert.ok(G.modal, 'the walk-on is an overlay, not a band card');
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assert.equal(G.modal.title, bossArt(2).name, 'it names the boss');
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assert.deepEqual(G.modal.body, ['ENTERED THE COURT']);
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for (let i = 0; i < (TUNE.modalIn + TUNE.bossIntroT) * 60 - 6; i++) update(DT);
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assert.ok(G.modal, 'and holds the frozen court while the player reads it');
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for (let i = 0; i < 20 && G.modal; i++) update(DT);
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assert.equal(G.modal, null, 'then lets go without waiting for a tap');
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assert.ok(G.bossFight, 'the fight is on');
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});
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test('a burst fires through the beat that follows the kill that emptied the court', () => {
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// The gun/flamer/beacon used to require phase 'rally', and every beat raised by clearing the
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// court (a point, a won game, the mop-up) parks the phase in 'over' — so the weapon fell silent
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// exactly when it had killed everything. Its OWN clock is the only thing that ends it.
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G.mgT = 2; G.gunId = 'flamer'; G.mgCool = 0;
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G.phase = 'over'; G.overT = 1.5; // the won-game beat, running behind the burst
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pellets.length = 0;
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for (let i = 0; i < 30; i++) { update(DT); zombies.length = 0; } // an empty court, as after the last kill
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assert.equal(G.phase, 'over', 'setup: the beat is still running');
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assert.ok(pellets.length > 0, 'the burst keeps firing through it');
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assert.ok(G.mgT > 0, 'and its window is still open');
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});
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// ---- the triage drill: one rule, and every part of it pinned --------------------------------
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// The rule: always kill the body that would reach you first (arrival = distance / speed down a held
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// lane). Wounds are free, the slack forgives near-ties, the streak is the punishment and the payout.
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function drillPlaying(seconds = 1) {
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startDrill();
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for (let i = 0; i < seconds * 60; i++) update(DT);
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}
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// kill a specific body through the shared funnel, via the ball's contact test
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const drillKillBody = zb => {
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for (let i = 0; i < 60 && zombies.includes(zb); i++) {
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ball.active = true; ball.lastHit = 'P'; ball.y = 1; ball.pow = 1; ball.bounces = 0;
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ball.x = zb.x; ball.z = zb.z; ball.vx = ball.vy = ball.vz = 0;
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update(DT);
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}
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assert.ok(!zombies.includes(zb), 'the body should be down');
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};
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// a hand-built queue with KNOWN arrivals, so a test judges against arithmetic rather than luck:
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// far-but-fast arrives at t=4, near-but-slow at t=8, dawdler at t=16
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function riggedQueue() {
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startDrill();
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zombies.length = 0;
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G.drill.spawnT = 999; // hold the stream while the fixture stands
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const rig = [];
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for (const [z, v] of [[COURT.L - 8, 2.0], [COURT.L - 4, 0.5], [COURT.L - 16, 1.0]]) {
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spawnZombie(0, z, 'a');
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const zb = zombies[zombies.length - 1];
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zb.drill = true; zb.pts = 20; zb.v = v; zb.hp = zb.hpMax = 1;
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rig.push(zb);
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}
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return rig; // [first, second, third] by arrival: 4 s, 8 s, 16 s
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}
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test('a drill owns the court: every other mode refuses while it runs', () => {
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assert.ok(startDrill(), 'a drill starts on a clean court');
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startDuel();
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assert.equal(G.interlude, false, 'startDuel must refuse during a drill');
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forceZombies();
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assert.equal(G.horde, null, 'startHorde must refuse during a drill');
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startBossFight(1);
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assert.equal(G.bossFight, 0, 'startBossFight must refuse during a drill');
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assert.equal(startDrill(), false, 'and a drill must refuse a second drill');
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});
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test('a drill refuses to start while another mode owns the court', () => {
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startDuel();
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assert.ok(G.interlude, 'setup: the duel has the court');
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assert.equal(startDrill(), false, 'startDrill must refuse during a duel');
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assert.equal(G.drill, null, 'and leave no half-built state behind');
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});
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|
|
test('the queue ranks by ARRIVAL, not distance: far-but-fast outranks near-but-slow', () => {
|
|
const [fast, slow] = riggedQueue();
|
|
const q = drillQueue();
|
|
assert.equal(q[0], fast, 'the 2.0 m/s body 8 m out arrives first (4 s vs 8 s)');
|
|
assert.equal(q[1], slow, 'the 0.5 m/s body 4 m out is second');
|
|
assert.ok(arrival(q[0]) < arrival(q[1]) && arrival(q[1]) < arrival(q[2]), 'arrivals are ordered');
|
|
});
|
|
|
|
test('killing the queue head grows the streak and banks points', () => {
|
|
const [fast] = riggedQueue();
|
|
const s0 = G.drill.score;
|
|
drillKillBody(fast);
|
|
assert.equal(G.drill.streak, 1, 'a correct kill grows the streak');
|
|
assert.equal(G.drill.faults, 0, 'and is no fault');
|
|
assert.ok(G.drill.score > s0, 'and banks points');
|
|
});
|
|
|
|
test('killing out of turn is a fault, resets the streak, and sweeps nothing', () => {
|
|
const rig = riggedQueue();
|
|
G.drill.streak = 7; G.drill.score = 500;
|
|
drillKillBody(rig[2]); // the 16 s dawdler, with a 4 s body still walking
|
|
assert.equal(G.drill.faults, 1, 'a misread faults');
|
|
assert.equal(G.drill.streak, 0, 'and the streak dies');
|
|
assert.equal(G.drill.score, 500, 'the banked score is untouched');
|
|
assert.ok(zombies.includes(rig[0]) && zombies.includes(rig[1]), 'the court is NOT swept — the queue keeps walking');
|
|
});
|
|
|
|
test('the slack forgives a near-tie', () => {
|
|
startDrill();
|
|
zombies.length = 0; G.drill.spawnT = 999;
|
|
for (const dz of [6, 6.3]) { // two bodies arriving ~0.3 s apart at 1 m/s
|
|
spawnZombie(dz > 6 ? 2 : -2, COURT.L - dz, 'a');
|
|
const zb = zombies[zombies.length - 1];
|
|
zb.drill = true; zb.pts = 20; zb.v = 1.0; zb.hp = zb.hpMax = 1;
|
|
}
|
|
const second = zombies[zombies.length - 1];
|
|
drillKillBody(second); // kill #2 of a 0.3 s tie: inside drillSlack 0.9
|
|
assert.equal(G.drill.faults, 0, 'inside the slack, either of a near-tie is legal');
|
|
assert.equal(G.drill.streak, 1, 'and it counts');
|
|
});
|
|
|
|
test('wounds are free: softening a back-of-queue heavy is never judged', () => {
|
|
startDrill();
|
|
zombies.length = 0; G.drill.spawnT = 999;
|
|
spawnZombie(0, COURT.L - 3, 'a'); // the urgent one, 3 s out
|
|
const urgent = zombies[zombies.length - 1];
|
|
urgent.drill = true; urgent.pts = 20; urgent.v = 1.0; urgent.hp = urgent.hpMax = 1;
|
|
spawnZombie(2, COURT.L - 18, 'g'); // a brute at the back, 5 hp
|
|
const brute = zombies[zombies.length - 1];
|
|
brute.drill = true; brute.pts = 80; brute.v = 1.0;
|
|
ball.active = true; ball.lastHit = 'P'; ball.y = 1; ball.pow = 1; ball.bounces = 0;
|
|
ball.x = brute.x; ball.z = brute.z; ball.vx = ball.vy = ball.vz = 0;
|
|
update(DT);
|
|
assert.ok(zombies.includes(brute), 'setup: the brute survived the hit');
|
|
assert.ok(brute.hp < brute.hpMax, 'setup: but is wounded');
|
|
assert.equal(G.drill.faults, 0, 'a wound out of turn is NOT a fault — only the kill is judged');
|
|
});
|
|
|
|
test('the multiplier steps with the streak and caps', () => {
|
|
startDrill();
|
|
const d = G.drill;
|
|
d.streak = 0; assert.equal(drillMult(d), 1);
|
|
d.streak = TUNE.drillMultEvery; assert.equal(drillMult(d), 2);
|
|
d.streak = TUNE.drillMultEvery * 9; assert.equal(drillMult(d), TUNE.drillMultCap, 'capped');
|
|
});
|
|
|
|
test('the best score survives in localStorage', () => {
|
|
startDrill();
|
|
const [fast] = riggedQueue();
|
|
G.drill.score = 777; G.drill.best = 0;
|
|
drillKillBody(fast); // any correct kill banks through bankBest
|
|
assert.ok(G.drill.best >= 777, 'the run became the best');
|
|
assert.ok(Number(localStorage.getItem('drillBest')) >= 777, 'and it is written down');
|
|
});
|
|
|
|
test('the stream keeps arriving, capped and spaced', () => {
|
|
const eaten = TUNE.eatenR; TUNE.eatenR = 0;
|
|
try {
|
|
startDrill();
|
|
const seeded = zombies.length;
|
|
let peak = 0;
|
|
for (let i = 0; i < 18 * 60; i++) { update(DT); peak = Math.max(peak, zombies.length); }
|
|
assert.ok(peak > seeded, 'bodies keep arriving: peak ' + peak);
|
|
assert.ok(peak <= TUNE.drillMaxOnCourt, 'never past the court cap');
|
|
for (let i = 0; i < zombies.length; i++) for (let j = i + 1; j < zombies.length; j++)
|
|
assert.ok(Math.abs(zombies[i].x - zombies[j].x) > 0.3 || Math.abs(zombies[i].z - zombies[j].z) > 0.8,
|
|
'two bodies ended up on top of each other');
|
|
} finally { TUNE.eatenR = eaten; }
|
|
});
|
|
|
|
test('being caught sweeps the court and kills the streak, but the score survives', () => {
|
|
drillPlaying();
|
|
G.drill.score = 900; G.drill.streak = 6;
|
|
killPlayer();
|
|
assert.notEqual(G.mode, 'eaten', 'permadeath stays in the gore mode');
|
|
assert.equal(G.drill.lost, 1, 'it is a loss');
|
|
assert.equal(G.drill.streak, 0, 'the streak dies');
|
|
assert.equal(G.drill.score, 900, 'the score does not');
|
|
assert.equal(zombies.length, 0, 'the court is swept');
|
|
assert.equal(ball.active, false, 'and the finishing ball is spent — the court refills up-court');
|
|
for (let i = 0; i < 10 * 60; i++) update(DT);
|
|
assert.ok(zombies.length > 0, 'then the stream simply resumes');
|
|
});
|
|
|
|
test('a body that walks past you counts as caught, never as a free escape', () => {
|
|
drillPlaying();
|
|
const runaway = zombies.find(z => z.drill);
|
|
assert.ok(runaway, 'setup: the stream is on court');
|
|
runaway.x = P.x + 5; runaway.z = COURT.L + 1;
|
|
const lost = G.drill.lost;
|
|
update(DT);
|
|
assert.equal(G.drill.lost, lost + 1, 'it costs the point');
|
|
assert.ok(!zombies.includes(runaway), 'and it is gone');
|
|
});
|
|
|
|
test('drillOneShot is a switch, and OFF means the roster HP is intact', () => {
|
|
startDrill();
|
|
for (let i = 0; i < 30 * 60 && !zombies.some(z => 'gkhde'.includes(z.variant)); i++) update(DT);
|
|
const heavy = zombies.find(z => 'gkhde'.includes(z.variant));
|
|
if (!heavy) return; // this seed dealt only shamblers in the window
|
|
if (TUNE.drillOneShot >= 0.5) assert.equal(heavy.hp, 1, 'one-shot on: everything is glass');
|
|
else assert.ok(heavy.hp > 1, 'one-shot off: a ' + heavy.variant + ' keeps its ' + heavy.hp + ' hp');
|
|
});
|
|
|
|
test('the rule announces itself once, and the markers are the legal SET', () => {
|
|
_startDrill(); // the raw one: we WANT the modal this time
|
|
assert.ok(G.modal, 'first drill of a run: the rule gets its one sentence');
|
|
assert.equal(G.modal.title, 'CLEARANCE DRILL');
|
|
G.modal = null;
|
|
endDrill(); _startDrill();
|
|
assert.equal(G.modal, null, 'second drill of the same run: no re-teaching');
|
|
G.modal = null;
|
|
// the legal set: everything within the slack of the head, and never anything beyond it
|
|
zombies.length = 0; G.drill.spawnT = 999;
|
|
for (const [dz, v] of [[6, 1.0], [6.5, 1.0], [16, 1.0]]) { // 6 s, 6.5 s, 16 s out
|
|
spawnZombie(0, COURT.L - dz, 'a');
|
|
const zb = zombies[zombies.length - 1];
|
|
zb.drill = true; zb.pts = 20; zb.v = v; zb.hp = zb.hpMax = 1;
|
|
}
|
|
const legal = drillLegal();
|
|
assert.equal(legal.length, 2, 'the 0.5 s tie is IN the marker set (slack ' + TUNE.drillSlack + ')');
|
|
assert.ok(!legal.some(z => Math.abs(arrival(z) - 16) < 0.5), 'the 16 s body is not');
|
|
});
|
|
|
|
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');
|
|
});
|
|
|
|
// ---- zombie tennis: one game per opponent, blood only ------------------------------------------
|
|
|
|
const startMatch = () => { const r = _startMatch(); G.modal = null; G.modalQ.length = 0; return r; };
|
|
const oppOf = () => zombies.find(z => z.variant === 'r');
|
|
|
|
test('a match owns the court like every other mode', () => {
|
|
assert.ok(startMatch(), 'a match starts on a clean court');
|
|
assert.ok(G.interlude, 'and runs on a permanent interlude — that is the design');
|
|
startDuel(); // interlude guard catches it
|
|
forceZombies();
|
|
assert.equal(G.horde, null, 'no horde into a match');
|
|
startBossFight(1);
|
|
assert.equal(G.bossFight, 0, 'no boss into a match');
|
|
assert.equal(startDrill(), false, 'no drill into a match');
|
|
assert.equal(startMatch(), false, 'no second match');
|
|
endMatch();
|
|
assert.ok(startDrill(), 'endMatch hands the court back');
|
|
});
|
|
|
|
test('a point won tears a wound stage off the body; only the game point fells it', () => {
|
|
startMatch();
|
|
const zb = oppOf();
|
|
assert.equal(zb.hpMax, TUNE.matchOppHp, 'opponent one carries the base pool');
|
|
for (let k = 1; k <= 3; k++) {
|
|
resolveInterlude('P');
|
|
assert.ok(zombies.includes(zb), 'point ' + k + ': still standing');
|
|
assert.ok(zb.hp < zb.hpMax, '...and visibly wounded (' + zb.hp + '/' + zb.hpMax + ')');
|
|
}
|
|
assert.equal(zb.hp, 1, 'three points in: one stage left');
|
|
resolveInterlude('P'); // the game point
|
|
assert.ok(!zombies.includes(zb), 'the game-winning point IS the kill');
|
|
const next = oppOf();
|
|
assert.ok(next && next !== zb, 'a fresh opponent shambled on');
|
|
assert.equal(next.hpMax, TUNE.matchOppHp, 'same flat pool — the ladder escalates in speed/flub, not hp');
|
|
assert.equal(G.runGames, 1, 'the ladder banked the game');
|
|
assert.deepEqual(score.pts, [0, 0], 'and the points reset');
|
|
});
|
|
|
|
test('their points draw blood from the MATCH pool, and running dry is the run', () => {
|
|
startMatch();
|
|
assert.equal(G.hp, TUNE.matchPlayerHp, 'the match brings its own, deeper pool');
|
|
resolveInterlude('O');
|
|
assert.equal(G.hp, TUNE.matchPlayerHp - 1, 'a point costs one');
|
|
G.hp = 1;
|
|
resolveInterlude('O');
|
|
assert.equal(G.mode, 'eaten', 'blood only — and it runs out the way it always does');
|
|
});
|
|
|
|
test('a match ball never wounds the body: the score is the only way through', () => {
|
|
startMatch();
|
|
const zb = oppOf();
|
|
// a full-power ball straight into the opponent — the regicide path, now closed for matches
|
|
ball.active = true; ball.lastHit = 'P'; ball.y = 1.2; ball.pow = 1; ball.bounces = 0;
|
|
ball.x = zb.x; ball.z = zb.z; ball.vx = 0; ball.vy = 0; ball.vz = -1;
|
|
for (let i = 0; i < 5; i++) update(DT);
|
|
assert.ok(zombies.includes(zb), 'still standing');
|
|
assert.equal(zb.hp, zb.hpMax, 'and unwounded — "killing by smashing" is out of the match');
|
|
});
|
|
|
|
test('THE DEATH LOOP: a fault before a lost point must not arm second-serve forever', () => {
|
|
// The match bypasses tennis's pointTo — the only thing that ever reset G.serveNum — so the first
|
|
// fault of the match made EVERY later missed serve a double fault: a point, blood, and repeat
|
|
// until dead. Oliver hit it: "when trying to serve after i got hurt i get hurt again and again
|
|
// until i die".
|
|
startMatch();
|
|
G.serveNum = 2; // a fault has burned the first serve
|
|
resolveInterlude('O'); // the point is lost (double fault, passing shot, whatever)
|
|
assert.equal(G.serveNum, 1, 'the NEXT point starts on a first serve');
|
|
resolveInterlude('P');
|
|
assert.equal(G.serveNum, 1, '...whoever won it');
|
|
});
|
|
|
|
test('THE REAL DEATH LOOP: a toss after their rally touch is not their passing shot', () => {
|
|
// tossBall left ball.lastHit stale. After any rally the zombie touched last, the fresh toss still
|
|
// said lastHit 'O' — and the match serves from BEHIND the baseline (z 24.3), past the passing-shot
|
|
// line (COURT.L + 0.3), so the moment the toss went up the game scored "its passing shot ends the
|
|
// duel": a point and blood per TAP. serveNum was a red herring; this was the loop Oliver hit twice.
|
|
startMatch();
|
|
for (let i = 0; i < 2.0 * 60; i++) update(DT); // ride out the intro beat — it blocks serving
|
|
const hp0 = G.hp, pts0 = score.pts.slice();
|
|
ball.lastHit = 'O'; ball.active = false; // the zombie touched the last rally ball
|
|
assert.ok(P.z > COURT.L + 0.3, 'setup: the server stands behind the passing-shot line');
|
|
keyPressed('Space'); // the toss goes up
|
|
assert.equal(G.phase, 'toss', 'the toss is up');
|
|
for (let i = 0; i < 40; i++) update(DT); // two thirds of a second of flight
|
|
assert.equal(G.hp, hp0, 'no blood for tossing a ball');
|
|
assert.deepEqual(score.pts, pts0, 'and no point changes hands');
|
|
assert.equal(ball.lastHit, 'P', 'the toss is the server\'s ball');
|
|
});
|
|
|
|
test('every point starts with the receiver on its mark', () => {
|
|
startMatch();
|
|
const rz = oppOf();
|
|
rz.x = 6; rz.z = 12; // stranded mid-court by the last rally
|
|
resolveInterlude('P');
|
|
assert.ok(Math.abs(rz.x) < 3 && rz.z <= 1.5,
|
|
'reset to the receiver spot, not wherever the rally left it: x=' + rz.x.toFixed(1) + ' z=' + rz.z.toFixed(1));
|
|
assert.equal(rz.x, O.x, 'on the exact mark the tennis branch computed for the receiver');
|
|
});
|
|
|
|
test('the ladder escalates in speed and reliability, not in hp', () => {
|
|
// pure arithmetic on the knobs racketAI reads — pinned so a future tuning pass cannot silently
|
|
// flatten the ladder again
|
|
assert.ok(TUNE.matchSpeedBase > 1, 'opponent one is already quicker than the duel lumber');
|
|
assert.ok(TUNE.matchSpeedPer > 0, 'each opponent is faster');
|
|
assert.ok(TUNE.matchFlub < TUNE.racketFlub, 'the match whiffs less than the duel from the start');
|
|
assert.ok(TUNE.matchFlubKeep < 1, 'and less again per rung');
|
|
});
|
|
|
|
test('a game won heals, so a clean player can go the distance', () => {
|
|
startMatch();
|
|
G.hp = 1;
|
|
for (let k = 0; k < 4; k++) resolveInterlude('P');
|
|
assert.equal(G.hp, Math.min(G.hpMax, 1 + TUNE.matchHeal), 'the game paid its heal');
|
|
});
|
|
|
|
test('regicide: killing the body mid-game wins the game outright', () => {
|
|
startMatch();
|
|
const zb = oppOf();
|
|
resolveInterlude('P'); // 15-0, so the score is mid-game
|
|
const games = score.games[0];
|
|
zombies.length = 0; // the body is destroyed by a shot, not by the score
|
|
resolveInterlude('P'); // killZombie's exit lands here with the court empty
|
|
assert.equal(score.games[0], games + 1, 'the game banks');
|
|
assert.deepEqual(score.pts, [0, 0], 'the part-played points reset');
|
|
assert.ok(oppOf(), 'and the next opponent is on');
|
|
});
|
|
|
|
console.log(`\n${passed} tests passed`);
|
|
process.exit(0); // render.js schedules viewport timers at load; don't let them outlive the report
|