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ark-stronghold-protocol/test/render/operator-deploy-anim.test.js
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JavaScript

// test/render/operator-deploy-anim.test.js — verification of operator deploy animation triggers and landing sfx.
import { test, describe, before, after } from 'node:test';
import assert from 'node:assert/strict';
import { installFakePixi, fakeViewCtx } from './fakepixi.js';
import { presetCamera } from '../../public/js/render/projection.js';
let fake, UnitView;
before(async () => {
fake = installFakePixi();
({ UnitView } = await import('../../public/js/render/units.js'));
});
after(() => fake.restore());
const cam = () => presetCamera('prep', { width: 1280, height: 720 });
function makeStore({ spineDelay = 0 } = {}) {
const entryFront = {
skel: '/s/op.skel', atlas: '/s/op.atlas', textures: ['/s/op.png'],
anims: { idle: 'Idle', deploy: 'Start', die: 'Die', attack: { begin: null, loop: 'Attack', end: null } },
animations: { Idle: 1, Start: 1, Die: 1, Attack: 1 },
};
const entryBack = {
skel: '/s/op_b.skel', atlas: '/s/op_b.atlas', textures: ['/s/op_b.png'],
anims: { idle: 'Idle', deploy: 'Start', die: 'Die', attack: { begin: null, loop: 'Attack', end: null } },
animations: { Idle: 1, Start: 1, Die: 1, Attack: 1 },
};
return {
picture: (id) => `/pic/${id}.png`,
image: async () => ({ width: 180, height: 180 }),
imageNow: () => ({ width: 180, height: 180 }),
hasBack: () => true,
spineEntry: (_id, opts) => (opts?.back ? entryBack : entryFront),
spine: {
acquire: async () => {
if (spineDelay > 0) await new Promise((r) => setTimeout(r, spineDelay));
return {
animations: [
{ name: 'Idle' },
{ name: 'Start' },
{ name: 'Die' },
{ name: 'Attack' },
],
};
},
release() {},
},
};
}
function makeAudioMock() {
const calls = [];
return {
calls,
battle(name, opts) {
calls.push({ type: 'battle', name, opts });
},
unit(def, kind, id) {
calls.push({ type: 'unit', def, kind, id });
return false; // fall back to battle('deploy')
},
};
}
describe('Operator deploy animation & landing sound', () => {
test('onDeploy before spine model loads sets _deployPending, plays deploy and sound on load', async () => {
const assets = makeStore({ spineDelay: 10 });
const audio = makeAudioMock();
const ctx = fakeViewCtx(fake.P, { assets, cam });
ctx.audio = audio;
const v = new UnitView(ctx, { id: 1, side: 'ally', kind: 'chess', defId: 'char_op', tier: 3, x: 5, y: 12, maxHp: 1000, dir: 'RIGHT' }, { prep: true });
assert.equal(v.actor, null, 'actor not yet loaded');
v.onDeploy();
assert.equal(v._deployPending, true, 'deploy marked pending');
assert.equal(audio.calls.length, 0, 'no sound played while loading');
// Wait for spine to load
await new Promise((r) => setTimeout(r, 25));
assert.ok(v.actor, 'actor loaded');
assert.equal(v.actor.mode, 'deploy', 'actor played deploy animation on load');
assert.equal(v._deployPending, false, 'deploy pending cleared');
assert.ok(audio.calls.some((c) => c.name === 'deploy'), 'landing sound played on load');
});
test('facing preview via setDir only displays idle and does NOT trigger deploy or sound', async () => {
const assets = makeStore({ spineDelay: 0 });
const audio = makeAudioMock();
const ctx = fakeViewCtx(fake.P, { assets, cam });
ctx.audio = audio;
const v = new UnitView(ctx, { id: 2, side: 'ally', kind: 'chess', defId: 'char_op', tier: 3, x: 5, y: 12, maxHp: 1000, dir: 'RIGHT' }, { prep: true });
await new Promise((r) => setImmediate(r));
assert.ok(v.actor, 'actor loaded');
audio.calls.length = 0; // clear any init sound
v.actor.update(1.5);
assert.equal(v.actor.mode, 'base', 'actor in idle mode');
// Change direction to LEFT (preview)
v.setDir('LEFT');
assert.equal(v.dir, 'LEFT');
assert.equal(v.actor.mode, 'base', 'facing preview stays in idle/base mode');
assert.equal(audio.calls.length, 0, 'no sound on facing preview');
// Change direction to UP (swaps to Back model)
v.setDir('UP');
await new Promise((r) => setImmediate(r));
assert.equal(v.dir, 'UP');
assert.ok(v.entryBack, 'using Back model');
assert.equal(v.actor.mode, 'base', 'Back model stays in idle/base mode during preview');
assert.equal(audio.calls.length, 0, 'no sound on facing preview with model swap');
});
test('confirming deployment plays deploy animation and landing sound', async () => {
const assets = makeStore({ spineDelay: 0 });
const audio = makeAudioMock();
const ctx = fakeViewCtx(fake.P, { assets, cam });
ctx.audio = audio;
const v = new UnitView(ctx, { id: 3, side: 'ally', kind: 'chess', defId: 'char_op', tier: 3, x: 5, y: 12, maxHp: 1000, dir: 'UP' }, { prep: true });
await new Promise((r) => setImmediate(r));
assert.ok(v.actor);
audio.calls.length = 0;
v.onDeploy();
assert.equal(v.actor.mode, 'deploy', 'deploy played upon confirmation');
assert.ok(audio.calls.some((c) => c.name === 'deploy'), 'landing sound played upon confirmation');
});
test('deploySequence plays start animation and sound with delay between units', async () => {
const assets = makeStore({ spineDelay: 0 });
const audio = makeAudioMock();
const ctx = fakeViewCtx(fake.P, { assets, cam });
ctx.audio = audio;
const v1 = new UnitView(ctx, { id: 10, side: 'ally', kind: 'chess', defId: 'char_op1', tier: 3, x: 5, y: 10, maxHp: 1000, dir: 'RIGHT' }, { prep: true });
const v2 = new UnitView(ctx, { id: 11, side: 'ally', kind: 'chess', defId: 'char_op2', tier: 3, x: 6, y: 10, maxHp: 1000, dir: 'RIGHT' }, { prep: true });
await new Promise((r) => setImmediate(r));
v1.actor.update(1.5);
v2.actor.update(1.5);
assert.equal(v1.actor.mode, 'base');
assert.equal(v2.actor.mode, 'base');
audio.calls.length = 0;
// Simulate deploy sequence: v1 at 0ms, v2 at 50ms
v1.onDeploy(true);
assert.equal(v1.actor.mode, 'deploy');
assert.equal(v2.actor.mode, 'base');
await new Promise((r) => setTimeout(r, 50));
v2.onDeploy(true);
assert.equal(v2.actor.mode, 'deploy');
const deploySounds = audio.calls.filter((c) => c.name === 'deploy');
assert.equal(deploySounds.length, 2, 'two deploy landing sounds played 50ms apart');
});
});