222 lines
10 KiB
JavaScript
222 lines
10 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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// ---- 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, score, ball, setupPoint } = await import('./state.js');
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const { update, forceZombies, splatPoint, restartRun } = await import('./gameplay.js');
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const { startDuel, resolveInterlude, startBossFight, endBossFight } = await import('./beats.js');
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const { zombies, spawnZombie } = await import('./zombies.js');
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const { TUNE } = await import('./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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console.log(`\n${passed} tests passed`);
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process.exit(0); // render.js schedules viewport timers at load; don't let them outlive the report
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