0.2.6-dev: port PR #416 by Cromemadnd — at every round start the own board's pieces replay their Start clip and landing sound one after another in deployment order (the maintainer's confirmation from official play, 2026-10-13), and a purchase or a move onto / across the board plays them too ([ASSUMED], the PR author's account); one sound per landing, idle prep pieces only, the round marked once the view took the sequence, own board only, timers cleared when prep mode ends and on destroy; DESIGN §31.8; golden: unchanged

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// test/render/deploy-replay.test.js — PR #416 by @Cromemadnd, ported in 0.2.6 (DESIGN §31.8): a prep piece that lands —
// the round start's replay of the own board, a purchase, a move onto or across the board — plays its Start clip again
// with its landing sound (render/units.js UnitView.land → ctx.audio.deployCue), once per landing. Headless fake PIXI
// (test/render/fakepixi.js). The schedule itself (render/app.js replayDeploys, screens/game.js) runs in the browser check
// test/ui/deploy-replay.e2e.test.js; the order and the due rule are test/ui/deploy-replay.test.js.
// Run: node --test test/render/deploy-replay.test.js
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import { installFakePixi, fakeViewCtx } from './fakepixi.js';
import { presetCamera } from '../../public/js/render/projection.js';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
let fake, UnitView, START_CLIP_FALLBACK;
before(async () => {
fake = installFakePixi();
({ UnitView, START_CLIP_FALLBACK } = await import('../../public/js/render/units.js'));
});
after(() => fake.restore());
const cam = presetCamera('prep', { width: 1280, height: 720 });
const ANIMS = ['Idle', 'Start', 'Die', 'Attack'];
/**
* A prep (or battle) view of an operator whose model loads when `ready()` is called (`instant`: at once). `start` = the
* Start clip's length in the manifest entry (null: the model has no Start clip). Every deployCue is recorded.
*/
function rig({ prep = true, side = 'ally', kind = 'op', start = 1, instant = true, info = {} } = {}) {
let resolve = null;
const anims = { idle: 'Idle', deploy: start == null ? 'Idle' : 'Start', die: 'Die', attack: { begin: null, loop: 'Attack', end: null } };
const animations = { Idle: 1, Die: 1, Attack: 1, ...(start == null ? {} : { Start: start }) };
const entry = { skel: '/op.skel', atlas: '/op.atlas', textures: ['/op.png'], anims, animations };
const data = { animations: ANIMS.filter((n) => start != null || n !== 'Start').map((name) => ({ name })) };
const assets = {
spineEntry: () => entry, hasBack: () => false,
spine: { acquire: () => (instant ? Promise.resolve(data) : new Promise((r) => { resolve = () => r(data); })), release() {} },
};
const cues = [];
const audio = { deployCue: (u, key) => { cues.push({ ...u, key }); return true; } };
const ctx = fakeViewCtx(fake.P, { assets, cam: () => cam, audio });
const v = new UnitView(ctx, { id: 'p:7', uid: 7, side, kind, defId: 'chess_char_x', spine: 'char_x', tier: 3, x: 5, y: 10, maxHp: 1, dir: 'RIGHT', ...info }, { prep });
const tick = async () => { await new Promise((r) => setImmediate(r)); await new Promise((r) => setImmediate(r)); };
return { v, cues, advance: (dt) => v.update(dt, cam, dt), ready: async () => { resolve?.(); await tick(); }, tick };
}
/** Run `fn` with performance.now() reading `t` ms (the landing window is real time). */
function at(t, fn) {
const perf = globalThis.performance;
const now = perf.now;
perf.now = () => t;
try { return fn(); } finally { perf.now = now; }
}
describe('UnitView.land — the Start clip again and the landing sound, once (PR #416)', () => {
test('an idle prep piece lands: Start plays and its landing sound is asked for once, with the piece as the key', async () => {
const h = rig();
await h.tick();
assert.ok(h.v.actor, 'the model is up');
h.advance(0.5);
assert.equal(h.v.actor.mode, 'base');
assert.equal(h.v.land(), true);
assert.equal(h.v.actor.mode, 'deploy', 'the Start clip plays');
assert.equal(h.v.fadeIn, 0, 'and the piece fades in with it, like a deploy');
assert.deepEqual(h.cues, [{ def: 'char_x', defId: 'chess_char_x', kind: 'op', key: 'p:7' }], 'the model id picks the sound, the kind its class');
h.v.destroy();
});
test('a second trigger of the same landing changes nothing and sounds nothing; after the clip a new landing plays again', async () => {
const h = rig();
await h.tick();
assert.equal(h.v.land(), true); // e.g. bought …
h.advance(0.4);
assert.equal(h.v.land(), false, '… then moved onto the board while its Start still plays');
assert.equal(h.v.actor.mode, 'deploy');
assert.ok(Math.abs(h.v.actor.deployElapsed() - 0.4) < 1e-9, 'the clip is not restarted');
assert.equal(h.cues.length, 1, 'one landing, one sound');
// the round start's replay reaching a piece put down a moment before: the same
assert.equal(h.v.deploying(), true);
h.advance(0.7); // the 1 s clip is over
assert.equal(h.v.actor.mode, 'base');
at(globalThis.performance.now() + 5000, () => {
assert.equal(h.v.deploying(), false);
assert.equal(h.v.land(), true, 'a later landing (another move) plays again');
});
assert.equal(h.cues.length, 2);
h.v.destroy();
});
test('a landing asked before the model has loaded sounds at once and continues by the time gone (0.2.3); no second sound at load', async () => {
const h = rig({ instant: false });
assert.equal(h.v.actor, null);
assert.equal(h.v.land(), true);
assert.equal(h.cues.length, 1, 'the sound belongs to the landing, not to the model');
h.advance(0.3);
assert.equal(h.v.land(), false, 'still landing (owed to the model)');
await h.ready();
assert.equal(h.v.actor.mode, 'deploy');
assert.ok(Math.abs(h.v.actor.deployElapsed() - 0.3) < 1e-9, 'Start continues where the time says');
assert.equal(h.cues.length, 1);
h.v.destroy();
});
test('a model without a Start clip and a view without a model still land once per clip length', async () => {
const h = rig({ start: null });
await h.tick();
const t0 = 1000;
at(t0, () => assert.equal(h.v.land(), true));
assert.equal(h.v.actor.mode, 'base', 'nothing to play');
at(t0 + 500, () => assert.equal(h.v.land(), false, 'the landing still owns the clip length'));
at(t0 + START_CLIP_FALLBACK * 1000 + 1, () => assert.equal(h.v.land(), true));
assert.equal(h.cues.length, 2);
h.v.destroy();
// no manifest entry at all: the fallback length
const ctx = fakeViewCtx(fake.P, { assets: null, cam: () => cam, audio: { deployCue: () => true } });
const bare = new UnitView(ctx, { id: 'p:8', uid: 8, side: 'ally', kind: 'op', defId: 'chess_char_y', x: 5, y: 10, maxHp: 1 }, { prep: true });
assert.equal(bare._startDur(), START_CLIP_FALLBACK);
at(t0, () => assert.equal(bare.land(), true));
at(t0 + 200, () => assert.equal(bare.land(), false));
bare.destroy();
});
test('never pulls a unit out of a battle, an attack, a death or a drag into the Start clip', async () => {
// a battle unit (the sim's own 'deploy' events go through onDeploy, which stays silent here)
const b = rig({ prep: false });
await b.tick();
b.advance(0.5);
assert.equal(b.v.land(), false);
assert.equal(b.v.actor.mode, 'base');
b.v.onDeploy();
assert.equal(b.v.actor.mode, 'deploy', 'a battle deploy still plays Start');
assert.equal(b.cues.length, 0, 'and asks for no sound: audio.handleBattleEvents sounds battle deploys');
b.v.destroy();
// attacking, dying, dead, lifted, an enemy
const a = rig();
await a.tick();
a.advance(0.5);
a.v.onAttack(null, 1, 'none');
assert.equal(a.v.actor.mode, 'attack');
assert.equal(a.v.land(), false, 'attacking');
a.v.die();
assert.equal(a.v.land(), false, 'dying');
a.v.destroy();
assert.equal(a.v.land(), false, 'destroyed');
const l = rig();
await l.tick();
l.v.lift = 0.3;
assert.equal(l.v.land(), false, 'lifted by a drag');
l.v.lift = 0;
assert.equal(l.v.land(), true);
l.v.destroy();
const e = rig({ side: 'enemy', kind: 'enemy' });
await e.tick();
assert.equal(e.v.land(), false, 'an enemy (the pen) never lands');
e.v.destroy();
assert.equal(a.cues.length + e.cues.length, 0);
// a hidden tab: nothing would show it, and the clip and the suspended audio would play it stale on return
const hid = rig();
await hid.tick();
globalThis.document.hidden = true;
try { assert.equal(hid.v.land(), false, 'hidden'); } finally { delete globalThis.document.hidden; }
assert.equal(hid.v.actor.mode, 'base');
assert.equal(hid.cues.length, 0);
assert.equal(hid.v.land(), true, 'shown again');
hid.v.destroy();
});
test('a summon piece lands with its own class; a landing sound that throws never stops the clip', async () => {
const t = rig({ kind: 'token', info: { defId: 'token_10000_silent_healrb', spine: 'token_10000_silent_healrb' } });
await t.tick();
assert.equal(t.v.land(), true);
assert.deepEqual(t.cues[0], { def: 'token_10000_silent_healrb', defId: 'token_10000_silent_healrb', kind: 'token', key: 'p:7' });
t.v.destroy();
const h = rig();
await h.tick();
h.v.ctx.audio = { deployCue: () => { throw new Error('no audio'); } };
assert.equal(h.v.land(), true);
assert.equal(h.v.actor.mode, 'deploy');
h.v.ctx.audio = null;
h.v.destroy();
});
});
test('render/app.js wiring: landings in setPrep, the replay schedule, its timers cleared when prep mode ends and on destroy', () => {
const src = readFileSync(path.join(ROOT, 'public/js/render/app.js'), 'utf8');
// a purchase (an operator new on the bench), a merge's elite, a piece put on a board tile it was not on
assert.match(src, /if \(e\.piece\.kind === 'chess'\) landPiece\(v, 'buy'\);/);
assert.match(src, /landPiece\(v, 'merge'\);/);
assert.match(src, /if \(was && e\.area === 'board' && \(was\.area !== 'board' \|\| was\.row !== e\.row \|\| was\.col !== e\.col\)[^\n]*landPiece\(v, 'board'\);/);
assert.match(src, /const prevAt = new Map\(prepPieces\.map\(\(p\) => \[p\.uid, p\]\)\);/, 'compared with the last state of this prep, not a rebuild');
// the replay: prep mode only, the same view, the tab shown, one turn after the other; cancelled by enterBattle,
// enterPrepMode and destroy
assert.match(src, /function replayDeploys\(uids, gap = DEPLOY_REPLAY_MS\) \{\s*if \(destroyed \|\| mode !== 'prep'/);
assert.match(src, /if \(destroyed \|\| mode !== 'prep'\) return;\s*const \{ uid, v \} = queue\[i\+\+\];\s*if \(!globalThis\.document\?\.hidden && views\.get\('p:' \+ uid\) === v\) landPiece\(v, 'round'\);\s*if \(i < queue\.length\) replayTimer = setTimeout\(turn, step\);/);
const body = (name) => src.slice(src.indexOf(name), src.indexOf(name) + 900);
assert.match(body('function enterBattle(meta)'), /cancelReplay\(\);/);
assert.match(body('function enterPrepMode()'), /cancelReplay\(\);/);
assert.match(body(' destroy() {\n if (destroyed) return;'), /cancelReplay\(\);/);
assert.match(src, /audio: opts\.audio \|\| null,/, 'the views reach the audio manager');
});
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@@ -83,6 +83,7 @@ test('render/app.js plays the promotion cue instead of the deploy flash for a me
assert.match(src, /import \{ promotionsOf \} from '\.\/promote\.js';/);
assert.match(src, /const before = prepPieces\.length \? prepPieces : promoBase;[\s\S]{0,80}promotionsOf\(before, list, \(id\) => data\.chess\(id\)\)/, 'compared with the previous state');
assert.match(src, /if \(prepPieces\.length\) promoBase = prepPieces;\s*prepPieces = \[\];/, 'a battle keeps the last prep state: a merge between two preps is cued too (QA 6b)');
assert.match(src, /if \(promoFrom\.has\(e\.uid\)\) \{[\s\S]{0,400}fx\.promote\(v,[\s\S]{0,400}\} else if \(e\.area === 'board' && prevBoard\.size && !prevBoard\.has\(e\.uid\)\) \{ v\.onDeploy\?\.\(\); fx\.deploy\(v\); \}/);
// (the elite and a new board piece land — the Start clip and its landing sound, PR #416 — and only the latter flashes)
assert.match(src, /if \(promoFrom\.has\(e\.uid\)\) \{[\s\S]{0,400}fx\.promote\(v,[\s\S]{0,400}\} else if \(e\.area === 'board' && prevBoard\.size && !prevBoard\.has\(e\.uid\)\) \{ landPiece\(v, 'board'\); fx\.deploy\(v\); \}/);
assert.match(src, /promotions,/, 'the cue log is exposed on view.debug (E2E)');
});