Files
heros_web/scripts/verify-release-candidate.mjs

5487 lines
273 KiB
JavaScript

import { spawn, spawnSync } from 'node:child_process';
import { mkdirSync } from 'node:fs';
import { chromium } from 'playwright';
const targetUrl = withDebugParam(process.env.RELEASE_QA_URL ?? 'http://127.0.0.1:4173/');
const screenshotDir = 'dist';
const expectedTitle = '\uC0BC\uAD6D\uC9C0: \uC138 \uD615\uC81C\uC758 \uB9F9\uC138';
const firstBattleUnlockLabel = '\uD669\uAC74 \uC794\uB2F9 \uCD94\uACA9 \uAC1C\uBC29';
const relevantLogPattern = /asset|audio|cannot|failed|map|missing|portrait|sprite|story|texture|unit/i;
let serverProcess;
let browser;
try {
runCommand('node', ['scripts/verify-static-data.mjs']);
mkdirSync(screenshotDir, { recursive: true });
serverProcess = await ensurePreviewServer(targetUrl);
runCommand(process.execPath, ['scripts/verify-save-retry-flow.mjs'], { VERIFY_URL: targetUrl });
browser = await chromium.launch({ headless: true });
const page = await browser.newPage({ viewport: { width: 1280, height: 720 } });
const consoleMessages = [];
const pageErrors = [];
const requestFailures = [];
page.on('console', (message) => {
consoleMessages.push({ type: message.type(), text: message.text() });
});
page.on('pageerror', (error) => {
pageErrors.push(error.message);
});
page.on('requestfailed', (request) => {
requestFailures.push({
url: request.url(),
type: request.resourceType(),
failure: request.failure()?.errorText ?? 'unknown'
});
});
await page.goto(targetUrl, { waitUntil: 'domcontentloaded' });
await page.evaluate(() => window.localStorage.clear());
await page.reload({ waitUntil: 'domcontentloaded' });
await waitForTitle(page);
await assertReleaseShellReady(page);
await assertHdPlusCanvasFit(page);
await assertHdPlusInputMapping(browser, targetUrl);
await assertLargeRosterHud(browser, targetUrl);
await page.screenshot({ path: `${screenshotDir}/rc-title-first-run.png`, fullPage: true });
await assertCanvasPainted(page, 'title first run');
const emptySave = await readCampaignSave(page);
assert(!emptySave.current && !emptySave.slot1, `Expected first run without campaign save: ${JSON.stringify(emptySave)}`);
await page.mouse.click(962, 240);
await waitForStoryReady(page);
await setDebugQueryParam(page, 'debugOrderCommandReady', '1');
await page.screenshot({ path: `${screenshotDir}/rc-new-game-story.png`, fullPage: true });
await assertCanvasPainted(page, 'new game story');
await advanceUntilBattle(page, 'first-battle-zhuo-commandery');
await page.screenshot({ path: `${screenshotDir}/rc-first-battle.png`, fullPage: true });
await assertCanvasPainted(page, 'first battle');
const firstBattleProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const state = window.__HEROS_DEBUG__?.battle();
const sideTexts = textValues(scene?.sidePanelObjects);
const miniMapTexts = textValues((scene?.miniMapObjects ?? []).filter((object) => object?.active && object?.visible));
const miniMapFrame = (scene?.miniMapObjects ?? []).find((object) => object?.name === 'mini-map-frame');
return {
battleId: state?.battleId,
objectiveText: scene?.objectiveTrackerText?.text,
objectiveSubText: scene?.objectiveTrackerSubText?.text,
sideTexts,
miniMapTexts,
actualMiniMapFrameBounds: miniMapFrame ? boundsValue(miniMapFrame.getBounds()) : null,
hud: state?.battleHud ?? null,
camera: state?.camera ?? null,
battleLog: [...(state?.battleLog ?? [])],
sceneBounds: scene ? { x: 0, y: 0, width: scene.scale.width, height: scene.scale.height } : null,
panelBounds: scene
? {
x: scene.layout.panelX,
y: scene.layout.panelY,
width: scene.layout.panelWidth,
height: scene.layout.panelHeight
}
: null
};
function textValues(objects = []) {
return objects.filter((object) => object?.type === 'Text').map((object) => object.text);
}
function boundsValue(bounds) {
return { x: bounds.x, y: bounds.y, width: bounds.width, height: bounds.height };
}
});
assert(firstBattleProbe.battleId === 'first-battle-zhuo-commandery', `Expected first battle: ${JSON.stringify(firstBattleProbe)}`);
assert(firstBattleProbe.objectiveText?.startsWith('승리 목표:'), `Expected clear victory objective label: ${JSON.stringify(firstBattleProbe)}`);
assert(firstBattleProbe.objectiveSubText?.includes('패배 조건:'), `Expected clear defeat condition label: ${JSON.stringify(firstBattleProbe)}`);
assert(
firstBattleProbe.objectiveSubText?.startsWith('패배 조건:') &&
!firstBattleProbe.objectiveSubText.includes('진군:') &&
!firstBattleProbe.objectiveSubText.includes('보조:'),
`Expected the compact objective subtext to retain only the defeat condition without duplicate route or bonus guidance: ${JSON.stringify(firstBattleProbe)}`
);
assert(
firstBattleProbe.sideTexts.some((text) => text.includes('출진 군세')) &&
!firstBattleProbe.sideTexts.some((text) => text.includes('...')),
`Expected sortie doctrine opening message without ASCII truncation: ${JSON.stringify(firstBattleProbe.sideTexts)}`
);
const firstBattleMiniMap = firstBattleProbe.hud?.miniMap;
const firstBattleRecentActions = firstBattleProbe.hud?.recentActions;
assert(
firstBattleMiniMap?.visible === true &&
firstBattleMiniMap.title === '전장 지도' &&
sameJsonValue(firstBattleMiniMap.legend, ['아', '적', '목']) &&
firstBattleProbe.sceneBounds?.width === 1280 &&
firstBattleProbe.sceneBounds?.height === 720 &&
firstBattleMiniMap.cellSize >= 1 &&
firstBattleMiniMap.objectiveHighlighted === true &&
firstBattleMiniMap.selectedUnitId === null &&
firstBattleMiniMap.selectedHighlighted === false &&
firstBattleProbe.miniMapTexts.includes('전장 지도') &&
['아', '적', '목'].every((label) => firstBattleProbe.miniMapTexts.includes(label)) &&
sameJsonValue(firstBattleProbe.actualMiniMapFrameBounds, firstBattleMiniMap.frameBounds) &&
isFiniteBounds(firstBattleProbe.sceneBounds) &&
isFiniteBounds(firstBattleProbe.panelBounds) &&
isFiniteBounds(firstBattleMiniMap.frameBounds) &&
isFiniteBounds(firstBattleMiniMap.headerBounds) &&
isFiniteBounds(firstBattleMiniMap.mapBounds) &&
isFiniteBounds(firstBattleMiniMap.viewportBounds) &&
boundsInside(firstBattleProbe.panelBounds, firstBattleProbe.sceneBounds) &&
boundsInside(firstBattleMiniMap.frameBounds, firstBattleProbe.panelBounds) &&
boundsInside(firstBattleMiniMap.headerBounds, firstBattleMiniMap.frameBounds) &&
boundsInside(firstBattleMiniMap.mapBounds, firstBattleMiniMap.frameBounds) &&
boundsInside(firstBattleMiniMap.viewportBounds, firstBattleMiniMap.mapBounds, 2) &&
firstBattleMiniMap.mapBounds.width === firstBattleProbe.camera?.mapWidth * firstBattleMiniMap.cellSize &&
firstBattleMiniMap.mapBounds.height === firstBattleProbe.camera?.mapHeight * firstBattleMiniMap.cellSize &&
firstBattleMiniMap.headerBounds.y + firstBattleMiniMap.headerBounds.height <= firstBattleMiniMap.mapBounds.y,
`Expected a framed tactical minimap with title, legend, objective emphasis, and separate map hit bounds: ${JSON.stringify(firstBattleProbe)}`
);
assert(
isFiniteBounds(firstBattleRecentActions) &&
boundsInside(firstBattleRecentActions, firstBattleProbe.panelBounds) &&
boundsInside(firstBattleRecentActions, firstBattleProbe.sceneBounds) &&
firstBattleRecentActions?.compact === true &&
firstBattleRecentActions.height === 84 &&
firstBattleRecentActions.rowCount === Math.min(2, firstBattleProbe.battleLog.length) &&
firstBattleProbe.sideTexts.includes('최근 행동') &&
firstBattleRecentActions.bottom === firstBattleRecentActions.y + firstBattleRecentActions.height &&
firstBattleRecentActions.gapToMiniMap >= 6 &&
firstBattleRecentActions.bottom <= firstBattleMiniMap.frameBounds.y,
`Expected the 720p recent-action panel to compact to two rows without touching the minimap frame: ${JSON.stringify(firstBattleProbe.hud)}`
);
await setDebugQueryParam(page, 'debugForceBondChain', '1');
const firstBattleBondChain = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const state = window.__HEROS_DEBUG__?.battle();
const mechanics = state?.combatMechanicsProbe;
const attacker = mechanics?.attackerId ? scene?.debugUnitById(mechanics.attackerId) : undefined;
const partner = mechanics?.partnerId ? scene?.debugUnitById(mechanics.partnerId) : undefined;
const enemy = mechanics?.enemyId ? scene?.debugUnitById(mechanics.enemyId) : undefined;
if (!scene || !attacker || !partner || !enemy) {
return { chain: mechanics?.chain ?? null, forcedRoll: null, preview: null };
}
const originalIntents = scene.attackIntents.map((intent) => ({ ...intent }));
const originalActedUnitIds = new Set(scene.actedUnitIds);
scene.attackIntents = [{ attackerId: partner.id, targetId: enemy.id }];
scene.actedUnitIds = new Set([...originalActedUnitIds, partner.id]);
const preview = scene.combatPreview(attacker, enemy, 'attack');
scene.attackIntents = originalIntents;
scene.actedUnitIds = originalActedUnitIds;
return {
chain: mechanics.chain ?? null,
forcedRoll: scene.debugBondChainRollOverride(),
preview: {
rate: preview.bondChainRate,
damage: preview.bondChainDamage,
bondId: preview.bondChainBondId ?? null,
partnerId: preview.bondChainPartnerId ?? null,
partnerName: preview.bondChainPartnerName ?? null,
label: preview.bondChainLabel ?? null
}
};
});
await setDebugQueryParam(page, 'debugForceBondChain', '0');
const firstBattleBondChainForcedFailure = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
return scene?.debugBondChainRollOverride() ?? null;
});
await setDebugQueryParam(page, 'debugForceBondChain', null);
assert(
firstBattleBondChain.preview?.rate === 18 &&
firstBattleBondChain.preview.damage > 0 &&
firstBattleBondChain.preview.bondId &&
firstBattleBondChain.preview.partnerId === firstBattleBondChain.chain?.expectedSupporterId &&
firstBattleBondChain.preview.partnerName &&
firstBattleBondChain.preview.label,
`Expected a complete level-72 resonance-pursuit preview contract: ${JSON.stringify(firstBattleBondChain)}`
);
assert(
firstBattleBondChain.forcedRoll === true &&
firstBattleBondChainForcedFailure === false &&
firstBattleBondChain.chain?.rate === 18 &&
firstBattleBondChain.chain.supportDamage === firstBattleBondChain.preview.damage &&
firstBattleBondChain.chain.ineligibleWithoutPriorIntent === true &&
firstBattleBondChain.chain.eligibleWithMatchingPriorIntent === true &&
firstBattleBondChain.chain.strategyIgnored === true &&
firstBattleBondChain.chain.counterIgnored === true &&
firstBattleBondChain.chain.missedBaseBlocked === true &&
firstBattleBondChain.chain.lethalBaseBlocked === true &&
firstBattleBondChain.chain.survivingBaseAllowed === true &&
firstBattleBondChain.chain.forcedSuccessTriggers === true &&
firstBattleBondChain.chain.forcedFailureBlocked === true,
`Expected pursuit eligibility, hit/survival gates, and deterministic roll overrides: ${JSON.stringify(firstBattleBondChain)}`
);
assert(
firstBattleBondChain.chain?.statCredit?.partnerDamage === firstBattleBondChain.chain.supportDamage &&
firstBattleBondChain.chain.statCredit.partnerDefeats === 1 &&
firstBattleBondChain.chain.statCredit.partnerActions === 0 &&
firstBattleBondChain.chain.statCredit.defenderDamageTaken === firstBattleBondChain.chain.supportDamage &&
firstBattleBondChain.chain.followUpKillCancelsCounter === true &&
firstBattleBondChain.chain.intentClearedAtTurnReset === true,
`Expected pursuit damage and defeat credit to belong to the supporter, cancel counters on defeat, and reset next turn: ${JSON.stringify(firstBattleBondChain.chain)}`
);
const firstBattleBondChainReadyUi = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const stateBefore = window.__HEROS_DEBUG__?.battle();
const mechanics = stateBefore?.combatMechanicsProbe;
const attacker = mechanics?.attackerId ? scene?.debugUnitById(mechanics.attackerId) : undefined;
const partner = mechanics?.partnerId ? scene?.debugUnitById(mechanics.partnerId) : undefined;
const target = mechanics?.enemyId ? scene?.debugUnitById(mechanics.enemyId) : undefined;
const mismatchTarget = stateBefore?.units?.find(
(unit) => unit.faction === 'enemy' && unit.hp > 0 && unit.id !== mechanics?.enemyId
);
if (
!scene ||
!attacker ||
!partner ||
!target ||
!mismatchTarget ||
stateBefore?.phase !== 'idle' ||
stateBefore.selectedUnitId !== null ||
stateBefore.commandMenuVisible !== false
) {
return {
ready: false,
reason: 'first battle was not in a clean idle state for the pursuit-ready UI fixture',
stateBefore,
mechanics
};
}
const touchedUnits = [attacker, partner, target];
const original = {
phase: scene.phase,
selectedUnit: scene.selectedUnit,
pendingMove: scene.pendingMove,
targetingAction: scene.targetingAction,
selectedUsable: scene.selectedUsable,
lockedTargetPreview: scene.lockedTargetPreview,
attackIntents: scene.attackIntents.map((intent) => ({ ...intent })),
actedUnitIds: new Set(scene.actedUnitIds),
cameraTileX: scene.cameraTileX,
cameraTileY: scene.cameraTileY,
miniMapVisible: scene.miniMapVisible,
rosterTab: scene.rosterTab,
units: touchedUnits.map((unit) => ({
id: unit.id,
x: unit.x,
y: unit.y,
hp: unit.hp,
maxHp: unit.maxHp
}))
};
const fixtureViewportBounds = { x: 0, y: 0, width: scene.scale.width, height: scene.scale.height };
const fixturePanelBounds = {
x: scene.layout.panelX,
y: scene.layout.panelY,
width: scene.layout.panelWidth,
height: scene.layout.panelHeight
};
const fixtureTargetPosition = { x: 5, y: 15 };
const fixtureTargetTileBounds = () => ({
x: scene.tileTopLeftX(target.x),
y: scene.tileTopLeftY(target.y),
width: scene.layout.tileSize,
height: scene.layout.tileSize
});
const fixturePartnerTileBounds = () => ({
x: scene.tileTopLeftX(partner.x),
y: scene.tileTopLeftY(partner.y),
width: scene.layout.tileSize,
height: scene.layout.tileSize
});
const capture = () => {
const state = scene.getDebugState();
return {
phase: state.phase,
selectedUnitId: state.selectedUnitId,
selectedUsable: state.selectedUsable,
preview: state.bondChainReadyPreview ?? null,
targetTileBounds: fixtureTargetTileBounds(),
partnerTileBounds: fixturePartnerTileBounds(),
viewportBounds: fixtureViewportBounds,
panelBounds: fixturePanelBounds
};
};
const stageTargeting = ({ user, action, usable, intentAttackerId, intentTargetId, actedUnitId }) => {
scene.clearMarkers();
scene.hideCommandMenu();
scene.selectedUnit = user;
scene.pendingMove = undefined;
scene.targetingAction = undefined;
scene.selectedUsable = undefined;
scene.lockedTargetPreview = undefined;
scene.phase = 'command';
scene.attackIntents = [{ attackerId: intentAttackerId, targetId: intentTargetId }];
scene.actedUnitIds = new Set([actedUnitId]);
scene.beginDamageTargeting(user, action, usable);
};
let probes;
try {
attacker.x = 4;
attacker.y = 15;
partner.x = 3;
partner.y = 15;
target.x = fixtureTargetPosition.x;
target.y = fixtureTargetPosition.y;
target.maxHp = Math.max(target.maxHp, 5000);
target.hp = target.maxHp;
scene.centerCameraOnTile(target.x, target.y);
touchedUnits.forEach((unit) => scene.positionUnitView(unit));
stageTargeting({
user: attacker,
action: 'attack',
intentAttackerId: partner.id,
intentTargetId: target.id,
actedUnitId: partner.id
});
const eligibleCombatPreview = scene.combatPreview(attacker, target, 'attack');
scene.renderAttackPreview(eligibleCombatPreview, false);
const eligible = { ...capture(), baseDamage: eligibleCombatPreview.damage, targetHp: target.hp };
const eligibleCamera = { x: scene.cameraTileX, y: scene.cameraTileY };
scene.cameraTileX = scene.maxCameraTileX();
scene.cameraTileY = 0;
scene.updateCameraView();
const offscreen = capture();
scene.cameraTileX = eligibleCamera.x;
scene.cameraTileY = eligibleCamera.y;
scene.updateCameraView();
const returned = capture();
stageTargeting({
user: attacker,
action: 'attack',
intentAttackerId: partner.id,
intentTargetId: mismatchTarget.id,
actedUnitId: partner.id
});
const mismatch = capture();
const damageStrategy = scene.availableUsables(partner, 'strategy').find((usable) => usable.effect === 'damage');
if (!damageStrategy) {
throw new Error(`Expected ${partner.id} to have a damaging strategy for the pursuit-ready UI fixture.`);
}
stageTargeting({
user: partner,
action: damageStrategy.command,
usable: damageStrategy,
intentAttackerId: attacker.id,
intentTargetId: target.id,
actedUnitId: attacker.id
});
const strategy = capture();
partner.x = 3;
partner.y = 15;
scene.positionUnitView(partner);
const lethalBaseDamage = scene.combatPreview(attacker, target, 'attack').damage;
target.hp = Math.max(1, lethalBaseDamage);
stageTargeting({
user: attacker,
action: 'attack',
intentAttackerId: partner.id,
intentTargetId: target.id,
actedUnitId: partner.id
});
const lethal = {
...capture(),
baseDamage: scene.combatPreview(attacker, target, 'attack').damage,
targetHp: target.hp
};
target.hp = target.maxHp;
partner.x = 18;
partner.y = 17;
scene.positionUnitView(partner);
stageTargeting({
user: attacker,
action: 'attack',
intentAttackerId: partner.id,
intentTargetId: target.id,
actedUnitId: partner.id
});
const far = capture();
probes = {
ready: true,
attackerId: attacker.id,
partnerId: partner.id,
partnerName: partner.name,
targetId: target.id,
targetName: target.name,
expectedRate: mechanics.chain?.rate ?? null,
eligible,
offscreen,
returned,
mismatch,
strategy,
lethal,
far
};
} finally {
scene.clearMarkers();
scene.hideCommandMenu();
original.units.forEach((snapshot) => {
const unit = scene.debugUnitById(snapshot.id);
if (!unit) {
return;
}
unit.x = snapshot.x;
unit.y = snapshot.y;
unit.hp = snapshot.hp;
unit.maxHp = snapshot.maxHp;
});
scene.attackIntents = original.attackIntents.map((intent) => ({ ...intent }));
scene.actedUnitIds = new Set(original.actedUnitIds);
scene.selectedUnit = original.selectedUnit;
scene.pendingMove = original.pendingMove;
scene.targetingAction = original.targetingAction;
scene.selectedUsable = original.selectedUsable;
scene.lockedTargetPreview = original.lockedTargetPreview;
scene.phase = original.phase;
scene.cameraTileX = original.cameraTileX;
scene.cameraTileY = original.cameraTileY;
scene.updateCameraView();
scene.refreshUnitLegibilityStyles();
scene.renderRosterPanel(original.rosterTab, '행동할 장수를 선택하세요.');
scene.setMiniMapVisible(original.miniMapVisible);
}
const restored = scene.getDebugState();
return {
...probes,
restored: {
phase: restored.phase,
selectedUnitId: restored.selectedUnitId,
commandMenuVisible: restored.commandMenuVisible,
markerCount: restored.markerCount,
actedUnitIds: [...restored.actedUnitIds].sort(),
attackIntents: restored.attackIntents,
camera: restored.camera,
pursuitReady: restored.bondChainReadyPreview ?? null,
units: restored.units
.filter((unit) => original.units.some((snapshot) => snapshot.id === unit.id))
.map(({ id, x, y, hp, maxHp }) => ({ id, x, y, hp, maxHp }))
.sort((left, right) => left.id.localeCompare(right.id))
},
expectedRestored: {
phase: stateBefore.phase,
selectedUnitId: stateBefore.selectedUnitId,
commandMenuVisible: stateBefore.commandMenuVisible,
markerCount: stateBefore.markerCount,
actedUnitIds: [...stateBefore.actedUnitIds].sort(),
attackIntents: stateBefore.attackIntents,
camera: stateBefore.camera,
units: original.units
.map(({ id, x, y, hp, maxHp }) => ({ id, x, y, hp, maxHp }))
.sort((left, right) => left.id.localeCompare(right.id))
}
};
});
assert(
firstBattleBondChainReadyUi.ready === true && firstBattleBondChainReadyUi.expectedRate === 18,
`Expected a deterministic level-72 pursuit-ready UI fixture: ${JSON.stringify(firstBattleBondChainReadyUi)}`
);
const readyCandidate = firstBattleBondChainReadyUi.eligible?.preview?.candidates?.[0];
const readyHud = firstBattleBondChainReadyUi.eligible?.preview?.hud;
const readyContext = '명중 후 대상 생존 시 · 지원 거리 충족';
assert(
firstBattleBondChainReadyUi.eligible?.phase === 'targeting' &&
firstBattleBondChainReadyUi.eligible.selectedUnitId === firstBattleBondChainReadyUi.attackerId &&
firstBattleBondChainReadyUi.eligible.selectedUsable === null &&
firstBattleBondChainReadyUi.eligible.preview?.visible === true &&
firstBattleBondChainReadyUi.eligible.preview.action === 'attack' &&
firstBattleBondChainReadyUi.eligible.preview.attackerId === firstBattleBondChainReadyUi.attackerId &&
sameJsonValue(firstBattleBondChainReadyUi.eligible.preview.eligibleTargetIds, [firstBattleBondChainReadyUi.targetId]) &&
firstBattleBondChainReadyUi.eligible.preview.candidates?.length === 1 &&
firstBattleBondChainReadyUi.eligible.baseDamage < firstBattleBondChainReadyUi.eligible.targetHp &&
readyCandidate?.targetId === firstBattleBondChainReadyUi.targetId &&
readyCandidate.targetName === firstBattleBondChainReadyUi.targetName &&
readyCandidate.partnerId === firstBattleBondChainReadyUi.partnerId &&
readyCandidate.partnerName === firstBattleBondChainReadyUi.partnerName &&
readyCandidate.rate === 18 &&
readyCandidate.damage > 0 &&
readyCandidate.text === `추격 후보 ${firstBattleBondChainReadyUi.partnerName} 18% · 예상 +${readyCandidate.damage}` &&
readyCandidate.context === readyContext &&
readyCandidate.targetMarkerId === `bond-chain-ready-${firstBattleBondChainReadyUi.targetId}` &&
readyCandidate.partnerMarkerId === `bond-chain-partner-${firstBattleBondChainReadyUi.partnerId}` &&
readyCandidate.targetMarkerVisible === true &&
readyCandidate.labelVisible === true &&
readyCandidate.partnerMarkerVisible === true,
`Expected matching acted intent to expose exactly one 18% pursuit candidate with clear partner, damage, and survival context: ${JSON.stringify(firstBattleBondChainReadyUi.eligible)}`
);
const returnedCandidate = firstBattleBondChainReadyUi.returned?.preview?.candidates?.[0];
assert(
firstBattleBondChainReadyUi.offscreen?.preview?.visible === false &&
sameJsonValue(firstBattleBondChainReadyUi.offscreen.preview.eligibleTargetIds, []) &&
sameJsonValue(firstBattleBondChainReadyUi.offscreen.preview.candidates, []) &&
firstBattleBondChainReadyUi.offscreen.preview.hud === null &&
firstBattleBondChainReadyUi.offscreen.preview.focused === null &&
firstBattleBondChainReadyUi.returned?.preview?.visible === true &&
returnedCandidate?.targetId === readyCandidate.targetId &&
returnedCandidate.partnerId === readyCandidate.partnerId &&
returnedCandidate.damage === readyCandidate.damage &&
returnedCandidate.targetMarkerVisible === true &&
returnedCandidate.labelVisible === true &&
returnedCandidate.partnerMarkerVisible === true &&
firstBattleBondChainReadyUi.returned.preview.hud?.targetId === readyCandidate.targetId,
`Expected camera movement to hide offscreen pursuit markers and restore the same visible target, partner, and HUD on return: ${JSON.stringify(firstBattleBondChainReadyUi)}`
);
assert(
isFiniteBounds(readyCandidate?.targetMarkerBounds) &&
isFiniteBounds(readyCandidate?.partnerMarkerBounds) &&
isFiniteBounds(readyCandidate?.labelBounds) &&
isFiniteBounds(readyCandidate?.tileBounds) &&
isFiniteBounds(firstBattleBondChainReadyUi.eligible?.targetTileBounds) &&
isFiniteBounds(firstBattleBondChainReadyUi.eligible?.partnerTileBounds) &&
sameJsonValue(readyCandidate.tileBounds, firstBattleBondChainReadyUi.eligible.targetTileBounds) &&
sameJsonValue(readyCandidate.bounds, readyCandidate.targetMarkerBounds) &&
boundsInside(readyCandidate.targetMarkerBounds, readyCandidate.tileBounds, 2) &&
boundsInside(readyCandidate.labelBounds, readyCandidate.targetMarkerBounds, 3) &&
boundsInside(readyCandidate.partnerMarkerBounds, firstBattleBondChainReadyUi.eligible.partnerTileBounds, 2) &&
boundsInside(readyCandidate.tileBounds, firstBattleBondChainReadyUi.eligible.viewportBounds) &&
boundsInside(firstBattleBondChainReadyUi.eligible.partnerTileBounds, firstBattleBondChainReadyUi.eligible.viewportBounds),
`Expected pursuit target badge, label, and partner marker to remain inside their visible map tiles: ${JSON.stringify(firstBattleBondChainReadyUi.eligible)}`
);
assert(
readyHud?.targetId === readyCandidate.targetId &&
readyHud.partnerId === readyCandidate.partnerId &&
readyHud.partnerName === readyCandidate.partnerName &&
readyHud.rate === readyCandidate.rate &&
readyHud.damage === readyCandidate.damage &&
readyHud.locked === false &&
readyHud.text === readyCandidate.text &&
readyHud.context === readyContext &&
isFiniteBounds(readyHud.bounds) &&
isFiniteBounds(readyHud.textBounds) &&
isFiniteBounds(readyHud.contextBounds) &&
boundsInside(readyHud.bounds, firstBattleBondChainReadyUi.eligible.panelBounds) &&
boundsInside(readyHud.bounds, firstBattleBondChainReadyUi.eligible.viewportBounds) &&
boundsInside(readyHud.textBounds, readyHud.bounds, 2) &&
boundsInside(readyHud.contextBounds, readyHud.bounds, 2),
`Expected the hovered target forecast to show the same two-line pursuit HUD entirely inside the side panel: ${JSON.stringify(firstBattleBondChainReadyUi.eligible)}`
);
const hiddenReadyStates = [
['mismatched target intent', firstBattleBondChainReadyUi.mismatch, 'attack', firstBattleBondChainReadyUi.attackerId, null],
['strategy action', firstBattleBondChainReadyUi.strategy, 'strategy', firstBattleBondChainReadyUi.partnerId, 'fireTactic'],
['lethal base attack', firstBattleBondChainReadyUi.lethal, 'attack', firstBattleBondChainReadyUi.attackerId, null],
['out-of-support-range partner', firstBattleBondChainReadyUi.far, 'attack', firstBattleBondChainReadyUi.attackerId, null]
];
assert(
firstBattleBondChainReadyUi.lethal?.baseDamage >= firstBattleBondChainReadyUi.lethal?.targetHp,
`Expected the lethal fixture to prove the base attack would defeat the target before pursuit: ${JSON.stringify(firstBattleBondChainReadyUi.lethal)}`
);
hiddenReadyStates.forEach(([context, probe, action, attackerId, selectedUsable]) => {
assert(
probe?.phase === 'targeting' &&
probe.selectedUnitId === attackerId &&
probe.selectedUsable === selectedUsable &&
probe.preview?.visible === false &&
probe.preview.action === action &&
probe.preview.attackerId === attackerId &&
sameJsonValue(probe.preview.eligibleTargetIds, []) &&
sameJsonValue(probe.preview.candidates, []) &&
probe.preview.hud === null &&
sameJsonValue(probe.preview.markers, []) &&
probe.preview.focused === null,
`Expected pursuit-ready UI to remain hidden for ${context} without stale markers or HUD: ${JSON.stringify(probe)}`
);
});
const { pursuitReady: restoredPursuitReady, ...restoredFixtureState } = firstBattleBondChainReadyUi.restored;
assert(
sameJsonValue(restoredFixtureState, firstBattleBondChainReadyUi.expectedRestored) &&
restoredPursuitReady?.visible === false &&
restoredPursuitReady.action === null &&
restoredPursuitReady.attackerId === null &&
sameJsonValue(restoredPursuitReady.eligibleTargetIds, []) &&
sameJsonValue(restoredPursuitReady.candidates, []) &&
restoredPursuitReady.hud === null,
`Expected the pursuit-ready UI fixture to restore battle positions, intents, acted state, camera, selection, markers, and idle HUD before the existing RC flow: ${JSON.stringify(firstBattleBondChainReadyUi)}`
);
const firstBattleBondChainJudgement = await page.evaluate(async () => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const stateBefore = window.__HEROS_DEBUG__?.battle();
const mechanics = stateBefore?.combatMechanicsProbe;
const attackerId = mechanics?.attackerId;
const partnerId = mechanics?.partnerId;
const targetId = mechanics?.enemyId;
if (
!scene ||
!attackerId ||
!partnerId ||
!targetId ||
stateBefore?.phase !== 'idle' ||
stateBefore.selectedUnitId !== null ||
stateBefore.commandMenuVisible !== false
) {
return {
ready: false,
reason: 'first battle was not in a clean idle state for the resonance judgement fixture',
stateBefore,
mechanics
};
}
const clone = (value) => value === undefined ? undefined : JSON.parse(JSON.stringify(value));
const comparableSave = (state) => {
const { savedAt: _savedAt, ...comparable } = state;
return comparable;
};
const collectText = (objects) => {
const texts = [];
const visited = new Set();
const visit = (object) => {
if (!object || visited.has(object)) {
return;
}
visited.add(object);
if (object.type === 'Text' && typeof object.text === 'string') {
texts.push(object.text);
}
if (Array.isArray(object.list)) {
object.list.forEach(visit);
}
};
objects.forEach(visit);
return texts;
};
const sceneObjectsCreatedAfter = (before) => scene.children.list.filter((object) => !before.has(object));
const clearCreatedSceneObjects = (objects) => {
objects.forEach((object) => {
scene.tweens?.killTweensOf(object);
if (object?.active) {
object.destroy();
}
});
};
const setDebugForceHit = (enabled) => {
const url = new URL(window.location.href);
if (enabled) {
url.searchParams.set('debugForceHit', '1');
} else {
url.searchParams.delete('debugForceHit');
}
window.history.replaceState({}, '', url);
};
const setDebugForceBondChain = (value) => {
const url = new URL(window.location.href);
if (value === null) {
url.searchParams.delete('debugForceBondChain');
} else {
url.searchParams.set('debugForceBondChain', value);
}
window.history.replaceState({}, '', url);
};
const statsFor = (snapshot, unitId) => clone(snapshot?.[unitId] ?? {});
const statsDelta = (before, after) => Object.fromEntries(
Array.from(new Set([...Object.keys(before), ...Object.keys(after)])).map((key) => [
key,
(after[key] ?? 0) - (before[key] ?? 0)
])
);
const originalUrl = window.location.href;
const originalSave = clone(scene.createBattleSaveState());
const originalCamera = { x: scene.cameraTileX, y: scene.cameraTileY };
const originalJudgement = clone(scene.bondChainJudgementLast);
const originalPartnerClassKey = scene.debugUnitById(partnerId)?.classKey;
const originalBattleSpeed = scene.battleSpeed;
const originalFastForwardHeld = scene.fastForwardHeld;
const originalRollPercent = scene.rollPercent;
const hadOwnRollPercent = Object.prototype.hasOwnProperty.call(scene, 'rollPercent');
const originalPhase = scene.phase;
const originalSelectedUnit = scene.selectedUnit;
const originalPendingMove = scene.pendingMove;
const originalTargetingAction = scene.targetingAction;
const originalSelectedUsable = scene.selectedUsable;
const originalLockedTargetPreview = scene.lockedTargetPreview;
const restoreFixtureState = () => {
scene.hideCombatCutIn();
scene.applyBattleSaveState(clone(originalSave));
scene.cameraTileX = originalCamera.x;
scene.cameraTileY = originalCamera.y;
scene.updateCameraView();
scene.phase = originalPhase;
scene.selectedUnit = originalSelectedUnit;
scene.pendingMove = originalPendingMove;
scene.targetingAction = originalTargetingAction;
scene.selectedUsable = originalSelectedUsable;
scene.lockedTargetPreview = originalLockedTargetPreview;
scene.bondChainJudgementLast = clone(originalJudgement);
const partner = scene.debugUnitById(partnerId);
if (partner && originalPartnerClassKey) {
partner.classKey = originalPartnerClassKey;
}
scene.battleSpeed = originalBattleSpeed;
scene.fastForwardHeld = originalFastForwardHeld;
scene.renderBattleSpeedControl();
scene.clearMarkers();
scene.hideCommandMenu();
};
const prepareScenario = (mode, partnerClassKey) => {
restoreFixtureState();
const attacker = scene.debugUnitById(attackerId);
const partner = scene.debugUnitById(partnerId);
const target = scene.debugUnitById(targetId);
if (!attacker || !partner || !target) {
throw new Error(`Missing judgement fixture units: ${JSON.stringify({ attackerId, partnerId, targetId })}`);
}
if (partnerClassKey) {
partner.classKey = partnerClassKey;
}
attacker.x = 4;
attacker.y = 15;
partner.x = 3;
partner.y = 15;
target.x = 5;
target.y = 15;
target.maxHp = Math.max(target.maxHp, 5000);
target.hp = target.maxHp;
scene.attackIntents = [{ attackerId: partner.id, targetId: target.id }];
scene.actedUnitIds = new Set([partner.id]);
scene.centerCameraOnTile(target.x, target.y);
[attacker, partner, target].forEach((unit) => scene.positionUnitView(unit));
const preview = scene.combatPreview(attacker, target, 'attack');
if (!(preview.damage > 0 && preview.bondChainDamage > 0 && preview.bondChainRate > 0)) {
throw new Error(`Expected a live resonance preview in ${mode}: ${JSON.stringify({
damage: preview.damage,
rate: preview.bondChainRate,
chainDamage: preview.bondChainDamage,
partnerId: preview.bondChainPartnerId
})}`);
}
target.hp = mode === 'lethal'
? preview.damage
: preview.damage + preview.bondChainDamage;
return { attacker, partner, target, preview };
};
const captureNeutralMapCue = async (result) => {
const before = new Set(scene.children.list);
const effect = scene.showBondMapEffect(result);
const created = sceneObjectsCreatedAfter(before);
const texts = collectText(created);
await effect;
return texts;
};
const captureMapResult = (result) => {
const before = new Set(scene.children.list);
scene.showCombatMapResult(result);
const created = sceneObjectsCreatedAfter(before);
const texts = collectText(created);
clearCreatedSceneObjects(created);
return texts;
};
const presentCombatResult = async (result) => {
let presented = null;
let settled = false;
const telemetryStartedAt = performance.now();
const telemetry = { gauge: [], impact: [], partnerMotion: [] };
const originalAnimateCombatGauge = scene.animateCombatGauge;
const originalShowCombatImpact = scene.showCombatImpact;
const originalPlayCombatActionMotion = scene.playCombatActionMotion;
const methodOwnership = {
animateCombatGauge: Object.prototype.hasOwnProperty.call(scene, 'animateCombatGauge'),
showCombatImpact: Object.prototype.hasOwnProperty.call(scene, 'showCombatImpact'),
playCombatActionMotion: Object.prototype.hasOwnProperty.call(scene, 'playCombatActionMotion')
};
const elapsed = () => performance.now() - telemetryStartedAt;
const isPartnerResult = (candidate) =>
Boolean(result.bondChain) && candidate?.attacker?.id === result.bondChain.partnerId;
const restoreMethod = (name, original) => {
if (methodOwnership[name]) {
scene[name] = original;
} else {
delete scene[name];
}
};
scene.animateCombatGauge = function (fill, from, to, duration) {
const isChainGauge = Boolean(result.bondChain) &&
duration === 300 &&
Math.abs(from - result.bondChain.previousDefenderHp / result.defender.maxHp) < 0.0001 &&
Math.abs(to - result.defender.hp / result.defender.maxHp) < 0.0001;
const event = isChainGauge
? { startAt: elapsed(), endAt: null, from, to, duration, startScale: fill.scaleX, endScale: null }
: null;
if (event) {
telemetry.gauge.push(event);
}
const animation = originalAnimateCombatGauge.call(this, fill, from, to, duration);
return animation.then(() => {
if (event) {
event.endAt = elapsed();
event.endScale = fill.scaleX;
}
});
};
scene.showCombatImpact = function (impactResult, ...args) {
if (isPartnerResult(impactResult)) {
telemetry.impact.push({ at: elapsed(), damage: impactResult.damage });
}
return originalShowCombatImpact.call(this, impactResult, ...args);
};
scene.playCombatActionMotion = async function (motionResult, ...args) {
const isPartnerMotion = isPartnerResult(motionResult);
const event = isPartnerMotion ? { startAt: elapsed(), endAt: null } : null;
if (event) {
telemetry.partnerMotion.push(event);
}
await originalPlayCombatActionMotion.call(this, motionResult, ...args);
if (event) {
event.endAt = elapsed();
}
};
try {
const playback = scene.playCombatCutIn(result).finally(() => {
settled = true;
});
for (let attempt = 0; attempt < 240 && !settled; attempt += 1) {
const judgement = scene.getDebugState().bondChainJudgement;
if (judgement?.presented && !judgement.completed) {
presented = clone(judgement);
break;
}
await new Promise((resolve) => window.setTimeout(resolve, 25));
}
await playback;
return {
presented,
completed: clone(scene.getDebugState().bondChainJudgement),
telemetry
};
} finally {
restoreMethod('animateCombatGauge', originalAnimateCombatGauge);
restoreMethod('showCombatImpact', originalShowCombatImpact);
restoreMethod('playCombatActionMotion', originalPlayCombatActionMotion);
}
};
const runScenario = async ({ mode, forcedRoll, present, naturalRoll = false, partnerClassKey, battleSpeed }) => {
const { attacker, partner, target, preview } = prepareScenario(mode, partnerClassKey);
if (battleSpeed) {
scene.battleSpeed = battleSpeed;
scene.fastForwardHeld = false;
scene.renderBattleSpeedControl();
}
setDebugForceHit(mode !== 'miss');
const rollCalls = [];
const chainRollCalls = [];
const originalBondChainRollSucceeded = scene.bondChainRollSucceeded;
const hadOwnBondChainRollSucceeded = Object.prototype.hasOwnProperty.call(scene, 'bondChainRollSucceeded');
scene.rollPercent = (rate) => {
rollCalls.push(rate);
return naturalRoll && rate === preview.bondChainRate;
};
scene.bondChainRollSucceeded = function (rate, forcedResult) {
const rollCountBefore = rollCalls.length;
const succeeded = originalBondChainRollSucceeded.call(this, rate, forcedResult);
chainRollCalls.push({
rate,
forcedResult: forcedResult ?? null,
rollPercentCalls: rollCalls.length - rollCountBefore,
succeeded
});
return succeeded;
};
const statsBefore = clone(scene.serializeBattleStats());
try {
const result = scene.resolveCombatAction(attacker, target, 'attack', false, undefined, forcedRoll);
const resolutionChainRollCalls = clone(chainRollCalls);
const statsAfter = clone(scene.serializeBattleStats());
const outcomeChip = clone(scene.combatOutcomeExtraChip(result));
const mapCueLabel = scene.bondChainMapCueLabel(result);
const neutralMapTexts = present ? await captureNeutralMapCue(result) : [];
let presentationDurationMs = null;
let judgement;
if (present) {
const presentationStartedAt = performance.now();
judgement = await presentCombatResult(result);
presentationDurationMs = performance.now() - presentationStartedAt;
} else {
judgement = {
presented: null,
completed: clone(scene.getDebugState().bondChainJudgement)
};
}
const formatted = scene.formatCombatResult(result);
const mapTitle = scene.combatMapDamageTitle(result);
const mapResultTexts = present ? captureMapResult(result) : [];
return {
mode,
attackerId: attacker.id,
partnerId: partner.id,
partnerName: partner.name,
partnerClassKey: partner.classKey,
battleSpeed: scene.battleSpeed,
presentationDurationMs,
targetId: target.id,
preview: {
damage: preview.damage,
chainRate: preview.bondChainRate,
chainDamage: preview.bondChainDamage,
chainPartnerId: preview.bondChainPartnerId ?? null
},
initialTargetHp: result.previousDefenderHp,
finalTargetHp: result.defender.hp,
hit: result.hit,
baseDefeated: result.baseDefeated,
defeated: result.defeated,
damage: result.damage,
attempt: clone(result.bondChainAttempt) ?? null,
chain: clone(result.bondChain) ?? null,
outcomeChip,
mapCueLabel,
neutralMapTexts,
formatted,
mapTitle,
mapResultTexts,
judgement,
chainRollCalls: resolutionChainRollCalls,
partnerStatsDelta: statsDelta(statsFor(statsBefore, partner.id), statsFor(statsAfter, partner.id)),
targetStatsDelta: statsDelta(statsFor(statsBefore, target.id), statsFor(statsAfter, target.id))
};
} finally {
if (hadOwnRollPercent) {
scene.rollPercent = originalRollPercent;
} else {
delete scene.rollPercent;
}
if (hadOwnBondChainRollSucceeded) {
scene.bondChainRollSucceeded = originalBondChainRollSucceeded;
} else {
delete scene.bondChainRollSucceeded;
}
}
};
const runProductionScenario = async (shouldDefeat) => {
const { attacker, target, preview } = prepareScenario('success');
if (!shouldDefeat) {
target.hp += Math.max(20, preview.bondChainDamage);
}
const targetView = scene.unitViews.get(target.id);
const targetMiniMapDot = scene.miniMapUnitDots.get(target.id);
if (!targetView) {
throw new Error(`Missing production finisher target view: ${target.id}`);
}
const viewState = () => ({
spriteVisible: targetView.sprite.visible,
spriteAlpha: targetView.sprite.alpha,
labelVisible: targetView.label.visible,
labelAlpha: targetView.label.alpha,
hitZoneVisible: targetView.hitZone.visible,
miniMapDotVisible: targetMiniMapDot?.visible ?? null
});
const originalForceBondChain = new URL(originalUrl).searchParams.get('debugForceBondChain');
const originalResolveCombatAction = scene.resolveCombatAction;
const originalPlayCombatCutIn = scene.playCombatCutIn;
const originalApplyDefeatedStyle = scene.applyDefeatedStyle;
const originalResolveCounterAttack = scene.resolveCounterAttack;
const methodOwnership = {
resolveCombatAction: Object.prototype.hasOwnProperty.call(scene, 'resolveCombatAction'),
playCombatCutIn: Object.prototype.hasOwnProperty.call(scene, 'playCombatCutIn'),
applyDefeatedStyle: Object.prototype.hasOwnProperty.call(scene, 'applyDefeatedStyle'),
resolveCounterAttack: Object.prototype.hasOwnProperty.call(scene, 'resolveCounterAttack')
};
let primaryResult = null;
let counterResult = null;
let visibleAfterResolve = null;
let visibleAtCutInStart = null;
let visibleAtCutInEnd = null;
let primaryCutInStarted = false;
let primaryCutInCompleted = false;
let counterCalls = 0;
let counterProduced = false;
const cutInOrder = [];
const defeatApplications = [];
const restoreMethod = (name, original) => {
if (methodOwnership[name]) {
scene[name] = original;
} else {
delete scene[name];
}
};
setDebugForceHit(true);
setDebugForceBondChain('1');
scene.rollPercent = () => false;
scene.resolveCombatAction = function (...args) {
const result = originalResolveCombatAction.apply(this, args);
if (args[3] === true) {
counterResult = result;
} else {
primaryResult = result;
visibleAfterResolve = viewState();
}
return result;
};
scene.playCombatCutIn = async function (result) {
const isPrimary = result === primaryResult;
cutInOrder.push(isPrimary ? 'primary' : result === counterResult || result.isCounter ? 'counter' : 'other');
if (isPrimary) {
primaryCutInStarted = true;
visibleAtCutInStart = viewState();
}
await originalPlayCombatCutIn.call(this, result);
if (isPrimary) {
primaryCutInCompleted = true;
visibleAtCutInEnd = viewState();
}
};
scene.applyDefeatedStyle = function (unit, view) {
if (unit.id === target.id) {
defeatApplications.push({
primaryCutInStarted,
primaryCutInCompleted,
before: viewState()
});
}
return originalApplyDefeatedStyle.call(this, unit, view);
};
scene.resolveCounterAttack = function (result) {
counterCalls += 1;
const counter = originalResolveCounterAttack.call(this, result);
counterProduced = counterProduced || Boolean(counter);
return counter;
};
try {
scene.phase = 'targeting';
scene.selectedUnit = attacker;
await scene.tryResolveDamageTarget(attacker, target, 'attack');
return {
result: primaryResult
? {
hit: primaryResult.hit,
baseDefeated: primaryResult.baseDefeated,
defeated: primaryResult.defeated,
chainDefeated: primaryResult.bondChain?.defeated ?? false,
counter: Boolean(primaryResult.counter)
}
: null,
visibleAfterResolve,
visibleAtCutInStart,
visibleAtCutInEnd,
defeatApplications,
visibleAfterWrapper: viewState(),
counterCalls,
counterProduced,
cutInOrder
};
} finally {
restoreMethod('resolveCombatAction', originalResolveCombatAction);
restoreMethod('playCombatCutIn', originalPlayCombatCutIn);
restoreMethod('applyDefeatedStyle', originalApplyDefeatedStyle);
restoreMethod('resolveCounterAttack', originalResolveCounterAttack);
if (hadOwnRollPercent) {
scene.rollPercent = originalRollPercent;
} else {
delete scene.rollPercent;
}
setDebugForceBondChain(originalForceBondChain);
}
};
let scenarios;
let restored;
try {
const productionFinisher = await runProductionScenario(true);
const productionSurvivor = await runProductionScenario(false);
const success = await runScenario({ mode: 'success', forcedRoll: true, present: true });
const failure = await runScenario({ mode: 'failure', forcedRoll: false, present: true });
const rangedNormal = await runScenario({
mode: 'success',
forcedRoll: true,
present: true,
partnerClassKey: 'archer',
battleSpeed: 'normal'
});
const rangedFast = await runScenario({
mode: 'success',
forcedRoll: true,
present: true,
partnerClassKey: 'strategist',
battleSpeed: 'fast'
});
const rangedVeryFast = await runScenario({
mode: 'success',
forcedRoll: true,
present: true,
partnerClassKey: 'strategist',
battleSpeed: 'very-fast'
});
const natural = await runScenario({ mode: 'success', forcedRoll: undefined, present: false, naturalRoll: true });
const naturalFailure = await runScenario({ mode: 'failure', forcedRoll: undefined, present: false });
const miss = await runScenario({ mode: 'miss', forcedRoll: true, present: false });
const lethal = await runScenario({ mode: 'lethal', forcedRoll: true, present: false });
scenarios = {
productionFinisher,
productionSurvivor,
success,
failure,
rangedNormal,
rangedFast,
rangedVeryFast,
natural,
naturalFailure,
miss,
lethal
};
} finally {
// Let the final lethal scenario's map popup and delayed defeat styling settle
// before restoring the live battle. Otherwise those callbacks can fire after
// restoration and hide the revived fixture target in the following RC flow.
await new Promise((resolve) => window.setTimeout(resolve, 900));
restoreFixtureState();
window.history.replaceState({}, '', originalUrl);
const restoredState = scene.getDebugState();
restored = {
save: comparableSave(clone(scene.createBattleSaveState())),
camera: { x: scene.cameraTileX, y: scene.cameraTileY },
phase: restoredState.phase,
selectedUnitId: restoredState.selectedUnitId,
pendingMove: restoredState.pendingMove,
selectedUsable: restoredState.selectedUsable,
commandMenuVisible: restoredState.commandMenuVisible,
markerCount: restoredState.markerCount,
judgement: clone(restoredState.bondChainJudgement),
partnerClassKey: scene.debugUnitById(partnerId)?.classKey ?? null,
battleSpeed: scene.battleSpeed,
fastForwardHeld: scene.fastForwardHeld,
combatObjectCount: scene.combatCutInObjects.length,
debugForceHit: new URLSearchParams(window.location.search).get('debugForceHit')
};
}
return {
ready: true,
sceneBounds: { x: 0, y: 0, width: scene.scale.width, height: scene.scale.height },
expectedRate: mechanics.chain?.rate ?? null,
scenarios,
restored,
expectedRestored: {
save: comparableSave(originalSave),
camera: originalCamera,
phase: stateBefore.phase,
selectedUnitId: stateBefore.selectedUnitId,
pendingMove: stateBefore.pendingMove,
selectedUsable: stateBefore.selectedUsable,
commandMenuVisible: stateBefore.commandMenuVisible,
markerCount: stateBefore.markerCount,
judgement: originalJudgement ?? null,
partnerClassKey: originalPartnerClassKey ?? null,
battleSpeed: originalBattleSpeed,
fastForwardHeld: originalFastForwardHeld,
combatObjectCount: 0,
debugForceHit: new URL(originalUrl).searchParams.get('debugForceHit')
}
};
});
assert(
firstBattleBondChainJudgement.ready === true && firstBattleBondChainJudgement.expectedRate === 18,
`Expected a deterministic level-72 resonance judgement fixture: ${JSON.stringify(firstBattleBondChainJudgement)}`
);
const productionFinisher = firstBattleBondChainJudgement.scenarios.productionFinisher;
const productionViewVisible = (view) =>
view?.spriteVisible === true && view.spriteAlpha > 0.9 && view.labelVisible === true && view.labelAlpha > 0.9;
assert(
productionFinisher.result?.hit === true &&
productionFinisher.result.baseDefeated === false &&
productionFinisher.result.defeated === true &&
productionFinisher.result.chainDefeated === true &&
productionViewVisible(productionFinisher.visibleAfterResolve) &&
productionViewVisible(productionFinisher.visibleAtCutInStart) &&
productionViewVisible(productionFinisher.visibleAtCutInEnd) &&
productionFinisher.visibleAfterResolve.miniMapDotVisible === true &&
productionFinisher.visibleAtCutInStart.miniMapDotVisible === true &&
productionFinisher.visibleAtCutInEnd.miniMapDotVisible === true &&
productionFinisher.defeatApplications.length >= 1 &&
productionFinisher.defeatApplications.every((application) =>
application.primaryCutInStarted === true && application.primaryCutInCompleted === true
) &&
productionViewVisible(productionFinisher.defeatApplications[0].before) &&
productionFinisher.visibleAfterWrapper.spriteVisible === false &&
productionFinisher.visibleAfterWrapper.spriteAlpha === 0 &&
productionFinisher.visibleAfterWrapper.labelVisible === false &&
productionFinisher.visibleAfterWrapper.miniMapDotVisible === false &&
productionFinisher.counterCalls === 1 &&
productionFinisher.counterProduced === false &&
productionFinisher.result.counter === false &&
JSON.stringify(productionFinisher.cutInOrder) === JSON.stringify(['primary']),
`Expected the production attack path to keep a pursuit-defeated target visible through the finisher, then hide it and suppress counterattack: ${JSON.stringify(productionFinisher)}`
);
const productionSurvivor = firstBattleBondChainJudgement.scenarios.productionSurvivor;
assert(
productionSurvivor.result?.hit === true &&
productionSurvivor.result.baseDefeated === false &&
productionSurvivor.result.defeated === false &&
productionSurvivor.result.chainDefeated === false &&
productionSurvivor.result.counter === true &&
productionViewVisible(productionSurvivor.visibleAfterResolve) &&
productionViewVisible(productionSurvivor.visibleAtCutInStart) &&
productionViewVisible(productionSurvivor.visibleAtCutInEnd) &&
productionSurvivor.defeatApplications.length === 0 &&
productionViewVisible(productionSurvivor.visibleAfterWrapper) &&
productionSurvivor.counterCalls === 1 &&
productionSurvivor.counterProduced === true &&
JSON.stringify(productionSurvivor.cutInOrder) === JSON.stringify(['primary', 'counter']),
`Expected the production nonlethal pursuit path to preserve the defender and continue into its counterattack cut-in: ${JSON.stringify(productionSurvivor)}`
);
const judgementSuccess = firstBattleBondChainJudgement.scenarios.success;
const successAttempt = judgementSuccess.attempt;
const successChain = judgementSuccess.chain;
const successPresented = judgementSuccess.judgement.presented;
const successCompleted = judgementSuccess.judgement.completed;
const expectedSuccessMotion = judgementSuccess.partnerClassKey === 'archer' ? 'ranged' : 'melee';
const neutralSuccessCue = [judgementSuccess.outcomeChip?.label, judgementSuccess.mapCueLabel, ...judgementSuccess.neutralMapTexts]
.filter(Boolean)
.join(' · ');
assert(
judgementSuccess.hit === true &&
judgementSuccess.baseDefeated === false &&
judgementSuccess.defeated === true &&
successAttempt?.succeeded === true &&
successAttempt.partnerId === judgementSuccess.partnerId &&
successAttempt.partnerName === judgementSuccess.partnerName &&
successAttempt.rate === 18 &&
successAttempt.expectedDamage === judgementSuccess.preview.chainDamage &&
successChain?.partnerId === successAttempt.partnerId &&
successChain.partnerName === successAttempt.partnerName &&
successChain.rate === successAttempt.rate &&
successChain.damage === successAttempt.expectedDamage &&
successChain.previousDefenderHp === successChain.damage &&
successChain.defeated === true &&
judgementSuccess.initialTargetHp === judgementSuccess.damage + successChain.damage &&
judgementSuccess.finalTargetHp === 0,
`Expected forced pursuit success to preserve the attempt, full supporter damage, and follow-up defeat contract: ${JSON.stringify(judgementSuccess)}`
);
assert(
judgementSuccess.partnerStatsDelta.damageDealt === successChain.damage &&
judgementSuccess.partnerStatsDelta.defeats === 1 &&
judgementSuccess.partnerStatsDelta.actions === 0 &&
judgementSuccess.targetStatsDelta.damageTaken === judgementSuccess.damage + successChain.damage,
`Expected successful pursuit damage and defeat credit to belong only to the supporter while the defender receives both hits: ${JSON.stringify(judgementSuccess)}`
);
assert(
judgementSuccess.outcomeChip?.label === '판정 18%' &&
judgementSuccess.mapCueLabel === `공명 판정 · ${judgementSuccess.partnerName} 18%` &&
judgementSuccess.neutralMapTexts.some((text) => text.includes(judgementSuccess.mapCueLabel)) &&
!neutralSuccessCue.includes('추격') &&
!neutralSuccessCue.includes('격파') &&
!neutralSuccessCue.includes('호흡 일치') &&
!neutralSuccessCue.includes('호흡 불발'),
`Expected successful pursuit to remain a neutral percentage judgement in the outcome chip and pre-contact map cue: ${JSON.stringify(judgementSuccess)}`
);
assert(
successPresented?.status === 'success' &&
successPresented.partnerId === judgementSuccess.partnerId &&
successPresented.partnerName === judgementSuccess.partnerName &&
successPresented.rate === 18 &&
successPresented.expectedDamage === successChain.damage &&
successPresented.damage === successChain.damage &&
successPresented.defeated === true &&
successPresented.presented === true &&
successPresented.completed === false &&
successPresented.motion === expectedSuccessMotion &&
successPresented.title === '공명 판정 18%' &&
successPresented.detail === `${judgementSuccess.partnerName} · 호흡 일치` &&
isFiniteBounds(successPresented.bounds) &&
boundsInside(successPresented.bounds, firstBattleBondChainJudgement.sceneBounds),
`Expected the successful judgement to expose the bounded percentage verdict before revealing pursuit contact: ${JSON.stringify(judgementSuccess.judgement)}`
);
assert(
successCompleted?.status === 'success' &&
successCompleted.presented === true &&
successCompleted.completed === true &&
successCompleted.motion === expectedSuccessMotion &&
successCompleted.damage === successChain.damage &&
successCompleted.defeated === true &&
successCompleted.title.includes('공명 격파') &&
isFiniteBounds(successCompleted.bounds) &&
boundsInside(successCompleted.bounds, firstBattleBondChainJudgement.sceneBounds) &&
judgementSuccess.formatted.includes(`공명 판정 · ${judgementSuccess.partnerName} 18% · 호흡 일치`) &&
judgementSuccess.formatted.includes(`추격 피해 +${successChain.damage} · 공명 격파`) &&
judgementSuccess.mapTitle.includes('공명 격파') &&
judgementSuccess.mapResultTexts.some((text) => text.includes('공명 격파')),
`Expected successful pursuit contact to retain its completed debug snapshot and explicit finisher result feedback: ${JSON.stringify(judgementSuccess)}`
);
const rangedScenarios = [
firstBattleBondChainJudgement.scenarios.rangedNormal,
firstBattleBondChainJudgement.scenarios.rangedFast,
firstBattleBondChainJudgement.scenarios.rangedVeryFast
];
const rangedTelemetryIsSynchronized = (scenario) => {
const gauge = scenario.judgement.telemetry?.gauge?.[0];
const impact = scenario.judgement.telemetry?.impact?.[0];
const motion = scenario.judgement.telemetry?.partnerMotion?.[0];
return scenario.judgement.telemetry?.gauge?.length === 1 &&
scenario.judgement.telemetry?.impact?.length === 1 &&
scenario.judgement.telemetry?.partnerMotion?.length === 1 &&
gauge.duration === 300 &&
Math.abs(gauge.startScale - gauge.from) < 0.001 &&
Math.abs(gauge.endScale - gauge.to) < 0.001 &&
gauge.endAt > gauge.startAt &&
impact.damage === scenario.chain.damage &&
Math.abs(impact.at - gauge.startAt) < 80 &&
motion.startAt <= gauge.startAt &&
motion.endAt + 80 >= gauge.startAt;
};
const rangedGaugeDurations = rangedScenarios.map((scenario) => {
const gauge = scenario.judgement.telemetry.gauge[0];
return gauge.endAt - gauge.startAt;
});
assert(
rangedScenarios.map((scenario) => scenario.battleSpeed).join(',') === 'normal,fast,very-fast' &&
rangedScenarios[0].partnerClassKey === 'archer' &&
rangedScenarios[1].partnerClassKey === 'strategist' &&
rangedScenarios[2].partnerClassKey === 'strategist' &&
rangedScenarios.every((scenario) =>
scenario.attempt?.succeeded === true &&
scenario.judgement.presented?.status === 'success' &&
scenario.judgement.presented.motion === 'ranged' &&
scenario.judgement.presented.title === '공명 판정 18%' &&
scenario.judgement.completed?.completed === true &&
scenario.judgement.completed.motion === 'ranged' &&
rangedTelemetryIsSynchronized(scenario) &&
isFiniteBounds(scenario.judgement.completed.bounds) &&
boundsInside(scenario.judgement.completed.bounds, firstBattleBondChainJudgement.sceneBounds) &&
Number.isFinite(scenario.presentationDurationMs) &&
scenario.presentationDurationMs > 0
) &&
rangedScenarios[0].presentationDurationMs > rangedScenarios[1].presentationDurationMs &&
rangedScenarios[1].presentationDurationMs > rangedScenarios[2].presentationDurationMs &&
rangedGaugeDurations[0] > rangedGaugeDurations[1] &&
rangedGaugeDurations[1] > rangedGaugeDurations[2],
`Expected archer and extended-range pursuit motions to complete in all three battle speeds with ordered scaled timing: ${JSON.stringify(rangedScenarios)}`
);
const judgementNatural = firstBattleBondChainJudgement.scenarios.natural;
assert(
judgementNatural.hit === true &&
judgementNatural.baseDefeated === false &&
judgementNatural.attempt?.succeeded === true &&
judgementNatural.chain?.damage === judgementNatural.preview.chainDamage &&
judgementNatural.chainRollCalls.length === 1 &&
judgementNatural.chainRollCalls[0].rate === judgementNatural.preview.chainRate &&
judgementNatural.chainRollCalls[0].forcedResult === null &&
judgementNatural.chainRollCalls[0].rollPercentCalls === 1 &&
judgementNatural.chainRollCalls[0].succeeded === true,
`Expected the natural pursuit path to make exactly one unforced percentage roll after the base hit: ${JSON.stringify(judgementNatural)}`
);
const judgementNaturalFailure = firstBattleBondChainJudgement.scenarios.naturalFailure;
assert(
judgementNaturalFailure.hit === true &&
judgementNaturalFailure.baseDefeated === false &&
judgementNaturalFailure.attempt?.succeeded === false &&
judgementNaturalFailure.chain === null &&
judgementNaturalFailure.chainRollCalls.length === 1 &&
judgementNaturalFailure.chainRollCalls[0].rate === judgementNaturalFailure.preview.chainRate &&
judgementNaturalFailure.chainRollCalls[0].forcedResult === null &&
judgementNaturalFailure.chainRollCalls[0].rollPercentCalls === 1 &&
judgementNaturalFailure.chainRollCalls[0].succeeded === false,
`Expected the natural failed pursuit path to consume one unforced roll without applying follow-up damage: ${JSON.stringify(judgementNaturalFailure)}`
);
const judgementFailure = firstBattleBondChainJudgement.scenarios.failure;
const failureAttempt = judgementFailure.attempt;
const failurePresented = judgementFailure.judgement.presented;
const failureCompleted = judgementFailure.judgement.completed;
const expectedFailureMotion = judgementFailure.partnerClassKey === 'archer' ? 'ranged' : 'melee';
const failureLine = `공명 판정 · ${judgementFailure.partnerName} 18% · 호흡 불발`;
const neutralFailureCue = [judgementFailure.outcomeChip?.label, judgementFailure.mapCueLabel, ...judgementFailure.neutralMapTexts]
.filter(Boolean)
.join(' · ');
assert(
judgementFailure.hit === true &&
judgementFailure.baseDefeated === false &&
judgementFailure.defeated === false &&
failureAttempt?.succeeded === false &&
failureAttempt.partnerId === judgementFailure.partnerId &&
failureAttempt.partnerName === judgementFailure.partnerName &&
failureAttempt.rate === 18 &&
failureAttempt.expectedDamage === judgementFailure.preview.chainDamage &&
judgementFailure.chain === null &&
judgementFailure.finalTargetHp === judgementFailure.initialTargetHp - judgementFailure.damage,
`Expected forced pursuit failure to retain the attempted partner and rate without applying follow-up damage: ${JSON.stringify(judgementFailure)}`
);
assert(
judgementFailure.partnerStatsDelta.damageDealt === 0 &&
judgementFailure.partnerStatsDelta.defeats === 0 &&
judgementFailure.partnerStatsDelta.actions === 0 &&
judgementFailure.targetStatsDelta.damageTaken === judgementFailure.damage,
`Expected failed pursuit to leave supporter and defender pursuit statistics untouched: ${JSON.stringify(judgementFailure)}`
);
assert(
judgementFailure.outcomeChip?.label === '판정 18%' &&
judgementFailure.mapCueLabel === `공명 판정 · ${judgementFailure.partnerName} 18%` &&
judgementFailure.neutralMapTexts.some((text) => text.includes(judgementFailure.mapCueLabel)) &&
!neutralFailureCue.includes('추격') &&
!neutralFailureCue.includes('격파') &&
!neutralFailureCue.includes('호흡 불발') &&
judgementFailure.formatted.includes(failureLine) &&
judgementFailure.mapResultTexts.some((text) => text.includes(failureLine)),
`Expected failed pursuit to keep the pre-contact cue neutral and then name the partner, rate, and exact failure reason: ${JSON.stringify(judgementFailure)}`
);
assert(
failurePresented?.status === 'failed' &&
failurePresented.partnerId === judgementFailure.partnerId &&
failurePresented.partnerName === judgementFailure.partnerName &&
failurePresented.rate === 18 &&
failurePresented.expectedDamage === judgementFailure.preview.chainDamage &&
failurePresented.damage === 0 &&
failurePresented.defeated === false &&
failurePresented.presented === true &&
failurePresented.completed === false &&
failurePresented.motion === expectedFailureMotion &&
`${failurePresented.title} ${failurePresented.detail}`.includes('호흡 불발') &&
isFiniteBounds(failurePresented.bounds) &&
boundsInside(failurePresented.bounds, firstBattleBondChainJudgement.sceneBounds),
`Expected the failed judgement to expose one bounded in-progress non-damaging presentation: ${JSON.stringify(judgementFailure.judgement)}`
);
assert(
failureCompleted?.status === 'failed' &&
failureCompleted.presented === true &&
failureCompleted.completed === true &&
failureCompleted.motion === expectedFailureMotion &&
failureCompleted.damage === 0 &&
failureCompleted.defeated === false &&
`${failureCompleted.title} ${failureCompleted.detail}`.includes('호흡 불발') &&
isFiniteBounds(failureCompleted.bounds) &&
boundsInside(failureCompleted.bounds, firstBattleBondChainJudgement.sceneBounds),
`Expected failed pursuit presentation to complete once while retaining its judgement payload: ${JSON.stringify(judgementFailure.judgement)}`
);
const judgementMiss = firstBattleBondChainJudgement.scenarios.miss;
const judgementLethal = firstBattleBondChainJudgement.scenarios.lethal;
assert(
judgementMiss.hit === false &&
judgementMiss.damage === 0 &&
judgementMiss.attempt === null &&
judgementMiss.chain === null &&
judgementMiss.finalTargetHp === judgementMiss.initialTargetHp &&
judgementMiss.judgement.completed === null,
`Expected a missed base attack to skip resonance judgement entirely: ${JSON.stringify(judgementMiss)}`
);
assert(
judgementLethal.hit === true &&
judgementLethal.baseDefeated === true &&
judgementLethal.defeated === true &&
judgementLethal.attempt === null &&
judgementLethal.chain === null &&
judgementLethal.finalTargetHp === 0 &&
judgementLethal.judgement.completed === null,
`Expected a lethal base attack to skip resonance judgement entirely: ${JSON.stringify(judgementLethal)}`
);
assert(
sameJsonValue(firstBattleBondChainJudgement.restored, firstBattleBondChainJudgement.expectedRestored),
`Expected the judgement fixture to restore the full saveable battle state, camera, URL flags, selection, markers, cut-in objects, and prior debug snapshot: ${JSON.stringify(firstBattleBondChainJudgement)}`
);
const firstBattleOrderHud = await assertLiveSortieOrderHud(page, {
battleId: 'first-battle-zhuo-commandery',
orderId: 'elite',
context: 'first battle'
});
assert(
firstBattleOrderHud.hud?.commandReady === true &&
firstBattleOrderHud.hud.commandUnlocked === true &&
firstBattleOrderHud.hud.commandUnlockTurn === 1 &&
firstBattleOrderHud.hud.commandUsed === false &&
firstBattleOrderHud.hud.commandSource === 'sortie-order' &&
firstBattleOrderHud.hud.criteria.every((entry) => entry.id === 'victory' || entry.achieved === true) &&
firstBattleOrderHud.battleLog.some((entry) => entry.includes('군령 발동 가능')) &&
isFiniteBounds(firstBattleOrderHud.hud.commandBounds),
`Expected the deterministic fixture to reach the real criteria/action unlock path and expose a ready one-use order command: ${JSON.stringify(firstBattleOrderHud)}`
);
const firstBattleCommand = await activateSortieOrderCommand(page, 'support');
assert(
firstBattleCommand.live?.commandReady === false &&
firstBattleCommand.live?.commandUnlocked === true &&
firstBattleCommand.live?.commandUsed === true &&
firstBattleCommand.live?.commandSource === 'sortie-order' &&
firstBattleCommand.live?.commandActorId === firstBattleCommand.live?.command?.actorId &&
firstBattleCommand.live?.command?.source === 'sortie-order' &&
firstBattleCommand.live?.command?.role === 'support' &&
firstBattleCommand.live?.command?.effectPending === false &&
firstBattleCommand.live?.command?.effectValue > 0,
`Expected selecting 재정비 to consume the order command and resolve deterministic healing immediately: ${JSON.stringify(firstBattleCommand)}`
);
await page.evaluate(() => window.__HEROS_DEBUG__?.forceBattleOutcome('victory'));
await waitForBattleOutcome(page, 'victory');
await page.screenshot({ path: `${screenshotDir}/rc-first-battle-result.png`, fullPage: true });
await assertCanvasPainted(page, 'first battle result');
const resultProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const state = window.__HEROS_DEBUG__?.battle();
return {
outcome: state?.battleOutcome,
resultTexts: textValues(scene?.resultObjects)
};
function textValues(objects = []) {
return objects.filter((object) => object?.type === 'Text').map((object) => object.text);
}
});
assert(resultProbe.outcome === 'victory', `Expected forced victory result: ${JSON.stringify(resultProbe)}`);
assert(resultProbe.resultTexts.includes('목표 정산'), `Expected result objective settlement title: ${JSON.stringify(resultProbe.resultTexts)}`);
assert(resultProbe.resultTexts.some((text) => text.includes('목표 보상')), `Expected reward panel to name objective rewards: ${JSON.stringify(resultProbe.resultTexts)}`);
assert(
resultProbe.resultTexts.some((text) => text.includes(`해금 ${firstBattleUnlockLabel}`)),
`Expected result reward panel to surface first battle unlock label: ${JSON.stringify(resultProbe.resultTexts)}`
);
assert(!resultProbe.resultTexts.some((text) => text.includes('미달')), `Expected result screen to avoid harsh optional-goal wording: ${JSON.stringify(resultProbe.resultTexts)}`);
const firstResultState = await page.evaluate(() => window.__HEROS_DEBUG__?.battle());
const firstResultSave = await readCampaignSave(page);
const firstSortieOrder = firstResultState?.sortieOperationOrder;
const firstSortieOrderResult = firstSortieOrder?.result;
const firstSortieOrderCommand = firstSortieOrderResult?.command;
assert(
firstSortieOrder?.selectedId === 'elite' &&
firstSortieOrder?.open === false &&
firstSortieOrder?.toggleButtonBounds &&
firstSortieOrderResult?.orderId === 'elite' &&
firstSortieOrderResult?.progress?.map((entry) => entry.id).join(',') === 'victory,elite-grade,elite-survival',
`Expected the scripted first battle to expose an explicit elite order result: ${JSON.stringify(firstSortieOrder)}`
);
assert(
firstSortieOrderCommand?.source === 'sortie-order' &&
firstSortieOrderCommand.role === 'support' &&
typeof firstSortieOrderCommand.actorId === 'string' && firstSortieOrderCommand.actorId.length > 0 &&
firstSortieOrderCommand.usedTurn === 1 &&
firstSortieOrderCommand.effectPending === false &&
firstSortieOrderCommand.effectValue > 0 &&
firstSortieOrderCommand.statusesCleared >= 0 &&
firstSortieOrderCommand.effectLost === false,
`Expected the result snapshot to retain the resolved 재정비 order command: ${JSON.stringify(firstSortieOrderResult)}`
);
assert(
sameJsonValue(firstResultSave.current?.firstBattleReport?.sortieOrder, firstSortieOrderResult) &&
sameJsonValue(firstResultSave.slot1?.firstBattleReport?.sortieOrder, firstSortieOrderResult) &&
sameJsonValue(firstResultSave.current?.battleHistory?.['first-battle-zhuo-commandery']?.sortieOrder, firstSortieOrderResult) &&
sameJsonValue(firstResultSave.slot1?.battleHistory?.['first-battle-zhuo-commandery']?.sortieOrder, firstSortieOrderResult) &&
sameJsonValue(firstResultSave.current?.sortieOrderHistory?.['first-battle-zhuo-commandery']?.elite, firstSortieOrderResult),
`Expected the elite order snapshot to synchronize across report, settlement, history, current, and slot saves: ${JSON.stringify(firstResultSave)}`
);
assert(
sameJsonValue(firstResultSave.current?.firstBattleReport?.sortieOrder?.command, firstSortieOrderCommand) &&
sameJsonValue(firstResultSave.slot1?.firstBattleReport?.sortieOrder?.command, firstSortieOrderCommand) &&
sameJsonValue(firstResultSave.current?.battleHistory?.['first-battle-zhuo-commandery']?.sortieOrder?.command, firstSortieOrderCommand) &&
sameJsonValue(firstResultSave.slot1?.battleHistory?.['first-battle-zhuo-commandery']?.sortieOrder?.command, firstSortieOrderCommand) &&
sameJsonValue(firstResultSave.current?.sortieOrderHistory?.['first-battle-zhuo-commandery']?.elite?.command, firstSortieOrderCommand) &&
sameJsonValue(firstResultSave.slot1?.sortieOrderHistory?.['first-battle-zhuo-commandery']?.elite?.command, firstSortieOrderCommand),
`Expected the order-command snapshot to persist across current/slot reports, settlements, and order history: ${JSON.stringify(firstResultSave)}`
);
if (firstSortieOrderResult.achieved) {
assert(
firstSortieOrderResult.rewardGranted === true &&
firstResultSave.current?.claimedSortieOrderRewardIds?.includes('first-battle-zhuo-commandery:elite') &&
firstResultSave.current?.inventory?.['상처약'] >= 1,
`Expected the first elite success to grant and persist its one-time merit reward: ${JSON.stringify(firstResultSave.current)}`
);
}
const firstResultPerformance = firstResultState?.sortieEvaluation?.snapshot;
assert(
firstResultState?.sortieEvaluation?.available === true &&
firstResultState.sortieEvaluation.open === false &&
['S', 'A', 'B', 'C', 'D'].includes(firstResultState.sortieEvaluation.grade) &&
Number.isFinite(firstResultState.sortieEvaluation.score),
`Expected the first result to expose a closed formation evaluation with a grade: ${JSON.stringify(firstResultState?.sortieEvaluation)}`
);
assert(
firstResultPerformance?.selectedUnitIds?.length === firstResultState?.deployedAllyIds?.length &&
firstResultPerformance.selectedUnitIds.every((unitId) => firstResultState.deployedAllyIds.includes(unitId)) &&
firstResultPerformance.selectedUnitIds.every((unitId) => ['front', 'flank', 'support', 'reserve'].includes(firstResultPerformance.formationAssignments?.[unitId])) &&
firstResultPerformance.unitStats?.length === firstResultPerformance.selectedUnitIds.length &&
!Object.prototype.hasOwnProperty.call(firstResultPerformance, 'sortieItemAssignments') &&
!Object.prototype.hasOwnProperty.call(firstResultPerformance, 'itemAssignments'),
`Expected the first result snapshot to materialize every deployed officer and role without supplies: ${JSON.stringify(firstResultPerformance)}`
);
assert(
sameJsonValue(firstResultSave.current?.firstBattleReport?.sortiePerformance, firstResultPerformance) &&
sameJsonValue(firstResultSave.slot1?.firstBattleReport?.sortiePerformance, firstResultPerformance) &&
sameJsonValue(firstResultSave.current?.battleHistory?.['first-battle-zhuo-commandery']?.sortiePerformance, firstResultPerformance) &&
sameJsonValue(firstResultSave.slot1?.battleHistory?.['first-battle-zhuo-commandery']?.sortiePerformance, firstResultPerformance),
`Expected the first formation result snapshot to synchronize across report, history, current, and slot-1 saves: ${JSON.stringify(firstResultSave)}`
);
const expectedFirstSortieReview = {
version: 1,
score: firstResultState.sortieEvaluation.score,
grade: firstResultState.sortieEvaluation.grade,
activeBondCount: firstResultState.sortieEvaluation.activeBondCount,
enemyCount: firstResultState.units.filter((unit) => unit.faction === 'enemy').length,
sourcePresetIds: []
};
assert(
sameJsonValue(firstResultSave.current?.firstBattleReport?.sortieReview, expectedFirstSortieReview) &&
sameJsonValue(firstResultSave.slot1?.firstBattleReport?.sortieReview, expectedFirstSortieReview) &&
sameJsonValue(firstResultSave.current?.battleHistory?.['first-battle-zhuo-commandery']?.sortieReview, expectedFirstSortieReview) &&
sameJsonValue(firstResultSave.slot1?.battleHistory?.['first-battle-zhuo-commandery']?.sortieReview, expectedFirstSortieReview) &&
firstResultSave.current.firstBattleReport.sortieReview.sourcePresetIds.length === 0,
`Expected the first persisted sortie review to match the live grade, score, enemies, bonds, and empty preset attribution everywhere: ${JSON.stringify({
expected: expectedFirstSortieReview,
currentReport: firstResultSave.current?.firstBattleReport?.sortieReview,
slotReport: firstResultSave.slot1?.firstBattleReport?.sortieReview,
currentHistory: firstResultSave.current?.battleHistory?.['first-battle-zhuo-commandery']?.sortieReview,
slotHistory: firstResultSave.slot1?.battleHistory?.['first-battle-zhuo-commandery']?.sortieReview
})}`
);
const firstOrderTogglePoint = await readBattleSortieOrderControlPoint(page, 'toggle');
await page.mouse.click(firstOrderTogglePoint.x, firstOrderTogglePoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.battle()?.sortieOperationOrder?.open === true,
undefined,
{ timeout: 30000 }
);
const firstOrderDetail = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
return {
state: window.__HEROS_DEBUG__?.battle()?.sortieOperationOrder,
texts: (scene?.resultSortieOrderObjects ?? [])
.filter((object) => object?.type === 'Text')
.map((object) => object.text)
};
});
assert(
firstOrderDetail.state?.closeButtonBounds &&
firstOrderDetail.texts.some((text) => text.includes('정예 작전 명령')) &&
firstOrderDetail.texts.some((text) => text.includes('전투 승리')) &&
firstOrderDetail.texts.some((text) => text.includes('A등급 이상')) &&
firstOrderDetail.texts.some((text) => text.includes('출전 전원 생존')) &&
firstOrderDetail.texts.some((text) => text.includes('군령 발동') && text.includes('재정비')) &&
firstOrderDetail.texts.some((text) => text.includes('1턴') && text.includes('회복')),
`Expected the visible sortie-order detail to explain every elite condition and its used command: ${JSON.stringify(firstOrderDetail)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-first-battle-sortie-order.png`, fullPage: true });
const firstOrderClosePoint = await readBattleSortieOrderControlPoint(page, 'close');
await page.mouse.click(firstOrderClosePoint.x, firstOrderClosePoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.battle()?.sortieOperationOrder?.open === false,
undefined,
{ timeout: 30000 }
);
const firstEvaluationTogglePoint = await readBattleResultEvaluationControlPoint(page, 'toggle');
await page.mouse.click(firstEvaluationTogglePoint.x, firstEvaluationTogglePoint.y);
await page.waitForFunction(() => window.__HEROS_DEBUG__?.battle()?.sortieEvaluation?.open === true, undefined, { timeout: 30000 });
const firstEvaluationProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const state = window.__HEROS_DEBUG__?.battle();
return {
evaluation: state?.sortieEvaluation,
texts: (scene?.resultFormationReviewObjects ?? [])
.filter((object) => object?.type === 'Text')
.map((object) => object.text)
};
});
assert(
firstEvaluationProbe.texts.includes('이번 편성 평가') &&
firstEvaluationProbe.texts.some((text) => text.includes('명단·역할만 저장') && text.includes('장비·보급 제외')) &&
firstEvaluationProbe.evaluation?.presetCards?.length === 3 &&
firstEvaluationProbe.evaluation.presetCards.every((card) => card.saved === false && card.matching === false && card.actionButtonBounds),
`Expected the visible first-battle evaluation to explain its scope and show three empty preset actions: ${JSON.stringify(firstEvaluationProbe)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-first-battle-formation-evaluation.png`, fullPage: true });
await assertCanvasPainted(page, 'first battle formation evaluation');
const firstEvaluationClosePoint = await readBattleResultEvaluationControlPoint(page, 'close');
await page.mouse.click(firstEvaluationClosePoint.x, firstEvaluationClosePoint.y);
await page.waitForFunction(() => window.__HEROS_DEBUG__?.battle()?.sortieEvaluation?.open === false, undefined, { timeout: 30000 });
await page.mouse.click(738, 642);
await waitForCampAfterBattleResult(page);
await page.screenshot({ path: `${screenshotDir}/rc-first-camp.png`, fullPage: true });
await assertCanvasPainted(page, 'first camp');
const firstCampProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
return {
state: window.__HEROS_DEBUG__?.camp(),
summary: scene?.reportSummary?.(),
texts: textValues(scene?.contentObjects)
};
function textValues(objects = []) {
return objects.filter((object) => object?.type === 'Text').map((object) => object.text);
}
});
assert(firstCampProbe.state?.campaign?.step === 'first-camp', `Expected victory to return to first camp: ${JSON.stringify(firstCampProbe.state)}`);
assert(
firstCampProbe.state?.nextSortieBattleId === 'second-battle-yellow-turban-pursuit',
`Expected first camp sortie flow to prepare unlocked second battle: ${JSON.stringify(firstCampProbe.state)}`
);
assert(
['liu-bei', 'guan-yu', 'zhang-fei'].every((unitId) =>
firstCampProbe.state?.sortieDeploymentPreview?.some((slot) => slot.unitId === unitId)
),
`Expected first camp deployment preview to keep the founding trio assigned: ${JSON.stringify(firstCampProbe.state?.sortieDeploymentPreview)}`
);
assert(firstCampProbe.state?.sortieHasBattle === true, `Expected first camp to expose a playable next battle: ${JSON.stringify(firstCampProbe.state)}`);
assert(
firstCampProbe.state?.sortieRecommendationEnabled === true,
`Expected first camp to support recommended sortie planning: ${JSON.stringify(firstCampProbe.state)}`
);
assert(
firstCampProbe.state?.sortiePlan?.selectedCount === firstCampProbe.state?.sortieDeploymentPreview?.length,
`Expected deployment preview to match selected sortie count: ${JSON.stringify(firstCampProbe.state?.sortiePlan)} / ${JSON.stringify(firstCampProbe.state?.sortieDeploymentPreview)}`
);
assertUnique(
firstCampProbe.state?.sortieDeploymentPreview?.map((slot) => slot.unitId),
`Expected first camp deployment preview to avoid duplicate units: ${JSON.stringify(firstCampProbe.state?.sortieDeploymentPreview)}`
);
assertUnique(
firstCampProbe.state?.sortieDeploymentPreview?.map((slot) => `${slot.x},${slot.y}`),
`Expected first camp deployment preview to avoid duplicate tiles: ${JSON.stringify(firstCampProbe.state?.sortieDeploymentPreview)}`
);
assert(firstCampProbe.summary?.includes('보유 군자금'), `Expected camp summary to show held gold: ${JSON.stringify(firstCampProbe)}`);
assert(firstCampProbe.texts.some((text) => text.includes('전투 보상')), `Expected camp report to show battle reward: ${JSON.stringify(firstCampProbe.texts)}`);
assert(
firstCampProbe.texts.some((text) => text.includes('명령 기록') && text.includes('재정비')),
`Expected the camp report to show the persisted command record: ${JSON.stringify(firstCampProbe.texts)}`
);
assert(
firstCampProbe.texts.some((text) => text.includes(`다음 ${firstBattleUnlockLabel}`)),
`Expected camp report to surface first battle unlock label: ${JSON.stringify(firstCampProbe.texts)}`
);
assert(
firstCampProbe.state?.report?.campaignRewards?.unlocks?.some(
(unlock) => unlock.battleId === 'second-battle-yellow-turban-pursuit' && unlock.title === firstBattleUnlockLabel
),
`Expected campaign report debug state to retain first battle unlock reward: ${JSON.stringify(firstCampProbe.state?.report?.campaignRewards)}`
);
const firstCampEvaluation = firstCampProbe.state?.reportFormationEvaluation;
const firstCampHistory = firstCampProbe.state?.reportFormationHistory;
const firstCampEvaluationSaveBefore = await readCampaignSave(page);
assert(
firstCampEvaluation?.available === true &&
firstCampEvaluation.open === false &&
firstCampEvaluation.battleId === 'first-battle-zhuo-commandery' &&
firstCampEvaluation.grade === firstResultState?.sortieEvaluation?.grade &&
firstCampEvaluation.score === firstResultState?.sortieEvaluation?.score &&
sameJsonValue(firstCampEvaluation.snapshot, firstResultPerformance) &&
firstCampEvaluation.toggleButtonBounds,
`Expected the first camp report to expose the persisted battle formation evaluation: ${JSON.stringify(firstCampEvaluation)}`
);
assert(
firstCampHistory?.available === true &&
firstCampHistory.open === false &&
firstCampHistory.recordCount === 1 &&
firstCampHistory.page === 0 &&
firstCampHistory.pageCount === 1 &&
firstCampHistory.records?.length === 1 &&
firstCampHistory.records[0].battleId === 'first-battle-zhuo-commandery' &&
firstCampHistory.records[0].grade === expectedFirstSortieReview.grade &&
firstCampHistory.records[0].score === expectedFirstSortieReview.score &&
sameJsonValue(firstCampHistory.records[0].sourcePresetIds, expectedFirstSortieReview.sourcePresetIds) &&
firstCampHistory.selectedBattleId === 'first-battle-zhuo-commandery' &&
firstCampHistory.best?.battleId === 'first-battle-zhuo-commandery' &&
firstCampHistory.loadableBest?.battleId === 'first-battle-zhuo-commandery' &&
firstCampHistory.loadUndoAvailable === false &&
firstCampHistory.toggleButtonBounds,
`Expected the first camp report to expose one closed, persisted formation-history record and its best loadable sortie: ${JSON.stringify(firstCampHistory)}`
);
const firstCampOrder = firstCampProbe.state?.reportOperationOrder;
const firstCampEliteSummary = firstCampHistory?.orderSummaries?.find((summary) => summary.orderId === 'elite');
assert(
firstCampOrder?.available === true &&
firstCampOrder.orderId === 'elite' &&
firstCampOrder.achieved === firstSortieOrderResult.achieved &&
firstCampOrder.firstRewardGranted === firstSortieOrderResult.rewardGranted &&
sameSortieOrderCommand(firstCampOrder.command, firstSortieOrderCommand) &&
firstCampOrder.command?.label === '재정비' &&
firstCampOrder.command?.sourceLabel === '군령 발동' &&
firstCampOrder.command?.recordLine?.includes('회복') &&
firstCampHistory.records[0].sortieOrder?.orderId === 'elite' &&
firstCampHistory.records[0].sortieOrder?.achieved === firstSortieOrderResult.achieved &&
sameSortieOrderCommand(firstCampHistory.records[0].sortieOrder?.command, firstSortieOrderCommand) &&
firstCampHistory.selected?.sortieOrder?.progress?.length === 3 &&
sameSortieOrderCommand(firstCampHistory.selected?.sortieOrder?.command, firstSortieOrderCommand) &&
firstCampEliteSummary?.attempts === 1 &&
firstCampEliteSummary.successes === (firstSortieOrderResult.achieved ? 1 : 0) &&
firstCampEliteSummary.bestScore === firstSortieOrderResult.score,
`Expected the camp report and formation ledger to surface the elite result and merit statistics: ${JSON.stringify({ firstCampOrder, firstCampHistory })}`
);
await setDebugQueryParam(page, 'debugOrderCommandReady', null);
if (firstSortieOrderResult.rewardGranted) {
assert(
firstCampOrder.rewardBadgeBounds && firstCampOrder.rewardLine.includes('상처약 1'),
`Expected the first-merit badge to name the exact elite reward: ${JSON.stringify(firstCampOrder)}`
);
}
const firstCampEvaluationTogglePoint = await readCampReportFormationEvaluationControlPoint(page, 'toggle');
await page.mouse.click(firstCampEvaluationTogglePoint.x, firstCampEvaluationTogglePoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.camp()?.reportFormationEvaluation?.open === true,
undefined,
{ timeout: 30000 }
);
const firstCampEvaluationProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
return {
evaluation: window.__HEROS_DEBUG__?.camp()?.reportFormationEvaluation,
texts: (scene?.reportFormationReviewObjects ?? [])
.filter((object) => object?.type === 'Text')
.map((object) => object.text)
};
});
const firstCampEvaluationSaveOpen = await readCampaignSave(page);
assert(
firstCampEvaluationProbe.evaluation?.open === true &&
firstCampEvaluationProbe.texts.includes('최근 전투 편성 평가') &&
firstCampEvaluationProbe.texts.some((text) => text.includes('명단·역할만 저장') && text.includes('장비·보급 제외')) &&
firstCampEvaluationProbe.evaluation?.presetCards?.length === 3 &&
firstCampEvaluationProbe.evaluation.presetCards.every(
(card) => card.saved === false && card.matching === false && card.actionButtonBounds
) &&
sameJsonValue(firstCampEvaluationSaveOpen, firstCampEvaluationSaveBefore),
`Expected reopening the first camp formation evaluation to remain non-destructive and show three empty preset actions: ${JSON.stringify(firstCampEvaluationProbe)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-first-camp-formation-evaluation.png`, fullPage: true });
await assertCanvasPainted(page, 'first camp formation evaluation');
const firstCampEvaluationClosePoint = await readCampReportFormationEvaluationControlPoint(page, 'close');
await page.mouse.click(firstCampEvaluationClosePoint.x, firstCampEvaluationClosePoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.camp()?.reportFormationEvaluation?.open === false,
undefined,
{ timeout: 30000 }
);
const firstCampHistoryMutationFixture = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const campaign = scene?.campaign;
const snapshot = campaign?.battleHistory?.['first-battle-zhuo-commandery']?.sortiePerformance;
const targetId = snapshot?.selectedUnitIds?.find((unitId) => scene?.selectedSortieUnitIds?.includes(unitId));
const historicalRole = targetId ? snapshot?.formationAssignments?.[targetId] : undefined;
const divergentRole = ['front', 'flank', 'support', 'reserve'].find((role) => role !== historicalRole);
if (
!scene ||
!campaign ||
!snapshot?.selectedUnitIds?.length ||
!targetId ||
!historicalRole ||
!divergentRole ||
typeof scene.persistSortieSelection !== 'function' ||
typeof scene.render !== 'function'
) {
return {
ready: false,
targetId: targetId ?? null,
historicalRole: historicalRole ?? null,
divergentRole: divergentRole ?? null
};
}
const before = {
selectedUnitIds: [...scene.selectedSortieUnitIds],
formationAssignments: { ...scene.sortieFormationAssignments },
itemAssignments: structuredClone(scene.sortieItemAssignments ?? {}),
focusedUnitId: scene.sortieFocusedUnitId,
planFeedback: scene.sortiePlanFeedback,
rosterScroll: scene.sortieRosterScroll
};
scene.sortieFormationAssignments = {
...scene.sortieFormationAssignments,
[targetId]: divergentRole
};
scene.persistSortieSelection();
scene.render();
return {
ready: true,
targetId,
historicalRole,
divergentRole,
before,
divergent: {
selectedUnitIds: [...scene.selectedSortieUnitIds],
formationAssignments: { ...scene.sortieFormationAssignments },
itemAssignments: structuredClone(scene.sortieItemAssignments ?? {})
}
};
});
assert(
firstCampHistoryMutationFixture.ready === true &&
firstCampHistoryMutationFixture.historicalRole !== firstCampHistoryMutationFixture.divergentRole &&
firstCampHistoryMutationFixture.divergent?.formationAssignments?.[firstCampHistoryMutationFixture.targetId] ===
firstCampHistoryMutationFixture.divergentRole,
`Expected a deterministic current-formation mismatch before exercising best-history loading: ${JSON.stringify(firstCampHistoryMutationFixture)}`
);
const firstCampHistorySaveBeforeOpen = await readCampaignSave(page);
assert(
sameJsonValue(
firstCampHistorySaveBeforeOpen.current?.selectedSortieUnitIds,
firstCampHistoryMutationFixture.divergent.selectedUnitIds
) &&
sameJsonValue(
firstCampHistorySaveBeforeOpen.current?.sortieFormationAssignments,
firstCampHistoryMutationFixture.divergent.formationAssignments
) &&
sameJsonValue(
firstCampHistorySaveBeforeOpen.current?.sortieItemAssignments,
firstCampHistoryMutationFixture.divergent.itemAssignments
) &&
sameJsonValue(
firstCampHistorySaveBeforeOpen.slot1?.selectedSortieUnitIds,
firstCampHistoryMutationFixture.divergent.selectedUnitIds
) &&
sameJsonValue(
firstCampHistorySaveBeforeOpen.slot1?.sortieFormationAssignments,
firstCampHistoryMutationFixture.divergent.formationAssignments
) &&
sameJsonValue(
firstCampHistorySaveBeforeOpen.slot1?.sortieItemAssignments,
firstCampHistoryMutationFixture.divergent.itemAssignments
),
`Expected the deliberate history-load mismatch to synchronize across current and slot-1 saves: ${JSON.stringify(firstCampHistorySaveBeforeOpen)}`
);
const firstCampHistoryTogglePoint = await readCampReportFormationHistoryControlPoint(page, 'toggle');
await page.mouse.click(firstCampHistoryTogglePoint.x, firstCampHistoryTogglePoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.camp()?.reportFormationHistory?.open === true,
undefined,
{ timeout: 30000 }
);
const firstCampHistoryOpenProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
return {
history: window.__HEROS_DEBUG__?.camp()?.reportFormationHistory,
texts: (scene?.reportFormationHistoryObjects ?? [])
.filter((object) => object?.type === 'Text')
.map((object) => object.text)
};
});
const firstCampHistorySaveOpen = await readCampaignSave(page);
const firstCampHistoryLoadProjection = firstCampHistoryOpenProbe.history?.loadableBest;
assert(
firstCampHistoryOpenProbe.history?.open === true &&
firstCampHistoryOpenProbe.history.recordCount === 1 &&
firstCampHistoryOpenProbe.history.comparison?.matchesCurrent === false &&
firstCampHistoryOpenProbe.history.closeButtonBounds &&
firstCampHistoryOpenProbe.history.bestButtonBounds &&
firstCampHistoryOpenProbe.history.loadBestButtonBounds &&
firstCampHistoryOpenProbe.history.undoButtonBounds === null &&
sameJsonValue(firstCampHistoryLoadProjection?.projectedSelectedUnitIds, firstResultPerformance.selectedUnitIds) &&
firstResultPerformance.selectedUnitIds.every(
(unitId) => firstCampHistoryLoadProjection?.projectedFormationAssignments?.[unitId] === firstResultPerformance.formationAssignments[unitId]
) &&
sameJsonValue(
firstCampHistoryLoadProjection?.projectedItemAssignments,
firstCampHistoryMutationFixture.divergent.itemAssignments
) &&
firstCampHistoryOpenProbe.texts.includes('편성 전적표') &&
firstCampHistoryOpenProbe.texts.includes('최고 편성') &&
firstCampHistoryOpenProbe.texts.includes('편성책 평균 · 군령 전적') &&
firstCampHistoryOpenProbe.texts.includes('현재 출전안 vs 최고 편성') &&
firstCampHistoryOpenProbe.texts.some((text) => text.includes('명령 기록') && text.includes('재정비') && text.includes('군령 발동')) &&
sameJsonValue(firstCampHistorySaveOpen, firstCampHistorySaveBeforeOpen),
`Expected opening the first camp formation history to remain non-destructive and expose best/load controls: ${JSON.stringify(firstCampHistoryOpenProbe)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-first-camp-formation-history.png`, fullPage: true });
await assertCanvasPainted(page, 'first camp formation history');
const firstCampHistoryBestPoint = await readCampReportFormationHistoryControlPoint(page, 'best');
await page.mouse.click(firstCampHistoryBestPoint.x, firstCampHistoryBestPoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.camp()?.reportFormationHistory?.selectedBattleId === 'first-battle-zhuo-commandery',
undefined,
{ timeout: 30000 }
);
const firstCampHistorySaveAfterBest = await readCampaignSave(page);
assert(
sameJsonValue(firstCampHistorySaveAfterBest, firstCampHistorySaveBeforeOpen),
`Expected selecting the best history card to leave campaign saves untouched: ${JSON.stringify(firstCampHistorySaveAfterBest)}`
);
const firstCampHistoryLoadBestPoint = await readCampReportFormationHistoryControlPoint(page, 'loadBest');
await page.mouse.click(firstCampHistoryLoadBestPoint.x, firstCampHistoryLoadBestPoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.camp()?.reportFormationHistory?.loadUndoAvailable === true,
undefined,
{ timeout: 30000 }
);
const firstCampHistoryAppliedState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const firstCampHistoryAppliedSave = await readCampaignSave(page);
assert(
sameJsonValue(firstCampHistoryAppliedState?.selectedSortieUnitIds, firstCampHistoryLoadProjection.projectedSelectedUnitIds) &&
sameJsonValue(
firstCampHistoryAppliedState?.sortieFormationAssignments,
firstCampHistoryLoadProjection.projectedFormationAssignments
) &&
sameJsonValue(
firstCampHistoryAppliedState?.sortieItemAssignments,
firstCampHistoryLoadProjection.projectedItemAssignments
) &&
firstCampHistoryAppliedState?.reportFormationHistory?.comparison?.matchesCurrent === true &&
firstCampHistoryAppliedState?.reportFormationHistory?.loadUndoAvailable === true &&
firstCampHistoryAppliedState?.reportFormationHistory?.undoButtonBounds &&
firstCampHistoryAppliedState?.reportFormationHistory?.feedback?.includes('최고 편성 적용') &&
sameJsonValue(
firstCampHistoryAppliedSave.current?.selectedSortieUnitIds,
firstCampHistoryLoadProjection.projectedSelectedUnitIds
) &&
sameJsonValue(
firstCampHistoryAppliedSave.slot1?.selectedSortieUnitIds,
firstCampHistoryLoadProjection.projectedSelectedUnitIds
) &&
sameJsonValue(
firstCampHistoryAppliedSave.current?.sortieFormationAssignments,
firstCampHistoryAppliedState.sortieFormationAssignments
) &&
sameJsonValue(
firstCampHistoryAppliedSave.slot1?.sortieFormationAssignments,
firstCampHistoryAppliedState.sortieFormationAssignments
) &&
sameJsonValue(
firstCampHistoryAppliedSave.current?.sortieItemAssignments,
firstCampHistoryLoadProjection.projectedItemAssignments
) &&
sameJsonValue(
firstCampHistoryAppliedSave.slot1?.sortieItemAssignments,
firstCampHistoryLoadProjection.projectedItemAssignments
) &&
sameJsonValue(firstCampHistoryAppliedSave.current?.firstBattleReport?.sortieReview, expectedFirstSortieReview) &&
sameJsonValue(
firstCampHistoryAppliedSave.current?.battleHistory?.['first-battle-zhuo-commandery']?.sortieReview,
expectedFirstSortieReview
) &&
sameJsonValue(firstCampHistoryAppliedSave.slot1?.firstBattleReport?.sortieReview, expectedFirstSortieReview) &&
sameJsonValue(
firstCampHistoryAppliedSave.slot1?.battleHistory?.['first-battle-zhuo-commandery']?.sortieReview,
expectedFirstSortieReview
),
`Expected one best-history click to apply persisted names and roles, preserve common supplies, and keep the stored review immutable: ${JSON.stringify({
state: firstCampHistoryAppliedState,
save: firstCampHistoryAppliedSave
})}`
);
const firstCampHistoryUndoPoint = await readCampReportFormationHistoryControlPoint(page, 'undo');
await page.mouse.click(firstCampHistoryUndoPoint.x, firstCampHistoryUndoPoint.y);
await page.waitForFunction(
(fixture) => {
const state = window.__HEROS_DEBUG__?.camp();
return state?.reportFormationHistory?.loadUndoAvailable === false &&
JSON.stringify(state?.selectedSortieUnitIds) === JSON.stringify(fixture.divergent.selectedUnitIds) &&
JSON.stringify(state?.sortieFormationAssignments) === JSON.stringify(fixture.divergent.formationAssignments) &&
JSON.stringify(state?.sortieItemAssignments) === JSON.stringify(fixture.divergent.itemAssignments);
},
firstCampHistoryMutationFixture,
{ timeout: 30000 }
);
const firstCampHistoryUndoneState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const firstCampHistoryUndoneSave = await readCampaignSave(page);
assert(
firstCampHistoryUndoneState?.reportFormationHistory?.open === true &&
firstCampHistoryUndoneState.reportFormationHistory.loadUndoAvailable === false &&
firstCampHistoryUndoneState.reportFormationHistory.undoButtonBounds === null &&
firstCampHistoryUndoneState.reportFormationHistory.comparison?.matchesCurrent === false &&
firstCampHistoryUndoneState.reportFormationHistory.feedback?.includes('되돌리고') &&
sameJsonValue(
firstCampHistoryUndoneSave.current?.selectedSortieUnitIds,
firstCampHistoryMutationFixture.divergent.selectedUnitIds
) &&
sameJsonValue(
firstCampHistoryUndoneSave.current?.sortieFormationAssignments,
firstCampHistoryMutationFixture.divergent.formationAssignments
) &&
sameJsonValue(
firstCampHistoryUndoneSave.current?.sortieItemAssignments,
firstCampHistoryMutationFixture.divergent.itemAssignments
) &&
sameJsonValue(
firstCampHistoryUndoneSave.slot1?.selectedSortieUnitIds,
firstCampHistoryMutationFixture.divergent.selectedUnitIds
) &&
sameJsonValue(
firstCampHistoryUndoneSave.slot1?.sortieFormationAssignments,
firstCampHistoryMutationFixture.divergent.formationAssignments
) &&
sameJsonValue(
firstCampHistoryUndoneSave.slot1?.sortieItemAssignments,
firstCampHistoryMutationFixture.divergent.itemAssignments
) &&
sameJsonValue(firstCampHistoryUndoneSave.current?.firstBattleReport?.sortieReview, expectedFirstSortieReview) &&
sameJsonValue(
firstCampHistoryUndoneSave.current?.battleHistory?.['first-battle-zhuo-commandery']?.sortieReview,
expectedFirstSortieReview
),
`Expected the real history undo control to restore the exact prior names, roles, and supplies without touching the battle review: ${JSON.stringify({
state: firstCampHistoryUndoneState,
save: firstCampHistoryUndoneSave
})}`
);
const firstCampHistoryClosePoint = await readCampReportFormationHistoryControlPoint(page, 'close');
await page.mouse.click(firstCampHistoryClosePoint.x, firstCampHistoryClosePoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.camp()?.reportFormationHistory?.open === false,
undefined,
{ timeout: 30000 }
);
const firstCampHistoryClosedState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
assert(
firstCampHistoryClosedState?.reportFormationHistory?.recordCount === 1 &&
firstCampHistoryClosedState.reportFormationHistory.open === false &&
firstCampHistoryClosedState.reportFormationHistory.closeButtonBounds === null &&
firstCampHistoryClosedState.reportFormationHistory.toggleButtonBounds,
`Expected the real history close control to return to the first camp report: ${JSON.stringify(firstCampHistoryClosedState?.reportFormationHistory)}`
);
await page.evaluate((before) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
if (!scene || typeof scene.persistSortieSelection !== 'function' || typeof scene.render !== 'function') {
throw new Error('Expected CampScene runtime methods while restoring the first-camp history fixture.');
}
scene.selectedSortieUnitIds = [...before.selectedUnitIds];
scene.sortieFormationAssignments = { ...before.formationAssignments };
scene.sortieItemAssignments = structuredClone(before.itemAssignments);
scene.sortieFocusedUnitId = before.focusedUnitId;
scene.sortiePlanFeedback = before.planFeedback;
scene.sortieRosterScroll = before.rosterScroll;
scene.persistSortieSelection();
scene.render();
}, firstCampHistoryMutationFixture.before);
await page.waitForFunction(
(before) => {
const state = window.__HEROS_DEBUG__?.camp();
return JSON.stringify(state?.selectedSortieUnitIds) === JSON.stringify(before.selectedUnitIds) &&
JSON.stringify(state?.sortieFormationAssignments) === JSON.stringify(before.formationAssignments) &&
JSON.stringify(state?.sortieItemAssignments) === JSON.stringify(before.itemAssignments);
},
firstCampHistoryMutationFixture.before,
{ timeout: 30000 }
);
const firstCampHistoryRestoredSave = await readCampaignSave(page);
assert(
sameJsonValue(
firstCampHistoryRestoredSave.current?.selectedSortieUnitIds,
firstCampHistoryMutationFixture.before.selectedUnitIds
) &&
sameJsonValue(
firstCampHistoryRestoredSave.current?.sortieFormationAssignments,
firstCampHistoryMutationFixture.before.formationAssignments
) &&
sameJsonValue(
firstCampHistoryRestoredSave.current?.sortieItemAssignments,
firstCampHistoryMutationFixture.before.itemAssignments
) &&
sameJsonValue(
firstCampHistoryRestoredSave.slot1?.selectedSortieUnitIds,
firstCampHistoryMutationFixture.before.selectedUnitIds
) &&
sameJsonValue(
firstCampHistoryRestoredSave.slot1?.sortieFormationAssignments,
firstCampHistoryMutationFixture.before.formationAssignments
) &&
sameJsonValue(
firstCampHistoryRestoredSave.slot1?.sortieItemAssignments,
firstCampHistoryMutationFixture.before.itemAssignments
),
`Expected the RC-only mismatch fixture to restore the original first-camp sortie before continuing: ${JSON.stringify(firstCampHistoryRestoredSave)}`
);
const firstCampSupplyMutationFixture = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const state = window.__HEROS_DEBUG__?.camp();
const campaign = scene?.campaign;
const report = scene?.report;
const targetId = state?.reportFormationEvaluation?.snapshot?.selectedUnitIds?.find((unitId) =>
campaign?.roster?.some((unit) => unit.id === unitId)
);
const target = campaign?.roster?.find((unit) => unit.id === targetId);
const reportUnit = report?.units?.find((unit) => unit.id === targetId && unit.faction === 'ally');
const settlementUnit = campaign?.battleHistory?.[report?.battleId]?.units?.find((unit) => unit.unitId === targetId);
if (!scene || !campaign || !report || !target || !reportUnit || !settlementUnit || typeof scene.render !== 'function') {
return { ready: false, targetId: targetId ?? null };
}
const beanBefore = campaign.inventory?.['콩'] ?? 0;
target.hp = Math.max(1, target.maxHp - 12);
reportUnit.hp = target.hp;
campaign.inventory['콩'] = beanBefore + 1;
scene.selectedUnitId = target.id;
scene.render();
return {
ready: true,
targetId: target.id,
woundedHp: target.hp,
maxHp: target.maxHp,
settlementHp: settlementUnit.hp,
beanBefore
};
});
assert(
firstCampSupplyMutationFixture.ready === true &&
firstCampSupplyMutationFixture.targetId &&
firstCampSupplyMutationFixture.woundedHp < firstCampSupplyMutationFixture.maxHp,
`Expected a deterministic wounded report-unit fixture for camp supply recovery: ${JSON.stringify(firstCampSupplyMutationFixture)}`
);
await page.mouse.click(798, 38);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.camp()?.activeTab === 'supplies',
undefined,
{ timeout: 30000 }
);
const firstCampUseSupplyPoint = await readCampSupplyUseControlPoint(page, '콩');
await page.mouse.click(firstCampUseSupplyPoint.x, firstCampUseSupplyPoint.y);
await page.waitForTimeout(120);
const firstCampSupplyClickApplied = await page.evaluate((fixture) => {
const target = window.__HEROS_DEBUG__?.camp()?.campaign?.roster?.find((unit) => unit.id === fixture.targetId);
return target?.hp === fixture.maxHp;
}, firstCampSupplyMutationFixture);
if (!firstCampSupplyClickApplied) {
const fallbackApplied = await page.evaluate(({ fixture, supplyLabel }) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const texts = (scene?.contentObjects ?? []).filter((object) => object?.type === 'Text' && object?.active && object?.visible);
const supplyTitle = texts.find((object) => object.text?.startsWith(`${supplyLabel} x`));
const useText = texts
.filter((object) => object.text === '사용')
.sort((left, right) => Math.abs(left.y - (supplyTitle?.y ?? 0)) - Math.abs(right.y - (supplyTitle?.y ?? 0)))[0];
const target = window.__HEROS_DEBUG__?.camp()?.campaign?.roster?.find((unit) => unit.id === fixture.targetId);
if (!scene || !supplyTitle || !useText || !target) {
return { ready: false, supplyTitle: supplyTitle?.text ?? null, useFound: Boolean(useText), targetHp: target?.hp ?? null };
}
useText.emit('pointerdown');
return { ready: true, supplyTitle: supplyTitle.text, targetHp: target.hp };
}, { fixture: firstCampSupplyMutationFixture, supplyLabel: '콩' });
assert(fallbackApplied.ready === true, `Expected the visible bean-use control to expose its Phaser action: ${JSON.stringify(fallbackApplied)}`);
}
await page.waitForFunction((fixture) => {
const state = window.__HEROS_DEBUG__?.camp();
const target = state?.campaign?.roster?.find((unit) => unit.id === fixture.targetId);
return target?.hp === fixture.maxHp;
}, firstCampSupplyMutationFixture, { timeout: 30000 });
const firstCampAfterSupplyProbe = await page.evaluate((fixture) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const state = window.__HEROS_DEBUG__?.camp();
const report = scene?.report;
const settlement = scene?.campaign?.battleHistory?.[report?.battleId];
return {
evaluation: state?.reportFormationEvaluation,
rosterHp: state?.campaign?.roster?.find((unit) => unit.id === fixture.targetId)?.hp ?? null,
reportHp: report?.units?.find((unit) => unit.id === fixture.targetId && unit.faction === 'ally')?.hp ?? null,
settlementHp: settlement?.units?.find((unit) => unit.unitId === fixture.targetId)?.hp ?? null,
beanAmount: state?.campaign?.inventory?.['콩'] ?? 0
};
}, firstCampSupplyMutationFixture);
assert(
firstCampAfterSupplyProbe.rosterHp === firstCampSupplyMutationFixture.maxHp &&
firstCampAfterSupplyProbe.reportHp === firstCampSupplyMutationFixture.maxHp &&
firstCampAfterSupplyProbe.settlementHp === firstCampSupplyMutationFixture.settlementHp &&
firstCampAfterSupplyProbe.beanAmount === firstCampSupplyMutationFixture.beanBefore &&
firstCampAfterSupplyProbe.evaluation?.grade === firstCampEvaluation.grade &&
firstCampAfterSupplyProbe.evaluation?.score === firstCampEvaluation.score &&
firstCampAfterSupplyProbe.evaluation?.survivorCount === firstCampEvaluation.survivorCount &&
firstCampAfterSupplyProbe.evaluation?.recoveryNeededCount === firstCampEvaluation.recoveryNeededCount &&
sameJsonValue(firstCampAfterSupplyProbe.evaluation?.snapshot, firstCampEvaluation.snapshot),
`Expected camp supply use to update report HP without rewriting the settlement-backed formation evaluation: ${JSON.stringify({
before: firstCampEvaluation,
fixture: firstCampSupplyMutationFixture,
after: firstCampAfterSupplyProbe
})}`
);
const firstCampSelectedSortieUnitIds = firstCampProbe.state?.selectedSortieUnitIds ?? [];
const firstCampDeploymentPreview = firstCampProbe.state?.sortieDeploymentPreview ?? [];
await page.mouse.click(1160, 38);
await waitForSortiePrep(page);
await page.screenshot({ path: `${screenshotDir}/rc-first-camp-sortie-prep.png`, fullPage: true });
await assertCanvasPainted(page, 'first camp sortie prep');
const firstSortieBriefingState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
assert(
firstSortieBriefingState?.stagedSortiePrep === true &&
firstSortieBriefingState?.sortiePrepStep === 'briefing' &&
firstSortieBriefingState?.sortiePrimaryAction?.kind === 'next' &&
firstSortieBriefingState?.sortiePrimaryAction?.nextStep === 'formation',
`Expected the first sortie to open at the staged battlefield briefing: ${JSON.stringify(firstSortieBriefingState)}`
);
await advanceSortiePrepStep(page, 'formation');
await page.screenshot({ path: `${screenshotDir}/rc-first-camp-sortie-formation.png`, fullPage: true });
await assertCanvasPainted(page, 'first camp sortie formation');
const firstSortieSynergy = await page.evaluate(() => window.__HEROS_DEBUG__?.camp()?.sortieSynergyPreview);
assert(
firstSortieSynergy?.activeBondCount === 3 &&
firstSortieSynergy?.coveredRoleCount === 3 &&
firstSortieSynergy?.strongestBond?.damageBonus === 9 &&
firstSortieSynergy?.strongestBond?.chainRate === 18 &&
firstSortieSynergy?.firstPursuitTrinityConfigured === true,
`Expected first sortie to preview three bonds, the strongest effect, and trinity: ${JSON.stringify(firstSortieSynergy)}`
);
const expectedFirstSortiePursuitPairs = [
{
id: 'liu-bei__guan-yu',
unitIds: ['liu-bei', 'guan-yu'],
unitNames: ['유비', '관우'],
title: '도원결의',
level: 72,
chainRate: 18,
damageBonus: 9
},
{
id: 'liu-bei__zhang-fei',
unitIds: ['liu-bei', 'zhang-fei'],
unitNames: ['유비', '장비'],
title: '의형제',
level: 68,
chainRate: 8,
damageBonus: 9
},
{
id: 'guan-yu__zhang-fei',
unitIds: ['guan-yu', 'zhang-fei'],
unitNames: ['관우', '장비'],
title: '맹장 공명',
level: 64,
chainRate: 8,
damageBonus: 9
}
];
const firstSortiePursuit = await page.evaluate(() => window.__HEROS_DEBUG__?.camp()?.sortiePursuitPreview);
const logicalViewportBounds = { x: 0, y: 0, width: 1280, height: 720 };
assert(
sameJsonValue(firstSortiePursuit?.activePairs, expectedFirstSortiePursuitPairs) &&
firstSortiePursuit?.selectableOpportunities?.length === 0,
`Expected the selected founding trio to expose ordered 18/8/8 resonance-pursuit pairs without reserve opportunities: ${JSON.stringify(firstSortiePursuit)}`
);
assert(
firstSortiePursuit?.summaryText === '조합 시너지 · 추격 후보 3조 · 역할 3/3' &&
firstSortiePursuit?.ruleText === '같은 적을 먼저 친 공명 장수가 지원 거리 안에서 표시 확률로 추격합니다.' &&
isFiniteBounds(firstSortiePursuit.panelBounds) &&
isFiniteBounds(firstSortiePursuit.ruleBounds) &&
boundsInside(firstSortiePursuit.panelBounds, logicalViewportBounds) &&
boundsInside(firstSortiePursuit.ruleBounds, firstSortiePursuit.panelBounds) &&
sameJsonValue(firstSortiePursuit.rows?.map((row) => ({ state: row.state, text: row.text })), [
{ state: 'candidate', text: '18% 유비↔관우' },
{ state: 'candidate', text: '8% 유비↔장비' },
{ state: 'candidate', text: '8% 관우↔장비' }
]) &&
firstSortiePursuit.rows.every(
(row) =>
isFiniteBounds(row.bounds) &&
isFiniteBounds(row.textBounds) &&
boundsInside(row.bounds, firstSortiePursuit.panelBounds) &&
boundsInside(row.textBounds, row.bounds, 2)
),
`Expected all three pursuit chips and their labels to remain visible inside the first-sortie panel: ${JSON.stringify(firstSortiePursuit)}`
);
const firstSortiePursuitSaveBefore = await readCampaignSave(page);
const firstSortiePursuitMutation = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
if (
!scene ||
typeof scene.persistSortieSelection !== 'function' ||
typeof scene.showSortiePrep !== 'function'
) {
return { ready: false };
}
const before = {
selectedUnitIds: [...scene.selectedSortieUnitIds],
formationAssignments: { ...scene.sortieFormationAssignments },
itemAssignments: structuredClone(scene.sortieItemAssignments ?? {}),
focusedUnitId: scene.sortieFocusedUnitId ?? null,
planFeedback: scene.sortiePlanFeedback,
rosterScroll: scene.sortieRosterScroll
};
scene.selectedSortieUnitIds = scene.selectedSortieUnitIds.filter((unitId) => unitId !== 'guan-yu');
const formationAssignments = { ...scene.sortieFormationAssignments };
delete formationAssignments['guan-yu'];
scene.sortieFormationAssignments = formationAssignments;
const itemAssignments = structuredClone(scene.sortieItemAssignments ?? {});
delete itemAssignments['guan-yu'];
scene.sortieItemAssignments = itemAssignments;
scene.sortieFocusedUnitId = 'guan-yu';
const state = window.__HEROS_DEBUG__?.camp();
return {
ready: true,
before,
after: {
selectedUnitIds: state?.selectedSortieUnitIds,
formationAssignments: state?.sortieFormationAssignments,
itemAssignments: state?.sortieItemAssignments,
focusedUnitId: state?.sortieFocusedUnitId,
pursuit: state?.sortiePursuitPreview,
focusedSynergy: state?.sortieFocusedSynergyPreview
}
};
});
const expectedGuanYuPursuitOpportunities = [
{
...expectedFirstSortiePursuitPairs[0],
selectedPartnerId: 'liu-bei',
selectedPartnerName: '유비',
candidateUnitId: 'guan-yu',
candidateUnitName: '관우'
},
{
...expectedFirstSortiePursuitPairs[2],
selectedPartnerId: 'zhang-fei',
selectedPartnerName: '장비',
candidateUnitId: 'guan-yu',
candidateUnitName: '관우'
}
];
assert(
firstSortiePursuitMutation.ready === true &&
!firstSortiePursuitMutation.after?.selectedUnitIds?.includes('guan-yu') &&
firstSortiePursuitMutation.after?.focusedUnitId === 'guan-yu' &&
!Object.prototype.hasOwnProperty.call(firstSortiePursuitMutation.after?.formationAssignments ?? {}, 'guan-yu') &&
!Object.prototype.hasOwnProperty.call(firstSortiePursuitMutation.after?.itemAssignments ?? {}, 'guan-yu'),
`Expected the RC fixture to bench Guan Yu and clear only his live role and supply assignments: ${JSON.stringify(firstSortiePursuitMutation)}`
);
assert(
sameJsonValue(firstSortiePursuitMutation.after?.pursuit?.activePairs, [expectedFirstSortiePursuitPairs[1]]) &&
sameJsonValue(
firstSortiePursuitMutation.after?.pursuit?.selectableOpportunities,
expectedGuanYuPursuitOpportunities
),
`Expected benching Guan Yu to leave one active 8% pursuit and expose his 18%/8% partner opportunities: ${JSON.stringify(firstSortiePursuitMutation.after?.pursuit)}`
);
assert(
firstSortiePursuitMutation.after?.focusedSynergy?.mode === 'add' &&
firstSortiePursuitMutation.after.focusedSynergy.comparison?.activeBondDelta === 2 &&
sameJsonValue(
firstSortiePursuitMutation.after.focusedSynergy.comparison.gainedBonds?.map((bond) => bond.id),
['liu-bei__guan-yu', 'guan-yu__zhang-fei']
) &&
firstSortiePursuitMutation.after.focusedSynergy.comparison.lostBonds?.length === 0 &&
sameJsonValue(
firstSortiePursuitMutation.after.focusedSynergy.projected?.activeBonds?.map((bond) => bond.id),
expectedFirstSortiePursuitPairs.map((pair) => pair.id)
),
`Expected Guan Yu's focused add projection to restore both pursuit bonds and the full trio: ${JSON.stringify(firstSortiePursuitMutation.after?.focusedSynergy)}`
);
const firstSortiePursuitRemoveProjection = await page.evaluate((before) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
if (!scene || typeof scene.persistSortieSelection !== 'function' || typeof scene.showSortiePrep !== 'function') {
return { ready: false };
}
const scenario = scene.nextSortieScenario();
const current = scene.sortieSynergySnapshot(before.selectedUnitIds, scenario, before.formationAssignments);
const projectedUnitIds = before.selectedUnitIds.filter((unitId) => unitId !== 'guan-yu');
const projectedFormationAssignments = { ...before.formationAssignments };
delete projectedFormationAssignments['guan-yu'];
const projected = scene.sortieSynergySnapshot(projectedUnitIds, scenario, projectedFormationAssignments);
const pursuitChanges = scene.changedSortiePursuitPairs(current, projected);
scene.selectedSortieUnitIds = [...before.selectedUnitIds];
scene.sortieFormationAssignments = { ...before.formationAssignments };
scene.sortieItemAssignments = structuredClone(before.itemAssignments);
scene.sortieFocusedUnitId = before.focusedUnitId ?? undefined;
scene.sortiePlanFeedback = before.planFeedback;
scene.sortieRosterScroll = before.rosterScroll;
scene.persistSortieSelection();
scene.showSortiePrep();
const state = window.__HEROS_DEBUG__?.camp();
return {
ready: true,
selectedUnitIds: state?.selectedSortieUnitIds,
pursuit: state?.sortiePursuitPreview,
removeProjection: {
currentPairIds: pursuitChanges.currentPairs.map((pair) => pair.id),
projectedPairIds: pursuitChanges.projectedPairs.map((pair) => pair.id),
gainedPairIds: pursuitChanges.gainedPairs.map((pair) => pair.id),
lostPairIds: pursuitChanges.lostPairs.map((pair) => pair.id),
activePairDelta: pursuitChanges.projectedPairs.length - pursuitChanges.currentPairs.length
}
};
}, firstSortiePursuitMutation.before);
assert(
firstSortiePursuitRemoveProjection.ready === true &&
sameJsonValue(firstSortiePursuitRemoveProjection.selectedUnitIds, firstSortiePursuitMutation.before?.selectedUnitIds) &&
sameJsonValue(firstSortiePursuitRemoveProjection.pursuit?.activePairs, expectedFirstSortiePursuitPairs) &&
firstSortiePursuitRemoveProjection.pursuit?.selectableOpportunities?.length === 0 &&
sameJsonValue(
firstSortiePursuitRemoveProjection.removeProjection?.currentPairIds,
expectedFirstSortiePursuitPairs.map((pair) => pair.id)
) &&
sameJsonValue(firstSortiePursuitRemoveProjection.removeProjection?.projectedPairIds, ['liu-bei__zhang-fei']) &&
firstSortiePursuitRemoveProjection.removeProjection?.activePairDelta === -2 &&
sameJsonValue(
firstSortiePursuitRemoveProjection.removeProjection?.lostPairIds,
['liu-bei__guan-yu', 'guan-yu__zhang-fei']
) &&
firstSortiePursuitRemoveProjection.removeProjection?.gainedPairIds?.length === 0,
`Expected the restored trio to preview exactly the two pursuit pairs lost by removing Guan Yu: ${JSON.stringify(firstSortiePursuitRemoveProjection)}`
);
const firstSortiePursuitRestored = await page.evaluate((before) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
if (!scene || typeof scene.persistSortieSelection !== 'function' || typeof scene.showSortiePrep !== 'function') {
return { ready: false };
}
scene.selectedSortieUnitIds = [...before.selectedUnitIds];
scene.sortieFormationAssignments = { ...before.formationAssignments };
scene.sortieItemAssignments = structuredClone(before.itemAssignments);
scene.sortieFocusedUnitId = before.focusedUnitId ?? undefined;
scene.sortiePlanFeedback = before.planFeedback;
scene.sortieRosterScroll = before.rosterScroll;
scene.persistSortieSelection();
scene.showSortiePrep();
const state = window.__HEROS_DEBUG__?.camp();
return {
ready: true,
selectedUnitIds: state?.selectedSortieUnitIds,
formationAssignments: state?.sortieFormationAssignments,
itemAssignments: state?.sortieItemAssignments,
focusedUnitId: state?.sortieFocusedUnitId ?? null,
planFeedback: state?.sortiePlanFeedback,
rosterScroll: scene.sortieRosterScroll,
deploymentPreview: state?.sortieDeploymentPreview,
pursuit: state?.sortiePursuitPreview
};
}, firstSortiePursuitMutation.before);
const firstSortiePursuitSaveRestored = await readCampaignSave(page);
assert(
firstSortiePursuitRestored.ready === true &&
sameJsonValue(firstSortiePursuitRestored.selectedUnitIds, firstSortiePursuitMutation.before?.selectedUnitIds) &&
sameJsonValue(firstSortiePursuitRestored.formationAssignments, firstSortiePursuitMutation.before?.formationAssignments) &&
sameJsonValue(firstSortiePursuitRestored.itemAssignments, firstSortiePursuitMutation.before?.itemAssignments) &&
firstSortiePursuitRestored.focusedUnitId === firstSortiePursuitMutation.before?.focusedUnitId &&
firstSortiePursuitRestored.planFeedback === firstSortiePursuitMutation.before?.planFeedback &&
firstSortiePursuitRestored.rosterScroll === firstSortiePursuitMutation.before?.rosterScroll &&
sameJsonValue(firstSortiePursuitRestored.deploymentPreview, firstCampDeploymentPreview) &&
sameJsonValue(firstSortiePursuitRestored.pursuit?.activePairs, expectedFirstSortiePursuitPairs),
`Expected the pursuit RC fixture to restore the exact live formation, roles, supplies, focus, feedback, scroll, and deployment: ${JSON.stringify(firstSortiePursuitRestored)}`
);
assert(
sameJsonValue(
firstSortiePursuitSaveRestored.current?.selectedSortieUnitIds,
firstSortiePursuitSaveBefore.current?.selectedSortieUnitIds
) &&
sameJsonValue(
firstSortiePursuitSaveRestored.current?.sortieFormationAssignments,
firstSortiePursuitSaveBefore.current?.sortieFormationAssignments
) &&
sameJsonValue(
firstSortiePursuitSaveRestored.current?.sortieItemAssignments,
firstSortiePursuitSaveBefore.current?.sortieItemAssignments
) &&
sameJsonValue(
firstSortiePursuitSaveRestored.slot1?.selectedSortieUnitIds,
firstSortiePursuitSaveBefore.slot1?.selectedSortieUnitIds
) &&
sameJsonValue(
firstSortiePursuitSaveRestored.slot1?.sortieFormationAssignments,
firstSortiePursuitSaveBefore.slot1?.sortieFormationAssignments
) &&
sameJsonValue(
firstSortiePursuitSaveRestored.slot1?.sortieItemAssignments,
firstSortiePursuitSaveBefore.slot1?.sortieItemAssignments
),
`Expected the pursuit RC fixture to restore current and slot-1 sortie saves before launch: ${JSON.stringify(firstSortiePursuitSaveRestored)}`
);
await advanceSortiePrepStep(page, 'loadout');
await page.mouse.click(1116, 656);
await advanceUntilBattle(page, 'second-battle-yellow-turban-pursuit');
await page.screenshot({ path: `${screenshotDir}/rc-second-battle-from-first-camp.png`, fullPage: true });
await assertCanvasPainted(page, 'second battle from first camp');
const secondBattleProbe = await readBattleDoctrineProbe(page);
assert(secondBattleProbe?.battleId === 'second-battle-yellow-turban-pursuit', `Expected first camp sortie to enter second battle: ${JSON.stringify(secondBattleProbe)}`);
assert(
secondBattleProbe?.sortieOperationOrder?.selectedId === 'elite' && secondBattleProbe.sortieOperationOrder.result === null,
`Expected the explicitly declared elite order to reach the next battle unchanged: ${JSON.stringify(secondBattleProbe?.sortieOperationOrder)}`
);
await assertLiveSortieOrderHud(page, {
battleId: 'second-battle-yellow-turban-pursuit',
orderId: 'elite',
context: 'second battle'
});
assertSameMembers(
secondBattleProbe?.selectedSortieUnitIds,
firstCampSelectedSortieUnitIds,
`Expected second battle to receive first camp selected sortie ids: ${JSON.stringify(secondBattleProbe?.selectedSortieUnitIds)} / ${JSON.stringify(firstCampSelectedSortieUnitIds)}`
);
assertSameMembers(
secondBattleProbe?.deployedAllyIds,
firstCampSelectedSortieUnitIds,
`Expected second battle deployed allies to match first camp sortie ids: ${JSON.stringify(secondBattleProbe?.deployedAllyIds)} / ${JSON.stringify(firstCampSelectedSortieUnitIds)}`
);
assertDeploymentMatchesPreview(
secondBattleProbe?.deployedAllyPositions,
firstCampDeploymentPreview,
`Expected second battle ally positions to match first camp deployment preview: ${JSON.stringify(secondBattleProbe?.deployedAllyPositions)} / ${JSON.stringify(firstCampDeploymentPreview)}`
);
assertSortieDoctrine(secondBattleProbe, { requireFullCoverage: true, requireVisibleSeals: true });
assert(
secondBattleProbe.firstSortieRoleEffects?.active === true &&
secondBattleProbe.firstSortieRoleEffects?.fullCoverage === true &&
secondBattleProbe.firstSortieRoleEffects?.trinityActive === true &&
secondBattleProbe.firstSortieRoleEffects?.trinitySupportRange === 2,
`Expected the second battle to retain its three-role Peach Garden trinity special: ${JSON.stringify(secondBattleProbe.firstSortieRoleEffects)}`
);
assert(
secondBattleProbe.sortieDoctrine?.roles?.every((role) => role.unitIds.length === 1) &&
secondBattleProbe.sortieDoctrine?.activeBondCount === 3,
`Expected the second battle doctrine to expose one officer per role and all three active bonds: ${JSON.stringify(secondBattleProbe.sortieDoctrine)}`
);
assert(
secondBattleProbe.openingBannerTexts?.some((text) => text.includes('세 형제 생존 중 공명 지원 거리 2칸')) &&
secondBattleProbe.openingBannerTexts?.some((text) => text.includes('전술 명령')),
`Expected the second battle opening banner to retain trinity and tactical-command guidance: ${JSON.stringify(secondBattleProbe.openingBannerTexts)}`
);
const roleSealResyncProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
if (!scene) {
return undefined;
}
const officerIds = ['liu-bei', 'guan-yu', 'zhang-fei'];
const campaignCurrentKey = 'heros-web:campaign-state';
const campaignSlotKey = `${campaignCurrentKey}:slot-1`;
const battleKey = 'heros-web:battle:second-battle-yellow-turban-pursuit';
const storageKeys = [campaignCurrentKey, campaignSlotKey, battleKey, `${battleKey}:slot-1`, 'heros-web:first-battle-state'];
const storageSnapshot = new Map(storageKeys.map((key) => [key, window.localStorage.getItem(key)]));
const captureUnits = () => {
const byId = new Map((window.__HEROS_DEBUG__?.battle()?.units ?? []).map((unit) => [unit.id, unit]));
return officerIds.map((id) => {
const unit = byId.get(id);
return {
id,
role: unit?.formationRole ?? null,
effect: unit?.sortieRoleEffect?.label ?? null,
seal: unit?.roleSealText ?? null,
sealPresent: unit?.roleSealPresent ?? false,
sealVisible: unit?.roleSealVisible ?? false
};
});
};
const loadAssignments = (savedCampaignRaw, assignments) => {
const campaign = JSON.parse(savedCampaignRaw);
campaign.sortieFormationAssignments = assignments;
window.localStorage.setItem(campaignSlotKey, JSON.stringify(campaign));
scene.loadBattleState?.(1);
};
scene.saveBattleState?.(1);
const savedCampaignRaw = window.localStorage.getItem(campaignSlotKey);
if (!savedCampaignRaw) {
return { error: 'campaign slot save missing' };
}
loadAssignments(savedCampaignRaw, { 'liu-bei': 'front', 'guan-yu': 'support', 'zhang-fei': 'reserve' });
const changed = captureUnits();
loadAssignments(savedCampaignRaw, { 'liu-bei': 'reserve', 'guan-yu': 'reserve', 'zhang-fei': 'reserve' });
scene.hideBattleEventBanner?.();
scene.triggeredBattleEvents?.delete('opening');
scene.showOpeningBattleEvent?.();
const allReserve = {
doctrineActive: window.__HEROS_DEBUG__?.battle()?.sortieDoctrine?.active ?? false,
coveredRoleCount: window.__HEROS_DEBUG__?.battle()?.sortieDoctrine?.coveredRoleCount ?? -1,
bannerTexts: (scene.battleEventObjects ?? [])
.filter((object) => object?.type === 'Text')
.map((object) => object.text)
};
scene.hideBattleEventBanner?.();
window.localStorage.setItem(campaignSlotKey, savedCampaignRaw);
scene.loadBattleState?.(1);
const restored = captureUnits();
storageSnapshot.forEach((value, key) => {
if (value === null) {
window.localStorage.removeItem(key);
} else {
window.localStorage.setItem(key, value);
}
});
return { changed, allReserve, restored };
});
assert(
JSON.stringify(roleSealResyncProbe?.changed) === JSON.stringify([
{ id: 'liu-bei', role: 'front', effect: '전열 방호', seal: '전', sealPresent: true, sealVisible: true },
{ id: 'guan-yu', role: 'support', effect: '후원 지휘', seal: '후', sealPresent: true, sealVisible: true },
{ id: 'zhang-fei', role: 'reserve', effect: null, seal: null, sealPresent: false, sealVisible: false }
]),
`Expected role seals to resync when a loaded formation changes roles: ${JSON.stringify(roleSealResyncProbe)}`
);
assert(
roleSealResyncProbe?.allReserve?.doctrineActive === true &&
roleSealResyncProbe?.allReserve?.coveredRoleCount === 0 &&
roleSealResyncProbe?.allReserve?.bannerTexts?.some((text) => text.startsWith('출진 군세')),
`Expected an all-reserve formation to keep the sortie-doctrine opening banner: ${JSON.stringify(roleSealResyncProbe?.allReserve)}`
);
assert(
JSON.stringify(roleSealResyncProbe?.restored) === JSON.stringify([
{ id: 'liu-bei', role: 'support', effect: '후원 지휘', seal: '후', sealPresent: true, sealVisible: true },
{ id: 'guan-yu', role: 'front', effect: '전열 방호', seal: '전', sealPresent: true, sealVisible: true },
{ id: 'zhang-fei', role: 'flank', effect: '돌파 선봉', seal: '돌', sealPresent: true, sealVisible: true }
]),
`Expected loaded role seals to restore the original formation cleanly: ${JSON.stringify(roleSealResyncProbe?.restored)}`
);
await seedCampaignSave(page, {
battleId: 'fifty-eighth-battle-qishan-retreat',
battleTitle: '기산 후퇴로',
step: 'fifty-eighth-camp',
gold: 7400,
turnNumber: 13,
defeatedEnemies: 16,
selectedSortieUnitIds: ['zhuge-liang', 'jiang-wei', 'wang-ping', 'zhao-yun', 'huang-quan', 'ma-liang', 'ma-dai']
});
await page.reload({ waitUntil: 'domcontentloaded' });
await waitForTitle(page);
await page.mouse.click(962, 310);
await waitForCamp(page);
await page.screenshot({ path: `${screenshotDir}/rc-mid-campaign-continue.png`, fullPage: true });
await assertCanvasPainted(page, 'mid campaign camp');
const midCampState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
assert(midCampState?.campaign?.step === 'fifty-eighth-camp', `Expected mid-campaign save to continue into camp: ${JSON.stringify(midCampState)}`);
assert(midCampState.campBattleId === 'fifty-eighth-battle-qishan-retreat', `Expected mid-campaign battle id: ${JSON.stringify(midCampState)}`);
assert(midCampState.sortiePlan?.selectedCount > 0, `Expected mid-campaign formation state: ${JSON.stringify(midCampState?.sortiePlan)}`);
assert(midCampState.sortieHasBattle === true, `Expected mid-campaign camp to keep a playable sortie target: ${JSON.stringify(midCampState)}`);
assert(
typeof midCampState.nextSortieBattleId === 'string' && midCampState.nextSortieBattleId.length > 0,
`Expected mid-campaign sortie flow to expose a battle id: ${JSON.stringify(midCampState)}`
);
assert(
midCampState.sortiePlan?.selectedCount <= midCampState.sortiePlan?.maxCount,
`Expected mid-campaign sortie selection to stay within limit: ${JSON.stringify(midCampState?.sortiePlan)}`
);
assert(
midCampState.sortiePlan?.selectedCount === midCampState.sortieDeploymentPreview?.length,
`Expected mid-campaign deployment preview to match selected sortie count: ${JSON.stringify(midCampState?.sortiePlan)} / ${JSON.stringify(midCampState?.sortieDeploymentPreview)}`
);
assertUnique(
midCampState.sortieDeploymentPreview?.map((slot) => slot.unitId),
`Expected mid-campaign deployment preview to avoid duplicate units: ${JSON.stringify(midCampState?.sortieDeploymentPreview)}`
);
assertUnique(
midCampState.sortieDeploymentPreview?.map((slot) => `${slot.x},${slot.y}`),
`Expected mid-campaign deployment preview to avoid duplicate tiles: ${JSON.stringify(midCampState?.sortieDeploymentPreview)}`
);
const midCampNextBattleId = midCampState.nextSortieBattleId;
await page.mouse.click(1160, 38);
await waitForSortiePrep(page);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-sortie-prep.png`, fullPage: true });
await assertCanvasPainted(page, 'mid camp sortie prep');
const midBriefingState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
assert(
midBriefingState?.stagedSortiePrep === true &&
midBriefingState?.firstSortiePrep === false &&
midBriefingState?.sortiePrepStep === 'briefing' &&
midBriefingState?.sortiePrimaryAction?.kind === 'next' &&
midBriefingState?.sortiePrimaryAction?.nextStep === 'formation',
`Expected a mid-campaign battle sortie to open at the staged briefing: ${JSON.stringify(midBriefingState)}`
);
assert(
midBriefingState?.sortiePortraitRosterView?.enabled === true &&
midBriefingState?.sortiePortraitRosterView?.total > 8 &&
midBriefingState?.sortiePortraitRosterView?.visibleCount === 8 &&
midBriefingState?.sortiePortraitRosterView?.start === 1 &&
midBriefingState?.sortiePortraitRosterView?.end === 8,
`Expected the mid-campaign staged formation to expose an eight-card portrait roster window: ${JSON.stringify(midBriefingState?.sortiePortraitRosterView)}`
);
await advanceSortiePrepStep(page, 'formation');
const midFormationSwapFixture = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const state = window.__HEROS_DEBUG__?.camp();
const preservedUnitId = state?.selectedSortieUnitIds?.find((unitId) => unitId !== 'ma-dai');
if (!scene || !preservedUnitId || typeof scene.persistSortieSelection !== 'function' || typeof scene.showSortiePrep !== 'function') {
return { ready: false, preservedUnitId: preservedUnitId ?? null };
}
scene.sortieFormationAssignments = {
...scene.sortieFormationAssignments,
'ma-dai': 'flank'
};
scene.sortieItemAssignments = {
...scene.sortieItemAssignments,
'ma-dai': { ...(scene.sortieItemAssignments?.['ma-dai'] ?? {}), bean: 1 },
[preservedUnitId]: { ...(scene.sortieItemAssignments?.[preservedUnitId] ?? {}), salve: 1 }
};
scene.persistSortieSelection();
scene.showSortiePrep();
scene.persistSortieSelection();
scene.showSortiePrep();
return { ready: true, preservedUnitId };
});
assert(
midFormationSwapFixture.ready === true && midFormationSwapFixture.preservedUnitId,
`Expected a saved role and supply fixture for the swap regression: ${JSON.stringify(midFormationSwapFixture)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-sortie-formation.png`, fullPage: true });
await assertCanvasPainted(page, 'mid camp sortie formation');
const midFormationPortraitState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const missingMidFormationPortraits = midFormationPortraitState?.sortiePortraitRoster?.filter(
(unit) => !unit.portraitReady || !unit.portraitTextureKey?.startsWith('portrait-card-')
) ?? [];
assert(
midFormationPortraitState?.sortiePortraitRoster?.length === 23 && missingMidFormationPortraits.length === 0,
`Expected all 23 campaign officers to use loaded lightweight portrait cards: ${JSON.stringify(missingMidFormationPortraits)}`
);
const midFormationSelectedBefore = [...(midFormationPortraitState?.selectedSortieUnitIds ?? [])];
const midFormationCampaignSelectedBefore = [...(midFormationPortraitState?.campaign?.selectedSortieUnitIds ?? [])];
const midFormationAssignmentsBefore = { ...(midFormationPortraitState?.sortieFormationAssignments ?? {}) };
const midFormationItemAssignmentsBefore = structuredClone(midFormationPortraitState?.sortieItemAssignments ?? {});
const midFormationSaveBefore = await readCampaignSave(page);
assert(
midFormationAssignmentsBefore['ma-dai'] === 'flank' &&
midFormationItemAssignmentsBefore['ma-dai']?.bean === 1 &&
midFormationItemAssignmentsBefore[midFormationSwapFixture.preservedUnitId]?.salve === 1,
`Expected the swap fixture to retain Ma Dai and another officer's assignments: ${JSON.stringify({
formation: midFormationAssignmentsBefore,
items: midFormationItemAssignmentsBefore,
preservedUnitId: midFormationSwapFixture.preservedUnitId
})}`
);
await page.mouse.click(210, 447);
await page.waitForFunction(() => window.__HEROS_DEBUG__?.camp()?.sortieFocusedUnitId === 'ma-dai', undefined, { timeout: 30000 });
const swapFocusState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
assert(
JSON.stringify(swapFocusState?.selectedSortieUnitIds) === JSON.stringify(midFormationSelectedBefore) &&
JSON.stringify(swapFocusState?.campaign?.selectedSortieUnitIds) === JSON.stringify(midFormationCampaignSelectedBefore),
`Expected focusing Ma Dai to preserve the actual sortie roster: ${JSON.stringify(swapFocusState?.selectedSortieUnitIds)}`
);
await page.mouse.move(530, 544);
await page.waitForFunction(() => {
const state = window.__HEROS_DEBUG__?.camp();
return state?.sortieHoveredUnitId === 'guan-yu' && state?.sortieComparisonPreview?.source === 'hover-swap';
}, undefined, { timeout: 30000 });
const midFormationSwapPreviewProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const view = scene?.sortieComparisonPanelView;
return {
state: window.__HEROS_DEBUG__?.camp(),
panel: {
title: view?.title?.text ?? null,
headline: view?.headline?.text ?? null,
impact: view?.impact?.text ?? null,
detail: view?.detail?.text ?? null
}
};
});
const midFormationSwapPreviewState = midFormationSwapPreviewProbe.state;
const swapPreview = midFormationSwapPreviewState?.sortieComparisonPreview;
const projectedSwapIdSet = new Set(
midFormationSelectedBefore.map((unitId) => unitId === 'ma-dai' ? 'guan-yu' : unitId)
);
const expectedProjectedSwapIds = [
...(midFormationSwapPreviewState?.sortieRoster ?? [])
.filter((unit) => unit.required && projectedSwapIdSet.has(unit.id))
.map((unit) => unit.id),
...(midFormationSwapPreviewState?.sortieRoster ?? [])
.filter((unit) => !unit.required && projectedSwapIdSet.has(unit.id))
.map((unit) => unit.id)
].slice(0, midFormationSelectedBefore.length);
assert(
midFormationPortraitState.sortiePortraitRoster.some(
(unit) => unit.id === swapPreview?.incomingUnitId && unit.portraitReady && unit.portraitTextureKey?.startsWith('portrait-card-')
),
`Expected portrait-card hover feedback for a mapped swap candidate: ${JSON.stringify(swapPreview?.incomingUnitId)}`
);
assert(
swapPreview?.mode === 'swap' &&
swapPreview?.incomingUnitId === 'guan-yu' &&
swapPreview?.outgoingUnitId === 'ma-dai' &&
JSON.stringify(swapPreview?.selectedUnitIds) === JSON.stringify(midFormationSelectedBefore) &&
JSON.stringify(swapPreview?.projectedSelectedUnitIds) === JSON.stringify(expectedProjectedSwapIds) &&
JSON.stringify(swapPreview?.current?.selectedUnitIds) === JSON.stringify(midFormationSelectedBefore) &&
JSON.stringify(swapPreview?.projected?.selectedUnitIds) === JSON.stringify(expectedProjectedSwapIds) &&
JSON.stringify(swapPreview?.comparison?.current?.selectedUnitIds) === JSON.stringify(midFormationSelectedBefore) &&
JSON.stringify(swapPreview?.comparison?.projected?.selectedUnitIds) === JSON.stringify(expectedProjectedSwapIds) &&
swapPreview?.metrics?.length === 4 &&
swapPreview.metrics.some((metric) => metric.delta !== 0) &&
swapPreview?.comparison?.lostRoles?.includes('flank') &&
swapPreview?.comparison?.activeBondDelta === 0 &&
swapPreview?.comparison?.gainedBonds?.length > 0 &&
swapPreview?.comparison?.lostBonds?.length > 0,
`Expected a meaningful non-destructive Ma Dai to Guan Yu swap preview: ${JSON.stringify(swapPreview)}`
);
assert(
midFormationSwapPreviewProbe.panel.title === '가상 교체 · 마대 → 관우' &&
midFormationSwapPreviewProbe.panel.headline?.includes('OUT 마대') &&
midFormationSwapPreviewProbe.panel.headline?.includes('IN 관우') &&
midFormationSwapPreviewProbe.panel.impact?.includes('추격') &&
midFormationSwapPreviewProbe.panel.impact?.includes('공백 돌파') &&
midFormationSwapPreviewProbe.panel.detail?.includes('추격 해제') &&
midFormationSwapPreviewProbe.panel.detail?.includes('8%') &&
midFormationSwapPreviewProbe.panel.detail?.includes('실제 편성 미변경'),
`Expected the visible comparison panel to render the swap preview: ${JSON.stringify(midFormationSwapPreviewProbe.panel)}`
);
assert(
JSON.stringify(midFormationSwapPreviewState?.selectedSortieUnitIds) === JSON.stringify(midFormationSelectedBefore) &&
JSON.stringify(midFormationSwapPreviewState?.campaign?.selectedSortieUnitIds) === JSON.stringify(midFormationCampaignSelectedBefore),
`Expected hover swap preview to preserve runtime and saved selections: ${JSON.stringify(midFormationSwapPreviewState?.selectedSortieUnitIds)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-sortie-formation-hover.png`, fullPage: true });
await page.mouse.move(40, 710);
await page.waitForFunction(() => {
const state = window.__HEROS_DEBUG__?.camp();
return state?.sortieHoveredUnitId === null && state?.sortieComparisonPreview?.source === 'focus';
}, undefined, { timeout: 30000 });
const afterSwapPreviewProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const view = scene?.sortieComparisonPanelView;
return {
state: window.__HEROS_DEBUG__?.camp(),
panel: {
title: view?.title?.text ?? null,
headline: view?.headline?.text ?? null
}
};
});
const afterSwapPreviewState = afterSwapPreviewProbe.state;
assert(
JSON.stringify(afterSwapPreviewState?.selectedSortieUnitIds) === JSON.stringify(midFormationSelectedBefore) &&
JSON.stringify(afterSwapPreviewState?.campaign?.selectedSortieUnitIds) === JSON.stringify(midFormationCampaignSelectedBefore),
`Expected pointerout to restore focus preview without mutating selections: ${JSON.stringify(afterSwapPreviewState?.selectedSortieUnitIds)}`
);
assert(
afterSwapPreviewState?.sortieComparisonPreview?.source === 'focus' &&
afterSwapPreviewState?.sortieComparisonPreview?.mode === 'remove' &&
afterSwapPreviewState?.sortieComparisonPreview?.unitId === 'ma-dai' &&
afterSwapPreviewState?.sortieComparisonPreview?.incomingUnitId === null &&
afterSwapPreviewState?.sortieComparisonPreview?.outgoingUnitId === 'ma-dai' &&
afterSwapPreviewProbe.panel.title === '편성 변화 · 마대' &&
!afterSwapPreviewProbe.panel.headline?.includes('관우'),
`Expected pointerout to restore the visible Ma Dai focus preview: ${JSON.stringify(afterSwapPreviewProbe)}`
);
await page.mouse.move(530, 544);
await page.waitForFunction(() => {
const state = window.__HEROS_DEBUG__?.camp();
return state?.sortieHoveredUnitId === 'guan-yu' && state?.sortieComparisonPreview?.source === 'hover-swap';
}, undefined, { timeout: 30000 });
await page.mouse.click(530, 544);
await page.waitForFunction(() => {
const state = window.__HEROS_DEBUG__?.camp();
return state?.sortiePinnedSwapCandidateUnitId === 'guan-yu' &&
state?.sortieComparisonPreview?.source === 'pinned-swap' &&
state?.sortieComparisonAction?.kind === 'confirm-swap';
}, undefined, { timeout: 30000 });
const pinnedSwapProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const state = window.__HEROS_DEBUG__?.camp();
const view = scene?.sortieComparisonPanelView;
return {
state,
action: {
buttonVisible: view?.actionButton?.visible ?? false,
labelVisible: view?.actionLabel?.visible ?? false,
label: view?.actionLabel?.text ?? null
}
};
});
const pinnedSwapState = pinnedSwapProbe.state;
const pinnedSwapPreview = pinnedSwapState?.sortieComparisonPreview;
const pinnedSwapSave = await readCampaignSave(page);
const previewIncomingRole = pinnedSwapState?.sortieRoster?.find((unit) => unit.id === 'guan-yu')?.formationRole;
assert(
pinnedSwapPreview?.source === 'pinned-swap' &&
pinnedSwapPreview?.mode === 'swap' &&
pinnedSwapPreview?.outgoingUnitId === 'ma-dai' &&
pinnedSwapPreview?.incomingUnitId === 'guan-yu' &&
JSON.stringify(pinnedSwapPreview?.projectedSelectedUnitIds) === JSON.stringify(expectedProjectedSwapIds) &&
previewIncomingRole === 'front' &&
pinnedSwapState?.sortieComparisonAction?.label === '교체 확정' &&
pinnedSwapState?.sortieComparisonAction?.outgoingUnitId === 'ma-dai' &&
pinnedSwapState?.sortieComparisonAction?.incomingUnitId === 'guan-yu' &&
pinnedSwapProbe.action.buttonVisible === true &&
pinnedSwapProbe.action.labelVisible === true &&
pinnedSwapProbe.action.label === '교체 확정',
`Expected clicking Guan Yu's card body to pin the canonical Ma Dai swap with a visible confirm action: ${JSON.stringify(pinnedSwapProbe)}`
);
assert(
JSON.stringify(pinnedSwapState?.selectedSortieUnitIds) === JSON.stringify(midFormationSelectedBefore) &&
JSON.stringify(pinnedSwapState?.campaign?.selectedSortieUnitIds) === JSON.stringify(midFormationCampaignSelectedBefore) &&
sameJsonValue(pinnedSwapState?.sortieFormationAssignments, midFormationAssignmentsBefore) &&
sameJsonValue(pinnedSwapState?.sortieItemAssignments, midFormationItemAssignmentsBefore) &&
JSON.stringify(pinnedSwapSave.current?.selectedSortieUnitIds) === JSON.stringify(midFormationSaveBefore.current?.selectedSortieUnitIds) &&
JSON.stringify(pinnedSwapSave.slot1?.selectedSortieUnitIds) === JSON.stringify(midFormationSaveBefore.slot1?.selectedSortieUnitIds) &&
sameJsonValue(pinnedSwapSave.current?.sortieFormationAssignments, midFormationSaveBefore.current?.sortieFormationAssignments) &&
sameJsonValue(pinnedSwapSave.slot1?.sortieFormationAssignments, midFormationSaveBefore.slot1?.sortieFormationAssignments) &&
sameJsonValue(pinnedSwapSave.current?.sortieItemAssignments, midFormationSaveBefore.current?.sortieItemAssignments) &&
sameJsonValue(pinnedSwapSave.slot1?.sortieItemAssignments, midFormationSaveBefore.slot1?.sortieItemAssignments),
`Expected pinning the swap to preserve runtime, campaign, current-save, and slot-1 assignments: ${JSON.stringify({
state: pinnedSwapState,
save: pinnedSwapSave
})}`
);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-sortie-swap-pinned.png`, fullPage: true });
const confirmSwapActionPoint = await readSortieComparisonActionPoint(page);
assert(
confirmSwapActionPoint.label === '교체 확정',
`Expected the scaled Phaser action button to expose the confirm label: ${JSON.stringify(confirmSwapActionPoint)}`
);
await page.mouse.click(confirmSwapActionPoint.x, confirmSwapActionPoint.y);
await page.waitForFunction((projectedIds) => {
const state = window.__HEROS_DEBUG__?.camp();
return JSON.stringify(state?.selectedSortieUnitIds) === JSON.stringify(projectedIds) &&
state?.sortieFormationAssignments?.['ma-dai'] === undefined &&
state?.sortieFormationAssignments?.['guan-yu'] === 'front' &&
state?.sortieItemAssignments?.['ma-dai'] === undefined &&
state?.sortieItemAssignments?.['guan-yu'] === undefined &&
state?.sortieSwapUndo?.available === true &&
state?.sortieComparisonAction?.kind === 'undo-swap';
}, expectedProjectedSwapIds, { timeout: 30000 });
const confirmedSwapState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const confirmedSwapSave = await readCampaignSave(page);
const expectedConfirmedAssignments = { ...midFormationAssignmentsBefore };
delete expectedConfirmedAssignments['ma-dai'];
expectedConfirmedAssignments['guan-yu'] = previewIncomingRole;
const expectedConfirmedItemAssignments = structuredClone(midFormationItemAssignmentsBefore);
delete expectedConfirmedItemAssignments['ma-dai'];
delete expectedConfirmedItemAssignments['guan-yu'];
assert(
JSON.stringify(confirmedSwapState?.selectedSortieUnitIds) === JSON.stringify(expectedProjectedSwapIds) &&
JSON.stringify(confirmedSwapState?.campaign?.selectedSortieUnitIds) === JSON.stringify(expectedProjectedSwapIds) &&
JSON.stringify(confirmedSwapSave.current?.selectedSortieUnitIds) === JSON.stringify(expectedProjectedSwapIds) &&
JSON.stringify(confirmedSwapSave.slot1?.selectedSortieUnitIds) === JSON.stringify(expectedProjectedSwapIds),
`Expected swap confirmation to persist the canonical projected roster everywhere: ${JSON.stringify({
expectedProjectedSwapIds,
runtime: confirmedSwapState?.selectedSortieUnitIds,
campaign: confirmedSwapState?.campaign?.selectedSortieUnitIds,
current: confirmedSwapSave.current?.selectedSortieUnitIds,
slot1: confirmedSwapSave.slot1?.selectedSortieUnitIds
})}`
);
assert(
sameJsonValue(confirmedSwapState?.sortieFormationAssignments, expectedConfirmedAssignments) &&
sameJsonValue(confirmedSwapState?.campaign?.sortieFormationAssignments, expectedConfirmedAssignments) &&
sameJsonValue(confirmedSwapSave.current?.sortieFormationAssignments, expectedConfirmedAssignments) &&
sameJsonValue(confirmedSwapSave.slot1?.sortieFormationAssignments, expectedConfirmedAssignments) &&
sameJsonValue(confirmedSwapState?.sortieItemAssignments, expectedConfirmedItemAssignments) &&
sameJsonValue(confirmedSwapState?.campaign?.sortieItemAssignments, expectedConfirmedItemAssignments) &&
sameJsonValue(confirmedSwapSave.current?.sortieItemAssignments, expectedConfirmedItemAssignments) &&
sameJsonValue(confirmedSwapSave.slot1?.sortieItemAssignments, expectedConfirmedItemAssignments),
`Expected confirmation to remove Ma Dai's role and supply, assign Guan Yu's preview role without transferring supply, and preserve every other assignment: ${JSON.stringify({
expectedFormation: expectedConfirmedAssignments,
expectedItems: expectedConfirmedItemAssignments,
state: confirmedSwapState,
save: confirmedSwapSave
})}`
);
assert(
confirmedSwapState?.sortieFocusedUnitId === 'guan-yu' &&
confirmedSwapState?.sortiePinnedSwapCandidateUnitId === null &&
confirmedSwapState?.sortieSwapUndo?.available === true &&
confirmedSwapState?.sortieSwapUndo?.outgoingUnitId === 'ma-dai' &&
confirmedSwapState?.sortieSwapUndo?.incomingUnitId === 'guan-yu' &&
confirmedSwapState?.sortieComparisonAction?.kind === 'undo-swap' &&
confirmedSwapState?.sortieComparisonAction?.label === '되돌리기' &&
confirmedSwapState?.sortiePlanFeedback?.includes('장비·보급'),
`Expected confirmed swap feedback and one-use undo action: ${JSON.stringify(confirmedSwapState)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-sortie-swap-confirmed.png`, fullPage: true });
const openPresetBookForSavePoint = await readSortiePresetControlPoint(page, 'toggle');
await page.mouse.click(openPresetBookForSavePoint.x, openPresetBookForSavePoint.y);
await page.waitForFunction(() => window.__HEROS_DEBUG__?.camp()?.sortiePresetBrowser?.open === true, undefined, { timeout: 30000 });
const emptyPresetBookState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
assert(
emptyPresetBookState?.sortiePresetBrowser?.cards?.length === 3 &&
emptyPresetBookState.sortiePresetBrowser.cards.every((card) => card.saved === false) &&
emptyPresetBookState?.sortieSwapUndo?.available === true,
`Expected three empty preset cards without consuming the pending swap undo: ${JSON.stringify(emptyPresetBookState?.sortiePresetBrowser)}`
);
const saveMobilePresetPoint = await readSortiePresetControlPoint(page, 'save', 'mobile');
await page.mouse.click(saveMobilePresetPoint.x, saveMobilePresetPoint.y);
await page.waitForFunction(() => {
const state = window.__HEROS_DEBUG__?.camp();
return state?.sortieFormationPresets?.mobile?.selectedUnitIds?.length > 0 &&
state?.sortieSwapUndo?.available === true &&
state?.sortieComparisonAction?.kind === 'undo-swap';
}, undefined, { timeout: 30000 });
const savedMobilePresetState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const savedMobilePresetSave = await readCampaignSave(page);
const savedMobilePreset = savedMobilePresetState?.sortieFormationPresets?.mobile;
assert(
JSON.stringify(savedMobilePreset?.selectedUnitIds) === JSON.stringify(expectedProjectedSwapIds) &&
savedMobilePreset?.selectedUnitIds?.every((unitId) => Boolean(savedMobilePreset.formationAssignments?.[unitId])) &&
Object.keys(savedMobilePreset ?? {}).sort().join(',') === 'formationAssignments,selectedUnitIds' &&
savedMobilePreset?.sortieItemAssignments === undefined &&
savedMobilePreset?.itemAssignments === undefined,
`Expected mobile preset save to materialize every selected role without storing supplies: ${JSON.stringify(savedMobilePreset)}`
);
assert(
sameJsonValue(savedMobilePresetSave.current?.sortieFormationPresets?.mobile, savedMobilePreset) &&
sameJsonValue(savedMobilePresetSave.slot1?.sortieFormationPresets?.mobile, savedMobilePreset) &&
sameJsonValue(savedMobilePresetState?.sortieItemAssignments, expectedConfirmedItemAssignments) &&
sameJsonValue(savedMobilePresetState?.campaign?.sortieItemAssignments, expectedConfirmedItemAssignments) &&
savedMobilePresetState?.sortieSwapUndo?.available === true,
`Expected preset metadata to sync to current and slot saves without changing the applied roster, roles, supplies, or swap undo: ${JSON.stringify({
state: savedMobilePresetState,
save: savedMobilePresetSave
})}`
);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-sortie-preset-saved.png`, fullPage: true });
const undoSwapActionPoint = await readSortieComparisonActionPoint(page);
assert(
undoSwapActionPoint.label === '되돌리기',
`Expected the scaled Phaser action button to switch to undo: ${JSON.stringify(undoSwapActionPoint)}`
);
await page.mouse.click(undoSwapActionPoint.x, undoSwapActionPoint.y);
await page.waitForFunction((selectedBefore) => {
const state = window.__HEROS_DEBUG__?.camp();
return JSON.stringify(state?.selectedSortieUnitIds) === JSON.stringify(selectedBefore) &&
state?.sortieFocusedUnitId === 'ma-dai' &&
state?.sortieComparisonAction === null &&
!state?.sortieSwapUndo?.available;
}, midFormationSelectedBefore, { timeout: 30000 });
const undoneSwapProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const state = window.__HEROS_DEBUG__?.camp();
const view = scene?.sortieComparisonPanelView;
return {
state,
action: {
buttonVisible: view?.actionButton?.visible ?? false,
labelVisible: view?.actionLabel?.visible ?? false,
label: view?.actionLabel?.text ?? null
}
};
});
const undoneSwapState = undoneSwapProbe.state;
const undoneSwapSave = await readCampaignSave(page);
const undoRestoreChecks = {
runtimeSelection: JSON.stringify(undoneSwapState?.selectedSortieUnitIds) === JSON.stringify(midFormationSelectedBefore),
campaignSelection: JSON.stringify(undoneSwapState?.campaign?.selectedSortieUnitIds) === JSON.stringify(midFormationCampaignSelectedBefore),
currentSaveSelection: JSON.stringify(undoneSwapSave.current?.selectedSortieUnitIds) === JSON.stringify(midFormationSaveBefore.current?.selectedSortieUnitIds),
slotSelection: JSON.stringify(undoneSwapSave.slot1?.selectedSortieUnitIds) === JSON.stringify(midFormationSaveBefore.slot1?.selectedSortieUnitIds),
runtimeFormation: sameJsonValue(undoneSwapState?.sortieFormationAssignments, midFormationAssignmentsBefore),
campaignFormation: sameJsonValue(undoneSwapState?.campaign?.sortieFormationAssignments, midFormationAssignmentsBefore),
currentSaveFormation: sameJsonValue(undoneSwapSave.current?.sortieFormationAssignments, midFormationSaveBefore.current?.sortieFormationAssignments),
slotFormation: sameJsonValue(undoneSwapSave.slot1?.sortieFormationAssignments, midFormationSaveBefore.slot1?.sortieFormationAssignments),
runtimeItems: sameJsonValue(undoneSwapState?.sortieItemAssignments, midFormationItemAssignmentsBefore),
campaignItems: sameJsonValue(undoneSwapState?.campaign?.sortieItemAssignments, midFormationItemAssignmentsBefore),
currentSaveItems: sameJsonValue(undoneSwapSave.current?.sortieItemAssignments, midFormationSaveBefore.current?.sortieItemAssignments),
slotItems: sameJsonValue(undoneSwapSave.slot1?.sortieItemAssignments, midFormationSaveBefore.slot1?.sortieItemAssignments)
};
assert(
Object.values(undoRestoreChecks).every(Boolean),
`Expected one-time undo to restore the exact roster, role map, and supply map in runtime and both saves: ${JSON.stringify({
checks: undoRestoreChecks,
expected: {
runtimeSelected: midFormationSelectedBefore,
campaignSelected: midFormationCampaignSelectedBefore,
currentSaveSelected: midFormationSaveBefore.current?.selectedSortieUnitIds,
slotSelected: midFormationSaveBefore.slot1?.selectedSortieUnitIds,
formation: midFormationAssignmentsBefore,
items: midFormationItemAssignmentsBefore
},
actual: {
runtimeSelected: undoneSwapState?.selectedSortieUnitIds,
campaignSelected: undoneSwapState?.campaign?.selectedSortieUnitIds,
currentSaveSelected: undoneSwapSave.current?.selectedSortieUnitIds,
slotSelected: undoneSwapSave.slot1?.selectedSortieUnitIds,
runtimeFormation: undoneSwapState?.sortieFormationAssignments,
campaignFormation: undoneSwapState?.campaign?.sortieFormationAssignments,
currentSaveFormation: undoneSwapSave.current?.sortieFormationAssignments,
slotFormation: undoneSwapSave.slot1?.sortieFormationAssignments,
runtimeItems: undoneSwapState?.sortieItemAssignments,
campaignItems: undoneSwapState?.campaign?.sortieItemAssignments,
currentSaveItems: undoneSwapSave.current?.sortieItemAssignments,
slotItems: undoneSwapSave.slot1?.sortieItemAssignments
}
})}`
);
assert(
undoneSwapState?.sortieFocusedUnitId === 'ma-dai' &&
undoneSwapState?.sortiePinnedSwapCandidateUnitId === null &&
undoneSwapState?.sortieComparisonAction === null &&
!undoneSwapState?.sortieSwapUndo?.available &&
undoneSwapProbe.action.buttonVisible === false &&
undoneSwapProbe.action.labelVisible === false,
`Expected undo to restore Ma Dai focus and consume the panel action exactly once: ${JSON.stringify(undoneSwapProbe)}`
);
const presetBaselineState = undoneSwapState;
const presetBaselineSave = undoneSwapSave;
const openPresetBookForApplyPoint = await readSortiePresetControlPoint(page, 'toggle');
await page.mouse.click(openPresetBookForApplyPoint.x, openPresetBookForApplyPoint.y);
await page.waitForFunction(() => window.__HEROS_DEBUG__?.camp()?.sortiePresetBrowser?.open === true, undefined, { timeout: 30000 });
const presetBookState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const mobilePresetCard = presetBookState?.sortiePresetBrowser?.cards?.find((card) => card.id === 'mobile');
assert(
presetBookState?.sortiePresetBrowser?.cards?.length === 3 &&
presetBookState?.sortiePresetBrowser?.recommendedPresetId === 'mobile' &&
mobilePresetCard?.saved === true &&
mobilePresetCard?.applicable === true &&
mobilePresetCard?.recommended === true &&
mobilePresetCard?.current === false &&
presetBookState.sortiePresetBrowser.cards.filter((card) => !card.saved).length === 2,
`Expected the only saved valid preset to receive the scenario recommendation badge: ${JSON.stringify(presetBookState?.sortiePresetBrowser)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-sortie-preset-book.png`, fullPage: true });
const hoverMobilePresetPoint = await readSortiePresetControlPoint(page, 'card', 'mobile');
await page.mouse.move(hoverMobilePresetPoint.x, hoverMobilePresetPoint.y);
await page.waitForFunction(() => {
const state = window.__HEROS_DEBUG__?.camp();
return state?.sortiePresetBrowser?.hoveredPresetId === 'mobile' &&
state?.sortieComparisonPreview?.source === 'hover-preset' &&
state?.sortieComparisonPreview?.presetId === 'mobile';
}, undefined, { timeout: 30000 });
const hoverPresetProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const view = scene?.sortieComparisonPanelView;
return {
state: window.__HEROS_DEBUG__?.camp(),
panel: {
title: view?.title?.text ?? null,
headline: view?.headline?.text ?? null,
detail: view?.detail?.text ?? null
}
};
});
const hoverPresetState = hoverPresetProbe.state;
const hoverPresetSave = await readCampaignSave(page);
const hoverProjectionCard = hoverPresetState?.sortiePresetBrowser?.cards?.find((card) => card.id === 'mobile');
assert(
hoverPresetState?.sortieComparisonPreview?.mode === 'preset' &&
hoverPresetState?.sortieComparisonPreview?.metrics?.length === 4 &&
hoverPresetState.sortieComparisonPreview.metrics[0]?.label === '공격 합' &&
hoverPresetState.sortieComparisonPreview.metrics[1]?.label === '지력 합' &&
hoverPresetState.sortieComparisonPreview.metrics[2]?.label === '평균 기동' &&
hoverPresetProbe.panel.title === '기동 편성책 비교' &&
hoverPresetProbe.panel.headline?.includes('유지') &&
hoverPresetProbe.panel.detail?.includes('실제 편성 미변경'),
`Expected a whole-formation, non-destructive preset comparison: ${JSON.stringify(hoverPresetProbe)}`
);
assert(
JSON.stringify(hoverPresetState?.selectedSortieUnitIds) === JSON.stringify(presetBaselineState?.selectedSortieUnitIds) &&
sameJsonValue(hoverPresetState?.sortieFormationAssignments, presetBaselineState?.sortieFormationAssignments) &&
sameJsonValue(hoverPresetState?.sortieItemAssignments, presetBaselineState?.sortieItemAssignments) &&
sameJsonValue(hoverPresetSave.current, presetBaselineSave.current) &&
sameJsonValue(hoverPresetSave.slot1, presetBaselineSave.slot1),
`Expected preset hover to preserve runtime, campaign, current save, and slot save: ${JSON.stringify(hoverPresetState)}`
);
const compareMobilePresetPoint = await readSortiePresetControlPoint(page, 'compare', 'mobile');
await page.mouse.click(compareMobilePresetPoint.x, compareMobilePresetPoint.y);
await page.waitForFunction(() => {
const state = window.__HEROS_DEBUG__?.camp();
return state?.sortiePresetBrowser?.pinnedPresetId === 'mobile' &&
state?.sortieComparisonPreview?.source === 'pinned-preset' &&
state?.sortieComparisonAction?.kind === 'confirm-preset';
}, undefined, { timeout: 30000 });
const pinnedPresetState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const pinnedPresetSave = await readCampaignSave(page);
const pinnedProjectionCard = pinnedPresetState?.sortiePresetBrowser?.cards?.find((card) => card.id === 'mobile');
assert(
JSON.stringify(pinnedProjectionCard?.projectedSelectedUnitIds) === JSON.stringify(expectedProjectedSwapIds) &&
sameJsonValue(pinnedProjectionCard?.projectedFormationAssignments, savedMobilePreset?.formationAssignments) &&
pinnedPresetState?.sortieComparisonAction?.label === '적용 확정' &&
sameJsonValue(pinnedPresetSave.current, presetBaselineSave.current) &&
sameJsonValue(pinnedPresetSave.slot1, presetBaselineSave.slot1),
`Expected pinning the preset to keep every saved value unchanged until confirmation: ${JSON.stringify(pinnedPresetState)}`
);
const expectedPresetSelectedIds = [...(pinnedProjectionCard?.projectedSelectedUnitIds ?? [])];
const expectedPresetFormationAssignments = { ...(pinnedProjectionCard?.projectedFormationAssignments ?? {}) };
const expectedPresetItemAssignments = structuredClone(pinnedProjectionCard?.projectedItemAssignments ?? {});
const applyPresetActionPoint = await readSortieComparisonActionPoint(page);
assert(applyPresetActionPoint.label === '적용 확정', `Expected preset confirmation label: ${JSON.stringify(applyPresetActionPoint)}`);
await page.mouse.click(applyPresetActionPoint.x, applyPresetActionPoint.y);
await page.waitForFunction((expectedIds) => {
const state = window.__HEROS_DEBUG__?.camp();
return JSON.stringify(state?.selectedSortieUnitIds) === JSON.stringify(expectedIds) &&
state?.sortiePresetUndo?.available === true &&
state?.sortieComparisonAction?.kind === 'undo-preset' &&
state?.sortiePresetBrowser?.open === false;
}, expectedPresetSelectedIds, { timeout: 30000 });
const appliedPresetState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const appliedPresetSave = await readCampaignSave(page);
assert(
JSON.stringify(appliedPresetState?.selectedSortieUnitIds) === JSON.stringify(expectedPresetSelectedIds) &&
JSON.stringify(appliedPresetState?.campaign?.selectedSortieUnitIds) === JSON.stringify(expectedPresetSelectedIds) &&
JSON.stringify(appliedPresetSave.current?.selectedSortieUnitIds) === JSON.stringify(expectedPresetSelectedIds) &&
JSON.stringify(appliedPresetSave.slot1?.selectedSortieUnitIds) === JSON.stringify(expectedPresetSelectedIds) &&
sameJsonValue(appliedPresetState?.sortieFormationAssignments, expectedPresetFormationAssignments) &&
sameJsonValue(appliedPresetState?.campaign?.sortieFormationAssignments, expectedPresetFormationAssignments) &&
sameJsonValue(appliedPresetSave.current?.sortieFormationAssignments, expectedPresetFormationAssignments) &&
sameJsonValue(appliedPresetSave.slot1?.sortieFormationAssignments, expectedPresetFormationAssignments),
`Expected preset confirmation to persist the canonical roster and stored roles everywhere: ${JSON.stringify(appliedPresetState)}`
);
assert(
sameJsonValue(appliedPresetState?.sortieItemAssignments, expectedPresetItemAssignments) &&
sameJsonValue(appliedPresetState?.campaign?.sortieItemAssignments, expectedPresetItemAssignments) &&
sameJsonValue(appliedPresetSave.current?.sortieItemAssignments, expectedPresetItemAssignments) &&
sameJsonValue(appliedPresetSave.slot1?.sortieItemAssignments, expectedPresetItemAssignments) &&
appliedPresetState?.sortieItemAssignments?.['ma-dai'] === undefined &&
appliedPresetState?.sortieItemAssignments?.['guan-yu'] === undefined &&
appliedPresetState?.sortiePresetUndo?.presetId === 'mobile',
`Expected preset apply to preserve only shared officers' supplies without auto-transferring them: ${JSON.stringify({
expected: expectedPresetItemAssignments,
actual: appliedPresetState?.sortieItemAssignments
})}`
);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-sortie-preset-applied.png`, fullPage: true });
const undoPresetActionPoint = await readSortieComparisonActionPoint(page);
assert(undoPresetActionPoint.label === '되돌리기', `Expected preset undo label: ${JSON.stringify(undoPresetActionPoint)}`);
await page.mouse.click(undoPresetActionPoint.x, undoPresetActionPoint.y);
await page.waitForFunction((baselineIds) => {
const state = window.__HEROS_DEBUG__?.camp();
return JSON.stringify(state?.selectedSortieUnitIds) === JSON.stringify(baselineIds) &&
state?.sortiePresetUndo === null &&
state?.sortieComparisonAction === null;
}, presetBaselineState?.selectedSortieUnitIds ?? [], { timeout: 30000 });
const undonePresetState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const undonePresetSave = await readCampaignSave(page);
assert(
JSON.stringify(undonePresetState?.selectedSortieUnitIds) === JSON.stringify(presetBaselineState?.selectedSortieUnitIds) &&
sameJsonValue(undonePresetState?.sortieFormationAssignments, presetBaselineState?.sortieFormationAssignments) &&
sameJsonValue(undonePresetState?.sortieItemAssignments, presetBaselineState?.sortieItemAssignments) &&
JSON.stringify(undonePresetSave.current?.selectedSortieUnitIds) === JSON.stringify(presetBaselineSave.current?.selectedSortieUnitIds) &&
JSON.stringify(undonePresetSave.slot1?.selectedSortieUnitIds) === JSON.stringify(presetBaselineSave.slot1?.selectedSortieUnitIds) &&
sameJsonValue(undonePresetSave.current?.sortieFormationAssignments, presetBaselineSave.current?.sortieFormationAssignments) &&
sameJsonValue(undonePresetSave.slot1?.sortieFormationAssignments, presetBaselineSave.slot1?.sortieFormationAssignments) &&
sameJsonValue(undonePresetSave.current?.sortieItemAssignments, presetBaselineSave.current?.sortieItemAssignments) &&
sameJsonValue(undonePresetSave.slot1?.sortieItemAssignments, presetBaselineSave.slot1?.sortieItemAssignments) &&
sameJsonValue(undonePresetSave.current?.sortieFormationPresets?.mobile, savedMobilePreset) &&
sameJsonValue(undonePresetSave.slot1?.sortieFormationPresets?.mobile, savedMobilePreset),
`Expected one-time preset undo to restore the exact roster, roles, and supplies while retaining the saved preset: ${JSON.stringify({
state: undonePresetState,
save: undonePresetSave
})}`
);
const openPresetBookForSiegeFixturePoint = await readSortiePresetControlPoint(page, 'toggle');
await page.mouse.click(openPresetBookForSiegeFixturePoint.x, openPresetBookForSiegeFixturePoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.camp()?.sortiePresetBrowser?.open === true,
undefined,
{ timeout: 30000 }
);
const saveSiegePresetPoint = await readSortiePresetControlPoint(page, 'save', 'siege');
await page.mouse.click(saveSiegePresetPoint.x, saveSiegePresetPoint.y);
await page.waitForFunction(() => {
const state = window.__HEROS_DEBUG__?.camp();
return state?.sortiePresetBrowser?.open === true &&
state?.sortieFormationPresets?.siege?.selectedUnitIds?.length > 0;
}, undefined, { timeout: 30000 });
const savedSiegeFixtureState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const savedSiegeFixtureSave = await readCampaignSave(page);
const savedSiegePreset = savedSiegeFixtureState?.sortieFormationPresets?.siege;
assert(
savedSiegePreset?.selectedUnitIds?.length === savedSiegeFixtureState?.selectedSortieUnitIds?.length &&
savedSiegePreset.selectedUnitIds.every((unitId) => Boolean(savedSiegePreset.formationAssignments?.[unitId])) &&
JSON.stringify(Object.keys(savedSiegePreset).sort()) === JSON.stringify(['formationAssignments', 'selectedUnitIds']) &&
savedSiegePreset.sortieItemAssignments === undefined &&
savedSiegePreset.itemAssignments === undefined &&
sameJsonValue(savedSiegeFixtureSave.current?.sortieFormationPresets?.siege, savedSiegePreset) &&
sameJsonValue(savedSiegeFixtureSave.slot1?.sortieFormationPresets?.siege, savedSiegePreset),
`Expected a deterministic pre-battle siege preset fixture containing only the current roster and roles: ${JSON.stringify({
state: savedSiegeFixtureState,
save: savedSiegeFixtureSave
})}`
);
const closePresetBookAfterSiegeFixturePoint = await readSortiePresetControlPoint(page, 'close');
await page.mouse.click(closePresetBookAfterSiegeFixturePoint.x, closePresetBookAfterSiegeFixturePoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.camp()?.sortiePresetBrowser?.open === false,
undefined,
{ timeout: 30000 }
);
const midFormationFirstPage = await page.evaluate(() => window.__HEROS_DEBUG__?.camp()?.sortiePortraitRosterView);
await page.mouse.click(658, 196);
await page.waitForFunction((previousScroll) => {
const view = window.__HEROS_DEBUG__?.camp()?.sortiePortraitRosterView;
return view?.scroll > previousScroll;
}, midFormationFirstPage?.scroll ?? 0, { timeout: 30000 });
const midFormationSecondPage = await page.evaluate(() => window.__HEROS_DEBUG__?.camp()?.sortiePortraitRosterView);
assert(
midFormationSecondPage?.start > 1 && midFormationSecondPage?.end > 8,
`Expected the portrait roster next-page control to reveal later officers: ${JSON.stringify(midFormationSecondPage)}`
);
await page.mouse.click(610, 196);
await page.waitForFunction(() => window.__HEROS_DEBUG__?.camp()?.sortiePortraitRosterView?.scroll === 0, undefined, { timeout: 30000 });
const fullRosterCandidateProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const state = window.__HEROS_DEBUG__?.camp();
const candidate = state?.sortieRoster?.find((unit) => !unit.selected && unit.available);
if (!candidate || typeof scene?.toggleSortieUnit !== 'function') {
return { candidateId: null, selectedBefore: state?.selectedSortieUnitIds ?? [] };
}
scene.toggleSortieUnit(candidate.id);
return { candidateId: candidate.id, selectedBefore: state.selectedSortieUnitIds ?? [] };
});
assert(fullRosterCandidateProbe.candidateId, `Expected a full-roster swap candidate: ${JSON.stringify(fullRosterCandidateProbe)}`);
await page.waitForFunction((probe) => {
const state = window.__HEROS_DEBUG__?.camp();
return state?.sortieFocusedUnitId === probe.candidateId &&
state?.sortiePrepStep === 'formation' &&
state?.sortieFocusedSynergyPreview?.mode === 'waiting' &&
state?.selectedSortieUnitIds?.length === probe.selectedBefore.length &&
!state.selectedSortieUnitIds.includes(probe.candidateId);
}, fullRosterCandidateProbe, { timeout: 30000 });
const underCapacityProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const state = window.__HEROS_DEBUG__?.camp();
const removable = state?.sortieRoster?.find((unit) => unit.selected && !unit.required);
if (!removable || typeof scene?.toggleSortieUnit !== 'function') {
return { removedUnitId: null, selectedBefore: state?.selectedSortieUnitIds ?? [] };
}
scene.toggleSortieUnit(removable.id);
return { removedUnitId: removable.id, selectedBefore: state.selectedSortieUnitIds ?? [] };
});
assert(underCapacityProbe.removedUnitId, `Expected a removable mid-campaign officer: ${JSON.stringify(underCapacityProbe)}`);
await page.waitForFunction((probe) => {
const state = window.__HEROS_DEBUG__?.camp();
return state?.sortieVisible === true &&
state?.sortiePrepStep === 'formation' &&
state?.selectedSortieUnitIds?.length === probe.selectedBefore.length - 1 &&
!state.selectedSortieUnitIds.includes(probe.removedUnitId) &&
state?.sortieFocusedSynergyPreview?.mode === 'add';
}, underCapacityProbe, { timeout: 30000 });
await page.reload({ waitUntil: 'domcontentloaded' });
await waitForTitle(page);
await page.mouse.click(962, 310);
await waitForCamp(page);
const restoredUnderCapacityState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
assert(
restoredUnderCapacityState?.selectedSortieUnitIds?.length === underCapacityProbe.selectedBefore.length - 1 &&
!restoredUnderCapacityState.selectedSortieUnitIds.includes(underCapacityProbe.removedUnitId),
`Expected an under-capacity manual formation to survive scene recreation: ${JSON.stringify(restoredUnderCapacityState?.selectedSortieUnitIds)} / ${JSON.stringify(underCapacityProbe)}`
);
const reserveDoctrineSetup = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const state = window.__HEROS_DEBUG__?.camp();
const supportUnitIds = (state?.sortieRoster ?? [])
.filter((unit) => unit.selected && unit.formationRole === 'support')
.map((unit) => unit.id);
scene.sortieFormationAssignments = {
...scene.sortieFormationAssignments,
...Object.fromEntries(supportUnitIds.map((unitId) => [unitId, 'reserve']))
};
scene.persistSortieSelection();
return { supportUnitIds, state: window.__HEROS_DEBUG__?.camp() };
});
assert(
reserveDoctrineSetup.supportUnitIds.length > 0 && reserveDoctrineSetup.state?.sortiePlan?.formationCoverageComplete === false,
`Expected the mid-campaign doctrine setup to leave support uncovered with reserve officers: ${JSON.stringify(reserveDoctrineSetup)}`
);
const midCampSelectedSortieUnitIds = reserveDoctrineSetup.state?.selectedSortieUnitIds ?? [];
const midCampDeploymentPreview = reserveDoctrineSetup.state?.sortieDeploymentPreview ?? [];
const midCampFormationAssignments = reserveDoctrineSetup.state?.sortieFormationAssignments ?? {};
const midCampItemAssignments = reserveDoctrineSetup.state?.sortieItemAssignments ?? {};
await page.mouse.click(1160, 38);
await waitForSortiePrep(page);
const restoredMidBriefingState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
assert(
restoredMidBriefingState?.stagedSortiePrep === true && restoredMidBriefingState?.sortiePrepStep === 'briefing',
`Expected reopening the mid-campaign sortie to restart at briefing: ${JSON.stringify(restoredMidBriefingState)}`
);
const restoredMidFormationState = await advanceSortiePrepStep(page, 'formation');
assert(
restoredMidFormationState?.sortiePlan?.formationCoverageComplete === false &&
JSON.stringify(restoredMidFormationState?.sortieFormationAssignments) === JSON.stringify(midCampFormationAssignments) &&
JSON.stringify(restoredMidFormationState?.sortieItemAssignments) === JSON.stringify(midCampItemAssignments),
`Expected the staged formation screen to preserve role and supply assignments: ${JSON.stringify(restoredMidFormationState)}`
);
const restoredMidLoadoutState = await advanceSortiePrepStep(page, 'loadout');
assertSameMembers(
restoredMidLoadoutState?.selectedSortieUnitIds,
midCampSelectedSortieUnitIds,
`Expected briefing, formation, and loadout steps to preserve the selected mid-campaign roster: ${JSON.stringify(restoredMidLoadoutState?.selectedSortieUnitIds)}`
);
assert(
JSON.stringify(restoredMidLoadoutState?.sortieFormationAssignments) === JSON.stringify(midCampFormationAssignments) &&
JSON.stringify(restoredMidLoadoutState?.sortieItemAssignments) === JSON.stringify(midCampItemAssignments),
`Expected loadout navigation to preserve role and supply assignments: ${JSON.stringify(restoredMidLoadoutState)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-sortie-loadout.png`, fullPage: true });
await assertCanvasPainted(page, 'mid camp sortie loadout');
await page.mouse.click(1116, 656);
await advanceUntilBattle(page, midCampNextBattleId);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-next-battle.png`, fullPage: true });
await assertCanvasPainted(page, 'mid camp next battle');
const midNextBattleProbe = await readBattleDoctrineProbe(page);
assert(midNextBattleProbe?.battleId === midCampNextBattleId, `Expected mid-campaign sortie to enter next battle: ${JSON.stringify(midNextBattleProbe)} / ${midCampNextBattleId}`);
assertSameMembers(
midNextBattleProbe?.selectedSortieUnitIds,
midCampSelectedSortieUnitIds,
`Expected mid-campaign next battle to receive selected sortie ids: ${JSON.stringify(midNextBattleProbe?.selectedSortieUnitIds)} / ${JSON.stringify(midCampSelectedSortieUnitIds)}`
);
assertSameMembers(
midNextBattleProbe?.deployedAllyIds,
midCampSelectedSortieUnitIds,
`Expected mid-campaign next battle deployed allies to match sortie ids: ${JSON.stringify(midNextBattleProbe?.deployedAllyIds)} / ${JSON.stringify(midCampSelectedSortieUnitIds)}`
);
assertDeploymentMatchesPreview(
midNextBattleProbe?.deployedAllyPositions,
midCampDeploymentPreview,
`Expected mid-campaign next battle ally positions to match deployment preview: ${JSON.stringify(midNextBattleProbe?.deployedAllyPositions)} / ${JSON.stringify(midCampDeploymentPreview)}`
);
assertSortieDoctrine(midNextBattleProbe, { requireReserve: true });
assert(
midNextBattleProbe.sortieDoctrine?.coveredRoleCount < 3,
`Expected the seeded mid-campaign formation to allow a missing doctrine role: ${JSON.stringify(midNextBattleProbe.sortieDoctrine)}`
);
assert(
midNextBattleProbe.firstSortieRoleEffects?.active === false &&
midNextBattleProbe.firstSortieRoleEffects?.trinityActive === false,
`Expected Peach Garden trinity to remain exclusive to the second battle: ${JSON.stringify(midNextBattleProbe.firstSortieRoleEffects)}`
);
assert(
midNextBattleProbe.units.some((unit) =>
unit.faction === 'ally' &&
!['liu-bei', 'guan-yu', 'zhang-fei'].includes(unit.id) &&
['front', 'flank', 'support'].includes(unit.formationRole) &&
unit.sortieRoleEffect
),
`Expected a non-Peach-Garden officer to receive a generic sortie role effect: ${JSON.stringify(midNextBattleProbe.units)}`
);
const midResultFixture = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const state = window.__HEROS_DEBUG__?.battle();
const contributor = state?.units?.find((unit) =>
unit.faction === 'ally' && ['front', 'flank', 'support'].includes(unit.formationRole)
);
const wounded = state?.units?.find((unit) =>
unit.faction === 'ally' && unit.id !== contributor?.id && unit.hp > 1
) ?? contributor;
const liveWounded = wounded?.id ? scene?.debugUnitById?.(wounded.id) : undefined;
if (!scene || !contributor || !liveWounded || typeof scene.statsFor !== 'function') {
return { ready: false, contributorId: contributor?.id ?? null, woundedUnitId: wounded?.id ?? null };
}
const stats = scene.statsFor(contributor.id);
Object.assign(stats, {
damageDealt: 137,
damageTaken: 22,
defeats: 3,
actions: 5,
support: 11,
sortieBonusDamage: 17,
sortiePreventedDamage: 9,
sortieBonusHealing: 4,
sortieExtendedBondTriggers: 2,
intentDefeats: 1,
intentLineBreaks: 1,
intentGuardSuccesses: 1
});
liveWounded.hp = Math.max(1, liveWounded.maxHp - 7);
return {
ready: true,
contributorId: contributor.id,
woundedUnitId: liveWounded.id,
woundedHp: liveWounded.hp,
woundedMaxHp: liveWounded.maxHp,
expectedStats: {
damageDealt: 137,
damageTaken: 22,
defeats: 3,
actions: 5,
support: 11,
sortieBonusDamage: 17,
sortiePreventedDamage: 9,
sortieBonusHealing: 4,
sortieExtendedBondTriggers: 2,
intentDefeats: 1,
intentLineBreaks: 1,
intentGuardSuccesses: 1
}
};
});
assert(
midResultFixture.ready === true &&
midResultFixture.contributorId &&
midResultFixture.woundedUnitId &&
midResultFixture.woundedHp < midResultFixture.woundedMaxHp,
`Expected a deterministic contribution and recovery fixture for the mid-campaign result: ${JSON.stringify(midResultFixture)}`
);
await page.evaluate(() => window.__HEROS_DEBUG__?.forceBattleOutcome('victory'));
await waitForBattleOutcome(page, 'victory');
const midResultState = await page.evaluate(() => window.__HEROS_DEBUG__?.battle());
const midResultSaveBeforeUpdate = await readCampaignSave(page);
const midResultPerformance = midResultState?.sortieEvaluation?.snapshot;
const midResultSortieReviewBeforePresetUpdate = structuredClone(
midResultSaveBeforeUpdate.current?.battleHistory?.[midCampNextBattleId]?.sortieReview
);
const midContributorPerformance = midResultPerformance?.unitStats?.find((stats) => stats.unitId === midResultFixture.contributorId);
const midBattleRoleById = Object.fromEntries(
(midNextBattleProbe?.deployedAllyPositions ?? []).map((unit) => [unit.id, unit.formationRole])
);
const expectedMidResultPreset = {
selectedUnitIds: [...(midResultPerformance?.selectedUnitIds ?? [])],
formationAssignments: { ...(midResultPerformance?.formationAssignments ?? {}) }
};
assert(
midResultState?.sortieEvaluation?.available === true &&
midResultState.sortieEvaluation.open === false &&
midResultState.sortieEvaluation.totalDamage === midResultFixture.expectedStats.damageDealt &&
midResultState.sortieEvaluation.totalDamageTaken === midResultFixture.expectedStats.damageTaken &&
midResultState.sortieEvaluation.totalDefeats === midResultFixture.expectedStats.defeats &&
midResultState.sortieEvaluation.totalSupport === midResultFixture.expectedStats.support &&
midResultState.sortieEvaluation.recoveryNeededCount > 0 &&
midResultState.sortieEvaluation.roleCoverage < 3,
`Expected the mid-campaign evaluation to reflect the deterministic contribution, injury, and missing role: ${JSON.stringify(midResultState?.sortieEvaluation)}`
);
assert(
midContributorPerformance &&
Object.entries(midResultFixture.expectedStats).every(([key, value]) => midContributorPerformance[key] === value) &&
midContributorPerformance.hpBefore > 0 &&
midContributorPerformance.maxHpBefore >= midContributorPerformance.hpBefore &&
sameJsonValue([...(midResultPerformance?.selectedUnitIds ?? [])].sort(), [...midCampSelectedSortieUnitIds].sort()) &&
Object.keys(midResultPerformance?.formationAssignments ?? {}).length === midCampSelectedSortieUnitIds.length &&
midCampSelectedSortieUnitIds.every(
(unitId) => midResultPerformance?.formationAssignments?.[unitId] === midBattleRoleById[unitId]
),
`Expected the saved result snapshot to retain the exact roster, roles, starting HP, and contribution stats: ${JSON.stringify(midResultPerformance)}`
);
assert(
sameJsonValue(midResultSaveBeforeUpdate.current?.firstBattleReport?.sortiePerformance, midResultPerformance) &&
sameJsonValue(midResultSaveBeforeUpdate.slot1?.firstBattleReport?.sortiePerformance, midResultPerformance) &&
sameJsonValue(midResultSaveBeforeUpdate.current?.battleHistory?.[midCampNextBattleId]?.sortiePerformance, midResultPerformance) &&
sameJsonValue(midResultSaveBeforeUpdate.slot1?.battleHistory?.[midCampNextBattleId]?.sortiePerformance, midResultPerformance) &&
!sameJsonValue(midResultSaveBeforeUpdate.current?.sortieFormationPresets?.mobile, expectedMidResultPreset),
`Expected the mid result snapshot to synchronize everywhere while remaining meaningfully different from the saved mobile preset: ${JSON.stringify({
snapshot: midResultPerformance,
mobile: midResultSaveBeforeUpdate.current?.sortieFormationPresets?.mobile
})}`
);
assert(
midResultSortieReviewBeforePresetUpdate?.version === 1 &&
midResultSortieReviewBeforePresetUpdate.score === midResultState?.sortieEvaluation?.score &&
midResultSortieReviewBeforePresetUpdate.grade === midResultState?.sortieEvaluation?.grade &&
midResultSortieReviewBeforePresetUpdate.activeBondCount === midResultState?.sortieEvaluation?.activeBondCount &&
midResultSortieReviewBeforePresetUpdate.enemyCount === midNextBattleProbe.units.filter((unit) => unit.faction === 'enemy').length &&
sameJsonValue(midResultSaveBeforeUpdate.current?.firstBattleReport?.sortieReview, midResultSortieReviewBeforePresetUpdate) &&
sameJsonValue(midResultSaveBeforeUpdate.slot1?.firstBattleReport?.sortieReview, midResultSortieReviewBeforePresetUpdate) &&
sameJsonValue(midResultSaveBeforeUpdate.slot1?.battleHistory?.[midCampNextBattleId]?.sortieReview, midResultSortieReviewBeforePresetUpdate),
`Expected the mid-campaign result to persist one canonical sortie review before any result-screen preset update: ${JSON.stringify({
review: midResultSortieReviewBeforePresetUpdate,
evaluation: midResultState?.sortieEvaluation
})}`
);
const midEvaluationTogglePoint = await readBattleResultEvaluationControlPoint(page, 'toggle');
await page.mouse.click(midEvaluationTogglePoint.x, midEvaluationTogglePoint.y);
await page.waitForFunction(() => window.__HEROS_DEBUG__?.battle()?.sortieEvaluation?.open === true, undefined, { timeout: 30000 });
const midEvaluationProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const evaluation = window.__HEROS_DEBUG__?.battle()?.sortieEvaluation;
return {
evaluation,
texts: (scene?.resultFormationReviewObjects ?? [])
.filter((object) => object?.type === 'Text')
.map((object) => object.text)
};
});
const midEvaluationSave = await readCampaignSave(page);
const mobileResultCard = midEvaluationProbe.evaluation?.presetCards?.find((card) => card.id === 'mobile');
assert(
midEvaluationProbe.texts.includes('이번 편성 평가') &&
midEvaluationProbe.texts.some((text) => text.includes('기동') && text.includes('갱신')) &&
mobileResultCard?.saved === true &&
mobileResultCard.matching === false &&
mobileResultCard.actionButtonBounds &&
sameJsonValue(midEvaluationSave, midResultSaveBeforeUpdate),
`Expected opening the evaluation to expose a non-destructive mobile preset update action: ${JSON.stringify(midEvaluationProbe)}`
);
const firstMobileUpdatePoint = await readBattleResultEvaluationControlPoint(page, 'preset', 'mobile');
await page.mouse.click(firstMobileUpdatePoint.x, firstMobileUpdatePoint.y);
await page.waitForFunction(() => {
const evaluation = window.__HEROS_DEBUG__?.battle()?.sortieEvaluation;
return evaluation?.open === true &&
evaluation?.overwriteConfirmId === 'mobile' &&
evaluation?.feedback?.includes('한 번 더');
}, undefined, { timeout: 30000 });
const pendingMobileUpdateState = await page.evaluate(() => window.__HEROS_DEBUG__?.battle());
const pendingMobileUpdateSave = await readCampaignSave(page);
assert(
pendingMobileUpdateState?.resultVisible === true &&
pendingMobileUpdateState?.sortieEvaluation?.sourcePresetIds?.includes('mobile') === false &&
sameJsonValue(pendingMobileUpdateSave, midResultSaveBeforeUpdate),
`Expected the first mobile update click to request confirmation without mutating either save: ${JSON.stringify({
evaluation: pendingMobileUpdateState?.sortieEvaluation,
save: pendingMobileUpdateSave
})}`
);
const confirmMobileUpdatePoint = await readBattleResultEvaluationControlPoint(page, 'preset', 'mobile');
await page.mouse.click(confirmMobileUpdatePoint.x, confirmMobileUpdatePoint.y);
await page.waitForFunction(() => {
const evaluation = window.__HEROS_DEBUG__?.battle()?.sortieEvaluation;
return evaluation?.open === true &&
evaluation?.overwriteConfirmId === null &&
evaluation?.sourcePresetIds?.includes('mobile') &&
evaluation?.feedback?.includes('갱신 완료');
}, undefined, { timeout: 30000 });
const updatedMobileResultState = await page.evaluate(() => window.__HEROS_DEBUG__?.battle());
const updatedMobileResultSave = await readCampaignSave(page);
const updatedCurrentMobilePreset = updatedMobileResultSave.current?.sortieFormationPresets?.mobile;
const updatedSlotMobilePreset = updatedMobileResultSave.slot1?.sortieFormationPresets?.mobile;
assert(
sameJsonValue(updatedCurrentMobilePreset, expectedMidResultPreset) &&
sameJsonValue(updatedSlotMobilePreset, expectedMidResultPreset) &&
JSON.stringify(Object.keys(updatedCurrentMobilePreset ?? {}).sort()) === JSON.stringify(['formationAssignments', 'selectedUnitIds']) &&
updatedCurrentMobilePreset?.sortieItemAssignments === undefined &&
updatedCurrentMobilePreset?.itemAssignments === undefined &&
updatedCurrentMobilePreset?.unitStats === undefined,
`Expected the confirmed result action to store only the evaluated roster and roles in current and slot-1 mobile presets: ${JSON.stringify(updatedMobileResultSave)}`
);
assert(
JSON.stringify(updatedMobileResultSave.current?.selectedSortieUnitIds) === JSON.stringify(midResultSaveBeforeUpdate.current?.selectedSortieUnitIds) &&
sameJsonValue(updatedMobileResultSave.current?.sortieFormationAssignments, midResultSaveBeforeUpdate.current?.sortieFormationAssignments) &&
sameJsonValue(updatedMobileResultSave.current?.sortieItemAssignments, midResultSaveBeforeUpdate.current?.sortieItemAssignments) &&
sameJsonValue(updatedMobileResultSave.slot1?.selectedSortieUnitIds, midResultSaveBeforeUpdate.slot1?.selectedSortieUnitIds) &&
sameJsonValue(updatedMobileResultSave.slot1?.sortieFormationAssignments, midResultSaveBeforeUpdate.slot1?.sortieFormationAssignments) &&
sameJsonValue(updatedMobileResultSave.slot1?.sortieItemAssignments, midResultSaveBeforeUpdate.slot1?.sortieItemAssignments) &&
sameJsonValue(updatedMobileResultSave.current?.firstBattleReport?.sortiePerformance, midResultPerformance) &&
sameJsonValue(updatedMobileResultSave.slot1?.battleHistory?.[midCampNextBattleId]?.sortiePerformance, midResultPerformance) &&
sameJsonValue(updatedMobileResultSave.current?.firstBattleReport?.sortieReview, midResultSortieReviewBeforePresetUpdate) &&
sameJsonValue(updatedMobileResultSave.slot1?.firstBattleReport?.sortieReview, midResultSortieReviewBeforePresetUpdate) &&
sameJsonValue(updatedMobileResultSave.current?.battleHistory?.[midCampNextBattleId]?.sortieReview, midResultSortieReviewBeforePresetUpdate) &&
sameJsonValue(updatedMobileResultSave.slot1?.battleHistory?.[midCampNextBattleId]?.sortieReview, midResultSortieReviewBeforePresetUpdate) &&
sameJsonValue(updatedMobileResultSave.current?.sortieFormationPresets?.elite, midResultSaveBeforeUpdate.current?.sortieFormationPresets?.elite) &&
sameJsonValue(updatedMobileResultSave.current?.sortieFormationPresets?.siege, midResultSaveBeforeUpdate.current?.sortieFormationPresets?.siege),
`Expected result-to-preset update to leave the active sortie, supplies, report snapshot, and other presets unchanged: ${JSON.stringify({
before: midResultSaveBeforeUpdate,
after: updatedMobileResultSave
})}`
);
assert(
updatedMobileResultState?.sortieEvaluation?.presetCards?.find((card) => card.id === 'mobile')?.matching === true &&
updatedMobileResultState?.sortieEvaluation?.feedback?.includes('장비·보급은 저장하지 않았습니다.'),
`Expected visible completion feedback and a matching mobile result card after update: ${JSON.stringify(updatedMobileResultState?.sortieEvaluation)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-formation-evaluation-updated.png`, fullPage: true });
await assertCanvasPainted(page, 'mid camp formation evaluation update');
const closeMidBattleEvaluationPoint = await readBattleResultEvaluationControlPoint(page, 'close');
await page.mouse.click(closeMidBattleEvaluationPoint.x, closeMidBattleEvaluationPoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.battle()?.sortieEvaluation?.open === false,
undefined,
{ timeout: 30000 }
);
await page.mouse.click(738, 642);
await waitForCampAfterBattleResult(page);
const midCampReviewState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const midCampReviewSaveBefore = await readCampaignSave(page);
const midCampFormationEvaluation = midCampReviewState?.reportFormationEvaluation;
const midCampMobileCard = midCampFormationEvaluation?.presetCards?.find((card) => card.id === 'mobile');
const midCampSiegeCard = midCampFormationEvaluation?.presetCards?.find((card) => card.id === 'siege');
assert(
midCampFormationEvaluation?.available === true &&
midCampFormationEvaluation.open === false &&
midCampFormationEvaluation.battleId === midCampNextBattleId &&
midCampFormationEvaluation.grade === updatedMobileResultState?.sortieEvaluation?.grade &&
midCampFormationEvaluation.score === updatedMobileResultState?.sortieEvaluation?.score &&
sameJsonValue(midCampFormationEvaluation.snapshot, midResultPerformance) &&
sameJsonValue(midCampFormationEvaluation.sourcePresetIds, midResultSortieReviewBeforePresetUpdate.sourcePresetIds) &&
midCampMobileCard?.saved === true &&
midCampMobileCard.matching === true &&
midCampSiegeCard?.saved === true &&
midCampSiegeCard.matching === false &&
midCampFormationEvaluation.toggleButtonBounds &&
!sameJsonValue(savedSiegePreset, expectedMidResultPreset),
`Expected the next camp report to reopen the persisted result while keeping the older siege preset distinct: ${JSON.stringify({
evaluation: midCampFormationEvaluation,
savedSiegePreset
})}`
);
const midCampReviewTogglePoint = await readCampReportFormationEvaluationControlPoint(page, 'toggle');
await page.mouse.click(midCampReviewTogglePoint.x, midCampReviewTogglePoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.camp()?.reportFormationEvaluation?.open === true,
undefined,
{ timeout: 30000 }
);
const openedMidCampReviewProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
return {
state: window.__HEROS_DEBUG__?.camp(),
texts: (scene?.reportFormationReviewObjects ?? [])
.filter((object) => object?.type === 'Text')
.map((object) => object.text)
};
});
const openedMidCampReviewSave = await readCampaignSave(page);
const openedMidCampSiegeCard = openedMidCampReviewProbe.state?.reportFormationEvaluation?.presetCards?.find(
(card) => card.id === 'siege'
);
assert(
openedMidCampReviewProbe.state?.reportFormationEvaluation?.open === true &&
openedMidCampReviewProbe.texts.includes('최근 전투 편성 평가') &&
openedMidCampReviewProbe.texts.some((text) => text.includes('공성') && text.includes('갱신')) &&
openedMidCampSiegeCard?.saved === true &&
openedMidCampSiegeCard.matching === false &&
openedMidCampSiegeCard.actionButtonBounds &&
sameJsonValue(openedMidCampReviewSave, midCampReviewSaveBefore),
`Expected opening the camp report evaluation to remain non-destructive and expose the siege update action: ${JSON.stringify(openedMidCampReviewProbe)}`
);
const firstCampSiegeUpdatePoint = await readCampReportFormationEvaluationControlPoint(page, 'preset', 'siege');
await page.mouse.click(firstCampSiegeUpdatePoint.x, firstCampSiegeUpdatePoint.y);
await page.waitForFunction(() => {
const evaluation = window.__HEROS_DEBUG__?.camp()?.reportFormationEvaluation;
return evaluation?.open === true &&
evaluation?.overwriteConfirmId === 'siege' &&
evaluation?.feedback?.includes('한 번 더');
}, undefined, { timeout: 30000 });
const pendingCampSiegeUpdateState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const pendingCampSiegeUpdateSave = await readCampaignSave(page);
assert(
sameJsonValue(
pendingCampSiegeUpdateState?.reportFormationEvaluation?.sourcePresetIds,
midResultSortieReviewBeforePresetUpdate.sourcePresetIds
) &&
pendingCampSiegeUpdateState?.reportFormationEvaluation?.presetCards?.find((card) => card.id === 'siege')?.matching === false &&
sameJsonValue(pendingCampSiegeUpdateSave, midCampReviewSaveBefore),
`Expected the first camp siege update click to request confirmation without mutating either save: ${JSON.stringify({
evaluation: pendingCampSiegeUpdateState?.reportFormationEvaluation,
save: pendingCampSiegeUpdateSave
})}`
);
const confirmCampSiegeUpdatePoint = await readCampReportFormationEvaluationControlPoint(page, 'preset', 'siege');
await page.mouse.click(confirmCampSiegeUpdatePoint.x, confirmCampSiegeUpdatePoint.y);
await page.waitForFunction(() => {
const evaluation = window.__HEROS_DEBUG__?.camp()?.reportFormationEvaluation;
return evaluation?.open === true &&
evaluation?.overwriteConfirmId === null &&
evaluation?.presetCards?.find((card) => card.id === 'siege')?.matching === true &&
evaluation?.feedback?.includes('갱신 완료');
}, undefined, { timeout: 30000 });
const updatedCampSiegeState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
const updatedCampSiegeSave = await readCampaignSave(page);
const updatedCurrentSiegePreset = updatedCampSiegeSave.current?.sortieFormationPresets?.siege;
const updatedSlotSiegePreset = updatedCampSiegeSave.slot1?.sortieFormationPresets?.siege;
assert(
sameJsonValue(updatedCurrentSiegePreset, expectedMidResultPreset) &&
sameJsonValue(updatedSlotSiegePreset, expectedMidResultPreset) &&
JSON.stringify(Object.keys(updatedCurrentSiegePreset ?? {}).sort()) === JSON.stringify(['formationAssignments', 'selectedUnitIds']) &&
updatedCurrentSiegePreset?.sortieItemAssignments === undefined &&
updatedCurrentSiegePreset?.itemAssignments === undefined &&
updatedCurrentSiegePreset?.unitStats === undefined,
`Expected the confirmed camp action to store only the reviewed roster and roles in both siege preset saves: ${JSON.stringify(updatedCampSiegeSave)}`
);
assert(
JSON.stringify(updatedCampSiegeSave.current?.selectedSortieUnitIds) === JSON.stringify(midCampReviewSaveBefore.current?.selectedSortieUnitIds) &&
sameJsonValue(updatedCampSiegeSave.current?.sortieFormationAssignments, midCampReviewSaveBefore.current?.sortieFormationAssignments) &&
sameJsonValue(updatedCampSiegeSave.current?.sortieItemAssignments, midCampReviewSaveBefore.current?.sortieItemAssignments) &&
JSON.stringify(updatedCampSiegeSave.slot1?.selectedSortieUnitIds) === JSON.stringify(midCampReviewSaveBefore.slot1?.selectedSortieUnitIds) &&
sameJsonValue(updatedCampSiegeSave.slot1?.sortieFormationAssignments, midCampReviewSaveBefore.slot1?.sortieFormationAssignments) &&
sameJsonValue(updatedCampSiegeSave.slot1?.sortieItemAssignments, midCampReviewSaveBefore.slot1?.sortieItemAssignments) &&
sameJsonValue(updatedCampSiegeSave.current?.firstBattleReport?.sortiePerformance, midResultPerformance) &&
sameJsonValue(updatedCampSiegeSave.slot1?.battleHistory?.[midCampNextBattleId]?.sortiePerformance, midResultPerformance) &&
sameJsonValue(updatedCampSiegeSave.current?.firstBattleReport?.sortieReview, midResultSortieReviewBeforePresetUpdate) &&
sameJsonValue(updatedCampSiegeSave.slot1?.firstBattleReport?.sortieReview, midResultSortieReviewBeforePresetUpdate) &&
sameJsonValue(updatedCampSiegeSave.current?.battleHistory?.[midCampNextBattleId]?.sortieReview, midResultSortieReviewBeforePresetUpdate) &&
sameJsonValue(updatedCampSiegeSave.slot1?.battleHistory?.[midCampNextBattleId]?.sortieReview, midResultSortieReviewBeforePresetUpdate) &&
sameJsonValue(updatedCampSiegeSave.current?.sortieFormationPresets?.mobile, midCampReviewSaveBefore.current?.sortieFormationPresets?.mobile) &&
sameJsonValue(updatedCampSiegeSave.current?.sortieFormationPresets?.elite, midCampReviewSaveBefore.current?.sortieFormationPresets?.elite) &&
JSON.stringify(updatedCampSiegeState?.selectedSortieUnitIds) === JSON.stringify(midCampReviewState?.selectedSortieUnitIds) &&
sameJsonValue(updatedCampSiegeState?.sortieFormationAssignments, midCampReviewState?.sortieFormationAssignments) &&
sameJsonValue(updatedCampSiegeState?.sortieItemAssignments, midCampReviewState?.sortieItemAssignments),
`Expected the camp review update to preserve the active sortie, supplies, report snapshot, and other presets: ${JSON.stringify({
before: midCampReviewSaveBefore,
after: updatedCampSiegeSave
})}`
);
assert(
updatedCampSiegeState?.reportFormationEvaluation?.presetCards?.find((card) => card.id === 'siege')?.matching === true &&
updatedCampSiegeState?.reportFormationEvaluation?.feedback?.includes('장비·보급은 저장하지 않았습니다.'),
`Expected visible completion feedback and a matching siege card after the camp update: ${JSON.stringify(updatedCampSiegeState?.reportFormationEvaluation)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-report-formation-evaluation-updated.png`, fullPage: true });
await assertCanvasPainted(page, 'mid camp report formation evaluation update');
const closeUpdatedCampReviewPoint = await readCampReportFormationEvaluationControlPoint(page, 'close');
await page.mouse.click(closeUpdatedCampReviewPoint.x, closeUpdatedCampReviewPoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.camp()?.reportFormationEvaluation?.open === false,
undefined,
{ timeout: 30000 }
);
await seedCampaignSave(page, {
battleId: 'sixty-sixth-battle-wuzhang-final',
battleTitle: '오장원 최종전',
step: 'sixty-sixth-camp',
gold: 9800,
turnNumber: 18,
defeatedEnemies: 20,
selectedSortieUnitIds: ['zhuge-liang', 'jiang-wei', 'wang-ping', 'ma-dai', 'huang-quan', 'li-yan', 'wei-yan']
});
await page.reload({ waitUntil: 'domcontentloaded' });
await waitForTitle(page);
await page.mouse.click(962, 310);
await waitForCamp(page);
const finalCampState = await page.evaluate(() => window.__HEROS_DEBUG__?.camp());
assert(finalCampState?.campaign?.step === 'sixty-sixth-camp', `Expected final camp save to continue: ${JSON.stringify(finalCampState)}`);
assert(finalCampState.sortieHasBattle === false, `Expected final camp to expose no playable sortie target: ${JSON.stringify(finalCampState)}`);
assert(finalCampState.stagedSortiePrep === false, `Expected the non-battle final camp to avoid the three-stage sortie flow: ${JSON.stringify(finalCampState)}`);
assert(finalCampState.nextSortieBattleId === null, `Expected final camp to route to ending instead of a battle: ${JSON.stringify(finalCampState)}`);
assert(
finalCampState.reportFormationEvaluation?.available === false &&
finalCampState.reportFormationEvaluation.open === false &&
finalCampState.reportFormationEvaluation.toggleButtonBounds === null &&
finalCampState.reportFormationEvaluation.presetCards?.length === 0,
`Expected a latest report without sortie performance to hide the camp evaluation instead of falling back to older history: ${JSON.stringify(finalCampState.reportFormationEvaluation)}`
);
assert(
Array.isArray(finalCampState.sortieDeploymentPreview) && finalCampState.sortieDeploymentPreview.length === 0,
`Expected final camp deployment preview to stay empty: ${JSON.stringify(finalCampState?.sortieDeploymentPreview)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-final-camp.png`, fullPage: true });
await assertCanvasPainted(page, 'final camp');
await page.mouse.click(1160, 38);
const finalTransitionScenes = await waitForStoryOrEnding(page);
assert(!finalTransitionScenes.includes('BattleScene'), `Expected final camp transition to avoid BattleScene: ${JSON.stringify(finalTransitionScenes)}`);
if (finalTransitionScenes.includes('StoryScene')) {
await waitForStoryReady(page);
await advanceStoryUntilEnding(page);
}
await waitForEnding(page);
await page.screenshot({ path: `${screenshotDir}/rc-ending.png`, fullPage: true });
await assertCanvasPainted(page, 'ending');
const endingState = await page.evaluate(() => window.__HEROS_DEBUG__?.scene('EndingScene')?.getDebugState?.());
assert(endingState?.campaignStep === 'ending-complete', `Expected ending-complete state: ${JSON.stringify(endingState)}`);
assert(endingState.latestBattleId === 'sixty-sixth-battle-wuzhang-final', `Expected Wuzhang final as latest battle: ${JSON.stringify(endingState)}`);
await page.keyboard.press('Enter');
await waitForTitle(page);
await page.mouse.click(962, 310);
await waitForEnding(page);
await page.screenshot({ path: `${screenshotDir}/rc-ending-continue.png`, fullPage: true });
await assertCanvasPainted(page, 'ending continue');
const endingContinueState = await page.evaluate(() => ({
activeScenes: window.__HEROS_DEBUG__?.activeScenes() ?? [],
ending: window.__HEROS_DEBUG__?.scene('EndingScene')?.getDebugState?.()
}));
assert(
endingContinueState.activeScenes.includes('EndingScene') && endingContinueState.ending?.campaignStep === 'ending-complete',
`Expected title continue to reopen ending: ${JSON.stringify(endingContinueState)}`
);
const relevantLogs = consoleMessages.filter(
(message) => message.type === 'error' || (isWarning(message.type) && relevantLogPattern.test(message.text))
);
const blockingRequestFailures = requestFailures.filter((request) => request.failure !== 'net::ERR_ABORTED');
assert(relevantLogs.length === 0, `Unexpected browser console issues: ${JSON.stringify(relevantLogs)}`);
assert(pageErrors.length === 0, `Unexpected browser runtime errors: ${JSON.stringify(pageErrors)}`);
assert(blockingRequestFailures.length === 0, `Unexpected browser request failures: ${JSON.stringify(blockingRequestFailures)}`);
console.log(`Verified release-candidate user flow at ${targetUrl}`);
} finally {
await browser?.close();
if (serverProcess && !serverProcess.killed) {
serverProcess.kill();
}
}
function withDebugParam(url) {
const parsed = new URL(url);
parsed.searchParams.set('debug', '1');
parsed.searchParams.set('renderer', 'canvas');
return parsed.toString();
}
async function setDebugQueryParam(page, key, value) {
await page.evaluate(({ key, value }) => {
const url = new URL(window.location.href);
if (value === null) {
url.searchParams.delete(key);
} else {
url.searchParams.set(key, value);
}
window.history.replaceState(window.history.state, '', url);
}, { key, value });
}
function isWarning(type) {
return type === 'warning' || type === 'warn';
}
async function waitForTitle(page) {
await page.waitForFunction(() => document.querySelector('canvas') !== null, undefined, { timeout: 90000 });
await page.waitForFunction(() => window.__HEROS_DEBUG__ !== undefined, undefined, { timeout: 90000 });
await page.waitForFunction(() => {
const activeScenes = window.__HEROS_DEBUG__?.activeScenes() ?? [];
return activeScenes.includes('TitleScene');
}, undefined, { timeout: 90000 });
}
async function assertReleaseShellReady(page) {
const state = await page.evaluate(() => ({
title: document.title,
canvasCount: document.querySelectorAll('canvas').length,
debugApiPresent: Boolean(window.__HEROS_DEBUG__),
gameApiPresent: Boolean(window.__HEROS_GAME__)
}));
assert(state.title === expectedTitle, `Expected release page title "${expectedTitle}": ${JSON.stringify(state)}`);
assert(state.canvasCount === 1, `Expected exactly one release game canvas: ${JSON.stringify(state)}`);
assert(state.debugApiPresent === true, `Expected release QA debug API to be enabled: ${JSON.stringify(state)}`);
assert(state.gameApiPresent === true, `Expected release QA game handle to be enabled: ${JSON.stringify(state)}`);
}
async function assertHdPlusCanvasFit(page) {
const cases = [
{
viewport: { width: 1600, height: 900 },
expectedBounds: { x: 0, y: 0, width: 1600, height: 900 }
},
{
viewport: { width: 1920, height: 1200 },
expectedBounds: { x: 0, y: 60, width: 1920, height: 1080 }
}
];
for (const testCase of cases) {
await page.setViewportSize(testCase.viewport);
await page.waitForFunction(({ expectedBounds }) => {
const canvas = document.querySelector('canvas');
if (!canvas) {
return false;
}
const bounds = canvas.getBoundingClientRect();
return (
canvas.width === 1280 &&
canvas.height === 720 &&
Math.abs(bounds.x - expectedBounds.x) <= 1 &&
Math.abs(bounds.y - expectedBounds.y) <= 1 &&
Math.abs(bounds.width - expectedBounds.width) <= 1 &&
Math.abs(bounds.height - expectedBounds.height) <= 1
);
}, testCase, { timeout: 30000 });
const state = await page.evaluate(() => {
const canvas = document.querySelector('canvas');
const bounds = canvas?.getBoundingClientRect();
const game = window.__HEROS_GAME__;
return {
viewport: { width: window.innerWidth, height: window.innerHeight },
gameSize: game ? { width: game.scale.width, height: game.scale.height } : null,
canvas: canvas && bounds
? {
width: canvas.width,
height: canvas.height,
bounds: { x: bounds.x, y: bounds.y, width: bounds.width, height: bounds.height }
}
: null
};
});
assert(state.canvas?.width === 1280 && state.canvas?.height === 720, `Expected a fixed HD game surface: ${JSON.stringify(state)}`);
assert(state.gameSize?.width === 1280 && state.gameSize?.height === 720, `Expected fixed HD scene coordinates: ${JSON.stringify(state)}`);
assert(
boundsNear(state.canvas?.bounds, testCase.expectedBounds),
`Expected HD surface to fit ${testCase.viewport.width}x${testCase.viewport.height}: ${JSON.stringify(state)}`
);
}
await page.setViewportSize({ width: 1280, height: 720 });
await page.waitForFunction(() => {
const canvas = document.querySelector('canvas');
const bounds = canvas?.getBoundingClientRect();
return Boolean(
canvas &&
bounds &&
canvas.width === 1280 &&
canvas.height === 720 &&
Math.abs(bounds.x) <= 1 &&
Math.abs(bounds.y) <= 1 &&
Math.abs(bounds.width - 1280) <= 1 &&
Math.abs(bounds.height - 720) <= 1
);
}, undefined, { timeout: 30000 });
}
function boundsNear(actual, expected, tolerance = 1) {
return Boolean(
actual &&
Math.abs(actual.x - expected.x) <= tolerance &&
Math.abs(actual.y - expected.y) <= tolerance &&
Math.abs(actual.width - expected.width) <= tolerance &&
Math.abs(actual.height - expected.height) <= tolerance
);
}
async function assertHdPlusInputMapping(browser, url) {
const page = await browser.newPage({ viewport: { width: 1920, height: 1200 } });
try {
await page.goto(url, { waitUntil: 'domcontentloaded' });
await page.evaluate(() => window.localStorage.clear());
await page.reload({ waitUntil: 'domcontentloaded' });
await waitForTitle(page);
const clickPoint = await page.evaluate(() => {
const canvas = document.querySelector('canvas');
const bounds = canvas?.getBoundingClientRect();
if (!canvas || !bounds) {
return null;
}
return {
x: bounds.x + (962 / canvas.width) * bounds.width,
y: bounds.y + (240 / canvas.height) * bounds.height,
canvasBounds: { x: bounds.x, y: bounds.y, width: bounds.width, height: bounds.height }
};
});
assert(
clickPoint && boundsNear(clickPoint.canvasBounds, { x: 0, y: 60, width: 1920, height: 1080 }),
`Expected a centered HD canvas before testing scaled input: ${JSON.stringify(clickPoint)}`
);
await page.mouse.click(clickPoint.x, clickPoint.y);
await waitForStoryReady(page);
const activeScenes = await page.evaluate(() => window.__HEROS_DEBUG__?.activeScenes() ?? []);
assert(activeScenes.includes('StoryScene'), `Expected scaled title input to enter the story: ${JSON.stringify(activeScenes)}`);
} finally {
await page.close();
}
}
async function assertLargeRosterHud(browser, url) {
const expectedRosterIds = [
'zhuge-liang',
'jiang-wei',
'wang-ping',
'zhao-yun',
'ma-dai',
'ma-chao',
'huang-quan',
'li-yan'
];
const battleUrl = new URL(url);
battleUrl.searchParams.set('debugBattle', 'sixty-sixth-battle-wuzhang-final');
const page = await browser.newPage({ viewport: { width: 1280, height: 720 } });
try {
await page.goto(battleUrl.toString(), { waitUntil: 'domcontentloaded' });
await page.waitForFunction(() => {
const battle = window.__HEROS_DEBUG__?.battle();
return battle?.battleId === 'sixty-sixth-battle-wuzhang-final' && battle?.mapBackgroundReady === true;
}, undefined, { timeout: 90000 });
await page.evaluate((selectedSortieUnitIds) => {
window.__HEROS_GAME__?.scene.getScene('BattleScene')?.scene.restart({
battleId: 'sixty-sixth-battle-wuzhang-final',
selectedSortieUnitIds
});
}, expectedRosterIds);
await page.waitForFunction((expectedIds) => {
const battle = window.__HEROS_DEBUG__?.battle();
return (
battle?.battleId === 'sixty-sixth-battle-wuzhang-final' &&
battle?.mapBackgroundReady === true &&
JSON.stringify([...battle.deployedAllyIds].sort()) === JSON.stringify([...expectedIds].sort())
);
}, expectedRosterIds, { timeout: 90000 });
await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
if (scene?.phase === 'deployment') {
scene.confirmPreBattleDeployment?.();
}
scene?.hideBattleEventBanner?.();
scene?.renderRosterPanel?.('ally', '출전 위치 확정. 행동할 장수를 선택하세요.');
});
await page.waitForFunction(() => {
const roster = window.__HEROS_DEBUG__?.battle()?.battleHud?.rosterPanel;
return roster?.tab === 'ally' && roster?.pageCount > 1;
}, undefined, { timeout: 30000 });
const firstPage = await readLargeRosterHudProbe(page);
assert(firstPage.roster.totalCount === expectedRosterIds.length, `Expected the exact eight-officer sortie roster: ${JSON.stringify(firstPage)}`);
assert(firstPage.roster.page === 0 && firstPage.roster.pageCount >= 2, `Expected paged late-battle roster: ${JSON.stringify(firstPage)}`);
assert(
firstPage.roster.visibleUnitIds.length > 0 && firstPage.roster.visibleUnitIds.length <= firstPage.roster.rowsPerPage,
`Expected only the current roster page to render: ${JSON.stringify(firstPage)}`
);
assertLargeRosterPageLayout(firstPage, 'first');
assert(firstPage.recentActions === null, `Expected the paged roster to prioritize selectable units over the action log: ${JSON.stringify(firstPage)}`);
const visibleRosterIds = new Set(firstPage.roster.visibleUnitIds);
let visibleRosterCount = firstPage.roster.visibleUnitIds.length;
let currentPage = firstPage;
for (let pageIndex = 1; pageIndex < firstPage.roster.pageCount; pageIndex += 1) {
await page.mouse.click(
currentPage.roster.navigationBounds.x + currentPage.roster.navigationBounds.width - 39,
currentPage.roster.navigationBounds.y + 15
);
await page.waitForFunction(
(expectedPage) => window.__HEROS_DEBUG__?.battle()?.battleHud?.rosterPanel?.page === expectedPage,
pageIndex,
{ timeout: 30000 }
);
currentPage = await readLargeRosterHudProbe(page);
visibleRosterCount += currentPage.roster.visibleUnitIds.length;
currentPage.roster.visibleUnitIds.forEach((unitId) => visibleRosterIds.add(unitId));
assertLargeRosterPageLayout(currentPage, `${pageIndex + 1}`);
}
assert(
visibleRosterCount === expectedRosterIds.length &&
JSON.stringify([...visibleRosterIds].sort()) === JSON.stringify([...expectedRosterIds].sort()),
`Expected roster paging to expose every selected officer exactly once: ${JSON.stringify({ expectedRosterIds, visibleRosterCount, visibleRosterIds: [...visibleRosterIds] })}`
);
await page.screenshot({ path: `${screenshotDir}/rc-final-battle-roster-last-page.png`, fullPage: true });
await assertCanvasPainted(page, 'final battle roster last page');
await page.evaluate((selectedSortieUnitIds) => {
window.__HEROS_GAME__?.scene.getScene('BattleScene')?.scene.restart({
battleId: 'sixty-sixth-battle-wuzhang-final',
selectedSortieUnitIds
});
}, expectedRosterIds);
await page.waitForFunction((expectedIds) => {
const battle = window.__HEROS_DEBUG__?.battle();
return (
battle?.battleId === 'sixty-sixth-battle-wuzhang-final' &&
battle?.mapBackgroundReady === true &&
battle?.phase === 'deployment' &&
JSON.stringify([...battle.deployedAllyIds].sort()) === JSON.stringify([...expectedIds].sort())
);
}, expectedRosterIds, { timeout: 90000 });
await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
scene?.confirmPreBattleDeployment?.();
scene?.hideBattleEventBanner?.();
scene?.renderRosterPanel?.('ally', '출전 위치 확정. 행동할 장수를 선택하세요.');
});
await page.waitForFunction(() => window.__HEROS_DEBUG__?.battle()?.battleHud?.rosterPanel?.pageCount > 1, undefined, { timeout: 30000 });
const restartedPage = await readLargeRosterHudProbe(page);
assert(
restartedPage.roster.page === 0,
`Expected a restarted battle to reset the roster to page one: ${JSON.stringify(restartedPage)}`
);
} finally {
await page.close();
}
}
async function readLargeRosterHudProbe(page) {
return page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const hud = window.__HEROS_DEBUG__?.battle()?.battleHud;
return {
roster: hud?.rosterPanel ?? null,
recentActions: hud?.recentActions ?? null,
miniMap: hud?.miniMap ?? null,
panelBounds: scene
? { x: scene.layout.panelX, y: scene.layout.panelY, width: scene.layout.panelWidth, height: scene.layout.panelHeight }
: null
};
});
}
function assertLargeRosterPageLayout(probe, label) {
const { roster, panelBounds } = probe;
assert(boundsInside(roster.listBounds, panelBounds), `Expected roster rows on page ${label} inside the side panel: ${JSON.stringify(probe)}`);
assert(boundsInside(roster.navigationBounds, panelBounds), `Expected roster navigation on page ${label} inside the side panel: ${JSON.stringify(probe)}`);
assert(boundsInside(roster.messageBounds, panelBounds), `Expected roster guidance on page ${label} inside the side panel: ${JSON.stringify(probe)}`);
assert(
roster.listBounds.y + roster.listBounds.height <= roster.navigationBounds.y &&
roster.navigationBounds.y + roster.navigationBounds.height <= roster.messageBounds.y &&
roster.gapToMiniMap >= 6,
`Expected roster page ${label} content to stay vertically separated: ${JSON.stringify(probe)}`
);
}
async function waitForStoryReady(page) {
await page.waitForFunction(() => {
const activeScenes = window.__HEROS_DEBUG__?.activeScenes() ?? [];
const story = window.__HEROS_DEBUG__?.scene('StoryScene')?.getDebugState?.();
return activeScenes.includes('StoryScene') && story?.ready === true;
}, undefined, { timeout: 90000 });
}
async function waitForStoryOrEnding(page) {
await page.waitForFunction(() => {
const activeScenes = window.__HEROS_DEBUG__?.activeScenes() ?? [];
return activeScenes.includes('StoryScene') || activeScenes.includes('EndingScene');
}, undefined, { timeout: 30000 });
return page.evaluate(() => window.__HEROS_DEBUG__?.activeScenes() ?? []);
}
async function advanceUntilBattle(page, battleId) {
for (let i = 0; i < 48; i += 1) {
const ready = await page.evaluate((expectedBattleId) => {
const state = window.__HEROS_DEBUG__?.battle();
return (
state?.scene === 'BattleScene' &&
state?.battleId === expectedBattleId &&
(state?.phase === 'deployment' || state?.phase === 'idle') &&
state?.mapBackgroundReady === true
);
}, battleId);
if (ready) {
await startDeploymentIfNeeded(page, battleId);
return;
}
await page.keyboard.press('Space');
await page.waitForTimeout(220);
}
await waitForBattleReady(page, battleId);
}
async function waitForBattleReady(page, battleId) {
await page.waitForFunction((expectedBattleId) => {
const state = window.__HEROS_DEBUG__?.battle();
return (
state?.scene === 'BattleScene' &&
state?.battleId === expectedBattleId &&
(state?.phase === 'deployment' || state?.phase === 'idle') &&
state?.mapBackgroundReady === true
);
}, battleId, { timeout: 90000 });
await startDeploymentIfNeeded(page, battleId);
}
async function startDeploymentIfNeeded(page, battleId) {
const state = await page.evaluate((expectedBattleId) => {
const battle = window.__HEROS_DEBUG__?.battle();
return battle?.battleId === expectedBattleId ? battle : undefined;
}, battleId);
if (state?.phase !== 'deployment') {
return;
}
assert(state.deployedAllyIds?.length >= 3, `Expected deployment to show the selected ally formation: ${JSON.stringify(state)}`);
await page.mouse.click(1085, 637);
await page.waitForFunction((expectedBattleId) => {
const battle = window.__HEROS_DEBUG__?.battle();
return battle?.battleId === expectedBattleId && battle?.phase === 'idle' && battle?.triggeredBattleEvents?.includes('opening');
}, battleId, { timeout: 30000 });
}
async function assertLiveSortieOrderHud(page, { battleId, orderId, context }) {
const probe = await page.evaluate(({ expectedBattleId, expectedOrderId }) => {
const state = window.__HEROS_DEBUG__?.battle();
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const operationOrder = state?.sortieOperationOrder;
const rawHud = operationOrder?.live ?? operationOrder?.hud;
const criteria = rawHud?.criteria ?? rawHud?.progress ?? [];
return {
battleId: state?.battleId ?? null,
phase: state?.phase ?? null,
battleOutcome: state?.battleOutcome ?? null,
resultVisible: state?.resultVisible ?? false,
selectedId: operationOrder?.selectedId ?? null,
result: operationOrder?.result ?? null,
sceneBounds: scene
? { x: 0, y: 0, width: scene.scale.width, height: scene.scale.height }
: null,
panelBounds: scene?.layout
? {
x: scene.layout.panelX,
y: scene.layout.panelY,
width: scene.layout.panelWidth,
height: scene.layout.panelHeight
}
: null,
hud: rawHud
? {
visible: rawHud.visible,
bounds: rawHud.bounds ?? null,
orderId: rawHud.orderId ?? null,
label: rawHud.label ?? '',
victoryLabel: rawHud.victoryLabel ?? '',
victoryTone: rawHud.victoryTone ?? rawHud.victoryStatus ?? '',
status: rawHud.status ?? '',
tone: rawHud.tone ?? rawHud.status ?? '',
projectedScore: rawHud.projectedScore,
commandReady: rawHud.commandReady,
commandUnlocked: rawHud.commandUnlocked,
commandUnlockTurn: rawHud.commandUnlockTurn,
commandUsed: rawHud.commandUsed,
commandSource: rawHud.commandSource,
commandActorId: rawHud.commandActorId,
commandBounds: rawHud.commandBounds ?? null,
command: rawHud.command ? { ...rawHud.command } : null,
criteria: criteria.map((entry) => ({
id: entry?.id ?? null,
label: entry?.label ?? '',
value: entry?.value,
tone: entry?.tone ?? entry?.status ?? '',
achieved: entry?.achieved,
bounds: entry?.bounds ?? null
})),
stampedIds: Array.isArray(rawHud.stampedIds) ? [...rawHud.stampedIds] : rawHud.stampedIds,
animationCount: rawHud.animationCount
}
: null,
expectedBattleId,
expectedOrderId,
battleLog: Array.isArray(state?.battleLog) ? [...state.battleLog] : []
};
}, { expectedBattleId: battleId, expectedOrderId: orderId });
const hud = probe.hud;
const requiredCriteriaIds = ['elite-grade', 'elite-survival'];
const criterionIds = hud?.criteria?.map((entry) => entry.id) ?? [];
assert(
probe.battleId === battleId &&
probe.phase !== 'resolved' &&
probe.battleOutcome === null &&
probe.resultVisible === false &&
probe.selectedId === orderId &&
probe.result === null,
`Expected ${context} to expose the selected ${orderId} order before its result: ${JSON.stringify(probe)}`
);
assert(
hud?.visible === true &&
hud.orderId === orderId &&
typeof hud.label === 'string' && hud.label.includes('정예') &&
typeof hud.victoryLabel === 'string' && hud.victoryLabel.length > 0 &&
typeof hud.victoryTone === 'string' && hud.victoryTone.length > 0 &&
typeof hud.status === 'string' && hud.status.length > 0 &&
typeof hud.tone === 'string' && hud.tone.length > 0 &&
Number.isFinite(hud.projectedScore) &&
typeof hud.commandReady === 'boolean' &&
typeof hud.commandUnlocked === 'boolean' &&
typeof hud.commandUsed === 'boolean' &&
(hud.commandUnlockTurn === null || Number.isInteger(hud.commandUnlockTurn)) &&
(hud.commandSource === null || hud.commandSource === 'sortie-order' || hud.commandSource === 'initiative') &&
(hud.commandActorId === null || typeof hud.commandActorId === 'string') &&
(hud.commandBounds === null || (isFiniteBounds(hud.commandBounds) && boundsInside(hud.commandBounds, hud.bounds))),
`Expected ${context} to show a fully labelled live ${orderId} HUD with a finite projected score: ${JSON.stringify(probe)}`
);
assert(
isFiniteBounds(probe.sceneBounds) &&
isFiniteBounds(probe.panelBounds) &&
isFiniteBounds(hud.bounds) &&
boundsInside(hud.bounds, probe.sceneBounds) &&
boundsInside(hud.bounds, probe.panelBounds) &&
requiredCriteriaIds.every((id) => criterionIds.includes(id)) &&
hud.criteria.length >= requiredCriteriaIds.length &&
hud.criteria.every((entry) => (
typeof entry.id === 'string' && entry.id.length > 0 &&
typeof entry.label === 'string' && entry.label.length > 0 &&
Object.prototype.hasOwnProperty.call(entry, 'value') &&
typeof entry.tone === 'string' && entry.tone.length > 0 &&
typeof entry.achieved === 'boolean' &&
isFiniteBounds(entry.bounds) &&
boundsInside(entry.bounds, hud.bounds)
)),
`Expected ${context} live order criteria and bounds to remain inside the visible HUD panel: ${JSON.stringify(probe)}`
);
assert(
Array.isArray(hud.stampedIds) && hud.stampedIds.length === 0 && hud.animationCount === 0,
`Expected ${context} live order HUD to start without stamped criteria or animations: ${JSON.stringify(probe)}`
);
return probe;
}
async function activateSortieOrderCommand(page, role) {
await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
scene?.hideBattleEventBanner?.();
});
const openPoint = await readBattleOrderCommandControlPoint(page, 'open');
await page.mouse.click(openPoint.x, openPoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.battle()?.sortieOperationOrder?.commandPanelOpen === true,
undefined,
{ timeout: 30000 }
);
const panelProbe = await page.evaluate(() => {
const order = window.__HEROS_DEBUG__?.battle()?.sortieOperationOrder;
const cards = Object.fromEntries(Object.entries(order?.commandCards ?? {}).map(([cardRole, rawCard]) => [
cardRole,
rawCard && typeof rawCard === 'object' && 'bounds' in rawCard
? { ...rawCard, bounds: rawCard.bounds }
: { role: cardRole, bounds: rawCard }
]));
return {
open: order?.commandPanelOpen ?? false,
panelBounds: order?.commandPanelBounds ?? null,
cards
};
});
assert(
panelProbe.open === true &&
isFiniteBounds(panelProbe.panelBounds) &&
['front', 'flank', 'support'].every((cardRole) => (
isFiniteBounds(panelProbe.cards?.[cardRole]?.bounds) &&
boundsInside(panelProbe.cards[cardRole].bounds, panelProbe.panelBounds)
)) &&
panelProbe.cards?.[role]?.enabled !== false,
`Expected the ready order command panel to expose three bounded role choices: ${JSON.stringify(panelProbe)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-first-battle-order-command.png`, fullPage: true });
await assertCanvasPainted(page, 'first battle order command');
const rolePoint = await readBattleOrderCommandControlPoint(page, 'card', role);
await page.mouse.click(rolePoint.x, rolePoint.y);
await page.waitForFunction(
(expectedRole) => {
const state = window.__HEROS_DEBUG__?.battle();
const order = state?.sortieOperationOrder;
return (
order?.commandPanelOpen === false &&
order?.live?.commandUsed === true &&
order?.live?.command?.role === expectedRole &&
state?.tacticalInitiative?.cutIn?.active === true
);
},
role,
{ timeout: 30000 }
);
await page.waitForTimeout(180);
const activeCutInProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const state = window.__HEROS_DEBUG__?.battle();
return {
cutIn: state?.tacticalInitiative?.cutIn ?? null,
command: state?.sortieOperationOrder?.live?.command ?? null,
sceneBounds: scene
? { x: 0, y: 0, width: scene.scale.width, height: scene.scale.height }
: null
};
});
assert(
activeCutInProbe.cutIn?.active === true &&
activeCutInProbe.cutIn.count === 1 &&
activeCutInProbe.cutIn.last?.source === 'sortie-order' &&
activeCutInProbe.cutIn.last?.role === role &&
typeof activeCutInProbe.cutIn.last?.actorId === 'string' &&
activeCutInProbe.cutIn.last.actorId.length > 0 &&
activeCutInProbe.cutIn.last.actorId === activeCutInProbe.command?.actorId &&
activeCutInProbe.cutIn.last?.label === '\uC7AC\uC815\uBE44' &&
isFiniteBounds(activeCutInProbe.cutIn.bounds) &&
isFiniteBounds(activeCutInProbe.cutIn.last?.bounds) &&
isFiniteBounds(activeCutInProbe.sceneBounds) &&
boundsInside(activeCutInProbe.cutIn.bounds, activeCutInProbe.sceneBounds) &&
boundsInside(activeCutInProbe.cutIn.last.bounds, activeCutInProbe.sceneBounds),
`Expected the selected order command to show one bounded in-scene cut-in with its source, role, actor, and label: ${JSON.stringify(activeCutInProbe)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-first-battle-order-command-cutin.png`, fullPage: true });
await assertCanvasPainted(page, 'first battle order command cut-in');
await page.waitForFunction(
(expectedRole) => {
const state = window.__HEROS_DEBUG__?.battle();
const order = state?.sortieOperationOrder;
const cutIn = state?.tacticalInitiative?.cutIn;
return (
cutIn?.active === false &&
cutIn.count === 1 &&
cutIn.last?.source === 'sortie-order' &&
cutIn.last?.role === expectedRole &&
order?.live?.command?.role === expectedRole &&
order.live.command.effectPending === false &&
order.live.command.effectValue > 0
);
},
role,
{ timeout: 30000 }
);
const settledProbe = await page.evaluate(() => {
const state = window.__HEROS_DEBUG__?.battle();
return {
order: state?.sortieOperationOrder ?? null,
cutIn: state?.tacticalInitiative?.cutIn ?? null
};
});
assert(
settledProbe.cutIn?.active === false &&
settledProbe.cutIn.count === 1 &&
settledProbe.cutIn.last?.source === 'sortie-order' &&
settledProbe.cutIn.last?.role === role &&
settledProbe.cutIn.last?.actorId === settledProbe.order?.live?.command?.actorId &&
settledProbe.cutIn.last?.label === '\uC7AC\uC815\uBE44' &&
isFiniteBounds(settledProbe.cutIn.last?.bounds) &&
settledProbe.order?.live?.command?.effectPending === false &&
settledProbe.order?.live?.command?.effectValue > 0,
`Expected the cut-in to finish once while retaining its last payload before resolving the support effect: ${JSON.stringify(settledProbe)}`
);
return settledProbe.order;
}
async function readBattleOrderCommandControlPoint(page, control, role) {
const probe = await page.evaluate(({ control, role }) => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const canvas = document.querySelector('canvas');
const order = window.__HEROS_DEBUG__?.battle()?.sortieOperationOrder;
const rawCard = role ? order?.commandCards?.[role] : undefined;
const cardBounds = rawCard && typeof rawCard === 'object' && 'bounds' in rawCard ? rawCard.bounds : rawCard;
const bounds = control === 'open' ? order?.live?.commandBounds : cardBounds;
if (!scene || !canvas || !bounds) {
return { ready: false, control, role: role ?? null, bounds: bounds ?? null, order };
}
const canvasBounds = canvas.getBoundingClientRect();
const centerX = bounds.x + bounds.width / 2;
const centerY = bounds.y + bounds.height / 2;
return {
ready: true,
control,
role: role ?? null,
bounds,
x: canvasBounds.left + centerX * canvasBounds.width / scene.scale.width,
y: canvasBounds.top + centerY * canvasBounds.height / scene.scale.height
};
}, { control, role });
assert(
probe.ready === true && Number.isFinite(probe.x) && Number.isFinite(probe.y),
`Expected a visible battle order-command ${control} control: ${JSON.stringify(probe)}`
);
return probe;
}
async function waitForBattleOutcome(page, outcome) {
await page.waitForFunction((expectedOutcome) => {
const state = window.__HEROS_DEBUG__?.battle();
return state?.battleOutcome === expectedOutcome && state?.phase === 'resolved' && state?.resultVisible === true;
}, outcome, { timeout: 90000 });
}
async function waitForCamp(page) {
await page.waitForFunction(() => {
const activeScenes = window.__HEROS_DEBUG__?.activeScenes() ?? [];
const scene = window.__HEROS_DEBUG__?.scene('CampScene');
return (
activeScenes.includes('CampScene') &&
window.__HEROS_DEBUG__?.camp()?.scene === 'CampScene' &&
(scene?.contentObjects?.length ?? 0) > 0
);
}, undefined, { timeout: 90000 });
}
async function waitForSortiePrep(page) {
await page.waitForFunction(() => {
const activeScenes = window.__HEROS_DEBUG__?.activeScenes() ?? [];
const camp = window.__HEROS_DEBUG__?.camp?.();
return activeScenes.includes('CampScene') && camp?.sortieVisible === true;
}, undefined, { timeout: 30000 });
}
async function advanceSortiePrepStep(page, expectedStep) {
await page.mouse.click(1116, 656);
await page.waitForFunction((step) => {
const camp = window.__HEROS_DEBUG__?.camp?.();
return camp?.sortieVisible === true && camp?.sortiePrepStep === step;
}, expectedStep, { timeout: 30000 });
if (expectedStep === 'formation') {
const operationOrder = await page.evaluate(() => window.__HEROS_DEBUG__?.camp?.()?.sortieOperationOrder);
if (operationOrder?.required && !operationOrder.complete) {
assert(
operationOrder.open === true &&
operationOrder.cards?.length === 3 &&
operationOrder.cards.every((card) => card.cardBounds),
`Expected formation entry to open three explicit sortie-order choices: ${JSON.stringify(operationOrder)}`
);
const eliteCardPoint = await readSortieOrderControlPoint(page, 'card', 'elite');
await page.mouse.click(eliteCardPoint.x, eliteCardPoint.y);
await page.waitForFunction(() => {
const order = window.__HEROS_DEBUG__?.camp?.()?.sortieOperationOrder;
return order?.selectedId === 'elite' && order?.complete === true;
}, undefined, { timeout: 30000 });
const closePoint = await readSortieOrderControlPoint(page, 'close');
await page.mouse.click(closePoint.x, closePoint.y);
await page.waitForFunction(
() => window.__HEROS_DEBUG__?.camp?.()?.sortieOperationOrder?.open === false,
undefined,
{ timeout: 30000 }
);
}
}
await page.waitForTimeout(1000);
const state = await page.evaluate(() => window.__HEROS_DEBUG__?.camp?.());
const expectedNextStep = expectedStep === 'formation' ? 'loadout' : null;
assert(
state?.stagedSortiePrep === true &&
state?.sortiePrepSteps?.filter((step) => step.active).length === 1 &&
state?.sortiePrepSteps?.some((step) => step.id === expectedStep && step.active) &&
state?.sortiePrimaryAction?.kind === (expectedNextStep ? 'next' : 'launch') &&
state?.sortiePrimaryAction?.nextStep === expectedNextStep,
`Expected staged sortie navigation to reach ${expectedStep}: ${JSON.stringify(state)}`
);
return state;
}
async function readSortieOrderControlPoint(page, control, orderId) {
const probe = await page.evaluate(({ control, orderId }) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const state = window.__HEROS_DEBUG__?.camp?.();
const canvas = document.querySelector('canvas');
const order = state?.sortieOperationOrder;
const card = order?.cards?.find((candidate) => candidate.id === orderId);
const bounds = control === 'toggle'
? order?.toggleButtonBounds
: control === 'close'
? order?.closeButtonBounds
: card?.cardBounds;
if (!scene || !canvas || !bounds) {
return { ready: false, control, orderId: orderId ?? null, bounds: bounds ?? null, order };
}
const canvasBounds = canvas.getBoundingClientRect();
const centerX = bounds.x + bounds.width / 2;
const centerY = bounds.y + bounds.height / 2;
return {
ready: true,
control,
orderId: orderId ?? null,
bounds,
x: canvasBounds.left + centerX * canvasBounds.width / scene.scale.width,
y: canvasBounds.top + centerY * canvasBounds.height / scene.scale.height
};
}, { control, orderId });
assert(
probe.ready === true && Number.isFinite(probe.x) && Number.isFinite(probe.y),
`Expected a visible sortie-order ${control} control: ${JSON.stringify(probe)}`
);
return probe;
}
async function waitForCampAfterBattleResult(page) {
await page.waitForFunction(() => {
const activeScenes = window.__HEROS_DEBUG__?.activeScenes() ?? [];
return activeScenes.includes('CampScene') || activeScenes.includes('StoryScene');
}, undefined, { timeout: 90000 });
for (let i = 0; i < 48; i += 1) {
const activeScenes = await page.evaluate(() => window.__HEROS_DEBUG__?.activeScenes() ?? []);
if (activeScenes.includes('CampScene')) {
await waitForCamp(page);
return;
}
await page.keyboard.press('Space');
await page.waitForTimeout(240);
}
await waitForCamp(page);
}
async function advanceStoryUntilEnding(page) {
for (let i = 0; i < 48; i += 1) {
const activeScenes = await page.evaluate(() => window.__HEROS_DEBUG__?.activeScenes() ?? []);
if (activeScenes.includes('EndingScene')) {
return;
}
await page.keyboard.press('Space');
await page.waitForTimeout(240);
}
}
async function waitForEnding(page) {
await page.waitForFunction(() => {
const activeScenes = window.__HEROS_DEBUG__?.activeScenes() ?? [];
const ending = window.__HEROS_DEBUG__?.scene('EndingScene')?.getDebugState?.();
return activeScenes.includes('EndingScene') && ending?.ready === true && ending?.campaignStep === 'ending-complete';
}, undefined, { timeout: 90000 });
}
async function assertCanvasPainted(page, context) {
const probe = await page.evaluate(() => {
const canvas = document.querySelector('canvas');
if (!canvas) {
return { readable: false, missing: true, sampleCount: 0, nonTransparentRatio: 0, distinctColorBuckets: 0 };
}
const canvasContext = canvas.getContext('2d', { willReadFrequently: true });
if (!canvasContext) {
return { readable: false, missing: false, sampleCount: 0, nonTransparentRatio: 0, distinctColorBuckets: 0 };
}
const stepX = Math.max(1, Math.floor(canvas.width / 64));
const stepY = Math.max(1, Math.floor(canvas.height / 64));
const colorBuckets = new Set();
let sampleCount = 0;
let nonTransparentCount = 0;
for (let y = Math.floor(stepY / 2); y < canvas.height; y += stepY) {
for (let x = Math.floor(stepX / 2); x < canvas.width; x += stepX) {
const [r, g, b, a] = canvasContext.getImageData(x, y, 1, 1).data;
sampleCount += 1;
if (a > 8) {
nonTransparentCount += 1;
}
colorBuckets.add(`${r >> 4},${g >> 4},${b >> 4},${a >> 5}`);
}
}
return {
readable: true,
missing: false,
sampleCount,
nonTransparentRatio: sampleCount > 0 ? nonTransparentCount / sampleCount : 0,
distinctColorBuckets: colorBuckets.size
};
});
assert(probe.readable === true, `Expected readable canvas pixels during ${context}: ${JSON.stringify(probe)}`);
assert(probe.sampleCount >= 500, `Expected enough canvas pixel samples during ${context}: ${JSON.stringify(probe)}`);
assert(probe.nonTransparentRatio > 0.5, `Expected non-empty canvas pixels during ${context}: ${JSON.stringify(probe)}`);
assert(probe.distinctColorBuckets >= 12, `Expected visually varied canvas pixels during ${context}: ${JSON.stringify(probe)}`);
}
async function readCampaignSave(page) {
return page.evaluate(() => {
const read = (key) => {
const raw = window.localStorage.getItem(key);
return raw ? JSON.parse(raw) : undefined;
};
return {
current: read('heros-web:campaign-state'),
slot1: read('heros-web:campaign-state:slot-1')
};
});
}
async function readBattleResultEvaluationControlPoint(page, control, presetId) {
const probe = await page.evaluate(({ control, presetId }) => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const evaluation = window.__HEROS_DEBUG__?.battle()?.sortieEvaluation;
const canvas = document.querySelector('canvas');
const presetCard = evaluation?.presetCards?.find((card) => card.id === presetId);
const bounds = control === 'toggle'
? evaluation?.toggleButtonBounds
: control === 'close'
? evaluation?.closeButtonBounds
: presetCard?.actionButtonBounds;
if (!scene || !canvas || !bounds) {
return {
ready: false,
control,
presetId: presetId ?? null,
evaluationOpen: evaluation?.open ?? false,
bounds: bounds ?? null
};
}
const canvasBounds = canvas.getBoundingClientRect();
const centerX = bounds.x + bounds.width / 2;
const centerY = bounds.y + bounds.height / 2;
return {
ready: true,
control,
presetId: presetId ?? null,
evaluationOpen: evaluation?.open ?? false,
bounds,
x: canvasBounds.left + centerX * canvasBounds.width / scene.scale.width,
y: canvasBounds.top + centerY * canvasBounds.height / scene.scale.height
};
}, { control, presetId });
assert(
probe.ready === true && Number.isFinite(probe.x) && Number.isFinite(probe.y),
`Expected a visible Phaser battle-result evaluation ${control} control with a canvas-scaled click point: ${JSON.stringify(probe)}`
);
return probe;
}
async function readBattleSortieOrderControlPoint(page, control) {
const probe = await page.evaluate((control) => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const canvas = document.querySelector('canvas');
const order = window.__HEROS_DEBUG__?.battle()?.sortieOperationOrder;
const bounds = control === 'toggle' ? order?.toggleButtonBounds : order?.closeButtonBounds;
if (!scene || !canvas || !bounds) {
return { ready: false, control, bounds: bounds ?? null, order };
}
const canvasBounds = canvas.getBoundingClientRect();
const centerX = bounds.x + bounds.width / 2;
const centerY = bounds.y + bounds.height / 2;
return {
ready: true,
control,
bounds,
x: canvasBounds.left + centerX * canvasBounds.width / scene.scale.width,
y: canvasBounds.top + centerY * canvasBounds.height / scene.scale.height
};
}, control);
assert(
probe.ready === true && Number.isFinite(probe.x) && Number.isFinite(probe.y),
`Expected a visible battle sortie-order ${control} control: ${JSON.stringify(probe)}`
);
return probe;
}
async function readCampReportFormationEvaluationControlPoint(page, control, presetId) {
const probe = await page.evaluate(({ control, presetId }) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const evaluation = window.__HEROS_DEBUG__?.camp()?.reportFormationEvaluation;
const canvas = document.querySelector('canvas');
const presetCard = evaluation?.presetCards?.find((card) => card.id === presetId);
const bounds = control === 'toggle'
? evaluation?.toggleButtonBounds
: control === 'close'
? evaluation?.closeButtonBounds
: presetCard?.actionButtonBounds;
if (!scene || !canvas || !bounds) {
return {
ready: false,
control,
presetId: presetId ?? null,
evaluationOpen: evaluation?.open ?? false,
bounds: bounds ?? null
};
}
const canvasBounds = canvas.getBoundingClientRect();
const centerX = bounds.x + bounds.width / 2;
const centerY = bounds.y + bounds.height / 2;
return {
ready: true,
control,
presetId: presetId ?? null,
evaluationOpen: evaluation?.open ?? false,
bounds,
x: canvasBounds.left + centerX * canvasBounds.width / scene.scale.width,
y: canvasBounds.top + centerY * canvasBounds.height / scene.scale.height
};
}, { control, presetId });
assert(
probe.ready === true && Number.isFinite(probe.x) && Number.isFinite(probe.y),
`Expected a visible Phaser camp-report evaluation ${control} control with a canvas-scaled click point: ${JSON.stringify(probe)}`
);
return probe;
}
async function readCampReportFormationHistoryControlPoint(page, control) {
const probe = await page.evaluate((control) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const history = window.__HEROS_DEBUG__?.camp()?.reportFormationHistory;
const canvas = document.querySelector('canvas');
const bounds = control === 'toggle'
? history?.toggleButtonBounds
: control === 'close'
? history?.closeButtonBounds
: control === 'best'
? history?.bestButtonBounds
: control === 'loadBest'
? history?.loadBestButtonBounds
: history?.undoButtonBounds;
if (!scene || !canvas || !bounds) {
return {
ready: false,
control,
historyOpen: history?.open ?? false,
loadUndoAvailable: history?.loadUndoAvailable ?? false,
bounds: bounds ?? null
};
}
const canvasBounds = canvas.getBoundingClientRect();
const centerX = bounds.x + bounds.width / 2;
const centerY = bounds.y + bounds.height / 2;
return {
ready: true,
control,
historyOpen: history?.open ?? false,
loadUndoAvailable: history?.loadUndoAvailable ?? false,
bounds,
x: canvasBounds.left + centerX * canvasBounds.width / scene.scale.width,
y: canvasBounds.top + centerY * canvasBounds.height / scene.scale.height
};
}, control);
assert(
probe.ready === true && Number.isFinite(probe.x) && Number.isFinite(probe.y),
`Expected a visible Phaser camp formation-history ${control} control with a canvas-scaled click point: ${JSON.stringify(probe)}`
);
return probe;
}
async function readCampContentTextControlPoint(page, label, occurrence = 0) {
const probe = await page.evaluate(({ label, occurrence }) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const canvas = document.querySelector('canvas');
const candidates = (scene?.contentObjects ?? [])
.filter((object) => object?.type === 'Text' && object?.text === label && object?.active && object?.visible)
.sort((left, right) => left.y - right.y || left.x - right.x);
const target = candidates[occurrence];
if (!scene || !canvas || !target) {
return { ready: false, label, occurrence, candidateCount: candidates.length };
}
const bounds = target.getBounds();
const canvasBounds = canvas.getBoundingClientRect();
const centerX = bounds.x + bounds.width / 2;
const centerY = bounds.y + bounds.height / 2;
return {
ready: true,
label,
occurrence,
candidateCount: candidates.length,
bounds: { x: bounds.x, y: bounds.y, width: bounds.width, height: bounds.height },
x: canvasBounds.left + centerX * canvasBounds.width / scene.scale.width,
y: canvasBounds.top + centerY * canvasBounds.height / scene.scale.height
};
}, { label, occurrence });
assert(
probe.ready === true && Number.isFinite(probe.x) && Number.isFinite(probe.y),
`Expected a visible Phaser camp text control "${label}" with a canvas-scaled click point: ${JSON.stringify(probe)}`
);
return probe;
}
async function readCampSupplyUseControlPoint(page, supplyLabel) {
const probe = await page.evaluate((supplyLabel) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const canvas = document.querySelector('canvas');
const texts = (scene?.contentObjects ?? []).filter((object) => object?.type === 'Text' && object?.active && object?.visible);
const supplyTitle = texts.find((object) => object.text?.startsWith(`${supplyLabel} x`));
const useText = texts
.filter((object) => object.text === '사용')
.sort((left, right) => Math.abs(left.y - (supplyTitle?.y ?? 0)) - Math.abs(right.y - (supplyTitle?.y ?? 0)))[0];
if (!scene || !canvas || !supplyTitle || !useText) {
return {
ready: false,
supplyLabel,
supplyTitle: supplyTitle?.text ?? null,
useCount: texts.filter((object) => object.text === '사용').length
};
}
const bounds = useText.getBounds();
const canvasBounds = canvas.getBoundingClientRect();
const centerX = bounds.x + bounds.width / 2;
const centerY = bounds.y + bounds.height / 2;
return {
ready: true,
supplyLabel,
supplyTitle: supplyTitle.text,
bounds: { x: bounds.x, y: bounds.y, width: bounds.width, height: bounds.height },
x: canvasBounds.left + centerX * canvasBounds.width / scene.scale.width,
y: canvasBounds.top + centerY * canvasBounds.height / scene.scale.height
};
}, supplyLabel);
assert(
probe.ready === true && Number.isFinite(probe.x) && Number.isFinite(probe.y),
`Expected a visible ${supplyLabel} supply use control: ${JSON.stringify(probe)}`
);
return probe;
}
async function readSortieComparisonActionPoint(page) {
const probe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const actionButton = scene?.sortieComparisonPanelView?.actionButton;
const actionLabel = scene?.sortieComparisonPanelView?.actionLabel;
const canvas = document.querySelector('canvas');
if (!scene || !actionButton?.visible || !actionLabel?.visible || !canvas) {
return {
ready: false,
buttonVisible: actionButton?.visible ?? false,
labelVisible: actionLabel?.visible ?? false,
label: actionLabel?.text ?? null
};
}
const bounds = actionButton.getBounds();
const canvasBounds = canvas.getBoundingClientRect();
const logicalWidth = scene.scale.width;
const logicalHeight = scene.scale.height;
const centerX = bounds.x + bounds.width / 2;
const centerY = bounds.y + bounds.height / 2;
return {
ready: true,
label: actionLabel.text,
bounds: { x: bounds.x, y: bounds.y, width: bounds.width, height: bounds.height },
canvasBounds: {
x: canvasBounds.x,
y: canvasBounds.y,
width: canvasBounds.width,
height: canvasBounds.height
},
logicalSize: { width: logicalWidth, height: logicalHeight },
x: canvasBounds.left + centerX * canvasBounds.width / logicalWidth,
y: canvasBounds.top + centerY * canvasBounds.height / logicalHeight
};
});
assert(
probe.ready === true && Number.isFinite(probe.x) && Number.isFinite(probe.y),
`Expected a visible Phaser comparison action with a canvas-scaled click point: ${JSON.stringify(probe)}`
);
return probe;
}
async function readSortiePresetControlPoint(page, control, presetId) {
const probe = await page.evaluate(({ control, presetId }) => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
const state = window.__HEROS_DEBUG__?.camp();
const canvas = document.querySelector('canvas');
const presetCard = state?.sortiePresetBrowser?.cards?.find((card) => card.id === presetId);
const bounds = control === 'toggle'
? state?.sortiePresetBrowser?.toggleButtonBounds
: control === 'close'
? state?.sortiePresetBrowser?.closeButtonBounds
: control === 'card'
? presetCard?.backgroundBounds
: control === 'compare'
? presetCard?.compareButtonBounds
: presetCard?.saveButtonBounds;
if (!scene || !canvas || !bounds) {
return { ready: false, control, presetId: presetId ?? null, bounds: bounds ?? null };
}
const canvasBounds = canvas.getBoundingClientRect();
const centerX = bounds.x + bounds.width / 2;
const centerY = bounds.y + bounds.height / 2;
return {
ready: true,
control,
presetId: presetId ?? null,
bounds,
x: canvasBounds.left + centerX * canvasBounds.width / scene.scale.width,
y: canvasBounds.top + centerY * canvasBounds.height / scene.scale.height
};
}, { control, presetId });
assert(
probe.ready === true && Number.isFinite(probe.x) && Number.isFinite(probe.y),
`Expected a visible Phaser preset ${control} control with a canvas-scaled click point: ${JSON.stringify(probe)}`
);
return probe;
}
async function readBattleDoctrineProbe(page) {
return page.evaluate(() => {
const state = window.__HEROS_DEBUG__?.battle();
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const roleSeals = (state?.units ?? [])
.filter((unit) => unit.faction === 'ally')
.map((unit) => {
const seal = scene?.unitViews?.get(unit.id)?.roleSeal;
return {
unitId: unit.id,
text: seal?.text ?? null,
visible: seal?.visible ?? false
};
});
const openingBannerTexts = (scene?.battleEventObjects ?? [])
.filter((object) => object?.type === 'Text')
.map((object) => object.text);
return { ...state, roleSeals, openingBannerTexts };
});
}
async function seedCampaignSave(page, options) {
await page.evaluate((seed) => {
const storageKey = 'heros-web:campaign-state';
const current = JSON.parse(window.localStorage.getItem(storageKey) ?? 'null');
if (!current?.firstBattleReport) {
throw new Error('Expected an existing campaign report before seeding RC save.');
}
const now = new Date().toISOString();
const objectives = [
{ id: 'leader', label: '지휘관 격파', achieved: true, status: 'done', detail: '전장 목표 완료', rewardGold: 420 },
{ id: 'survive', label: '본대 보존', achieved: true, status: 'done', detail: '핵심 장수 생존', rewardGold: 260 },
{ id: 'supply', label: '보급선 유지', achieved: true, status: 'done', detail: '수레와 군량 확보', rewardGold: 220 },
{ id: 'quick', label: '빠른 정리', achieved: false, status: 'failed', detail: `${seed.turnNumber}/12턴`, rewardGold: 180 }
];
const units = current.roster?.length ? current.roster : current.firstBattleReport.units;
const bonds = current.bonds?.length ? current.bonds : current.firstBattleReport.bonds;
const report = {
...current.firstBattleReport,
battleId: seed.battleId,
battleTitle: seed.battleTitle,
outcome: 'victory',
turnNumber: seed.turnNumber,
rewardGold: 1080,
defeatedEnemies: seed.defeatedEnemies,
totalEnemies: seed.defeatedEnemies,
objectives,
units,
bonds,
mvp: current.firstBattleReport.mvp ?? { unitId: 'zhuge-liang', name: '제갈량', damageDealt: 320, defeats: 2 },
itemRewards: ['상처약 2', '탁주 1'],
completedCampDialogues: current.completedCampDialogues ?? [],
completedCampVisits: current.completedCampVisits ?? [],
createdAt: now
};
delete report.sortiePerformance;
delete report.sortieReview;
const settlement = {
battleId: report.battleId,
battleTitle: report.battleTitle,
outcome: 'victory',
rewardGold: report.rewardGold,
itemRewards: report.itemRewards,
objectives,
units: units.map((unit) => ({
unitId: unit.id,
name: unit.name,
level: unit.level ?? 1,
exp: unit.exp ?? 0,
hp: unit.hp ?? unit.maxHp ?? 1,
maxHp: unit.maxHp ?? 1,
equipment: unit.equipment
})),
bonds: bonds.map((bond) => ({
id: bond.id,
title: bond.title,
level: bond.level ?? 1,
exp: bond.exp ?? 0,
battleExp: bond.battleExp ?? 0
})),
reserveTraining: [],
completedAt: now
};
const next = {
...current,
updatedAt: now,
step: seed.step,
activeSaveSlot: 1,
gold: seed.gold,
inventory: { ...(current.inventory ?? {}), : 12, 상처약: 6, 탁주: 4 },
selectedSortieUnitIds: seed.selectedSortieUnitIds,
latestBattleId: seed.battleId,
firstBattleReport: report,
battleHistory: {
...(current.battleHistory ?? {}),
[seed.battleId]: settlement
}
};
window.localStorage.setItem(storageKey, JSON.stringify(next));
window.localStorage.setItem(`${storageKey}:slot-1`, JSON.stringify(next));
}, options);
}
async function ensurePreviewServer(url) {
if (await canReach(url)) {
return undefined;
}
const parsed = new URL(url);
const isLocal = ['localhost', '127.0.0.1', '0.0.0.0'].includes(parsed.hostname);
if (!isLocal) {
throw new Error(`No server responded at ${url}`);
}
const stderr = [];
const child = spawn(process.execPath, ['node_modules/vite/bin/vite.js', 'preview', '--host', '127.0.0.1', '--port', parsed.port || '4173'], {
cwd: process.cwd(),
env: process.env,
stdio: ['ignore', 'pipe', 'pipe']
});
child.stderr.on('data', (chunk) => stderr.push(chunk.toString()));
child.stdout.on('data', () => {});
for (let i = 0; i < 120; i += 1) {
if (await canReach(url)) {
return child;
}
await delay(250);
}
child.kill();
throw new Error(`Vite preview did not start at ${url}\n${stderr.join('')}`);
}
async function canReach(url) {
try {
const response = await fetch(url, { signal: AbortSignal.timeout(1000) });
return response.ok;
} catch {
return false;
}
}
function delay(ms) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
function isFiniteBounds(bounds) {
return Boolean(
bounds &&
Number.isFinite(bounds.x) &&
Number.isFinite(bounds.y) &&
Number.isFinite(bounds.width) &&
Number.isFinite(bounds.height) &&
bounds.width > 0 &&
bounds.height > 0
);
}
function boundsInside(inner, outer, tolerance = 1) {
return isFiniteBounds(inner) && isFiniteBounds(outer) &&
inner.x >= outer.x - tolerance &&
inner.y >= outer.y - tolerance &&
inner.x + inner.width <= outer.x + outer.width + tolerance &&
inner.y + inner.height <= outer.y + outer.height + tolerance;
}
function assert(condition, message) {
if (!condition) {
throw new Error(message);
}
}
function assertUnique(values, message) {
assert(Array.isArray(values) && values.length > 0, message);
assert(values.every(Boolean), message);
assert(new Set(values).size === values.length, message);
}
function assertSameMembers(values, expected, message) {
assert(Array.isArray(values) && Array.isArray(expected), message);
assert(values.length === expected.length, message);
const valueSet = new Set(values);
assert(expected.every((value) => valueSet.has(value)), message);
}
function sameJsonValue(value, expected) {
return stableJson(value) === stableJson(expected);
}
function sameSortieOrderCommand(value, expected) {
const commandFields = [
'source',
'role',
'actorId',
'usedTurn',
'effectPending',
'effectValue',
'statusesCleared',
'effectLost'
];
const snapshot = (command) => command
? Object.fromEntries(commandFields.map((field) => [field, command[field]]))
: null;
return sameJsonValue(snapshot(value), snapshot(expected));
}
function stableJson(value) {
return JSON.stringify(normalize(value));
function normalize(entry) {
if (Array.isArray(entry)) {
return entry.map(normalize);
}
if (entry && typeof entry === 'object') {
return Object.fromEntries(
Object.keys(entry)
.sort()
.map((key) => [key, normalize(entry[key])])
);
}
return entry;
}
}
function assertDeploymentMatchesPreview(positions, preview, message) {
assert(Array.isArray(positions) && Array.isArray(preview), message);
assert(positions.length === preview.length, message);
const positionsById = new Map(positions.map((position) => [position.id, position]));
assert(
preview.every((slot) => {
const position = positionsById.get(slot.unitId);
return position?.x === slot.x && position?.y === slot.y;
}),
message
);
}
function assertSortieDoctrine(probe, options = {}) {
const doctrine = probe?.sortieDoctrine;
const expectedSealByRole = { front: '전', flank: '돌', support: '후' };
const expectedRoles = Object.keys(expectedSealByRole);
const roles = doctrine?.roles ?? [];
const roleById = new Map(roles.map((role) => [role.role, role]));
const allyUnits = (probe?.units ?? []).filter((unit) => unit.faction === 'ally');
const sealsByUnitId = new Map((probe?.roleSeals ?? []).map((seal) => [seal.unitId, seal]));
const effectUnits = allyUnits.filter((unit) => expectedRoles.includes(unit.formationRole));
const reserveUnits = allyUnits.filter((unit) => unit.formationRole === 'reserve');
const coveredRoleCount = roles.filter((role) => role.unitIds.length > 0).length;
assert(doctrine?.active === true, `Expected sortie doctrine to be active: ${JSON.stringify(probe)}`);
assert(doctrine?.openingBannerShown === true, `Expected sortie doctrine opening banner to be shown: ${JSON.stringify(doctrine)}`);
assert(
roles.length === expectedRoles.length && expectedRoles.every((role) => roleById.has(role)),
`Expected doctrine debug state to expose front, flank, and support roles: ${JSON.stringify(doctrine)}`
);
assert(
doctrine.coveredRoleCount === coveredRoleCount,
`Expected doctrine role coverage to match non-empty role groups: ${JSON.stringify(doctrine)}`
);
if (options.requireFullCoverage) {
assert(coveredRoleCount === 3, `Expected all three doctrine roles to be covered: ${JSON.stringify(doctrine)}`);
}
assert(effectUnits.length > 0, `Expected at least one deployed officer with a doctrine role effect: ${JSON.stringify(allyUnits)}`);
effectUnits.forEach((unit) => {
const role = roleById.get(unit.formationRole);
const seal = sealsByUnitId.get(unit.id);
assert(
role?.unitIds.includes(unit.id) &&
unit.sortieRoleEffect?.label === role.label &&
unit.sortieRoleEffect?.summary === role.summary,
`Expected ${unit.id} to expose the assigned ${unit.formationRole} doctrine effect: ${JSON.stringify({ unit, role })}`
);
assert(
seal?.text === expectedSealByRole[unit.formationRole] && unit.roleSealVisible === seal.visible,
`Expected ${unit.id} to show the ${expectedSealByRole[unit.formationRole]} role seal: ${JSON.stringify({ unit, seal })}`
);
if (options.requireVisibleSeals) {
assert(
unit.roleSealVisible === true && seal.visible === true,
`Expected ${unit.id} role seal to be visible in the opening formation: ${JSON.stringify({ unit, seal })}`
);
}
});
if (options.requireReserve) {
assert(reserveUnits.length > 0, `Expected the doctrine probe to include a reserve officer: ${JSON.stringify(allyUnits)}`);
}
reserveUnits.forEach((unit) => {
const seal = sealsByUnitId.get(unit.id);
assert(
unit.sortieRoleEffect === null &&
unit.roleSealVisible === false &&
seal?.visible === false &&
seal?.text === null &&
roles.every((role) => !role.unitIds.includes(unit.id)),
`Expected reserve officer ${unit.id} to have no doctrine effect or role seal: ${JSON.stringify({ unit, seal, doctrine })}`
);
});
}
function runCommand(command, args, env = {}) {
const result = spawnSync(command, args, { cwd: process.cwd(), env: { ...process.env, ...env }, stdio: 'inherit' });
if (result.status !== 0) {
throw new Error(`Command failed: ${command} ${args.join(' ')}`);
}
}