712 lines
27 KiB
JavaScript
712 lines
27 KiB
JavaScript
import assert from 'node:assert/strict';
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import { spawn } from 'node:child_process';
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import { mkdirSync } from 'node:fs';
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import { chromium } from 'playwright';
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import {
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desktopBrowserContextOptions,
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desktopBrowserDeviceScaleFactor,
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desktopBrowserViewport
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} from './desktop-browser-viewport.mjs';
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const targetUrl = withDebugOptions(
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process.env.VERIFY_PROLOGUE_VILLAGE_URL ?? 'http://127.0.0.1:41796/'
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);
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let serverProcess;
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let browser;
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try {
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mkdirSync('dist', { recursive: true });
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serverProcess = await ensureLocalServer(targetUrl);
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browser = await chromium.launch({
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headless: process.env.VERIFY_PROLOGUE_VILLAGE_HEADLESS !== '0'
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});
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const context = await browser.newContext(desktopBrowserContextOptions);
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const page = await context.newPage();
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page.setDefaultTimeout(30000);
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const pageErrors = [];
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const consoleErrors = [];
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page.on('pageerror', (error) => pageErrors.push(error.stack ?? error.message));
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page.on('console', (message) => {
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if (message.type() === 'error') {
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consoleErrors.push(message.text());
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}
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});
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await page.goto(targetUrl, { waitUntil: 'domcontentloaded', timeout: 90000 });
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await page.evaluate(() => window.localStorage.clear());
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await page.reload({ waitUntil: 'domcontentloaded', timeout: 90000 });
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await waitForDebugApi(page);
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await waitForTitle(page);
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await assertDesktopViewport(page);
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await clickLegacyTitleControl(page, 962, 240);
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await waitForStoryReady(page);
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const opening = await readStory(page);
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assert.equal(opening.totalPages, 2, 'The playable prologue should retain only the two setup pages before control is handed over.');
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assert.equal(opening.nextScene, 'PrologueVillageScene');
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assert.equal(opening.currentPageId, 'yellow-turban-chaos');
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await page.mouse.click(960, 850);
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await page.waitForFunction(() => {
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const scene = window.__HEROS_DEBUG__?.scene('StoryScene');
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return scene?.getDebugState?.()?.currentPageId === 'liu-bei-resolve' && scene?.transitioning === false;
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});
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await page.keyboard.press('Space');
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await waitForVillageReady(page);
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await page.waitForTimeout(380);
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let village = await readVillage(page);
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assert.equal(village.campaignStep, 'prologue-town');
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assert.equal(village.requiredTexturesReady, true);
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assert.equal(village.viewport.width, desktopBrowserViewport.width);
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assert.equal(village.viewport.height, desktopBrowserViewport.height);
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assert.equal(village.movement.speed, 300);
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assert.equal(village.interaction.radius, 122);
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assert.equal(village.npcs.length, 4);
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assert.equal(village.objectives.length, 4);
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assert.equal(village.completedObjectiveIds.length, 0);
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assert.equal(village.exitUnlocked, false);
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assert.equal(village.dialogue.active, true, 'The first visit should open one short Liu Bei orientation line.');
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assertBoundsInsideViewport(village.player.bounds, 'initial player');
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village.npcs.forEach((npc) => assertBoundsInsideViewport(npc.bounds, `NPC ${npc.id}`));
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await page.mouse.click(960, 850);
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await page.waitForFunction(() => window.__HEROS_DEBUG__?.village?.()?.dialogue?.active === false);
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await captureStableScreenshot(page, 'dist/verification-prologue-village-initial.png');
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const beforeMove = await readVillage(page);
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await page.keyboard.down('d');
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await page.waitForTimeout(430);
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await page.keyboard.up('d');
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await page.waitForTimeout(80);
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const afterMove = await readVillage(page);
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assert(
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afterMove.player.x - beforeMove.player.x >= 85,
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`Expected direct keyboard movement to advance Liu Bei: ${JSON.stringify({ before: beforeMove.player, after: afterMove.player })}`
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);
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assert(
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Math.abs(afterMove.player.y - beforeMove.player.y) <= 3,
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`Expected horizontal movement to retain Y: ${JSON.stringify({ before: beforeMove.player, after: afterMove.player })}`
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);
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assert.equal(afterMove.player.moving, false);
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await page.keyboard.press('e');
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await page.waitForTimeout(120);
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assert.equal((await readVillage(page)).dialogue.active, false, 'Interaction outside the radius must not open dialogue.');
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await teleportTo(page, 'guan-yu');
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await page.keyboard.press('e');
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await page.waitForFunction(() => (
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window.__HEROS_DEBUG__?.village?.()?.dialogue?.sourceNpcId === 'guan-yu'
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));
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assert.equal(
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(await readVillage(page)).dialogue.totalLines,
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1,
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'Guan Yu must remain a locked encounter until Liu Bei has met Zhang Fei.'
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);
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await advanceDialogueUntilClosed(page);
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assert(
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!(await readVillage(page)).completedObjectiveIds.includes('meet-guan-yu'),
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'A locked Guan Yu interaction must not complete its objective.'
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);
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await teleportTo(page, 'zhang-fei');
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await page.keyboard.press('e');
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await page.waitForFunction(() => window.__HEROS_DEBUG__?.village?.()?.dialogue?.sourceNpcId === 'zhang-fei');
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await captureStableScreenshot(page, 'dist/verification-prologue-village-active-dialogue.png');
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const dialoguePlayerBefore = (await readVillage(page)).player;
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await page.keyboard.down('ArrowRight');
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await page.waitForTimeout(360);
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await page.keyboard.up('ArrowRight');
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const dialoguePlayerAfter = (await readVillage(page)).player;
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assert(
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Math.abs(dialoguePlayerAfter.x - dialoguePlayerBefore.x) < 1 &&
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Math.abs(dialoguePlayerAfter.y - dialoguePlayerBefore.y) < 1,
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'Movement must remain blocked while dialogue is open.'
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);
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await advanceDialogueUntilClosed(page);
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village = await readVillage(page);
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assert(village.completedObjectiveIds.includes('meet-zhang-fei'));
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assert.equal(village.exitUnlocked, false);
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await captureStableScreenshot(page, 'dist/verification-prologue-village-dialogue.png');
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await teleportTo(page, 'make-oath');
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await page.keyboard.press('e');
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await page.waitForFunction(() => window.__HEROS_DEBUG__?.village?.()?.dialogue?.active === true);
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const lockedOath = await readVillage(page);
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assert.equal(lockedOath.navigationPending, false);
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assert.equal(lockedOath.dialogue.totalLines, 1);
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await advanceDialogueUntilClosed(page);
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assert.equal((await readVillage(page)).exitUnlocked, false, 'The oath must stay locked before all preparation goals are complete.');
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await page.reload({ waitUntil: 'domcontentloaded', timeout: 90000 });
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await waitForDebugApi(page);
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await page.waitForFunction(() => window.__HEROS_DEBUG__?.activeScenes?.().includes('TitleScene'));
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await clickLegacyTitleControl(page, 962, 310);
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await waitForVillageReady(page);
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await page.waitForTimeout(380);
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village = await readVillage(page);
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assert(village.completedObjectiveIds.includes('meet-zhang-fei'), 'A completed NPC goal must survive reload and Continue.');
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assert.equal(village.dialogue.active, false, 'The one-time orientation line must not replay on Continue.');
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await teleportTo(page, 'recruiting-clerk');
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await page.keyboard.press('e');
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await page.waitForFunction(() => (
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window.__HEROS_DEBUG__?.village?.()?.dialogue?.sourceNpcId === 'recruiting-clerk'
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));
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assert.equal(
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(await readVillage(page)).dialogue.totalLines,
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1,
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'The recruiting clerk must remain locked until Guan Yu has joined.'
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);
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await advanceDialogueUntilClosed(page);
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assert(
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!(await readVillage(page)).completedObjectiveIds.includes('register-volunteers'),
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'A locked recruiting interaction must not complete its objective.'
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);
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for (const npcId of ['guan-yu', 'recruiting-clerk']) {
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await teleportTo(page, npcId);
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await page.keyboard.press('e');
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await page.waitForFunction((expectedNpcId) => (
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window.__HEROS_DEBUG__?.village?.()?.dialogue?.sourceNpcId === expectedNpcId
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), npcId);
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await advanceDialogueUntilClosed(page);
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}
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village = await readVillage(page);
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assert.deepEqual(
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[...village.completedObjectiveIds].sort(),
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['register-volunteers', 'meet-guan-yu', 'meet-zhang-fei'].sort()
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);
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assert.equal(village.exitUnlocked, true);
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assert.equal(village.oath.visible, true);
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await captureStableScreenshot(page, 'dist/verification-prologue-village-ready.png');
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await teleportTo(page, 'make-oath');
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await page.keyboard.press('e');
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await page.waitForFunction(() => window.__HEROS_DEBUG__?.village?.()?.dialogue?.sourceNpcId === 'make-oath');
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assert.equal((await readVillage(page)).dialogue.totalLines, 4);
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await advanceDialogueUntilClosed(page);
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await waitForStoryReady(page);
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const brotherhood = await readStory(page);
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assert.equal(brotherhood.totalPages, 1);
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assert.equal(brotherhood.currentPageId, 'militia-rises');
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assert.equal(brotherhood.nextScene, 'PrologueMilitiaCampScene');
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assert.equal(brotherhood.advanceHint, 'militia-camp-exploration');
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assert.equal(brotherhood.advanceLabel, '의용군 막사로');
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const savedBrotherhood = await readCampaignSave(page);
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assert.equal(
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savedBrotherhood.step,
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'prologue-town',
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'The campaign should remain resumable at the brotherhood bridge until the camp starts.'
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);
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assert(savedBrotherhood.completedTutorialIds.includes('prologue-village-complete'));
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assert(!savedBrotherhood.completedTutorialIds.includes('prologue-camp-entered'));
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await page.keyboard.press('Space');
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await waitForMilitiaCampReady(page);
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await page.waitForTimeout(380);
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let militiaCamp = await readMilitiaCamp(page);
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assert.equal(militiaCamp.campaignStep, 'prologue-camp');
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assert.equal(militiaCamp.requiredTexturesReady, true);
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assert.equal(militiaCamp.viewport.width, desktopBrowserViewport.width);
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assert.equal(militiaCamp.viewport.height, desktopBrowserViewport.height);
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assert.equal(militiaCamp.movement.speed, 300);
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assert.equal(militiaCamp.interaction.radius, 122);
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assert.equal(militiaCamp.npcs.length, 5);
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assert.equal(militiaCamp.objectives.length, 4);
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assert.equal(militiaCamp.completedObjectiveIds.length, 0);
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assert.equal(militiaCamp.exitUnlocked, false);
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assert.equal(
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militiaCamp.dialogue.active,
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true,
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'The first camp visit should explain why Liu Bei must inspect the camp.'
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);
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assertBoundsInsideViewport(militiaCamp.player.bounds, 'initial militia camp player');
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assertBoundsInsideViewport(militiaCamp.dialogue.bounds, 'initial militia camp dialogue');
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militiaCamp.npcs.forEach((npc) => assertBoundsInsideViewport(npc.bounds, `camp NPC ${npc.id}`));
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await advanceMilitiaCampDialogueUntilClosed(page);
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await captureStableScreenshot(page, 'dist/verification-prologue-militia-camp-initial.png');
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await page.keyboard.press('e');
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await page.waitForTimeout(120);
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assert.equal(
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(await readMilitiaCamp(page)).dialogue.active,
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false,
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'Militia camp interaction outside the radius must not open dialogue.'
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);
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const campPlayerBeforeMove = (await readMilitiaCamp(page)).player;
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await page.keyboard.down('ArrowUp');
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await page.waitForTimeout(360);
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await page.keyboard.up('ArrowUp');
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await page.keyboard.down('ArrowLeft');
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await page.waitForTimeout(980);
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await page.keyboard.up('ArrowLeft');
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await page.waitForTimeout(80);
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const campAfterMove = await readMilitiaCamp(page);
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assert(
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campPlayerBeforeMove.y - campAfterMove.player.y >= 70 &&
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campPlayerBeforeMove.x - campAfterMove.player.x >= 220,
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`Expected keyboard traversal through the militia camp: ${JSON.stringify({
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before: campPlayerBeforeMove,
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after: campAfterMove.player
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})}`
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);
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assert.equal(
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campAfterMove.interaction.targetId,
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'quartermaster',
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`Expected keyboard traversal to reach the quartermaster: ${JSON.stringify(campAfterMove.interaction)}`
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);
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assert.equal(campAfterMove.interaction.canInteract, true);
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assertBoundsInsideViewport(campAfterMove.interaction.promptBounds, 'militia camp interaction prompt');
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await page.keyboard.press('e');
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await page.waitForFunction(() => (
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window.__HEROS_DEBUG__?.militiaCamp?.()?.dialogue?.sourceNpcId === 'quartermaster'
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));
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const campDialoguePlayerBefore = (await readMilitiaCamp(page)).player;
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assertBoundsInsideViewport(
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(await readMilitiaCamp(page)).dialogue.bounds,
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'quartermaster dialogue'
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);
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await page.keyboard.down('ArrowRight');
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await page.waitForTimeout(360);
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await page.keyboard.up('ArrowRight');
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const campDialoguePlayerAfter = (await readMilitiaCamp(page)).player;
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assert(
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Math.abs(campDialoguePlayerAfter.x - campDialoguePlayerBefore.x) < 1 &&
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Math.abs(campDialoguePlayerAfter.y - campDialoguePlayerBefore.y) < 1,
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'Militia camp movement must remain blocked while dialogue is open.'
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);
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await advanceMilitiaCampDialogueUntilClosed(page);
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militiaCamp = await readMilitiaCamp(page);
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assert(militiaCamp.completedObjectiveIds.includes('inspect-arms'));
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await teleportMilitiaCampTo(page, 'zou-jing');
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await page.keyboard.press('e');
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await page.waitForFunction(() => (
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window.__HEROS_DEBUG__?.militiaCamp?.()?.dialogue?.sourceNpcId === 'zou-jing'
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));
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assert.equal((await readMilitiaCamp(page)).dialogue.totalLines, 1);
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await advanceMilitiaCampDialogueUntilClosed(page);
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assert.equal(
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(await readMilitiaCamp(page)).exitUnlocked,
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false,
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'Zou Jing must not release the sortie before every camp inspection is complete.'
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);
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await page.reload({ waitUntil: 'domcontentloaded', timeout: 90000 });
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await waitForDebugApi(page);
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await page.waitForFunction(() => window.__HEROS_DEBUG__?.activeScenes?.().includes('TitleScene'));
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await clickLegacyTitleControl(page, 962, 310);
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await waitForMilitiaCampReady(page);
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await page.waitForTimeout(380);
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militiaCamp = await readMilitiaCamp(page);
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assert(
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militiaCamp.completedObjectiveIds.includes('inspect-arms'),
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'A completed militia camp inspection must survive reload and Continue.'
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);
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assert.equal(
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militiaCamp.dialogue.active,
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false,
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'The one-time militia camp orientation must not replay on Continue.'
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);
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await interactWithMilitiaCampNpc(page, 'guan-yu');
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await interactWithMilitiaCampNpc(page, 'zhang-fei');
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militiaCamp = await readMilitiaCamp(page);
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assert.deepEqual(
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[...militiaCamp.completedObjectiveIds].sort(),
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['inspect-arms', 'ready-vanguard', 'review-scout-report'].sort()
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);
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assert.equal(militiaCamp.exitUnlocked, true);
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await captureStableScreenshot(page, 'dist/verification-prologue-militia-camp-ready.png');
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await teleportMilitiaCampTo(page, 'zou-jing');
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await page.keyboard.press('e');
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await page.waitForFunction(() => (
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window.__HEROS_DEBUG__?.militiaCamp?.()?.dialogue?.sourceNpcId === 'zou-jing'
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));
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const commandCamp = await readMilitiaCamp(page);
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assert.equal(commandCamp.dialogue.totalLines, 5);
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assert.deepEqual(
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commandCamp.npcs
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.filter((npc) => ['guan-yu', 'zhang-fei'].includes(npc.id))
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.map((npc) => ({ id: npc.id, x: npc.x, y: npc.y })),
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[
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{ id: 'guan-yu', x: 650, y: 420 },
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{ id: 'zhang-fei', x: 890, y: 420 }
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],
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'Guan Yu and Zhang Fei should visibly gather at the command tent before speaking.'
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);
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assertBoundsInsideViewport(commandCamp.dialogue.bounds, 'final command dialogue');
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await captureStableScreenshot(page, 'dist/verification-prologue-militia-camp-command.png');
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await advanceMilitiaCampDialogueUntilClosed(page);
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await waitForStoryReady(page);
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const departure = await readStory(page);
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assert.equal(departure.totalPages, 2);
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assert.equal(departure.currentPageId, 'first-sortie');
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assert.equal(departure.nextScene, 'BattleScene');
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const savedDeparture = await readCampaignSave(page);
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assert.equal(
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savedDeparture.step,
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'prologue-camp',
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'The campaign should remain resumable at the departure story until BattleScene starts.'
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);
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assert(savedDeparture.completedTutorialIds.includes('prologue-camp-complete'));
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assert(!savedDeparture.completedTutorialIds.includes('first-battle-basic-controls'));
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await page.mouse.click(960, 850);
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await page.waitForFunction(() => {
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const scene = window.__HEROS_DEBUG__?.scene('StoryScene');
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return scene?.getDebugState?.()?.pageIndex === 1 && scene?.transitioning === false;
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});
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await page.keyboard.press('Space');
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await page.waitForFunction(() => {
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const battle = window.__HEROS_DEBUG__?.battle?.();
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return (
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window.__HEROS_DEBUG__?.activeScenes?.().includes('BattleScene') &&
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battle?.battleId === 'first-battle-zhuo-commandery' &&
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battle?.phase === 'deployment' &&
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battle?.mapBackgroundReady === true
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);
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}, undefined, { timeout: 90000 });
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const battleSave = await readCampaignSave(page);
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assert.equal(battleSave.step, 'first-battle');
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assert(!battleSave.completedTutorialIds.includes('first-battle-basic-controls'));
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await seedLegacyCompletedVillageSave(page, battleSave);
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await page.reload({ waitUntil: 'domcontentloaded', timeout: 90000 });
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await waitForDebugApi(page);
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await page.waitForFunction(() => window.__HEROS_DEBUG__?.activeScenes?.().includes('TitleScene'));
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await clickLegacyTitleControl(page, 962, 310);
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await waitForStoryReady(page);
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const legacyBridge = await readStory(page);
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assert.equal(legacyBridge.currentPageId, 'militia-rises');
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assert.equal(legacyBridge.nextScene, 'PrologueMilitiaCampScene');
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const normalizedLegacySave = await readCampaignSave(page);
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assert.equal(normalizedLegacySave.step, 'prologue-town');
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assert(normalizedLegacySave.completedTutorialIds.includes('prologue-village-check-supplies'));
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assert(normalizedLegacySave.completedTutorialIds.includes('prologue-village-complete'));
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assert.deepEqual(pageErrors, [], `Expected no browser page errors: ${JSON.stringify(pageErrors)}`);
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assert.deepEqual(
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consoleErrors.filter((message) => !message.includes('The AudioContext was not allowed to start')),
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[],
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`Expected no browser console errors: ${JSON.stringify(consoleErrors)}`
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);
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console.log(
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`Verified the playable prologue village and militia camp at ${desktopBrowserViewport.width}x${desktopBrowserViewport.height}, ` +
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`DPR ${desktopBrowserDeviceScaleFactor}: sequential meetings, direct movement, distance-gated dialogue, ` +
|
|
'autosave/reload, legacy-save routing, locked oath and command, camp preparation, departure story, and first deployment.'
|
|
);
|
|
} finally {
|
|
await browser?.close();
|
|
if (serverProcess && !serverProcess.killed) {
|
|
serverProcess.kill();
|
|
}
|
|
}
|
|
|
|
function withDebugOptions(url) {
|
|
const parsed = new URL(url);
|
|
parsed.searchParams.set('debug', '1');
|
|
parsed.searchParams.set('renderer', 'canvas');
|
|
return parsed.toString();
|
|
}
|
|
|
|
async function waitForDebugApi(page) {
|
|
await page.waitForFunction(() => (
|
|
document.querySelector('canvas') !== null &&
|
|
window.__HEROS_DEBUG__ !== undefined
|
|
), undefined, { timeout: 90000 });
|
|
}
|
|
|
|
async function waitForTitle(page) {
|
|
await page.waitForFunction(() => window.__HEROS_DEBUG__?.activeScenes?.().includes('TitleScene'), undefined, {
|
|
timeout: 90000
|
|
});
|
|
}
|
|
|
|
async function clickLegacyTitleControl(page, x, y) {
|
|
await page.mouse.click(x * 1.5, y * 1.5);
|
|
}
|
|
|
|
async function waitForStoryReady(page) {
|
|
await page.waitForFunction(() => {
|
|
const story = window.__HEROS_DEBUG__?.scene('StoryScene')?.getDebugState?.();
|
|
return window.__HEROS_DEBUG__?.activeScenes?.().includes('StoryScene') && story?.ready === true;
|
|
}, undefined, { timeout: 90000 });
|
|
}
|
|
|
|
async function waitForVillageReady(page) {
|
|
try {
|
|
await page.waitForFunction(() => {
|
|
const village = window.__HEROS_DEBUG__?.village?.();
|
|
return (
|
|
window.__HEROS_DEBUG__?.activeScenes?.().includes('PrologueVillageScene') &&
|
|
village?.scene === 'PrologueVillageScene' &&
|
|
village?.ready === true
|
|
);
|
|
}, undefined, { timeout: 30000 });
|
|
} catch (error) {
|
|
const diagnostic = await page.evaluate(() => ({
|
|
activeScenes: window.__HEROS_DEBUG__?.activeScenes?.() ?? [],
|
|
village: window.__HEROS_DEBUG__?.village?.() ?? null,
|
|
story: window.__HEROS_DEBUG__?.scene('StoryScene')?.getDebugState?.() ?? null
|
|
}));
|
|
throw new Error(`Playable village did not become ready: ${JSON.stringify(diagnostic)}`, { cause: error });
|
|
}
|
|
}
|
|
|
|
async function waitForMilitiaCampReady(page) {
|
|
try {
|
|
await page.waitForFunction(() => {
|
|
const militiaCamp = window.__HEROS_DEBUG__?.militiaCamp?.();
|
|
return (
|
|
window.__HEROS_DEBUG__?.activeScenes?.().includes('PrologueMilitiaCampScene') &&
|
|
militiaCamp?.scene === 'PrologueMilitiaCampScene' &&
|
|
militiaCamp?.ready === true
|
|
);
|
|
}, undefined, { timeout: 30000 });
|
|
} catch (error) {
|
|
const diagnostic = await page.evaluate(() => ({
|
|
activeScenes: window.__HEROS_DEBUG__?.activeScenes?.() ?? [],
|
|
militiaCamp: window.__HEROS_DEBUG__?.militiaCamp?.() ?? null,
|
|
story: window.__HEROS_DEBUG__?.scene('StoryScene')?.getDebugState?.() ?? null
|
|
}));
|
|
throw new Error(`Playable militia camp did not become ready: ${JSON.stringify(diagnostic)}`, {
|
|
cause: error
|
|
});
|
|
}
|
|
}
|
|
|
|
async function readStory(page) {
|
|
return page.evaluate(() => window.__HEROS_DEBUG__?.scene('StoryScene')?.getDebugState?.());
|
|
}
|
|
|
|
async function readVillage(page) {
|
|
return page.evaluate(() => window.__HEROS_DEBUG__?.village?.());
|
|
}
|
|
|
|
async function readMilitiaCamp(page) {
|
|
return page.evaluate(() => window.__HEROS_DEBUG__?.militiaCamp?.());
|
|
}
|
|
|
|
async function teleportTo(page, targetId) {
|
|
const teleported = await page.evaluate((id) => {
|
|
const scene = window.__HEROS_GAME__?.scene.getScene('PrologueVillageScene');
|
|
return scene?.debugTeleportTo?.(id) ?? false;
|
|
}, targetId);
|
|
assert.equal(teleported, true, `Expected debug teleport to ${targetId}.`);
|
|
await page.waitForTimeout(80);
|
|
}
|
|
|
|
async function teleportMilitiaCampTo(page, targetId) {
|
|
const teleported = await page.evaluate((id) => {
|
|
const scene = window.__HEROS_GAME__?.scene.getScene('PrologueMilitiaCampScene');
|
|
return scene?.debugTeleportTo?.(id) ?? false;
|
|
}, targetId);
|
|
assert.equal(teleported, true, `Expected militia camp debug teleport to ${targetId}.`);
|
|
await page.waitForTimeout(80);
|
|
}
|
|
|
|
async function interactWithMilitiaCampNpc(page, npcId) {
|
|
await teleportMilitiaCampTo(page, npcId);
|
|
await page.keyboard.press('e');
|
|
await page.waitForFunction((expectedNpcId) => (
|
|
window.__HEROS_DEBUG__?.militiaCamp?.()?.dialogue?.sourceNpcId === expectedNpcId
|
|
), npcId);
|
|
await advanceMilitiaCampDialogueUntilClosed(page);
|
|
}
|
|
|
|
async function advanceDialogueUntilClosed(page) {
|
|
for (let attempt = 0; attempt < 12; attempt += 1) {
|
|
const active = (await readVillage(page))?.dialogue?.active;
|
|
if (!active) {
|
|
return;
|
|
}
|
|
await page.mouse.click(960, 850);
|
|
await page.waitForTimeout(130);
|
|
}
|
|
throw new Error(`Dialogue did not close: ${JSON.stringify(await readVillage(page))}`);
|
|
}
|
|
|
|
async function advanceMilitiaCampDialogueUntilClosed(page) {
|
|
for (let attempt = 0; attempt < 12; attempt += 1) {
|
|
const active = (await readMilitiaCamp(page))?.dialogue?.active;
|
|
if (!active) {
|
|
return;
|
|
}
|
|
await page.mouse.click(960, 850);
|
|
await page.waitForTimeout(130);
|
|
}
|
|
throw new Error(`Militia camp dialogue did not close: ${JSON.stringify(await readMilitiaCamp(page))}`);
|
|
}
|
|
|
|
async function seedLegacyCompletedVillageSave(page, sourceState) {
|
|
await page.evaluate((state) => {
|
|
const legacyState = {
|
|
...state,
|
|
updatedAt: new Date().toISOString(),
|
|
step: 'prologue-town',
|
|
roster: [],
|
|
bonds: [],
|
|
inventory: {},
|
|
selectedSortieUnitIds: [],
|
|
sortieFormationAssignments: {},
|
|
sortieItemAssignments: {},
|
|
battleHistory: {},
|
|
latestBattleId: undefined,
|
|
latestBattleReport: undefined,
|
|
completedTutorialIds: [
|
|
'prologue-village-entered',
|
|
'prologue-village-meet-zhang-fei',
|
|
'prologue-village-meet-guan-yu',
|
|
'prologue-village-check-supplies',
|
|
'prologue-village-complete'
|
|
]
|
|
};
|
|
const serialized = JSON.stringify(legacyState);
|
|
window.localStorage.setItem('heros-web:campaign-state', serialized);
|
|
window.localStorage.setItem('heros-web:campaign-state:slot-1', serialized);
|
|
for (const key of Object.keys(window.localStorage)) {
|
|
if (key.startsWith('heros-web:battle:') || key === 'heros-web:first-battle-state') {
|
|
window.localStorage.removeItem(key);
|
|
}
|
|
}
|
|
}, sourceState);
|
|
}
|
|
|
|
async function readCampaignSave(page) {
|
|
return page.evaluate(() => {
|
|
const raw = window.localStorage.getItem('heros-web:campaign-state');
|
|
return raw ? JSON.parse(raw) : null;
|
|
});
|
|
}
|
|
|
|
async function assertDesktopViewport(page) {
|
|
const viewport = await page.evaluate(() => {
|
|
const canvas = document.querySelector('canvas');
|
|
const bounds = canvas?.getBoundingClientRect();
|
|
return {
|
|
innerWidth: window.innerWidth,
|
|
innerHeight: window.innerHeight,
|
|
devicePixelRatio: window.devicePixelRatio,
|
|
canvas: canvas
|
|
? {
|
|
width: canvas.width,
|
|
height: canvas.height,
|
|
clientWidth: canvas.clientWidth,
|
|
clientHeight: canvas.clientHeight,
|
|
bounds: bounds
|
|
? { x: bounds.x, y: bounds.y, width: bounds.width, height: bounds.height }
|
|
: null
|
|
}
|
|
: null
|
|
};
|
|
});
|
|
assert.equal(viewport.innerWidth, desktopBrowserViewport.width);
|
|
assert.equal(viewport.innerHeight, desktopBrowserViewport.height);
|
|
assert.equal(viewport.devicePixelRatio, desktopBrowserDeviceScaleFactor);
|
|
assert.equal(viewport.canvas?.width, desktopBrowserViewport.width);
|
|
assert.equal(viewport.canvas?.height, desktopBrowserViewport.height);
|
|
assert.equal(viewport.canvas?.clientWidth, desktopBrowserViewport.width);
|
|
assert.equal(viewport.canvas?.clientHeight, desktopBrowserViewport.height);
|
|
assert.equal(viewport.canvas?.bounds?.width, desktopBrowserViewport.width);
|
|
assert.equal(viewport.canvas?.bounds?.height, desktopBrowserViewport.height);
|
|
}
|
|
|
|
function assertBoundsInsideViewport(bounds, label) {
|
|
assert(bounds, `${label}: bounds are required`);
|
|
assert(
|
|
bounds.x >= 0 &&
|
|
bounds.y >= 0 &&
|
|
bounds.x + bounds.width <= desktopBrowserViewport.width &&
|
|
bounds.y + bounds.height <= desktopBrowserViewport.height,
|
|
`${label}: expected in-viewport bounds, received ${JSON.stringify(bounds)}`
|
|
);
|
|
}
|
|
|
|
async function captureStableScreenshot(page, path) {
|
|
await page.waitForTimeout(220);
|
|
const loopSlept = await page.evaluate(() => {
|
|
const loop = window.__HEROS_GAME__?.loop;
|
|
if (!loop || typeof loop.sleep !== 'function') {
|
|
return false;
|
|
}
|
|
loop.sleep();
|
|
return true;
|
|
});
|
|
await page.waitForTimeout(40);
|
|
try {
|
|
await page.screenshot({ path, fullPage: true });
|
|
} finally {
|
|
if (loopSlept) {
|
|
await page.evaluate(() => window.__HEROS_GAME__?.loop.wake());
|
|
await page.waitForTimeout(40);
|
|
}
|
|
}
|
|
}
|
|
|
|
async function ensureLocalServer(url) {
|
|
if (await canReach(url)) {
|
|
return undefined;
|
|
}
|
|
|
|
const parsed = new URL(url);
|
|
if (!['localhost', '127.0.0.1', '0.0.0.0'].includes(parsed.hostname)) {
|
|
throw new Error(`No server responded at ${url}`);
|
|
}
|
|
|
|
const stderr = [];
|
|
const child = spawn(
|
|
process.execPath,
|
|
[
|
|
'node_modules/vite/bin/vite.js',
|
|
'--host',
|
|
'127.0.0.1',
|
|
'--port',
|
|
parsed.port || '41796',
|
|
'--strictPort'
|
|
],
|
|
{
|
|
cwd: process.cwd(),
|
|
env: process.env,
|
|
stdio: ['ignore', 'pipe', 'pipe'],
|
|
windowsHide: true
|
|
}
|
|
);
|
|
child.stderr.on('data', (chunk) => stderr.push(chunk.toString()));
|
|
child.stdout.on('data', () => {});
|
|
|
|
for (let attempt = 0; attempt < 120; attempt += 1) {
|
|
if (await canReach(url)) {
|
|
return child;
|
|
}
|
|
await delay(250);
|
|
}
|
|
|
|
child.kill();
|
|
throw new Error(`Vite server 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));
|
|
}
|