Files
ark-stronghold-protocol/test/ui/audio.test.js
T
sganggs d4f868cd19 Playtest #4 fixes: tile picking, knocked-down state, element gauges, draft timer, live stats, shop items, drones, 赫默, 炎佑, UI flash
- #1 picking by the tile under the pointer (prep, battle, pen, equipment drops); the dragged model stays
  under the pointer (mouse and touch); pixel probe removed; phone ghost-click on the underframe fixed
- #2 two-tap confirm on 机变 cards (like the shop)
- #3 a 同盟 room with one human is untimed like 独立模拟 (no countdown outside battles)
- #4 strategy draft: one synced countdown, 30 s per human turn, timeout takes the highlighted band
- #5 special 维式重锤 (4) and 突变细胞 no longer sold; item card shows where they come from
- #6 operator skill-mode sounds no longer play on normal attacks (纯烬艾雅法拉 and 55 others)
- #7 detail card shows live battle stats and the prep-time battle-start stats (g.unitStats)
- #8 official element gauges on units; burst cooldown (阻回) per PRTS
- #9 knocked-down operators stay on their tile with a redeploy countdown ring
- #10 drone behaviour per PRTS (暴鸰, 先兆者 shells, 黑云, 萨科塔之眼)
- #11 赫默's drone only from her skill; placeable summons limited to talent tokens
- #12 炎佑 stays where it is with no enemies; 祛恶之焰 as a continuous channel
- #13 the occasional giant bond icon (loading texture scaled ×46) fixed
- docs (DESIGN §18), recordings, data and tests updated (2467 unit tests, all browser suites green)
2026-09-30 05:35:45 +08:00

263 lines
14 KiB
JavaScript

// Audio manager (public/js/audio.js): BGM selection, manifest resolution, SFX limiter, and the manager's
// never-throw behaviour with a fake Web Audio implementation.
import { test, describe } 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 { bgmKeyFor, resolveBgm, SfxLimiter, AudioManager, normalAttackSfx } from '../../public/js/audio.js';
import { PHASE } from '../../shared/constants.js';
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
const manifest = JSON.parse(readFileSync(path.join(ROOT, 'data', 'assets.json'), 'utf8'));
describe('bgm selection', () => {
test('route and phase → key', () => {
assert.equal(bgmKeyFor('title', null), 'lobby');
assert.equal(bgmKeyFor('room', null), 'lobby');
assert.equal(bgmKeyFor('game', null), 'lobby');
assert.equal(bgmKeyFor('game', { phase: PHASE.INFO_CHECK }), 'lobby');
assert.equal(bgmKeyFor('game', { phase: PHASE.PREP }), 'prep');
assert.equal(bgmKeyFor('game', { phase: PHASE.SP_DRAFT }), 'prep');
assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT }), 'combat');
assert.equal(bgmKeyFor('game', { phase: PHASE.UNITE }), 'combat');
assert.equal(bgmKeyFor('game', { phase: PHASE.FINAL_ASSAULT, bossId: 'boss_4' }), 'boss:boss_4');
assert.equal(bgmKeyFor('game', { phase: PHASE.FINAL_ASSAULT }), 'boss');
assert.equal(bgmKeyFor('game', { phase: PHASE.HIDDEN_CORE, bossId: 'boss_1', hiddenBossId: 'boss_9' }), 'boss:boss_9');
assert.equal(bgmKeyFor('game', { phase: PHASE.RESULT }), 'lobby');
assert.equal(bgmKeyFor('weird', null), null);
});
test('resolveBgm uses the manifest (boss fallback, intro optional)', () => {
const lobby = resolveBgm(manifest, 'lobby');
assert.ok(lobby && typeof lobby.loop === 'string');
const b4 = resolveBgm(manifest, 'boss:boss_4');
assert.equal(b4.loop, manifest.audio.bossBgm.boss_4.loop);
assert.equal(resolveBgm(manifest, 'boss:nope').loop, manifest.audio.bgm.boss.loop);
assert.equal(resolveBgm(manifest, 'prep').intro, manifest.audio.bgm.prep.intro ?? null);
assert.equal(resolveBgm(null, 'lobby'), null);
assert.equal(resolveBgm(manifest, null), null);
assert.equal(resolveBgm(manifest, 'nope'), null);
});
});
describe('SfxLimiter', () => {
test('caps concurrent voices', () => {
const l = new SfxLimiter({ maxVoices: 3, unitCooldownMs: 0, urlGapMs: 0 });
assert.ok(l.tryAcquire(0, 1, 'a'));
assert.ok(l.tryAcquire(0, 2, 'b'));
assert.ok(l.tryAcquire(0, 3, 'c'));
assert.equal(l.tryAcquire(0, 4, 'd'), false);
l.release();
assert.ok(l.tryAcquire(0, 4, 'd'));
l.release(); l.release(); l.release(); l.release(); l.release();
assert.equal(l.active, 0, 'never negative');
});
test('per-unit cooldown and per-url gap', () => {
const l = new SfxLimiter({ maxVoices: 99, unitCooldownMs: 100, urlGapMs: 30 });
assert.ok(l.tryAcquire(0, 'u1', 'x'));
assert.equal(l.tryAcquire(50, 'u1', 'y'), false, 'same unit too soon');
assert.equal(l.tryAcquire(10, 'u2', 'x'), false, 'same url too soon');
assert.ok(l.tryAcquire(40, 'u2', 'x'));
assert.ok(l.tryAcquire(120, 'u1', 'z'));
assert.ok(l.tryAcquire(121, null, 'w'), 'no unit key ⇒ only url gap');
});
test('at most 2 overlapping copies of one sound (official banks: maxSoundAllowed 2)', () => {
const l = new SfxLimiter({ maxVoices: 99, unitCooldownMs: 0, urlGapMs: 0 });
assert.equal(l.maxPerUrl, 2);
assert.ok(l.tryAcquire(0, 'a', 'heal'));
assert.ok(l.tryAcquire(1, 'b', 'heal'));
assert.equal(l.tryAcquire(2, 'c', 'heal'), false, 'a third copy waits');
assert.ok(l.tryAcquire(2, 'c', 'other'), 'other sounds are not affected');
l.release('heal');
assert.ok(l.tryAcquire(3, 'c', 'heal'), 'one ended: room again');
});
});
// ---- fake Web Audio -------------------------------------------------------------------------------------
function fakeWindow() {
const listeners = new Map();
const made = { sources: 0, started: 0 };
class Param { constructor() { this.value = 1; } setValueAtTime(v) { this.value = v; } linearRampToValueAtTime(v) { this.value = v; } setTargetAtTime(v) { this.value = v; } cancelScheduledValues() {} }
class Node { connect() {} disconnect() {} }
class Gain extends Node { constructor() { super(); this.gain = new Param(); } }
class Src extends Node { constructor() { super(); this.playbackRate = new Param(); made.sources++; } start() { made.started++; } stop() {} }
class Ctx {
constructor() { this.currentTime = 0; this.state = 'running'; this.destination = new Node(); }
createGain() { return new Gain(); }
createBufferSource() { return new Src(); }
decodeAudioData(ab, ok) { ok({ duration: 1.5 }); }
resume() { return Promise.resolve(); }
suspend() { return Promise.resolve(); }
}
return {
made,
win: {
AudioContext: Ctx,
document: { hidden: false, addEventListener() {} },
addEventListener(t, fn) { listeners.set(t, fn); },
removeEventListener(t) { listeners.delete(t); },
},
fire(t) { listeners.get(t)?.(); },
};
}
describe('AudioManager', () => {
test('no AudioContext / no manifest: every call is a silent no-op', () => {
const a = new AudioManager({ win: null, getManifest: () => null });
a.install();
a.playBgm('prep');
a.sfx('buy');
a.battle('enemyDie');
assert.equal(a.unit('char_x', 'attack', 1), false);
a.handleBattleEvents([['atk', 1, 2, 'arrow'], 'junk', null]);
a.setVolumes({ bgm: 5, sfx: -1, muted: true });
assert.deepEqual(a.volumes, { bgm: 1, sfx: 0, muted: true });
assert.equal(a.unlocked, false);
});
test('unlocks on the first gesture, then plays BGM and SFX from the manifest', async () => {
const fw = fakeWindow();
const origFetch = globalThis.fetch;
const urls = [];
globalThis.fetch = async (u) => { urls.push(u); return { ok: true, arrayBuffer: async () => new ArrayBuffer(8) }; };
try {
const a = new AudioManager({ win: fw.win, getManifest: () => manifest });
a.install();
a.playBgm('prep'); // remembered while locked
assert.equal(urls.length, 0);
fw.fire('pointerdown');
assert.equal(a.unlocked, true);
await new Promise((r) => setTimeout(r, 10));
assert.ok(urls.includes(manifest.audio.bgm.prep.loop), 'BGM fetched after unlock');
a.sfx('buy');
a.sfx('nonexistent');
await new Promise((r) => setTimeout(r, 10));
assert.ok(urls.includes(manifest.audio.sfx.ui.buy));
// same loop URL ⇒ no restart
const before = fw.made.started;
a.playBgm('combat');
await new Promise((r) => setTimeout(r, 10));
assert.equal(fw.made.started, before, 'prep → combat shares the loop');
// battle events map to unit sounds (UnitInfo.spine = char id)
const charId = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('char_') && normalAttackSfx(k, manifest.audio.sfx.units[k].attack));
a.setFieldUnits([{ id: 1, side: 'ally', spine: charId }, { id: 2, side: 'enemy', spine: 'enemy_nope' }]);
a.handleBattleEvents([['atk', 1, 2, 'arrow'], ['dmg', 2, 100, 'phys'], ['die', 2], ['spawn', { id: 3, side: 'enemy', spine: 'x' }], ['bounty', 'p', 1]]);
await new Promise((r) => setTimeout(r, 10));
assert.ok(urls.includes(manifest.audio.sfx.units[charId].attack));
assert.ok(urls.includes(manifest.audio.sfx.battle.enemyDie), 'fallback death sound');
assert.ok(a.limiter.active <= a.limiter.maxVoices);
a.setVolumes({ muted: true });
const n = urls.length;
a.sfx('refresh');
assert.equal(urls.length, n, 'muted ⇒ nothing requested');
} finally {
globalThis.fetch = origFetch;
}
});
test('fetch failures are swallowed', async () => {
const fw = fakeWindow();
const origFetch = globalThis.fetch;
globalThis.fetch = async () => { throw new Error('offline'); };
const origWarn = console.warn;
let warns = 0;
console.warn = () => { warns++; };
try {
const a = new AudioManager({ win: fw.win, getManifest: () => manifest });
a.install();
fw.fire('keydown');
a.playBgm('lobby');
a.sfx('buy');
a.sfx('buy');
await new Promise((r) => setTimeout(r, 20));
assert.ok(warns >= 1);
} finally {
globalThis.fetch = origFetch;
console.warn = origWarn;
}
});
});
// user playtest #4 item 6: 纯烬艾雅法拉's skill sound rang outside her skill — her manifest `hit` is her S3 impact
// (p_imp_gtshpbrnch_s, the audio bank ON_ABILITY_HIT.attack.2) and every damage on an ally she had just healed was
// attributed to her ('atk' healer → ally), so ordinary enemy hits on healed allies played it.
describe('impact sounds (user playtest #4 item 6)', () => {
const AGOAT2 = 'char_1016_agoat2';
async function rig(units) {
const fw = fakeWindow();
const urls = [];
const origFetch = globalThis.fetch;
globalThis.fetch = async (u) => { urls.push(u); return { ok: true, arrayBuffer: async () => new ArrayBuffer(8) }; };
const a = new AudioManager({ win: fw.win, getManifest: () => manifest });
a.install();
fw.fire('pointerdown');
a.setFieldUnits(units);
const settle = () => new Promise((r) => setTimeout(r, 5));
return { a, urls, settle, restore: () => { globalThis.fetch = origFetch; } };
}
test('an operator never plays a skill-mode file (_d / _h / _s) as its normal attack or impact; enemies keep their _h', () => {
const u = manifest.audio.sfx.units;
// her impact: the S3 file (built before tools/assets/audio.mjs preferred normal-mode banks) is refused, the normal
// one (projectile_chr_agoat2: p_imp_gtshpbrnch_n) plays
assert.equal(normalAttackSfx(AGOAT2, '/assets/audio/sfx/player/p_imp/p_imp_gtshpbrnch_s.mp3'), false);
assert.equal(normalAttackSfx(AGOAT2, '/assets/audio/sfx/player/p_imp/p_imp_gtshpbrnch_n.mp3'), true);
if (u[AGOAT2].hit) assert.equal(normalAttackSfx(AGOAT2, u[AGOAT2].hit), !/_s\.mp3$/.test(u[AGOAT2].hit));
assert.equal(normalAttackSfx(AGOAT2, u[AGOAT2].attack), true, 'p_atk_gtshpbrnch_n');
assert.equal(normalAttackSfx('char_1014_nearl2', '/x/p_atk_goldspear_s.mp3'), false);
assert.equal(normalAttackSfx('char_1028_texas2', '/x/p_imp_reticentsword_h.mp3'), false);
assert.equal(normalAttackSfx('char_1045_svash2', '/x/p_atk_snwlprdg_n1.mp3'), true);
assert.equal(normalAttackSfx('enemy_1045_hammer', '/x/e_atk_bigaxe_h.mp3'), true, 'enemy _h = heavy weapon');
assert.equal(normalAttackSfx('char_x', null), false);
});
test('a heal never makes the healer the author of the next damage on the healed ally', async () => {
const enemyId = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('enemy_') && manifest.audio.sfx.units[k].hit);
const { a, urls, settle, restore } = await rig([
{ id: 1, side: 'ally', kind: 'chess', spine: AGOAT2 }, { id: 2, side: 'ally', kind: 'chess', spine: 'char_x' },
{ id: 3, side: 'enemy', kind: 'enemy', spine: enemyId },
]);
try {
const own = new Set(Object.values(manifest.audio.sfx.units[AGOAT2]).filter((x) => typeof x === 'string'));
a.handleBattleEvents([['atk', 1, 2, 'orb'], ['heal', 2, 300], ['dmg', 2, 120, 'phys'], ['dmg', 2, 80, 'arts']]);
await settle();
assert.ok(urls.includes(manifest.audio.sfx.units[AGOAT2].attack), 'her cast sound');
assert.ok(!urls.some((x) => x === manifest.audio.sfx.units[AGOAT2].hit), 'no impact sound of hers on the ally');
assert.ok(!urls.some((x) => own.has(x) && /_s\.mp3$/.test(x)), 'nothing of her S3');
// a hostile attack still authors its impact — once, and only for a real hit (not an element gauge fill)
a.handleBattleEvents([['atk', 3, 2, 'none'], ['dmg', 2, 900, 'burn']]);
await settle();
assert.ok(!urls.includes(manifest.audio.sfx.units[enemyId].hit), 'a gauge fill is no impact');
a.handleBattleEvents([['dmg', 2, 200, 'phys']]);
await settle();
assert.equal(urls.filter((x) => x === manifest.audio.sfx.units[enemyId].hit).length, 1, 'the impact');
a.limiter.lastByUnit.clear(); a.limiter.lastByUrl.clear();
a.handleBattleEvents([['dmg', 2, 50, 'phys']]);
await settle();
assert.equal(urls.filter((x) => x === manifest.audio.sfx.units[enemyId].hit).length, 1, 'a later tick is not the same attack\'s impact');
} finally { restore(); }
});
test('a chain bounce plays no attack sound of the previous target; a stale attack is no impact', async () => {
const enemyId = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('enemy_') && manifest.audio.sfx.units[k].attack && manifest.audio.sfx.units[k].hit);
const charId = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('char_') && normalAttackSfx(k, manifest.audio.sfx.units[k].hit) && manifest.audio.sfx.units[k].hit);
const { a, urls, settle, restore } = await rig([
{ id: 1, side: 'ally', kind: 'chess', spine: charId }, { id: 5, side: 'enemy', kind: 'enemy', spine: enemyId },
{ id: 6, side: 'enemy', kind: 'enemy', spine: enemyId },
]);
const perf = globalThis.performance;
let fakeNow = 1000;
globalThis.performance = { now: () => fakeNow };
try {
a.handleBattleEvents([['atk', 5, 6, 'chain']]);
await settle();
assert.ok(!urls.includes(manifest.audio.sfx.units[enemyId].attack), 'the bounce is not an enemy attack');
a.handleBattleEvents([['atk', 1, 5, 'arrow']]);
fakeNow += 4000;
a.handleBattleEvents([['dmg', 5, 100, 'phys']]);
await settle();
assert.ok(!urls.includes(manifest.audio.sfx.units[charId].hit), '4 s later: not that attack\'s impact');
} finally { globalThis.performance = perf; restore(); }
});
});