feat: add stable story atmosphere and motion controls
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155
scripts/verify-visual-motion-settings.mjs
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155
scripts/verify-visual-motion-settings.mjs
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import { readFileSync } from 'node:fs';
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import { createServer } from 'vite';
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const server = await createServer({
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logLevel: 'error',
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server: { middlewareMode: true, hmr: false },
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appType: 'custom'
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});
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function assert(condition, message) {
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if (!condition) {
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throw new Error(message);
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}
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}
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function createStorage() {
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const values = new Map();
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return {
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values,
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storage: {
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getItem: (key) => values.get(key) ?? null,
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setItem: (key, value) => values.set(key, value)
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}
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};
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}
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const fullMotionPreference = () => ({ matches: false });
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const reducedMotionPreference = () => ({ matches: true });
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try {
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const motion = await server.ssrLoadModule('/src/game/settings/visualMotion.ts');
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assert(
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motion.preferredVisualMotionMode(fullMotionPreference) === 'full',
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'The OS default must use full motion when reduced motion is not requested.'
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);
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assert(
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motion.preferredVisualMotionMode(reducedMotionPreference) === 'reduced',
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'The OS reduced-motion preference must become the default mode.'
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);
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assert(
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motion.preferredVisualMotionMode(() => { throw new Error('unavailable'); }) === 'full',
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'An unavailable media query must safely fall back to full motion.'
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);
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const { values, storage } = createStorage();
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assert(
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motion.loadVisualMotionMode(storage, fullMotionPreference) === 'full',
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'A fresh full-motion environment must load full mode.'
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);
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assert(
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motion.loadVisualMotionMode(storage, reducedMotionPreference) === 'reduced',
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'A fresh reduced-motion environment must load reduced mode.'
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);
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for (const mode of motion.visualMotionModes) {
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motion.saveVisualMotionMode(mode, storage);
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assert(
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motion.loadVisualMotionMode(storage, reducedMotionPreference) === mode,
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`Stored mode ${mode} must override the OS default.`
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);
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}
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values.set(motion.visualMotionStorageKey, 'invalid');
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assert(
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motion.loadVisualMotionMode(storage, fullMotionPreference) === 'full' &&
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motion.loadVisualMotionMode(storage, reducedMotionPreference) === 'reduced',
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'Invalid stored values must normalize to the current OS default.'
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);
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assert(
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motion.normalizeVisualMotionMode('full', 'reduced') === 'full' &&
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motion.normalizeVisualMotionMode('reduced', 'full') === 'reduced' &&
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motion.normalizeVisualMotionMode('invalid', 'reduced') === 'reduced',
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'Visual motion normalization must preserve valid values and replace invalid values.'
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);
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assert(
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motion.nextVisualMotionMode('full') === 'reduced' &&
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motion.nextVisualMotionMode('reduced') === 'full',
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'The two visual motion modes must cycle in display order.'
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);
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assert(
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motion.visualMotionModeLabel('full') === '보통' &&
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motion.visualMotionModeLabel('reduced') === '줄임',
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'Visual motion labels must match the title settings copy.'
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);
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motion.saveVisualMotionMode('reduced', storage);
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assert(
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motion.isVisualMotionReduced(storage, fullMotionPreference),
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'The shared reduced-motion predicate must honor the stored reduced mode.'
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);
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motion.saveVisualMotionMode('full', storage);
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assert(
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!motion.isVisualMotionReduced(storage, reducedMotionPreference),
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'The shared reduced-motion predicate must let a stored full mode override the OS preference.'
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);
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const throwingStorage = {
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getItem: () => { throw new Error('blocked'); },
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setItem: () => { throw new Error('blocked'); }
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};
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assert(
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motion.loadVisualMotionMode(throwingStorage, reducedMotionPreference) === 'reduced',
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'Storage read failures must fall back to the OS preference.'
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);
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motion.saveVisualMotionMode('full', throwingStorage);
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const titleSource = readFileSync('src/game/scenes/TitleScene.ts', 'utf8');
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assert(
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titleSource.includes("from '../settings/visualMotion'") &&
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titleSource.includes('화면 움직임:') &&
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titleSource.includes('nextVisualMotionMode(loadVisualMotionMode())') &&
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titleSource.includes('ui(468)'),
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'The title settings panel must expose the persisted motion toggle in its expanded layout.'
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);
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const battleSource = readFileSync('src/game/scenes/BattleScene.ts', 'utf8');
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assert(
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battleSource.includes("import { isVisualMotionReduced } from '../settings/visualMotion';"),
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'BattleScene must use the shared visual motion preference.'
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);
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assert(
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!battleSource.includes("matchMedia('(prefers-reduced-motion: reduce)')"),
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'BattleScene must not keep direct reduced-motion media queries.'
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);
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assert(
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battleSource.includes('if (!reducedMotion && profile.haze)') &&
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battleSource.includes('if (!reducedMotion && profile.particles)'),
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'Reduced mode must disable moving battle haze and particles without suppressing tint creation.'
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);
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assert(
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(battleSource.match(/this\.shakeCamera\(/g) ?? []).length === 3 &&
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(battleSource.match(/this\.cameras\.main\.shake\(/g) ?? []).length === 1 &&
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battleSource.includes('if (isVisualMotionReduced())'),
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'Every battle camera shake must pass through the shared reduced-motion guard.'
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);
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const storySource = readFileSync('src/game/scenes/StoryScene.ts', 'utf8');
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assert(
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storySource.includes("import { isVisualMotionReduced } from '../settings/visualMotion';") &&
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storySource.includes('this.visualMotionReduced = isVisualMotionReduced();'),
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'StoryScene must load the shared visual motion preference when the scene starts.'
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);
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assert(
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storySource.includes('const particleCount = this.visualMotionReduced ? 0') &&
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storySource.includes('? Math.min(1, profile.haze.count)') &&
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storySource.includes('if (this.visualMotionReduced) {\n return;\n }'),
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'Reduced story motion must stop background panning and particles while retaining one static haze layer.'
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);
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console.info('Verified visual motion defaults, persistence, title controls, and story/battle motion guards.');
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} finally {
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await server.close();
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}
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