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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// Browser check of the round start's deploy replay (PR #416 by @Cromemadnd, DESIGN §31.8) on the mock harness
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// (public/dev/game-mock.html) in headless Chrome (puppeteer-core + the system Chrome); opt-in, ~15 s:
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// SP_E2E=1 node --test test/ui/deploy-replay.e2e.test.js
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//
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// From a settled battle to 回合开始 of the next round, the real game screen (screens/game.js) and Pixi field view
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// (render/app.js) replay the own board's pieces one after another in deployment order — operators by column from the
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// left, top to bottom within a column (sim Battle.start) — each with one landing sound (audio.deployCue, spied); the
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// same round never again (a re-pushed state, the 休整期 that follows), the next round once more. In the 休整期 a purchase
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// lands the bought operator; a move onto the board while that Start still plays sounds nothing more; a later move to
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// another tile lands again; turning in place does not. No console / page errors.
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import { test, describe, before, after } from 'node:test';
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import assert from 'node:assert/strict';
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import { existsSync } from 'node:fs';
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const CHROME = process.env.CHROME_PATH || '/Applications/Google Chrome.app/Contents/MacOS/Google Chrome';
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const ENABLED = process.env.SP_E2E === '1' && existsSync(CHROME);
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const sleep = (ms) => new Promise((r) => setTimeout(r, ms));
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/** The deployment order, written out independently of ui/gameLogic deployOrder: operators, then summons; col asc, row desc. */
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const expectedOrder = (board) => board.filter((p) => p && (p.kind === 'chess' || p.kind === 'token'))
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.sort((a, b) => (a.kind === 'chess' ? 0 : 1) - (b.kind === 'chess' ? 0 : 1) || a.col - b.col || b.row - a.row)
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.map((p) => p.uid);
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describe('the round start replays the own board\'s Start clips in deployment order', { skip: !ENABLED && 'set SP_E2E=1 (and have Chrome) to run' }, () => {
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let srv;
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let browser;
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let base;
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before(async () => {
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const { startServer } = await import('../../server/index.js');
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const puppeteer = (await import('puppeteer-core')).default;
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srv = await startServer({ port: 0, host: '127.0.0.1', quiet: true });
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await srv.assetIndex?.whenReady();
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base = `http://127.0.0.1:${srv.port}`;
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browser = await puppeteer.launch({ executablePath: CHROME, headless: true, args: ['--no-sandbox'] });
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});
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after(async () => {
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await browser?.close();
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await srv?.close();
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});
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test('SETTLE → 回合开始: one landing per piece, in order and 50 ms apart; once per round; purchases and moves land once', async () => {
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const page = await browser.newPage();
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await page.setViewport({ width: 1600, height: 900 });
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const problems = [];
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page.on('console', (m) => { if (m.type() === 'error') problems.push(`console: ${m.text()}`); });
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page.on('pageerror', (e) => problems.push(`pageerror: ${e.message}`));
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await page.goto(`${base}/dev/game-mock.html?shot=1&render=engine&phase=SETTLE`, { waitUntil: 'networkidle0', timeout: 60000 });
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await page.waitForFunction(() => globalThis.__SP_VIEW__?.kind === 'engine' && globalThis.__SP_VIEW__.raw.mode === 'battle', { timeout: 20000 });
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// spy on the landing sound (the view's ctx.audio is this very manager) and stop the mock battle's stream
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await page.evaluate(async () => {
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const { audio } = await import('/js/audio.js');
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const cues = globalThis.__cues = [];
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const real = audio.deployCue.bind(audio);
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audio.deployCue = (info, key) => { cues.push({ key, at: performance.now() }); return real(info, key); };
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});
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const landings = (why) => page.evaluate((w) => globalThis.__SP_VIEW__.raw.debug.landings.filter((l) => !w || l.why === w).map((l) => ({ ...l })), why);
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const toPhase = (phase, round) => page.evaluate((ph, r) => globalThis.__MOCK__.mutate((S) => {
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if (S.battle?.timer) clearInterval(S.battle.timer);
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S.battle = null;
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S.pub.phase = ph; S.pub.round = r; S.pub.deadline = Date.now() + (ph === 'ROUND_START' ? 2000 : 60000);
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S.priv.ready = false;
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}), phase, round);
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// ---- 回合开始 of round 7: the board replays in deployment order
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const board = await page.evaluate(() => JSON.parse(JSON.stringify(globalThis.__MOCK__.S().priv.board)));
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const order = expectedOrder(board);
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assert.ok(order.length >= 5, `the mock board has pieces (${order.length})`);
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const t0 = await page.evaluate(() => performance.now());
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await toPhase('ROUND_START', 7);
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await page.waitForFunction((n) => globalThis.__SP_VIEW__.raw.debug.landings.filter((l) => l.why === 'round').length >= n, { timeout: 5000 }, order.length);
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// the last piece's Start is playing right now (on its model, or owed to one still loading)
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const lastPlaying = await page.evaluate((uid) => globalThis.__SP_VIEW__.raw.debug.views.get(`p:${uid}`)?.deploying(), order.at(-1));
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const round7 = await landings('round');
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assert.deepEqual(round7.map((l) => l.uid), order, 'every operator once, in deployment order (by column from the left, top to bottom)');
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assert.equal(await page.evaluate(() => globalThis.__SP_VIEW__.raw.mode), 'prep');
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assert.ok(round7[0].at >= t0, 'scheduled by this round start');
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for (let i = 1; i < round7.length; i++) {
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const gap = round7[i].at - round7[i - 1].at;
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assert.ok(gap >= 35 && gap < 400, `one after another, ~50 ms apart (${gap.toFixed(1)} ms between #${i - 1} and #${i})`);
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}
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assert.equal(lastPlaying, true, 'the piece is in its Start clip when it lands');
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const cues7 = await page.evaluate(() => globalThis.__cues.map((c) => c.key));
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assert.deepEqual(cues7, order.map((uid) => `p:${uid}`), 'one landing sound per piece, in the same order');
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// ---- the same round again: a re-pushed state (a reconnect's resync, a re-render) and the 休整期 that follows replay nothing
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await page.evaluate(() => { globalThis.__MOCK__.pushPublic(); globalThis.__MOCK__.mutate(() => {}); });
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await sleep(600);
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await toPhase('PREP', 7);
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await sleep(800);
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assert.equal((await landings('round')).length, order.length, 'round 7 replayed once');
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assert.equal(await page.evaluate(() => globalThis.__cues.length), order.length, 'and sounded once per piece');
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// ---- a purchase lands the bought operator; a move onto the board during its Start sounds nothing more
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const slot = await page.evaluate(() => globalThis.__MOCK__.S().priv.shop.slots.findIndex((s) => s && s.kind === 'chess' && !s.sold));
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assert.ok(slot >= 0, 'the shop offers an operator');
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await page.evaluate(() => globalThis.__MOCK__.mutate((S) => { S.priv.funds = 99; }));
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await page.evaluate(async (i) => { const { net } = await import('/js/net.js'); await net.request('g.buy', { slot: i }); }, slot);
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await page.waitForFunction(() => globalThis.__SP_VIEW__.raw.debug.landings.some((l) => l.why === 'buy'), { timeout: 4000 });
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const bought = (await landings('buy')).at(-1).uid;
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const inHand = await page.evaluate((uid) => globalThis.__MOCK__.S().priv.hand.some((p) => p && p.uid === uid), bought);
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assert.ok(inHand, 'the landing is the bought piece on the bench');
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const free = await page.evaluate(() => {
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const S = globalThis.__MOCK__.S();
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const used = new Set(S.priv.board.map((p) => `${p.row},${p.col}`));
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const dt = S.stage.deployTiles.normal;
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return [...dt.melee, ...dt.rangedOnly].filter(([r, c]) => !used.has(`${r},${c}`)).slice(0, 2);
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});
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assert.equal(free.length, 2, 'two free deploy tiles');
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const move = (uid, [row, col], dir = 'RIGHT') => page.evaluate(async (u, r, c, d) => {
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const { net } = await import('/js/net.js');
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await net.request('g.move', { uid: u, to: { area: 'board', row: r, col: c }, dir: d });
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}, uid, row, col, dir);
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const cuesOf = (uid) => page.evaluate((k) => globalThis.__cues.filter((c) => c.key === k).length, `p:${uid}`);
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await move(bought, free[0]);
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await sleep(300);
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assert.equal(await page.evaluate((uid) => globalThis.__MOCK__.S().priv.board.some((p) => p.uid === uid), bought), true, 'it is on the board');
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assert.equal(await cuesOf(bought), 1, 'bought and moved within one Start clip: one landing sound');
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// a later move to another tile lands again; turning in place does not
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await sleep(1400);
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await move(bought, free[1]);
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await page.waitForFunction((uid) => globalThis.__SP_VIEW__.raw.debug.landings.some((l) => l.why === 'board' && l.uid === uid), { timeout: 4000 }, bought);
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assert.equal(await cuesOf(bought), 2, 'a move to another tile is a new landing');
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await sleep(1400);
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await move(bought, free[1], 'UP');
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await sleep(600);
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assert.equal(await cuesOf(bought), 2, 'turning in place is no landing');
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assert.equal((await landings('round')).length, order.length, 'the 休整期 never replays the round start');
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// ---- the next round replays again (with the bought operator in its place in the order)
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await toPhase('SETTLE', 7);
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await sleep(300);
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const board8 = await page.evaluate(() => JSON.parse(JSON.stringify(globalThis.__MOCK__.S().priv.board)));
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await toPhase('ROUND_START', 8);
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const order8 = expectedOrder(board8);
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await page.waitForFunction((n) => globalThis.__SP_VIEW__.raw.debug.landings.filter((l) => l.why === 'round').length >= n, { timeout: 5000 }, order.length + order8.length);
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const round8 = (await landings('round')).slice(order.length).map((l) => l.uid);
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assert.deepEqual(round8, order8, 'round 8 replays its board in deployment order');
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await page.close();
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assert.deepEqual(problems, []);
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});
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});
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@@ -0,0 +1,130 @@
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// test/ui/deploy-replay.test.js — PR #416 by @Cromemadnd, ported in 0.2.6 (DESIGN §31.8): the round start replays the own
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// board's Start clips in deployment order (ui/gameLogic deployOrder / roundStartReplay — the maintainer's confirmation from
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// official play, 2026-10-13), and a landing sounds like the piece's battle deployment through the SFX channel
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// (public/js/audio.js deployCue). The view side is test/render/deploy-replay.test.js, the browser check
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// test/ui/deploy-replay.e2e.test.js.
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// Run: node --test test/ui/deploy-replay.test.js
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import { test, describe } from 'node:test';
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import assert from 'node:assert/strict';
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import { readFileSync } from 'node:fs';
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import path from 'node:path';
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import { fileURLToPath } from 'node:url';
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import { deployOrder, roundStartReplay } from '../../public/js/ui/gameLogic.js';
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import { AudioManager, deploySfxUrl } from '../../public/js/audio.js';
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import { PHASE } from '../../shared/constants.js';
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const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
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const manifest = JSON.parse(readFileSync(path.join(ROOT, 'data', 'assets.json'), 'utf8'));
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const chess = (uid, row, col, extra = {}) => ({ uid, kind: 'chess', id: `chess_${uid}`, row, col, ...extra });
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describe('deployOrder — the order the battle deploys the board (Battle.start)', () => {
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test('operators by column from the left, top to bottom within a column, then the summons the same way; no items', () => {
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// board rows 9 (bottom) … 12 (top), cols 2 … 10; given in reading order, as m.private sends it (server board.js boardOrder)
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const board = [
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chess(1, 12, 5), chess(2, 12, 2), { uid: 3, kind: 'token', id: 'token_a', row: 12, col: 3 }, chess(4, 11, 2),
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{ uid: 5, kind: 'item', id: 'chess_item_6_03_m', row: 10, col: 4 }, chess(6, 10, 5), chess(7, 9, 3),
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{ uid: 8, kind: 'token', id: 'token_b', row: 9, col: 2 },
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];
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assert.deepEqual(deployOrder(board), [2, 4, 7, 1, 6, 8, 3]);
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// the same rule the client's merge target uses (gameLogic mergeTarget: col asc, then row desc)
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assert.deepEqual(deployOrder([chess(1, 9, 4), chess(2, 12, 4), chess(3, 10, 3)]), [3, 2, 1]);
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});
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test('junk and missing fields are left out; an empty or absent board is no order', () => {
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assert.deepEqual(deployOrder(null), []);
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assert.deepEqual(deployOrder([]), []);
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assert.deepEqual(deployOrder([null, 'x', { uid: 1, kind: 'chess', row: 10 }, { kind: 'chess', row: 10, col: 3 }, chess(9, 10, 3)]), [9]);
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});
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});
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describe('roundStartReplay — once per round, in 回合开始, on the own board', () => {
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const board = [chess(11, 12, 6), chess(12, 9, 2)];
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const base = { phase: PHASE.ROUND_START, round: 7, replayed: 6, ownBoard: true, board };
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test('due in 回合开始 of a round not replayed yet: its pieces in deployment order', () => {
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assert.deepEqual(roundStartReplay(base), { round: 7, uids: [12, 11] });
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});
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test('not again for the same round (a reconnect, a re-render); not in another phase', () => {
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assert.equal(roundStartReplay({ ...base, replayed: 7 }), null);
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for (const phase of [PHASE.PREP, PHASE.SP_DRAFT, PHASE.SETTLE, PHASE.COMBAT, PHASE.BATTLE_CHECK, null]) {
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assert.equal(roundStartReplay({ ...base, phase }), null, String(phase));
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}
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assert.equal(roundStartReplay({ ...base, round: null }), null);
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});
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test('only the viewer\'s own board: a scouted teammate, a spectator seat or an eliminated player gets none', () => {
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assert.equal(roundStartReplay({ ...base, ownBoard: false }), null);
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});
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test('an empty board (or a private state not here yet) schedules nothing — and marks nothing, so a board that arrives later in 回合开始 still plays', () => {
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assert.equal(roundStartReplay({ ...base, board: [] }), null);
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assert.equal(roundStartReplay({ ...base, board: undefined }), null);
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assert.deepEqual(roundStartReplay({ ...base, replayed: null }), { round: 7, uids: [12, 11] });
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});
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test('screens/game.js asks after the wiring effect and marks the round only once the view took the sequence', () => {
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const src = readFileSync(path.join(ROOT, 'public/js/screens/game.js'), 'utf8');
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const wiring = src.indexOf('}, [view, showPrep, priv, editable, field, combat, mode, watchingOther, watching, holdSeq]);');
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const replay = src.indexOf('const plan = roundStartReplay(');
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assert.ok(wiring > 0 && replay > wiring, 'the replay effect runs after setPrep in the same commit');
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assert.match(src, /roundStartReplay\(\{ phase, round: pub\?\.round, replayed: replayedRef\.current, ownBoard: showPrep && alive && !spectator, board: priv\?\.board \}\)/);
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assert.match(src, /if \(plan && view && view\.replayDeploys\?\.\(plan\.uids\) > 0\) replayedRef\.current = plan\.round;/);
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assert.doesNotMatch(src, /deployPiece|deploySequence/, 'no landing at the wheel\'s confirm: the state that shows the move lands the piece once');
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const host = readFileSync(path.join(ROOT, 'public/js/ui/fieldHost.js'), 'utf8');
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assert.match(host, /'stripesUnder', 'replayDeploys'\]/, 'an optional view method (the simplified board has none)');
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});
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});
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describe('AudioManager.deployCue — the landing sound', () => {
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const OWN = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('char_') && typeof manifest.audio.sfx.units[k].born === 'string');
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const PLAIN = Object.keys(manifest.chars).find((k) => !manifest.audio.sfx.units[k]?.born);
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const rig = (o = {}) => {
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const a = new AudioManager({ win: null, getManifest: () => manifest, random: () => 0, ...o });
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a.ctx = {}; // unlocked
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const played = [];
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a._play = (url, opt) => { played.push({ url, ...opt }); };
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return { a, played };
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};
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test('the sound of the piece\'s battle deployment: its own ON_UNIT_BORN file, else b_char_set / b_char_tokenset, limited per piece', () => {
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assert.ok(OWN && PLAIN, 'the manifest has operators with and without an own deploy sound');
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const { a, played } = rig();
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assert.equal(a.deployCue({ def: OWN, defId: 'chess_x', kind: 'op' }, 'p:3'), true);
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assert.equal(a.deployCue({ def: PLAIN, defId: 'chess_y', kind: 'op' }, 'p:4'), true);
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assert.equal(a.deployCue({ def: 'token_10000_silent_healrb', defId: 'token_10000_silent_healrb', kind: 'token' }, 'p:5'), true);
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assert.deepEqual(played.map((p) => p.url), [
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manifest.audio.sfx.units[OWN].born, manifest.audio.sfx.battle.deploy,
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deploySfxUrl(manifest, { def: 'token_10000_silent_healrb', defId: 'token_10000_silent_healrb', kind: 'token', side: 'ally' }),
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]);
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assert.equal(played[2].url, manifest.audio.sfx.units.token_10000_silent_healrb?.born ?? manifest.audio.sfx.battle.tokenDeploy, 'a summon: the token sound');
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assert.deepEqual(played.map((p) => [p.limited, p.unitKey]), [[true, 'land:p:3'], [true, 'land:p:4'], [true, 'land:p:5']], 'the battle limiter: ≤ 2 copies of one sound, a cooldown per piece');
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assert.equal(played[1].volume, 0.5, 'the generic file at the battle deploy\'s gain');
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assert.ok(played[0].volume > 0 && played[0].volume <= 0.8, 'an own file at its bank gain');
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});
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test('a piece without a sound, an enemy model, no manifest: nothing, never a throw', () => {
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const { a, played } = rig({ getManifest: () => ({ audio: { sfx: { battle: {}, units: {} } } }) });
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assert.equal(a.deployCue({ def: 'char_x', kind: 'op' }, 1), false);
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const none = rig({ getManifest: () => null });
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assert.equal(none.a.deployCue({ def: 'char_x', kind: 'op' }, 1), false);
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assert.equal(none.a.deployCue(null, 1), false);
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assert.equal(played.length + none.played.length, 0);
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});
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test('the SFX volume and mute apply: muted or at 0 nothing is even fetched', () => {
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const a = new AudioManager({ win: null, getManifest: () => manifest, random: () => 0 });
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a.ctx = {};
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const fetched = [];
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a._buffer = (url) => { fetched.push(url); return Promise.resolve(null); };
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a.setVolumes({ sfx: 0.8, muted: true });
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a.deployCue({ def: PLAIN, kind: 'op' }, 'p:1');
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a.setVolumes({ sfx: 0, muted: false });
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a.deployCue({ def: PLAIN, kind: 'op' }, 'p:2');
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assert.deepEqual(fetched, []);
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a.setVolumes({ sfx: 0.8, muted: false });
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a.deployCue({ def: PLAIN, kind: 'op' }, 'p:3');
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assert.deepEqual(fetched, [manifest.audio.sfx.battle.deploy]);
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});
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});
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Reference in new issue
Block a user