// test/render/downelem.browser.test.js — user playtest #4 items 8 and 9 in headless Chrome through the render demo // (public/dev/render-demo.html, real Spine models): frames fed to the field view like the client runner does (local // feed) with b.snap `down` / `elem` — a knocked-out operator stays on its tile in its held Die pose under a redeploy // ring counting down, then "DP", then comes back with its deploy clip (a press on its tile selects it meanwhile); // operators and enemies show the official element gauge under their bars (icon + white bar, user playtest #6), refilling // over a 爆发冷却; a summon and an enemy that die still vanish. // // Opt-in (starts Chrome): RENDER_E2E=1 node --test test/render/downelem.browser.test.js // Chrome path: $CHROME_PATH or the macOS default. Screenshots → test/e2e/out/downelem-*.png. import { test, describe, before, after } from 'node:test'; import assert from 'node:assert/strict'; import { existsSync, mkdirSync } from 'node:fs'; import path from 'node:path'; import { fileURLToPath } from 'node:url'; const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..'); const OUT = path.join(ROOT, 'test/e2e/out'); const CHROME = process.env.CHROME_PATH || '/Applications/Google Chrome.app/Contents/MacOS/Google Chrome'; const enabled = process.env.RENDER_E2E === '1' && existsSync(CHROME) && existsSync(path.join(ROOT, 'public/assets')); const skip = enabled ? false : 'set RENDER_E2E=1 (needs Chrome and downloaded assets)'; /** Page side: a small field fed frame by frame (local feed) — `step(gt, units, extra, ev)` pushes one frame. */ function installFeed() { const v = window.__demo.view; const U = (id, side, spine, x, y, extra = {}) => ({ id, kind: side === 'enemy' ? 'enemy' : 'op', side, defId: spine, spine, avatar: spine, x, y, maxHp: 1000, facing: 1, dir: side === 'enemy' ? undefined : 'RIGHT', tier: 3, ...extra }); const units = [ U(1, 'ally', 'char_102_texas', 5, 10), U(2, 'ally', 'char_1016_agoat2', 3, 11), U(3, 'ally', 'token_10028_vigil_wolf', 4, 12, { kind: 'token' }), U(4, 'enemy', 'enemy_1000_gopro_2', 8, 10), U(5, 'enemy', 'enemy_1000_gopro_2', 9, 11), ]; v.enterBattle({ fieldId: 'dn', kind: 'normal', rect: { r0: 9, r1: 12, c0: 0, c1: 10 }, stageId: 'act2autochess_m01', units }); v.setCamera('normal', { rect: { r0: 9, r1: 12, c0: 0, c1: 10 }, side: 'L', instant: true }); v.setLocalFeed({ on: true, speed: 2 }); const tup = (u, hp = 1000, anim = 0) => [u.id, u.x, u.y, hp, 1000, 0, 0, 0, anim]; window.__feed = { units, step(gt, list, extra = {}, ev = null) { if (ev && ev.length) v.pushEvents({ t: 'b.ev', fieldId: 'dn', gt, ev }); v.pushSnapshot({ t: 'b.snap', fieldId: 'dn', gt, units: list.map((x) => (Array.isArray(x) ? x : tup(x))), dp: 5, killed: 0, total: 5, ...extra }); }, tup, state() { const out = {}; for (const [id, x] of v.debug.views) { out[id] = { alive: x.alive, down: x.down ? x.down.state : null, ring: !!x._downRing?.root?.visible, label: x._downRing?.text?.text ?? null, el: x._elBar?.root?.visible ? x.el : null, spine: !!x.spineReady, dieClip: x.actor?.current ?? null, alpha: +(x.alpha ?? 0).toFixed(2) }; } return out; }, }; } describe('knocked-out operators and element gauges in headless Chrome', { skip }, () => { let srv, browser; before(async () => { const puppeteer = (await import('puppeteer-core')).default; const { startServer } = await import('../../server/index.js'); srv = await startServer({ port: 0, host: '127.0.0.1', quiet: true }); browser = await puppeteer.launch({ executablePath: CHROME, headless: true, args: ['--no-first-run'] }); mkdirSync(OUT, { recursive: true }); }); after(async () => { await browser?.close(); await srv?.close(); }); test('down ring countdown → DP → redeploy; element icons; summons and enemies still vanish', async () => { const page = await browser.newPage(); const problems = []; page.on('console', (m) => { if (m.type() === 'error') problems.push(`console: ${m.text()}`); }); page.on('pageerror', (e) => problems.push(`pageerror: ${e.message}`)); page.on('response', (r) => { if (r.status() >= 400) problems.push(`HTTP ${r.status()} ${r.url()}`); }); try { await page.setViewport({ width: 1280, height: 720 }); // a recording scene, paused: it feeds nothing, the test drives the view await page.goto(`http://127.0.0.1:${srv.port}/dev/render-demo.html?scene=normal-m01&paused=1&panel=0`); await page.waitForFunction('window.__demo && (window.__demo.ready || window.__demo.error)', { timeout: 30000 }); await page.evaluate(installFeed); // phase 1 (gt 1–3): everyone stands; texas2's neighbour 艾雅法拉 carries a burn gauge, an enemy is in a neural cooldown const run = (fn, from, to) => page.evaluate(async (src, from, to) => { const f = window.__feed; const body = new Function('f', 'gt', src); for (let gt = from; gt <= to + 1e-9; gt += 1 / 30) { body(f, +gt.toFixed(4)); await new Promise((r) => requestAnimationFrame(() => r())); } }, fn, from, to); await run(`const U = f.units; f.step(gt, [U[0], U[1], U[2], U[3], U[4]], { elem: [[2, 'burn', 0.4, 0, 0], [4, 'neural', 1, 12, 10]] });`, 1, 3); await new Promise((r) => setTimeout(r, 1500)); // Spine models load await run(`const U = f.units; f.step(gt, [U[0], U[1], U[2], U[3], U[4]], { elem: [[2, 'burn', 0.4, 0, 0], [4, 'neural', 1, 12, 10]] });`, 3, 4); let st = await page.evaluate(() => window.__feed.state()); assert.equal(st[2].el, 'burn', 'operator element gauge'); assert.equal(st[4].el, 'neural', 'enemy element gauge (cooldown)'); assert.equal(st[1].el, null); // phase 2: texas (1) is knocked out, the wolf summon (3) and an enemy (5) die await page.evaluate(() => { const f = window.__feed, U = f.units; f.step(4.05, [f.tup(U[0], 0, 4), U[1], f.tup(U[2], 0, 4), U[3], f.tup(U[4], 0, 4)], { down: [[1, 24.05, 20, 0]] }, [['die', 1, 'killed'], ['die', 3, 'killed'], ['die', 5, 'killed']]); }); await run(`const U = f.units; f.step(gt, [U[1], U[3]], { down: [[1, 24.05, 20, 0]], elem: [[2, 'burn', 0.4, 0, 0]] });`, 4.1, 8); await new Promise((r) => setTimeout(r, 1200)); // die clips and fades run out (the last frame stays) await run(`const U = f.units; f.step(gt, [U[1], U[3]], { down: [[1, 24.05, 20, 0]], elem: [[2, 'burn', 0.4, 0, 0]] });`, 8, 9); st = await page.evaluate(() => window.__feed.state()); await page.screenshot({ path: path.join(OUT, 'downelem-countdown.png') }); assert.equal(st[1].alive, false); assert.equal(st[1].down, 0, 'knocked down'); assert.ok(st[1].ring, 'redeploy ring'); assert.equal(st[1].label, '16', 'seconds left'); assert.equal(st[1].dieClip, 'Die', 'held Die pose'); assert.ok(st[1].alpha > 0.8, `the model is drawn (${st[1].alpha})`); assert.equal(st[3], undefined, 'the summon vanished'); assert.equal(st[5], undefined, 'the enemy vanished'); // a press on its tile selects it like any unit on a tile (picking by tile, user playtest #4 item 1) const picked = await page.evaluate(() => { const v = window.__demo.view, t = v.tileScreen(10, 5), r = v.debug.app.view.getBoundingClientRect(); return v.debug.pick.battleUnitAt(t.x - r.left, t.y - r.top)?.id ?? null; }); assert.equal(picked, 1, 'the knocked-down operator is picked on its tile'); // phase 3: the timer is done but the DP is short await run(`const U = f.units; f.step(gt, [U[1], U[3]], { down: [[1, 24.05, 20, 1]] });`, 24.1, 25); st = await page.evaluate(() => window.__feed.state()); await page.screenshot({ path: path.join(OUT, 'downelem-waitdp.png') }); assert.equal(st[1].label, 'DP'); // phase 4: redeploy await page.evaluate(() => { const f = window.__feed, U = f.units; f.step(25.05, [f.tup(U[0], 1000, 6), U[1], U[3]], {}, [['deploy', 1]]); }); await run(`const U = f.units; f.step(gt, [U[0], U[1], U[3]]);`, 25.1, 26); st = await page.evaluate(() => window.__feed.state()); await page.screenshot({ path: path.join(OUT, 'downelem-redeployed.png') }); assert.equal(st[1].alive, true, 'back on its tile'); assert.equal(st[1].down, null); assert.equal(st[1].ring, false); assert.equal(st[2].el, null, 'the gauge left the snapshot: row hidden'); assert.deepEqual(problems, []); } finally { await page.close(); } }); });