Files
heros_web/scripts/verify-camp-visit-resume-state.mjs

593 lines
18 KiB
JavaScript

import assert from 'node:assert/strict';
import { createServer } from 'vite';
const storage = new Map();
globalThis.window = {
localStorage: {
getItem(key) {
return storage.has(key) ? storage.get(key) : null;
},
setItem(key, value) {
storage.set(key, String(value));
},
removeItem(key) {
storage.delete(key);
},
clear() {
storage.clear();
}
}
};
const server = await createServer({
logLevel: 'error',
server: { middlewareMode: true },
appType: 'custom'
});
try {
const campaign = await server.ssrLoadModule(
'/src/game/state/campaignState.ts'
);
const { battleScenarios } = await server.ssrLoadModule(
'/src/game/data/battles.ts'
);
const firstPursuit = await server.ssrLoadModule(
'/src/game/data/firstPursuitScoutMemory.ts'
);
const secondRelief = await server.ssrLoadModule(
'/src/game/data/secondBattleReliefExploration.ts'
);
const thirdCamp = await server.ssrLoadModule(
'/src/game/data/thirdCampExploration.ts'
);
const fixtures = [
{
visitId: firstPursuit.firstPursuitScoutVisitId,
sourceBattleId: firstPursuit.firstPursuitScoutSourceBattleId,
step: 'first-camp',
progress: {
title: '탁현 의용군 정찰 막사',
meta: '정찰 탐색 이어하기'
}
},
{
visitId: secondRelief.secondBattleReliefVisitId,
sourceBattleId: secondRelief.secondBattleReliefSourceBattleId,
step: 'second-camp',
progress: {
title: '북쪽 마을·나루 구호',
meta: '현장 탐색 이어하기'
}
},
{
visitId: thirdCamp.thirdCampExplorationVisitId,
sourceBattleId: thirdCamp.thirdCampExplorationSourceBattleId,
step: 'third-camp',
progress: {
title: '광종 연합군 주둔지',
meta: '출진 준비 이어하기'
}
}
];
assert.deepEqual(
[...campaign.campaignCampVisitIds],
fixtures.map(({ visitId }) => visitId),
'The exported camp-visit allowlist must contain the three resumable visits in campaign order.'
);
for (const fixture of fixtures) {
verifyValidSetterPersistence(fixture);
verifyNormalizationFailures(fixture);
verifyCampaignStepClearsVisit(fixture);
verifySettledBattleReplayPreservesVisit(fixture, 'victory');
verifySettledBattleReplayPreservesVisit(fixture, 'defeat');
}
verifyCityMutualExclusion();
verifyLegacySaveWithoutCampVisitField();
console.log(
'Verified camp-visit resume state for all three visits: setter validation, base/active-slot persistence, reload retention, resume summaries, invalid-state normalization, campaign-step clearing, settled battle replay preservation, city mutual exclusion, and legacy-save compatibility.'
);
function verifyValidSetterPersistence(fixture) {
storage.clear();
campaign.setCampaignState(validCampVisitState(fixture, 2));
const activated = campaign.setActiveCampVisitId(fixture.visitId);
assert.equal(
activated.activeCampVisitId,
fixture.visitId,
`${fixture.visitId}: the valid setter call must activate the visit.`
);
assert.equal(
activated.activeCityStayId,
undefined,
`${fixture.visitId}: activating a camp visit must leave no active city stay.`
);
assertPersistedVisit(
fixture.visitId,
2,
`${fixture.visitId}: setter persistence`
);
const loadedFromBase = campaign.loadCampaignState();
assert.equal(
loadedFromBase.activeCampVisitId,
fixture.visitId,
`${fixture.visitId}: base-save reload must retain the active visit.`
);
const loadedFromSlot = campaign.loadCampaignState(2);
assert.equal(
loadedFromSlot.activeCampVisitId,
fixture.visitId,
`${fixture.visitId}: active-slot reload must retain the active visit.`
);
assert.deepEqual(
campaign.summarizeCampaignProgress(loadedFromSlot),
fixture.progress,
`${fixture.visitId}: campaign progress must describe the resumed exploration location.`
);
const slotSummary = campaign
.listCampaignSaveSlots()
.find(({ slot }) => slot === 2);
assert.deepEqual(
{
title: slotSummary?.progressTitle,
meta: slotSummary?.progressMeta
},
fixture.progress,
`${fixture.visitId}: the active save-slot summary must expose the same resume location and meta.`
);
const cleared = campaign.setActiveCampVisitId();
assert.equal(
cleared.activeCampVisitId,
undefined,
`${fixture.visitId}: an empty setter call must clear the active visit.`
);
assertPersistedVisit(
undefined,
2,
`${fixture.visitId}: explicit clear persistence`
);
campaign.setCampaignState(validCampVisitState(fixture, 2));
campaign.setActiveCampVisitId(fixture.visitId);
const invalidSetterResult = campaign.setActiveCampVisitId(
'unknown-camp-visit'
);
assert.equal(
invalidSetterResult.activeCampVisitId,
undefined,
`${fixture.visitId}: an unknown setter value must clear rather than retain a stale visit.`
);
assertPersistedVisit(
undefined,
2,
`${fixture.visitId}: invalid setter persistence`
);
}
function verifyNormalizationFailures(fixture) {
const invalidId = validCampVisitState(fixture);
invalidId.activeCampVisitId = 'unknown-camp-visit';
assertNormalizedAway(
invalidId,
`${fixture.visitId}: unknown visit id`
);
const wrongStep = validCampVisitState(fixture);
wrongStep.step = 'fourth-camp';
assertNormalizedAway(
wrongStep,
`${fixture.visitId}: mismatched campaign step`
);
const wrongLatestBattle = validCampVisitState(fixture);
const alternateBattleId = alternateBattleFor(fixture.sourceBattleId);
const alternateReport = battleReport(alternateBattleId, 'victory');
wrongLatestBattle.battleHistory[alternateBattleId] =
battleSettlement(alternateReport);
wrongLatestBattle.latestBattleId = alternateBattleId;
assertNormalizedAway(
wrongLatestBattle,
`${fixture.visitId}: mismatched latest battle`
);
const defeatedSettlement = validCampVisitState(fixture);
defeatedSettlement.battleHistory[fixture.sourceBattleId].outcome =
'defeat';
assertNormalizedAway(
defeatedSettlement,
`${fixture.visitId}: defeated source settlement`
);
const missingReport = validCampVisitState(fixture);
delete missingReport.firstBattleReport;
assertNormalizedAway(
missingReport,
`${fixture.visitId}: missing firstBattleReport`
);
const defeatedReport = validCampVisitState(fixture);
defeatedReport.firstBattleReport.outcome = 'defeat';
assertNormalizedAway(
defeatedReport,
`${fixture.visitId}: defeated firstBattleReport`
);
const wrongReportBattle = validCampVisitState(fixture);
wrongReportBattle.firstBattleReport = battleReport(
alternateBattleFor(fixture.sourceBattleId),
'victory'
);
assertNormalizedAway(
wrongReportBattle,
`${fixture.visitId}: mismatched firstBattleReport battle`
);
const pendingAftermath = validCampVisitState(fixture);
pendingAftermath.pendingAftermathBattleId =
fixture.sourceBattleId;
assertNormalizedAway(
pendingAftermath,
`${fixture.visitId}: pending victory aftermath`
);
storage.clear();
const setterDuringAftermath = validCampVisitState(fixture);
setterDuringAftermath.pendingAftermathBattleId =
fixture.sourceBattleId;
campaign.setCampaignState(setterDuringAftermath);
assert.equal(
campaign.setActiveCampVisitId(fixture.visitId)
.activeCampVisitId,
undefined,
`${fixture.visitId}: a pending aftermath must reject exploration activation.`
);
}
function verifyCampaignStepClearsVisit(fixture) {
storage.clear();
campaign.setCampaignState(validCampVisitState(fixture, 2));
campaign.setActiveCampVisitId(fixture.visitId);
const changed = campaign.markCampaignStep('fourth-camp');
assert.equal(
changed.activeCampVisitId,
undefined,
`${fixture.visitId}: changing to an incompatible campaign step must clear the active visit.`
);
assertPersistedVisit(
undefined,
2,
`${fixture.visitId}: markCampaignStep persistence`
);
}
function verifySettledBattleReplayPreservesVisit(
fixture,
outcome
) {
storage.clear();
campaign.setCampaignState(validCampVisitState(fixture, 2));
campaign.setActiveCampVisitId(fixture.visitId);
const replayedReport = campaign.setFirstBattleReport(
battleReport(fixture.sourceBattleId, outcome)
);
assert.equal(
replayedReport.outcome,
'victory',
`${fixture.visitId}: a settled ${outcome} replay must resolve to the existing victory.`
);
assert.equal(
campaign.getCampaignState().activeCampVisitId,
fixture.visitId,
`${fixture.visitId}: a settled ${outcome} replay must preserve the active visit.`
);
assertPersistedVisit(
fixture.visitId,
2,
`${fixture.visitId}: settled ${outcome} replay persistence`
);
}
function verifyCityMutualExclusion() {
const firstFixture = fixtures[0];
const campState = validCampVisitState(firstFixture, 2);
campState.activeCampVisitId = firstFixture.visitId;
campState.activeCityStayId = 'xuzhou';
const normalizedCamp = loadRawState(campState);
assert.equal(
normalizedCamp.activeCampVisitId,
firstFixture.visitId,
'A valid camp visit must survive when a stale city marker is present.'
);
assert.equal(
normalizedCamp.activeCityStayId,
undefined,
'A stale city marker must normalize away in a valid camp-visit context.'
);
const cityState = validCityState(3);
cityState.activeCityStayId = 'xuzhou';
cityState.activeCampVisitId = firstFixture.visitId;
const normalizedCity = loadRawState(cityState);
assert.equal(
normalizedCity.activeCityStayId,
'xuzhou',
'A valid city stay must survive when a stale camp-visit marker is present.'
);
assert.equal(
normalizedCity.activeCampVisitId,
undefined,
'A stale camp-visit marker must normalize away in a valid city context.'
);
campaign.saveCampaignState(normalizedCity, 3);
assert.equal(
storedState(campaign.campaignStorageKey).activeCampVisitId,
undefined,
'Persisting a normalized city state must remove the stale camp marker from the base save.'
);
assert.equal(
storedState(slotKey(3)).activeCampVisitId,
undefined,
'Persisting a normalized city state must remove the stale camp marker from the active slot.'
);
campaign.setCampaignState(validCampVisitState(firstFixture, 2));
campaign.setActiveCampVisitId(firstFixture.visitId);
const invalidCitySetter = campaign.setActiveCityStayId('xuzhou');
assert.equal(
invalidCitySetter.activeCampVisitId,
firstFixture.visitId,
'An invalid city setter call must not erase a valid camp-visit resume marker.'
);
campaign.setCampaignState(validCityState(3));
campaign.setActiveCityStayId('xuzhou');
const invalidCampSetter = campaign.setActiveCampVisitId(
firstFixture.visitId
);
assert.equal(
invalidCampSetter.activeCityStayId,
'xuzhou',
'An invalid camp setter call must not erase a valid city-stay marker.'
);
assert.equal(
invalidCampSetter.activeCampVisitId,
undefined,
'An invalid camp setter call in a city context must not create a camp marker.'
);
}
function verifyLegacySaveWithoutCampVisitField() {
const fixture = fixtures[0];
const legacy = validCampVisitState(fixture, 1);
delete legacy.activeCampVisitId;
delete legacy.activeCityStayId;
const loaded = loadRawState(legacy);
assert.equal(
loaded.activeCampVisitId,
undefined,
'A legacy campaign save without activeCampVisitId must load safely.'
);
assert.deepEqual(
campaign.summarizeCampaignProgress(loaded),
{
title: battleScenarios[fixture.sourceBattleId].title,
meta: '승리 후 군영'
},
'A legacy save without the new field must keep the established camp summary.'
);
campaign.saveCampaignState(loaded, 1);
assert.equal(
Object.hasOwn(storedState(campaign.campaignStorageKey), 'activeCampVisitId'),
false,
'Saving a legacy state must not synthesize an inactive camp-visit field in the base save.'
);
assert.equal(
Object.hasOwn(storedState(slotKey(1)), 'activeCampVisitId'),
false,
'Saving a legacy state must not synthesize an inactive camp-visit field in the active slot.'
);
const minimalLegacy = {
updatedAt: '2026-07-01T00:00:00.000Z',
step: 'first-camp',
activeSaveSlot: 1,
gold: 73
};
const minimalLoaded = loadRawState(minimalLegacy);
assert.equal(minimalLoaded.version, 1);
assert.equal(minimalLoaded.step, 'first-camp');
assert.equal(minimalLoaded.gold, 73);
assert.equal(minimalLoaded.activeCampVisitId, undefined);
}
function assertNormalizedAway(state, label) {
const slot = state.activeSaveSlot ?? 1;
const loadedFromBase = loadRawState(state);
assert.equal(
loadedFromBase.activeCampVisitId,
undefined,
`${label}: base-save normalization must remove the active visit.`
);
storage.clear();
const serialized = JSON.stringify(state);
storage.set(campaign.campaignStorageKey, serialized);
storage.set(slotKey(slot), serialized);
const loadedFromSlot = campaign.loadCampaignState(slot);
assert.equal(
loadedFromSlot.activeCampVisitId,
undefined,
`${label}: slot-save normalization must remove the active visit.`
);
campaign.saveCampaignState(loadedFromSlot, slot);
assertPersistedVisit(undefined, slot, `${label}: normalized persistence`);
}
function assertPersistedVisit(expectedVisitId, slot, label) {
const base = storedState(campaign.campaignStorageKey);
const slotted = storedState(slotKey(slot));
assert(base, `${label}: base campaign save is missing.`);
assert(slotted, `${label}: active slot save is missing.`);
assert.equal(
base.activeCampVisitId,
expectedVisitId,
`${label}: unexpected base-save active visit.`
);
assert.equal(
slotted.activeCampVisitId,
expectedVisitId,
`${label}: unexpected slot-save active visit.`
);
assert.equal(
base.activeSaveSlot,
slot,
`${label}: base save must retain the active slot.`
);
assert.equal(
slotted.activeSaveSlot,
slot,
`${label}: slot save must retain the active slot.`
);
}
function loadRawState(state) {
storage.clear();
const serialized = JSON.stringify(state);
storage.set(campaign.campaignStorageKey, serialized);
storage.set(slotKey(state.activeSaveSlot ?? 1), serialized);
return campaign.loadCampaignState();
}
function validCampVisitState(fixture, slot = 1) {
const report = battleReport(fixture.sourceBattleId, 'victory');
const state = campaign.createInitialCampaignState();
state.updatedAt = '2026-07-28T08:00:00.000Z';
state.step = fixture.step;
state.activeSaveSlot = slot;
state.gold = 420;
state.roster = clone(report.units);
state.bonds = clone(report.bonds);
state.latestBattleId = fixture.sourceBattleId;
state.firstBattleReport = report;
state.battleHistory = {
[fixture.sourceBattleId]: battleSettlement(report)
};
state.activeCampVisitId = fixture.visitId;
delete state.pendingAftermathBattleId;
delete state.activeCityStayId;
return state;
}
function validCityState(slot = 1) {
const battleId = 'seventh-battle-xuzhou-rescue';
const report = battleReport(battleId, 'victory');
const state = campaign.createInitialCampaignState();
state.updatedAt = '2026-07-28T08:20:00.000Z';
state.step = 'seventh-camp';
state.activeSaveSlot = slot;
state.gold = 640;
state.roster = clone(report.units);
state.bonds = clone(report.bonds);
state.latestBattleId = battleId;
state.firstBattleReport = report;
state.battleHistory = {
[battleId]: battleSettlement(report)
};
delete state.pendingAftermathBattleId;
return state;
}
function battleReport(battleId, outcome) {
const scenario = battleScenarios[battleId];
assert(scenario, `Missing battle scenario fixture ${battleId}.`);
const alliedUnits = scenario.units
.filter((unit) => unit.faction === 'ally')
.map((unit) => clone(unit));
return {
battleId,
battleTitle: scenario.title,
outcome,
turnNumber: 5,
rewardGold: outcome === 'victory' ? 100 : 0,
defeatedEnemies:
outcome === 'victory'
? scenario.units.filter((unit) => unit.faction === 'enemy').length
: 0,
totalEnemies: scenario.units.filter(
(unit) => unit.faction === 'enemy'
).length,
objectives: [],
units: alliedUnits,
bonds: scenario.bonds.map((bond) => ({
...clone(bond),
battleExp: 0
})),
itemRewards: [],
campaignRewards: {
supplies: [],
equipment: [],
reputation: [],
recruits: [],
unlocks: []
},
completedCampDialogues: [],
completedCampVisits: [],
createdAt: '2026-07-28T08:00:00.000Z'
};
}
function battleSettlement(report) {
return {
battleId: report.battleId,
battleTitle: report.battleTitle,
outcome: report.outcome,
turnNumber: report.turnNumber,
rewardGold: report.rewardGold,
itemRewards: [...report.itemRewards],
campaignRewards: clone(report.campaignRewards),
objectives: [],
units: [],
bonds: [],
completedAt: report.createdAt
};
}
function alternateBattleFor(sourceBattleId) {
return Object.keys(battleScenarios).find(
(battleId) =>
battleId !== sourceBattleId &&
!fixtures.some((fixture) => fixture.sourceBattleId === battleId)
);
}
function storedState(key) {
const raw = storage.get(key);
return raw ? JSON.parse(raw) : undefined;
}
function slotKey(slot) {
return `${campaign.campaignStorageKey}:slot-${slot}`;
}
function clone(value) {
return JSON.parse(JSON.stringify(value));
}
} finally {
await server.close();
}