airship-phaser/tests/wiring.test.mjs

239 lines
11 KiB
JavaScript

import test from 'node:test';
import assert from 'node:assert/strict';
import { readFile } from 'node:fs/promises';
const read = (path) => readFile(new URL(`../${path}`, import.meta.url), 'utf8');
test('mobile HUD uses split helm frame and knob assets', async () => {
const source = await read('src/mobile-hud.js');
assert.match(source, /import helmFrameSrc from '.\/assets\/controller\/helm-frame\.js'/);
assert.match(source, /import helmKnobSrc from '.\/assets\/controller\/helm-knob\.js'/);
assert.doesNotMatch(source, /helmSpriteSheetSrc/);
assert.doesNotMatch(source, /helm-sheet\.webp/);
assert.doesNotMatch(source, /backgroundPosition = .*column/);
});
test('drag control emits and HUD consumes one shared helm vector event', async () => {
const [index, hud] = await Promise.all([
read('index.html'),
read('src/mobile-hud.js'),
]);
assert.match(index, /CustomEvent\('airship:helm-vector'/);
assert.match(index, /emitHelmVector\(dx \/ radius, dy \/ radius\)/);
assert.match(index, /emitHelmVector\(0, 0\)/);
assert.doesNotMatch(index, /setHeld\('Arrow/);
assert.doesNotMatch(index, /keyMap/);
assert.match(hud, /addEventListener\('airship:helm-vector'/);
assert.match(hud, /setHelmKnob\(event\.detail\?\.x \?\? 0, event\.detail\?\.y \?\? 0\)/);
});
test('top HUD and cannon controls use direct image modules', async () => {
const source = await read('src/mobile-hud.js');
assert.match(source, /import topHudSrc from '.\/assets\/controller\/top-hud\.js'/);
assert.match(source, /import cannonRoundelSrc from '.\/assets\/controller\/cannon-roundel\.js'/);
assert.match(source, /addPiece\('steam-top', topHudSrc/);
assert.match(source, /addPiece\('steam-cannon-port', cannonRoundelSrc/);
assert.match(source, /addPiece\('steam-cannon-starboard', cannonRoundelSrc/);
});
test('player collision callback queues hits and processing occurs in scene update', async () => {
const source = await read('src/game-v4.js');
assert.match(source, /this\.pendingPlayerHits\.push\(\{[\s\S]*?shot,[\s\S]*?damage,[\s\S]*?x: shot\.x,[\s\S]*?y: shot\.y/);
assert.match(source, /this\.processPlayerHits\(\)/);
assert.match(source, /reducePlayerProjectileHits\(\{/);
assert.match(source, /combat:player-hit-queued/);
assert.match(source, /combat:player-hit-processed/);
});
test('wide-screen HUD keeps visual controls aligned with touch hit-zones', async () => {
const source = await read('src/mobile-hud.js');
assert.match(source, /@media \(min-width: 700px\)/);
assert.match(source, /--steam-wide-helm-size:/);
assert.match(source, /--steam-wide-cannon-size:/);
assert.match(source, /\.steam-radar-wrap,\s*#mobile-controls\.controller-active #drag-stick/);
assert.match(source, /\.steam-cannon-port,\s*\.steam-cannon-starboard,\s*#mobile-controls\.controller-active \.mobile-control\.port,\s*#mobile-controls\.controller-active \.mobile-control\.starboard/);
assert.match(source, /right: calc\(var\(--steam-wide-edge-right\) \+ var\(--steam-wide-cannon-size\) \+ 14px\)/);
});
test('wide-screen HUD caps portrait-scaled artwork instead of stretching with viewport width', async () => {
const source = await read('src/mobile-hud.js');
assert.match(source, /\.steam-top \{[\s\S]*?width: min\(64vw, 560px\)/);
assert.match(source, /\.steam-player-card \{[\s\S]*?width: min\(34vw, 360px\)/);
assert.match(source, /\.steam-enemy-card \{[\s\S]*?width: min\(30vw, 330px\)/);
});
test('non-lethal player hit processing does not mutate the player object or game state', async () => {
const source = await read('src/game-v4.js');
const match = /processPlayerHits\(\) \{([\s\S]*?)\n spawnExplosion\(/.exec(source);
assert.ok(match, 'processPlayerHits block should be found');
const block = match[1];
assert.match(block, /this\.playerHull = result\.hull/);
assert.match(block, /if \(gameOver\) this\.finishGame\(\)/);
assert.doesNotMatch(block, /this\.player\.setVelocity\(/);
assert.doesNotMatch(block, /this\.player\.setVisible\(/);
assert.doesNotMatch(block, /this\.player\.setActive\(/);
assert.doesNotMatch(block, /this\.player\.destroy\(/);
assert.doesNotMatch(block, /this\.player\.body\.enable\s*=/);
assert.doesNotMatch(block, /this\.gameState\s*=/);
});
test('a hit frame emits a completion marker after the rest of scene update runs', async () => {
const source = await read('src/game-v4.js');
assert.match(source, /const hadQueuedPlayerHit = this\.pendingPlayerHits\.length > 0/);
assert.match(source, /this\.checkGameState\(\);[\s\S]*?combat:post-hit-frame-complete/);
});
test('player hit FX runs after queued hit processing, outside the overlap callback', async () => {
const source = await read('src/game-v4.js');
assert.match(source, /this\.pendingPlayerHits\.push\(\{[\s\S]*?x: shot\.x,[\s\S]*?y: shot\.y/);
assert.match(source, /if \(appliedHits > 0\) \{[\s\S]*?for \(const impact of hits\) \{[\s\S]*?this\.spawnExplosion\(impact\.x, impact\.y, 0\.32\)/);
assert.match(source, /this\.playPlayerHitReaction\(totalDamage\)/);
assert.match(source, /this\.cameras\.main\.shake\(120/);
assert.doesNotMatch(source, /targets: this\.player/);
assert.match(source, /combat:player-hit-fx-error/);
});
test('player damage is per projectile with no global cooldown or volley suppression', async () => {
const source = await read('src/game-v4.js');
assert.match(source, /if \(shot\.getData\('playerHitQueued'\)\) return/);
assert.match(source, /reducePlayerProjectileHits\(\{/);
assert.doesNotMatch(source, /PLAYER_HIT_COOLDOWN_MS/);
assert.doesNotMatch(source, /damagedPlayerVolleys/);
assert.doesNotMatch(source, /nextPirateVolleyId/);
assert.doesNotMatch(source, /volleyId/);
});
test('portrait health sprites sit tightly beneath the top HUD', async () => {
const source = await read('src/mobile-hud.js');
assert.match(source, /\.steam-player-card,[\s\S]*?\.steam-enemy-card \{[\s\S]*?top: clamp\(80px, 10\.3vh, 90px\)/);
assert.match(source, /background-size: 400% 300%/);
assert.match(source, /background-color: transparent/);
assert.match(source, /@media \(min-width: 700px\)[\s\S]*?\.steam-player-card,[\s\S]*?\.steam-enemy-card \{[\s\S]*?top: clamp\(70px, 20vh, 104px\)/);
});
test('mobile HUD uses uploaded player and enemy health sprite sheets', async () => {
const source = await read('src/mobile-hud.js');
assert.match(source, /import playerHealthSrc from '.\/assets\/controller\/player-health\.js'/);
assert.match(source, /import enemyHealthSrc from '.\/assets\/controller\/enemy-health\.js'/);
assert.doesNotMatch(source, /import leftStatusSrc/);
assert.doesNotMatch(source, /import rightControlsSrc/);
assert.match(source, /addHealthPiece\('steam-player-card', playerHealthSrc/);
assert.match(source, /addHealthPiece\('steam-enemy-card', enemyHealthSrc/);
assert.match(source, /const healthFrame = \(current, max\) =>/);
assert.match(source, /const setHealthFrame = \(piece, frame\) =>/);
assert.match(source, /\.steam-player-card \{[\s\S]*?background-size: 400% 300%/);
assert.match(source, /setHealthFrame\(playerHealthPiece, healthFrame\(playerHull, playerMaxHull\)\)/);
assert.match(source, /setHealthFrame\([\s\S]*?enemyHealthPiece,[\s\S]*?target \? healthFrame\(target\.hull \|\| 0, target\.maxHull \|\| 120\) : 11/);
assert.doesNotMatch(source, /player-health-cover/);
assert.doesNotMatch(source, /player-health-tint/);
assert.doesNotMatch(source, /steam-bar-fill/);
});
test('uploaded top HUD uses its new aspect ratio', async () => {
const source = await read('src/mobile-hud.js');
assert.match(source, /\.steam-top \{[\s\S]*?aspect-ratio: 960 \/ 246/);
assert.match(source, /@media \(min-width: 700px\)[\s\S]*?\.steam-top \{[\s\S]*?aspect-ratio: 960 \/ 246/);
});
test('game consumes analog helm vector and keeps broadside cooldowns independent', async () => {
const source = await read('src/game-v4.js');
assert.match(source, /addEventListener\('airship:helm-vector', this\.handleHelmVector\)/);
assert.match(source, /const rawHelmX = Math\.abs\(this\.helmVector\.x\) > HELM_DEAD_ZONE/);
assert.match(source, /Math\.pow\(Math\.abs\(rawHelmX\), HELM_STEER_CURVE\)/);
assert.match(source, /const throttleForward = this\.cursors\.up\.isDown \? 1 : Math\.max\(0, -helmY\)/);
assert.match(source, /const turnInput = keyboardTurn \|\| helmX/);
assert.match(source, /const broadside = side < 0 \? 'port' : 'starboard'/);
assert.match(source, /this\.lastPlayerShot\[broadside\]/);
});
test('pirate combat uses class stats and separation steering', async () => {
const source = await read('src/game-v4.js');
assert.match(source, /pirateClassForWave\(this\.wave, i, count\)/);
assert.match(source, /separationVector\(pirate, pirates\)/);
assert.match(source, /pirate\.getData\('reloadMs'\)/);
assert.match(source, /pirate\.getData\('maxHull'\)/);
assert.match(source, /nearestHull \/ nearestMaxHull/);
});
test('mobile cannon HUD shows independent reload progress', async () => {
const source = await read('src/mobile-hud.js');
assert.match(source, /data-steam="port-reload"/);
assert.match(source, /data-steam="starboard-reload"/);
assert.match(source, /state\.reload\?\.port/);
assert.match(source, /state\.reload\?\.starboard/);
});
test('mobile HUD is driven by authoritative game state events', async () => {
const [game, hud] = await Promise.all([
read('src/game-v4.js'),
read('src/mobile-hud.js'),
]);
assert.match(game, /CustomEvent\('airship:hud-state', \{ detail: state \}\)/);
assert.match(game, /hostiles: activePirates\.length/);
assert.match(game, /hitSequence: this\.playerHitSequence/);
assert.match(hud, /addEventListener\('airship:hud-state'/);
assert.match(hud, /renderHudState\(event\.detail\)/);
assert.doesNotMatch(hud, /Phaser\.GAMES/);
assert.doesNotMatch(hud, /getScene\(\)/);
});
test('processed player hits drive sprite and HUD hit reactions', async () => {
const [game, hud] = await Promise.all([
read('src/game-v4.js'),
read('src/mobile-hud.js'),
]);
assert.match(game, /this\.playerHitSequence \+= 1/);
assert.match(game, /playPlayerHitReaction\(damage = PIRATE_SHOT_DAMAGE\)/);
assert.match(game, /this\.player\.setTint\(0xffd7d7\)/);
assert.match(game, /this\.cameras\.main\.shake\(120/);
assert.doesNotMatch(game, /targets: this\.player/);
assert.doesNotMatch(game, /scaleX: this\.playerBaseScaleX/);
assert.match(hud, /steam-player-card\.steam-hit/);
assert.match(hud, /pulsePlayerHit\(state\.player\.hitSequence \?\? 0\)/);
});
test('processed pirate shots are consumed and later projectiles start clean', async () => {
const source = await read('src/game-v4.js');
assert.match(source, /if \(group === this\.pirateShots\) shot\.setData\('playerHitQueued', false\)/);
assert.match(source, /for \(const impact of hits\) \{[\s\S]*?if \(impact\.shot\?\.active\) impact\.shot\.destroy\(\)/);
assert.match(source, /if \(shot\.getData\('playerHitQueued'\)\) return/);
});
test('non-lethal damage preserves the live player sprite and body', async () => {
const source = await read('src/game-v4.js');
assert.match(source, /this\.processPlayerHits\(\);\s*this\.ensureLivePlayerState\(\)/);
assert.match(source, /if \(this\.gameState !== 'playing' \|\| this\.playerHull <= 0 \|\| !this\.player\) return/);
assert.match(source, /if \(!this\.player\.active\) this\.player\.setActive\(true\)/);
assert.match(source, /if \(!this\.player\.visible\) this\.player\.setVisible\(true\)/);
assert.match(source, /if \(this\.player\.alpha !== 1\) this\.player\.setAlpha\(1\)/);
assert.match(source, /if \(this\.player\.body && !this\.player\.body\.enable\)/);
});