Update hit wiring tests for per-volley damage
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806fe2e878
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@ -43,7 +43,7 @@ test('player collision callback queues hits and processing occurs in scene updat
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assert.match(source, /this\.pendingPlayerHits\.push\(\{[\s\S]*?shot,[\s\S]*?damage,[\s\S]*?x: shot\.x,[\s\S]*?y: shot\.y/);
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assert.match(source, /this\.processPlayerHits\(\)/);
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assert.match(source, /processQueuedPlayerHits\(\{/);
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assert.match(source, /reducePlayerVolleyHits\(\{/);
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assert.match(source, /combat:player-hit-queued/);
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assert.match(source, /combat:player-hit-processed/);
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});
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@ -74,7 +74,7 @@ test('non-lethal player hit processing does not mutate the player object or game
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const block = match[1];
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assert.match(block, /this\.playerHull = result\.hull/);
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assert.match(block, /if \(result\.gameOver\) this\.finishGame\(\)/);
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assert.match(block, /if \(gameOver\) this\.finishGame\(\)/);
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assert.doesNotMatch(block, /this\.player\.setVelocity\(/);
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assert.doesNotMatch(block, /this\.player\.setVisible\(/);
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@ -95,7 +95,7 @@ test('player hit FX runs after queued hit processing, outside the overlap callba
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const source = await read('src/game-v4.js');
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assert.match(source, /this\.pendingPlayerHits\.push\(\{[\s\S]*?x: shot\.x,[\s\S]*?y: shot\.y/);
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assert.match(source, /if \(result\.appliedHits > 0\) \{[\s\S]*?this\.spawnExplosion\(impact\.x, impact\.y, 0\.32\)/);
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assert.match(source, /if \(acceptedHits\.length > 0\) \{[\s\S]*?this\.spawnExplosion\(impact\.x, impact\.y, 0\.32\)/);
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assert.match(source, /this\.flashShip\(this\.player, 0xffcccc\)/);
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assert.match(source, /combat:player-hit-fx-error/);
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});
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