feat(playbook): 26 号交互手册首批落地——storyline/escape/simon 全面重构 + 引擎六模块

按 docs/design/26-audio-interaction-playbook.md 重构三款游戏(对白重写 + 双性别语音重生成 580 文件)。

引擎层(web/engine/,其余 12 款游戏零改动):
- floor.js 发言权管理器:SPEAKING/YOUR_TURN/BUSY/ACTION 四态、交接提示音、
  等待声(220/330Hz 嘟-嘟,20s 后放缓)、跨链音乐压低(audio.js holdDuck)
- receipts.js 输入回执三件套(ok/invalid/busy,100ms 内,原则 4)
- confusion.js 迷茫检测(乱点/无效/静默信号 → 三级接管,§4.5)
- hints.js 等待点 + 三档提示(full→short→提示音,30s 台账跨点去重,原则 9)
- novice.js 手势解锁阶梯(up/down/doubletap 跨局持久,§4.3)
- pipeline.js 输入管道(回执收口、防连点 400ms、双击折算、explainOnce)

游戏层:
- storyline R3:开场 71.7s 规则念白 → 3 秒内动手;双击=重播(反模式5)废除;
  抉择点三档提示+主动重听;断点存档复述(§4.12)
- escape R3:单击=检查+使用合并(双击用法废除);长按=我在哪(四向玩法裁定);
  撞墙归因每方向一次(原则 7);迷茫 L2 缩小/L3 演示;坐标存档续玩
- simon R3:新手三音色,按实力渐进解锁(+up/down/dt);失败表替代机会账
  (归因 2s 内→免费重听→放慢→结算,原则 15);播放期手势=busy 回执

测试:三款 playtest 重写(含 §6.2 乱点机器人:无声操作/被动重复/打断失败全 0,
首操作 ~2s);guide.test 改为 Guide 层单测+rhythm/space 段。全部通过
(38+33+22+72+19+35 断言)。设计单见 docs/design/26-apply-*.md。
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@@ -1,14 +1,16 @@
/**
* 《声命线》无头试玩仿真测试(docs/design/13-playtest-criteria.md §1 + §7)。
* 《声命线》R3 无头试玩仿真测试(26 号文档 playbook 重构版)。
*
* 方案:
* - mock 浏览器环境:window/localStorage/navigator/fetch/AudioContext
* (decodeAudioData 返回固定 duration 的假 buffer;fetch 直接读真实资产目录,
* 缺失资产走引擎 console.error 静默路径);
* - 使用**真实** engine/audio.js + settings.js(voice 链靠引擎 endTimer +
* onComplete 推进,虚拟时钟驱动,不真实等待);
* - 手势直接注入 game.onGesture(与 attachGestures 回调同路径);
* - 虚拟时钟:patch setTimeout/clearTimeout/performance.now。
* 覆盖:
* - §4.10 首 3 分钟脚本:3 秒内第一次操作、10 秒内第一次成功(ok 回执);
* - §4.1 发言权:链间不掉回「轮到你」、tap=跳句、滑动=打断并执行;
* - §4.2 回执 + 防连点(400ms 内第二下只给 busy);
* - §4.3 手势阶梯:up/down/doubletap 未解锁时的处理与首次解释;
* - §4.4 三档提示:full → short → 提示音;主动重听 = 「再说一遍:」+ 完整句;
* - §4.5 迷茫接管三级;
* - §4.12 断点复述;
* - §6.2 乱点机器人:无声操作 = 0、打断失败 = 0、被动原句重复 = 0、首成功 ≤ 10s;
* - 资产引用校验(新台词全部落地后零缺失)。
*
* 运行:tools/node/bin/node web/storyline/test/playtest.mjs
*/
@@ -29,18 +31,17 @@ function assert(cond, msg) {
else { failures.push(msg); realLog(` ✗ ${msg}`); }
}
// console 捕获(引擎/游戏的 warn/error 进日志,测试输出用 realLog)
const consoleErrs = [];
const consoleWarns = [];
console.error = (...a) => { consoleErrs.push(a.join(' ')); };
console.warn = (...a) => { consoleWarns.push(a.join(' ')); };
console.log = () => {}; // 游戏逐手势 console.log,静默
console.log = () => {};
// ---------------------------------------------------------------- 虚拟时钟
let now = 0; // 虚拟毫秒
let now = 0;
let timerSeq = 1;
const timers = new Map(); // id -> { fireAt, cb, args }
const timers = new Map();
const realSetImmediate = setImmediate;
globalThis.setTimeout = (cb, ms = 0, ...args) => {
@@ -53,17 +54,12 @@ Object.defineProperty(globalThis, 'performance', {
value: { now: () => now }, configurable: true,
});
/** 排空微任务(fetch/decode 的 promise 链)。 */
async function flush(rounds = 8) {
for (let i = 0; i < rounds; i++) await new Promise((r) => realSetImmediate(r));
}
/**
* 推进虚拟时钟:逐个触发到期定时器,直到没有待触发定时器(= 游戏在等手势)
* 或 cond() 满足。返回 'cond' | 'idle'。
*/
async function advance(cond = null) {
for (let n = 0; n < 50000; n++) {
for (let n = 0; n < 200000; n++) {
await flush(2);
if (cond && cond()) return 'cond';
let nextId = -1; let nextAt = Infinity;
@@ -77,6 +73,7 @@ async function advance(cond = null) {
throw new Error('虚拟时钟定时器超上限(疑似死循环)');
}
const idle = () => advance(null);
const tick = (ms) => { now += ms; };
// ---------------------------------------------------------------- 浏览器 mock
@@ -86,11 +83,8 @@ globalThis.window = {
if (!winListeners.has(type)) winListeners.set(type, []);
winListeners.get(type).push(fn);
},
AudioContext: null, // 下方赋值
AudioContext: null,
};
function fireWindowEvent(type) {
for (const fn of winListeners.get(type) || []) fn();
}
const storageData = new Map();
globalThis.localStorage = {
@@ -101,8 +95,6 @@ globalThis.localStorage = {
const vibrateLog = [];
Object.defineProperty(globalThis, 'navigator', {
// maxTouchPoints: 1 —— 手机 persona:inputMode() 判 touch,语音走触屏措辞主资产
// (键盘变体路由的桌面路径由 harness/engine-input.test.mjs K9 专测)
value: { maxTouchPoints: 1, vibrate: (...a) => { vibrateLog.push(a[0]); return true; } }, configurable: true,
});
@@ -117,11 +109,9 @@ class MockGainNode {
connect() {}
disconnect() {}
}
function fakeBuffer() {
function fakeBuffer(dur = 2.0) {
return {
duration: 2.0, // 固定句长 2s(虚拟时钟推进语音链)
numberOfChannels: 1,
sampleRate: 44100,
duration: dur, numberOfChannels: 1, sampleRate: 44100,
getChannelData: () => new Float32Array(16),
};
}
@@ -138,7 +128,6 @@ class MockAudioContext {
return { buffer: null, loop: false, connect() {}, start() {}, stop() {} };
}
createScriptProcessor() { return { connect() {}, disconnect() {}, onaudioprocess: null }; }
// 向导层 earcon 运行时合成所需(guide=standard/full 时 guide.state/nudge 会创建)
createOscillator() {
return { type: 'sine', frequency: new MockParam(440), connect() {}, start() {}, stop() {} };
}
@@ -147,7 +136,6 @@ class MockAudioContext {
}
globalThis.window.AudioContext = MockAudioContext;
// fetch:读真实资产目录;blockedAssets 中的片段强制 404(看门狗测试用)
const requestedUrls = [];
const blockedAssets = new Set();
globalThis.fetch = async (u) => {
@@ -155,6 +143,11 @@ globalThis.fetch = async (u) => {
requestedUrls.push(s);
const blocked = [...blockedAssets].some((b) => s.includes(b));
const p = path.join(GAME_DIR, decodeURIComponent(s));
// 缺失 voice 资产按可用处理(decode 是 mock,统一 2s 句长)——流程测试与
// TTS 资产生成解耦,资产品质由文末「资产引用校验」单独把关。
if (s.includes('/voice/') && !blocked) {
return { ok: true, status: 200, arrayBuffer: async () => new ArrayBuffer(0) };
}
if (blocked || !fs.existsSync(p)) {
return { ok: false, status: 404, arrayBuffer: async () => new ArrayBuffer(0) };
}
@@ -165,409 +158,360 @@ globalThis.fetch = async (u) => {
};
};
// ---------------------------------------------------------------- 加载引擎与游戏
// ---------------------------------------------------------------- 加载引擎与游戏(含输入管道)
const { WebAudioEngine } = await import('../../engine/audio.js');
const { settings } = await import('../../engine/settings.js');
const { makeInputPipeline } = await import('../../engine/pipeline.js');
const { StorylineGame } = await import('../game.js');
// 向导层关闭:回归测试只验证纯游戏逻辑(guide='full' 的行为由 harness/guide.test.mjs 覆盖)
settings.set({ guide: 'off', voice: 'female', speed: 1.0, bgm: 1.0 });
let gestureCount = 0;
function makeRig() {
const audio = new WebAudioEngine('audio/');
const playLog = [];
const origPlay = audio.play.bind(audio);
audio.play = (id, opts) => { playLog.push({ id, t: now }); return origPlay(id, opts); };
const game = new StorylineGame(audio, {});
return { audio, playLog, game };
// 回执记录(§6.2 无声操作指标的探针)
const receiptLog = [];
const origReceipt = game.receipts.play.bind(game.receipts);
game.receipts.play = (kind) => { receiptLog.push({ kind, t: now }); return origReceipt(kind); };
// 管道(与 index.html 同构);bed 关掉防周期定时器不排水
game.floor.bedEnabled = false;
const pipe = makeInputPipeline({
floor: game.floor,
confusion: game.confusion,
receipts: game.receipts,
invalidHints: game.invalidHints,
game,
ladder: game.ladder,
});
return { audio, playLog, receiptLog, game, pipe };
}
async function g(game, gesture) {
gestureCount++;
game.onGesture(gesture);
async function g(rig, gesture) {
rig.pipe(gesture);
await flush();
if (process.env.TRACE) {
realLog(` [gesture ${gesture}] node=${game.nodeId} mode=${game.mode} playing=${game.voicePlaying} cur=${game.currentVoiceId} armed=${game.choiceArmed}`);
}
}
const voicePlays = (playLog, id) => playLog.filter((e) => e.id === id).length;
const urlHits = (frag) => requestedUrls.filter((u) => u.includes(frag)).length;
// ================================================================ 主路径试玩
realLog('== 主路径试玩(关键路径 + 边界断言)==');
{
const { audio, playLog, game } = makeRig();
// §7.1 解锁前 play 为 no-op
audio.play('voice/n00_intro');
await flush();
assert(audio._voice === null && consoleWarns.some((w) => w.includes('尚未解锁')),
'启动遮罩点按前无音频播放(play 为 no-op)');
await audio.unlock();
// 1. start() → BGM + n00 旁白
game.start();
await flush();
assert(playLog.some((e) => e.id === 'bgm/dark_drone'), '开局播放 bgm/dark_drone');
assert(game.nodeId === 'n00' && game.voicePlaying && game.currentVoiceId === 'voice/n00_intro',
'n00 旁白开始(voice 层有播放记录)');
// 长按快进(引擎内置):临时 1.7× 不变调,松手恢复
fireWindowEvent('soundgame:longpress');
assert(audio._voice && audio._voice.st.tempo === 1.7, '长按 → 旁白临时 1.7 倍速');
fireWindowEvent('soundgame:longpressend');
assert(audio._voice && audio._voice.st.tempo === 1.0, '松开 → 恢复 settings.speed');
// ② 单击跳过本句:n00_intro → skip_hint(链继续,不断)
await g(game, 'tap');
assert(game.voicePlaying && game.currentVoiceId === 'voice/skip_hint',
'voice 播放中单击 = 跳过本句(skipVoice 续链到 skip_hint)');
await idle();
assert(!game.voicePlaying && game.nodeId === 'n00', 'n00 链播完,等待单击继续');
assert(voicePlays(playLog, 'voice/skip_hint') === 1, '③ 开场 skip_hint 提示播了一次');
// 切男声:下一句起用 male 目录
settings.set({ voice: 'male' });
await g(game, 'tap'); // → n01
await flush();
assert(urlHits('audio/voice/male/n01_wake.') > 0, 'settings.voice=male 后旁白走 male 目录');
// 双击重听当前节点
const beforeReplay = voicePlays(playLog, 'voice/n01_wake');
await g(game, 'doubletap');
assert(game.currentVoiceId === 'voice/n01_wake'
&& voicePlays(playLog, 'voice/n01_wake') === beforeReplay + 1,
'语音播放中双击 = 重听当前节点(同一 voice id 重播)');
// 菜单:BGM 切 menu pad,返回剧情节点不丢、BGM 淡回
await g(game, 'down');
assert(game.mode === 'MENU', '下滑呼出菜单');
await flush();
assert(audio._bgm && audio._bgm.id === 'bgm/menu', '② 进菜单 BGM 切 bgm/menu');
await idle(); // voice/menu 播完
await g(game, 'tap'); // 关菜单
assert(game.mode === 'STORY' && game.nodeId === 'n01', '关菜单返回剧情,节点不丢(不重头)');
await flush();
assert(audio._bgm && audio._bgm.id === 'bgm/dark_drone', '② 关菜单 BGM 淡回 dark_drone');
await idle(); // 重播 n01 播完
// 上滑:帮助 + 进度,随后自动重播当前节点
await g(game, 'up');
assert(game.currentVoiceId === 'voice/help', '上滑播放操作说明');
await idle();
assert(voicePlays(playLog, 'voice/status1') === 1, '帮助后播当前进度(第一幕 status1)');
// settings.bgm = 0 → 立即静默;调回 → 补播最后状态 BGM
settings.set({ bgm: 0 });
await flush();
assert(audio._bgm === null, 'settings.bgm=0 时无 bgm 层播放');
settings.set({ bgm: 1 });
await flush();
assert(audio._bgm && audio._bgm.id === 'bgm/dark_drone', 'bgm 调回后自动补播最后状态 BGM');
// → n02(抉择点)。n02_linwan 是角色音(林晚):male 目录无,平铺回退命中
settings.set({ speed: 1.7 });
requestedUrls.length = 0;
await g(game, 'tap');
await flush();
assert(game.nodeId === 'n02', '进入 n02 抉择节点');
assert(audio._voice && audio._voice.st.tempo === 1.7, 'settings.speed=1.7 下一句起生效');
assert(urlHits('audio/voice/male/n02_linwan.') > 0 && urlHits('audio/voice/n02_linwan.ogg') > 0,
'④ 角色音 n02_linwan 走平铺目录回退(不随性别设置变化)');
settings.set({ speed: 1.0 });
// 抉择提示 p1 播放中:单击不可跳;滑动缓存 pendingChoice
await advance(() => game.currentVoiceId === 'voice/p1');
assert(game.promptPlaying, '抉择提示 p1 播放中(promptPlaying=true)');
await g(game, 'tap');
assert(game.currentVoiceId === 'voice/p1', '① 抉择提示播放中单击不可跳');
await g(game, 'right');
assert(game.pendingChoice === 'right', '提示音播放中右滑缓存 pendingChoice');
await idle();
assert(game.nodeId === 'n04', '链尾 pendingChoice 生效 → n04');
assert(!game.companion && !game.knowTrap && !game.betrayed, '剧情标记初始为 false');
// n04 → n05 → n06 → n07(无语音时单击维持原义:继续剧情)
settings.set({ voice: 'female' }); // 切回女声,验证女性设置下角色音同样平铺
for (const next of ['n05', 'n06', 'n07']) {
await idle();
await g(game, 'tap');
assert(game.nodeId === next, `单击继续剧情 → ${next}`);
}
await idle();
assert(game.choiceArmed, 'n07 提示播完 choiceArmed=true(等待抉择)');
await g(game, 'right'); // 装死 → n09
assert(game.nodeId === 'n09' && game.knowTrap === true, 'n09 右滑 → knowTrap === true');
requestedUrls.length = 0;
await idle();
await g(game, 'tap'); // → n10
await idle();
await g(game, 'left'); // 闻声寻去 → n11
assert(game.nodeId === 'n11', 'n10 左滑 → n11');
await idle();
await g(game, 'left'); // 带上小满 → n12
assert(game.nodeId === 'n12' && game.companion === true, 'n11 左滑 → companion === true');
await idle();
await g(game, 'tap'); // → n15 断桥
await idle();
await g(game, 'left'); // 涵洞(带小满 → 虚拟节点解析 n16b)
assert(game.nodeId === 'n16b', '虚拟节点 resolve:带小满时 v_culvert → n16b');
await idle();
await g(game, 'tap'); // → n18
await idle();
assert(urlHits('audio/voice/n18_dog.ogg') > 0 || urlHits('audio/voice/female/n18_dog.') > 0,
'n18 旁白正常加载');
await g(game, 'left'); // 交出坐标 → n19
assert(game.nodeId === 'n19' && game.betrayed === true, 'n18 左滑 → betrayed === true');
await idle();
await g(game, 'tap'); // → n20
await idle();
await g(game, 'left'); // 赎罪 → n21
assert(game.nodeId === 'n21', 'n20 左滑 → n21');
await idle();
await g(game, 'tap'); // → e2 结局:代价
assert(game.nodeId === 'e2', '到达结局节点 e2(4 结局之一)');
await idle();
assert(voicePlays(playLog, 'voice/e2_price') === 1, '结局语音 e2_price 播出');
assert(game.awaitingRestart === true, '结局链播完进入结算态(awaitingRestart)');
assert(audio._bgm && audio._bgm.id === 'bgm/dark_drone',
'② 结局结算保持 dark_drone 不切(10 号文档 §2)');
// 结算态单击重开回 n00
await g(game, 'tap');
assert(game.nodeId === 'n00' && game.mode === 'STORY'
&& !game.companion && !game.knowTrap && !game.betrayed,
'结算态单击重开回 n00,剧情标记重置');
await idle();
assert(voicePlays(playLog, 'voice/skip_hint') === 1, '③ 重开后 skip_hint 不重播(每局一次)');
assert(gestureCount <= 40, `关键路径手势预算 ≤40(实际 ${gestureCount})`);
// 手势时刻记录(打断失败指标用)
function makeGestureProbe(rig) {
const origPipe = rig.pipe;
const gestures = [];
rig.pipe = (gg, info) => { gestures.push({ g: gg, t: now }); return origPipe(gg, info); };
return gestures;
}
// ================================================================ 看门狗路径
// ================================================================ 主路径:首 3 分钟脚本(§4.10)
realLog('== 看门狗路径(屏蔽 voice/n05_signal)==');
realLog('== 首 3 分钟脚本(§4.10:3 秒内动手、10 秒内首成功)==');
{
settings.set({ voice: 'female', speed: 1.0, bgm: 1.0 });
blockedAssets.add('n05_signal');
const errBefore = consoleErrs.length;
const { audio, game } = makeRig();
const rig = makeRig();
const { audio, playLog, receiptLog, game, pipe } = rig;
try {
await audio.unlock();
game.start();
await idle();
await g(game, 'tap'); // n01
await idle();
await g(game, 'tap'); // n02
await idle(); // n02_linwan + p1 播完
await g(game, 'right'); // → n04
await idle();
await g(game, 'tap'); // → n05(第一句 n05_signal 被屏蔽)
await idle(); // 看门狗 30s 超时续链 → n05_bcast 播完
assert(consoleErrs.slice(errBefore).some((e) => e.includes('n05_signal')),
'屏蔽资产仅 console.error,不抛异常');
assert(consoleWarns.some((w) => w.includes('看门狗')), '语音看门狗超时自动续链');
assert(game.nodeId === 'n05' && !game.voicePlaying, '缺失 voice 不卡死:n05 链走完');
await g(game, 'tap'); // n06
await idle();
await g(game, 'tap'); // n07(非抉择点 n06 之后继续剧情)
await idle();
await g(game, 'right'); // n07 装死 → n09
await idle();
await g(game, 'tap'); // n10
await idle();
await g(game, 'right'); // n14
await idle();
await g(game, 'tap'); // n15
await idle();
await g(game, 'right'); // n17(无小满 → v_cable → n17)
assert(game.nodeId === 'n17', '虚拟节点 resolve:无小满时 v_cable → n17');
await idle();
await g(game, 'tap'); // n18
await idle();
await g(game, 'right'); // n22
await idle();
await g(game, 'tap'); // n23
await idle();
await g(game, 'left'); // n23 开闸 → n24
await idle();
await g(game, 'tap'); // n24 播完单击 → e4
assert(game.nodeId === 'e4', '屏蔽资产后仍可推进到结局 e4');
await idle();
assert(game.awaitingRestart === true, '看门狗路径到达结算态');
blockedAssets.clear();
await flush();
assert(voicePlays(playLog, 'voice/sys_first_tap') === 1 && game.floor.speaking,
'0~3 秒:开场第一句 = 「点一下屏幕。」(第一句就让动手)');
// 指令句 critical:抢拍单击 = busy 回执(不打断唯一一次教学)
await pipe('tap'); await flush();
assert(receiptLog.some((r) => r.kind === 'busy'), '指令播放中单击 = busy 回执(关键句不可打断)');
await advance(() => game.floor.state === 'YOUR_TURN'); // 指令句播完交话轮
await pipe('tap'); await flush(); // 第一次有效操作
assert(receiptLog.some((r) => r.kind === 'ok'),
'第一次单击 100ms 内得到 ok 回执(第一次成功)');
assert(game.floor.speaking && voicePlays(playLog, 'voice/n00_a') === 1,
'单击后播 n00_a 旁白');
// 链间不掉回「轮到你」听感:n00_a → sys_turn_teach 是一条链(holdDuck 期间)
await advance(() => playLog.some((e) => e.id === 'voice/sys_turn_teach'));
assert(game.floor.speaking, '链第二句 sys_turn_teach 播出(整条链都算 SPEAKING)');
assert(audio._duckHolds > 0, '语音链期间持有音乐压低(holdDuck,§4.1)');
// 单击跳句:tap 跳过 sys_turn_teach → 链尾(onDone → yieldTurn)
await pipe('tap'); await flush();
assert(game.floor.state === 'YOUR_TURN', '单击跳句后整条链走完,交出话轮(YOUR_TURN)');
// 防连点:tap「继续」后 400ms 内的第二下只给 busy(不连跳两句)
await advance(() => game.floor.state === 'YOUR_TURN'); // 教学链完(skip 已同步交话轮)
tick(500); // 跨过 skip 那一下的 400ms 防连点窗口
const busyBefore = receiptLog.filter((r) => r.kind === 'busy').length;
const nodeBefore = game.nodeId;
await pipe('tap'); await flush(); // → n00 节点新链(一次「继续」)
await pipe('tap'); await flush(); // 虚拟时钟未推进 = 400ms 内 → busy
const busyAfter = receiptLog.filter((r) => r.kind === 'busy').length;
assert(busyAfter === busyBefore + 1,
'防连点:tap「继续」后 400ms 内的第二下只给 busy 回执');
assert(game.nodeId !== nodeBefore || game.floor.speaking, '第一下 tap 已生效(推进/新链)');
} finally { game.stop(); }
}
// ================================================================ live round2 N1
// (docs/design/13-playtest-criteria.md §16:真实在播的长语音不被 30s 看门狗掐断)
// ================================================================ 抉择点:三档提示 + 主动重听 + 打断语义
realLog('== live round2 N1:长语音看门狗续约不掐(§16)==');
realLog('== 抉择点(§4.4 三档 / 原则 9 重听 / §4.1 滑动打断)==');
{
settings.set({ guide: 'off', voice: 'female', speed: 1.0, bgm: 1.0 });
const { audio, playLog, game } = makeRig();
const rig = makeRig();
const { audio, playLog, receiptLog, game, pipe } = rig;
await audio.unlock();
// 预植 40s 长语音缓存(模拟真实 intro 71.7s 超 30s 阈值的情形;虚拟时钟不真实等待)
// 缓存键格式(P1 起): <inputMode>|<gender>|<id>(见 engine/audio.js _load)
audio._cache.set('main|female|voice/n00_intro', Promise.resolve({
duration: 40.0, numberOfChannels: 1, sampleRate: 44100,
getChannelData: () => new Float32Array(16),
}));
const warnBefore = consoleWarns.length;
storageData.clear();
game.start();
await flush();
await pipe('tap'); await flush(); // → n00_a 链
await advance(() => game.floor.state === 'YOUR_TURN'); // 教学链完
await pipe('tap'); await flush(); // → n00_b 链
await advance(() => game.floor.state === 'YOUR_TURN');
await pipe('tap'); await flush(); // → n00 节点(n00_b + skip_hint)
await advance(() => game.floor.state === 'YOUR_TURN');
await pipe('tap'); await flush(); // → n01
await advance(() => game.floor.state === 'YOUR_TURN');
await pipe('tap'); await flush(); // → n02(抉择:n02_linwan + p1)
assert(game.nodeId === 'n02', '推进到 n02 抉择节点');
// 旁白播放中滑动 = 打断并执行 → 跳去选项句(不当场盲选)
assert(game.chainKind === 'story' && game.floor.speaking, 'n02 旁白链在播');
await pipe('left'); await flush();
assert(game.chainKind === 'prompt', '旁白中左滑:跳去选项(chainKind=prompt,不当场盲选)');
await advance(() => game.floor.state === 'YOUR_TURN');
const wp = game.floor.waitPoint;
assert(wp && wp.conf.id === 'choice', '选项句播完交出抉择等待点');
// 抉择点空点 = 主动再听选项:「再说一遍:」+ 完整句(原则 9)
await pipe('tap'); await flush();
assert(voicePlays(playLog, 'voice/sys_say_again') === 1 && voicePlays(playLog, 'voice/p1') >= 1,
'抉择点单击 = 「再说一遍:」+ p1 完整句');
await advance(() => game.floor.state === 'YOUR_TURN');
// 左滑 → 抉择生效(剧情标记)
await pipe('left'); await flush();
assert(game.nodeId === 'n03', '左滑抉择 → n03');
assert(game.ladder.stage() >= 1, '第一次抉择完成 → 手势阶梯阶段 1(上滑解锁)');
game.stop();
}
// ================================================================ 三档提示 + 迷茫接管(§4.4 / §4.5)
realLog('== 三档提示与迷茫接管 ==');
{
const rig = makeRig();
const { audio, playLog, game, pipe } = rig;
await audio.unlock();
storageData.clear();
game.start();
await flush();
await advance(() => game.floor.state === 'YOUR_TURN'); // 指令播完
await pipe('tap'); await flush(); // → n00_a + turn_teach
await advance(() => game.floor.state === 'YOUR_TURN'); // 教学链完(continue 等待点挂上)
// 静默梯度:18s full → 40s short → 更久只给提示音
const t0 = now;
await advance(() => voicePlays(playLog, 'voice/sys_hint_continue_full') >= 1);
assert(now - t0 === 18000, `剧情类静默 18s 给 full 档(实际 ${now - t0}ms)`);
await advance(() => voicePlays(playLog, 'voice/sys_hint_continue_short') >= 1);
assert(now - t0 === 40000, `持续静默 40s 降为 short 档(实际 ${now - t0}ms)`);
assert(voicePlays(playLog, 'voice/sys_hint_continue_full') === 1, '同一信息不原样重复(full 只播一次)');
game.stop();
}
realLog('== 迷茫接管(乱点信号:10s 内 3 次无效 → L1 短句 → L2 缩小)==');
{
const rig = makeRig();
const { audio, playLog, game, pipe } = rig;
await audio.unlock();
storageData.clear();
game.start();
await flush();
assert(game.currentVoiceId === 'voice/n00_intro', 'N1:40s 长 intro 开播');
// 越过 30s 看门狗阈值:voice 真在播 → 不掐、不续链、无告警
await advance(() => now - t0 >= 30000);
assert(game.currentVoiceId === 'voice/n00_intro' && audio.isVoicePlaying()
&& game.nodeId === 'n00',
'N1:30s 看门狗触发时 voice 真在播 → 不续链(仍停在 intro)');
assert(!consoleWarns.slice(warnBefore).some((w) => w.includes('看门狗')),
'N1:在播长语音不触发看门狗告警');
// 自然播完才续链下一句(skip_hint 不再顶掉 intro 末句——冷启动末句被吃的根因)
await advance(() => game.currentVoiceId === 'voice/skip_hint');
assert(now - t0 >= 40000, `N1:intro 自然播完才续链 skip_hint(实际 ${now - t0}ms)`);
assert(voicePlays(playLog, 'voice/skip_hint') === 1, 'N1:skip_hint 在 intro 播完后播出');
await idle();
assert(!game.voicePlaying && game.nodeId === 'n00', 'N1:长链正常走完进入等待态');
await advance(() => game.floor.state === 'YOUR_TURN'); // 指令播完
await pipe('tap'); await flush();
await advance(() => game.floor.state === 'YOUR_TURN'); // continue 等待点
// 非抉择节点连滑 3 次(每次 invalid 回执 + 迷茫记账)
const shortBefore = voicePlays(playLog, 'voice/sys_hint_continue_short');
for (let i = 0; i < 3; i++) { await pipe('left'); await flush(); }
await advance(() => voicePlays(playLog, 'voice/sys_hint_continue_short') > shortBefore);
assert(game.confusion.level >= 1, '10s 内 3 次无效滑动 → 迷茫接管 L1(§4.5 连续无效权重 2)');
await advance(() => !game.floor.speaking && game.floor.state === 'YOUR_TURN');
// L2:过 15s 冷却后再乱点 → 只放行 tap(restricted)
const tL1 = now;
await advance(() => now - tL1 >= 16000); // 迷茫冷却期(§4.5:15s 内不再触发)
await advance(() => !game.floor.speaking && game.floor.state === 'YOUR_TURN');
for (let i = 0; i < 3; i++) { await pipe('right'); await flush(); }
await advance(() => game.confusion.level >= 2 || now - tL1 > 60000);
const wp = game.floor.waitPoint;
assert(game.confusion.level >= 2, '冷却后再乱点 → 接管升到 L2');
assert(wp && wp.restricted && !wp.allows('left') && wp.allows('tap'),
'接管 L2:等待点只放行 expected 手势(缩小选择)');
game.stop();
}
// ================================================================ live round1 修复断言
// (docs/design/13-playtest-criteria.md §10:结局双击重听 / 结局状态播报;
// §10 分支台词口径经 §16 N2 翻案——钢索路径恢复播 n18_dog)
// ================================================================ 手势阶梯(§4.3)
realLog('== live round1 修复断言(§10+§16:结局重听 / n18 两路径 / 结局状态)==');
realLog('== 手势阶梯:未解锁手势的回执与首次解释 ==');
{
settings.set({ guide: 'off', voice: 'female', speed: 1.0, bgm: 1.0 });
const { audio, playLog, game } = makeRig();
const rig = makeRig();
const { audio, playLog, receiptLog, game, pipe } = rig;
await audio.unlock();
storageData.clear();
game.start();
await idle(); // n00 链播完
await flush();
await advance(() => game.floor.state === 'YOUR_TURN'); // 开场指令播完
// 钢索路径推进到 n18:n01→n02(right→n04)→n05→n06→n07(right→n09)→n10(right→n14)→n15
await g(game, 'tap'); await idle(); // → n01
await g(game, 'tap'); await idle(); // → n02(抉择)
await g(game, 'right'); await idle(); // → n04
await g(game, 'tap'); await idle(); // → n05
await g(game, 'tap'); await idle(); // → n06
await g(game, 'tap'); await idle(); // → n07(抉择)
await g(game, 'right'); await idle(); // → n09
await g(game, 'tap'); await idle(); // → n10(抉择)
await g(game, 'right'); await idle(); // → n14
await g(game, 'tap'); await idle(); // → n15(抉择)
await g(game, 'right'); await idle(); // 钢索 → n17(无涵洞经历)
assert(game.nodeId === 'n17' && game.viaCulvert === false,
'n15 右滑 → 钢索 n17(viaCulvert === false)');
// 未解锁 up:invalid 回执 + 首次解释
await pipe('up'); await flush();
assert(receiptLog.some((r) => r.kind === 'invalid'), '未解锁上滑 → invalid 回执');
await advance(() => voicePlays(playLog, 'voice/inv_up_locked') >= 1);
assert(voicePlays(playLog, 'voice/inv_up_locked') === 1, '首次无效附一句解释(原则 7)');
const invCount = voicePlays(playLog, 'voice/inv_up_locked');
await advance(() => !game.floor.speaking);
await pipe('up'); await flush();
assert(voicePlays(playLog, 'voice/inv_up_locked') === invCount,
'第二次起只给回执,不再解释(原则 7)');
// round2 N2(§10 P2-2 矫枉过正翻案):钢索路径恢复播 n18_dog 对峙戏 + p6
await g(game, 'tap'); await idle(); // → n18
assert(game.nodeId === 'n18' && voicePlays(playLog, 'voice/n18_dog') === 1
&& voicePlays(playLog, 'voice/p6') === 1,
'N2:钢索路径 n18 恢复播 n18_dog(对峙戏)+ 抉择提示 p6(known-issue:涵洞句轻微穿帮待 TTS 分支句)');
// 推进到结局 e2:n19→n20(left→n21)→e2
await g(game, 'left'); await idle(); // n18 交坐标 → n19
await g(game, 'tap'); await idle(); // → n20(抉择)
await g(game, 'left'); await idle(); // → n21
await g(game, 'tap'); await idle(); // → e2
assert(game.nodeId === 'e2' && game.awaitingRestart === true, '到达结局 e2 进入结算态');
// P2-1 结局双击重听:结算态双击 → 结局语音重播;重播中单击 = 跳句不重开
const e2before = voicePlays(playLog, 'voice/e2_price');
await g(game, 'doubletap');
assert(game.voicePlaying && game.currentVoiceId === 'voice/e2_price'
&& voicePlays(playLog, 'voice/e2_price') === e2before + 1,
'P2-1:结局结算态双击 = 重播结局语音');
assert(game.awaitingRestart === false, 'P2-1:结局重播期间离开结算态(单击回到跳句语义)');
await g(game, 'tap'); // 重播中单击 = 跳过本句
assert(game.nodeId === 'e2', 'P2-1:结局重播中单击跳过本句,不触发重开');
await idle();
assert(game.awaitingRestart === true && !game.voicePlaying, 'P2-1:结局重播链播完回到结算态');
// P3-2 结局后状态播报:help 后播当前结局语音(不再报 status3),播完回结算态
const e2again = voicePlays(playLog, 'voice/e2_price');
await g(game, 'up');
assert(game.currentVoiceId === 'voice/help', 'P3-2:结局后上滑先播 help');
await idle();
assert(voicePlays(playLog, 'voice/e2_price') === e2again + 1
&& voicePlays(playLog, 'voice/status3') === 0,
'P3-2:结局后状态播报 = 当前结局语音(不再报 status3)');
assert(game.awaitingRestart === true && !game.voicePlaying,
'P3-2:状态播完直接回结算态(不二次重播节点)');
// 未解锁 down / 双击折算
await advance(() => !game.floor.speaking);
await pipe('down'); await flush();
assert(receiptLog.filter((r) => r.kind === 'invalid').length >= 2, '未解锁下滑 → invalid 回执');
await advance(() => !game.floor.speaking);
const chainBefore = playLog.length;
await pipe('doubletap'); await flush(); // 折算为 tap → 「继续」
assert(receiptLog.some((r) => r.kind === 'ok' && r.t >= 0)
&& playLog.length > chainBefore, '未解锁双击按一次单击处理(继续剧情)');
game.stop();
}
// ================================================================ 静默兜底(standard 档)
// (docs/design/13-playtest-criteria.md §10:13s gd_continue / 30s gd_again / 手势重置)
// ================================================================ 断点复述(§4.12)
realLog('== 静默兜底(guide=standard,§10 P2-3)==');
realLog('== 断点复述 ==');
{
settings.set({ guide: 'standard', voice: 'female', speed: 1.0, bgm: 1.0 });
const { audio, playLog, game } = makeRig();
// 局一推进到 n05 后 stop() → 新 rig start() 应问「继续上次 / 从头开始」
const rig1 = makeRig();
await rig1.audio.unlock();
storageData.clear();
rig1.game.start();
await flush();
await rig1.pipe('tap'); await flush();
await advance(() => rig1.game.floor.state === 'YOUR_TURN');
await rig1.pipe('tap'); await flush();
await advance(() => rig1.game.floor.state === 'YOUR_TURN');
await rig1.pipe('tap'); await flush(); // → n00 节点
await advance(() => rig1.game.floor.state === 'YOUR_TURN');
await rig1.pipe('tap'); await flush(); // → n01
await advance(() => rig1.game.floor.state === 'YOUR_TURN');
await rig1.pipe('tap'); await flush(); // → n02
await advance(() => rig1.game.floor.state === 'YOUR_TURN');
await rig1.pipe('right'); await flush(); // → n04
await advance(() => rig1.game.floor.state === 'YOUR_TURN');
rig1.game.stop(); // 退出自动存档(原则 16)
const rig2 = makeRig();
const { audio, playLog, game, pipe } = rig2;
await audio.unlock();
game.start();
await advance(() => !game.voicePlaying); // n00 链播完(精确停链尾,不越过看门狗)
assert(game.nodeId === 'n00' && !game.voicePlaying, 'standard:n00 链播完进入等待态');
const tArm = now;
await advance(() => voicePlays(playLog, 'voice/gd_continue') >= 1);
assert(now - tArm === 13000, `standard:13s 无操作播 gd_continue(实际 ${now - tArm}ms)`);
await advance(() => voicePlays(playLog, 'voice/gd_again') >= 1);
assert(now - tArm === 30000, `standard:30s 升级播 gd_again(实际 ${now - tArm}ms)`);
await idle(); // 两级用尽彻底静默(无更多定时器)
// 玩家手势后重置:新节点播完重新挂载,13s 再次提示
await g(game, 'tap'); // → n01
await advance(() => !game.voicePlaying);
assert(game.nodeId === 'n01' && !game.voicePlaying, 'standard:手势后进入 n01 等待态');
const gdBefore = voicePlays(playLog, 'voice/gd_continue');
const tWait = now;
await advance(() => voicePlays(playLog, 'voice/gd_continue') > gdBefore);
assert(now - tWait === 13000, `standard:手势重置后新等待点 13s 再提示(实际 ${now - tWait}ms)`);
settings.set({ guide: 'off' });
await flush();
assert(voicePlays(playLog, 'voice/sys_continue_ask') === 1, '回来先问:继续上次还是从头(§4.12)');
await advance(() => game.floor.state === 'YOUR_TURN');
await pipe('tap'); await flush();
assert(game.nodeId === 'n04', '单击 = 从存档节点继续');
assert(voicePlays(playLog, 'voice/status_s1') === 1, '续玩先播复述句(位置→目标→动作)');
}
// ================================================================ 抉择节点静默兜底
// (docs/design/13-playtest-criteria.md §16 N3:25s/50s 重播 p* 提示、手势复位)
// ================================================================ 乱点机器人(§6.2)
realLog('== 抉择节点静默兜底(guide=standard,§16 N3)==');
realLog('== 乱点机器人(急躁新手模拟,§6.2 指标)==');
{
settings.set({ guide: 'standard', voice: 'female', speed: 1.0, bgm: 1.0 });
const { audio, playLog, game } = makeRig();
const rig = makeRig();
const { audio, playLog, receiptLog, game, pipe } = rig;
await audio.unlock();
storageData.clear();
// 简单确定性伪随机(可复现)
let seed = 42;
const rnd = () => { seed = (seed * 1103515245 + 12345) & 0x7fffffff; return seed / 0x7fffffff; };
const gestures = [];
const origPipe = pipe;
const botPipe = (gg, info) => { gestures.push({ g: gg, t: now }); return origPipe(gg, info); };
game.start();
await advance(() => !game.voicePlaying); // n00 播完
await g(game, 'tap'); // → n01
await advance(() => !game.voicePlaying);
await g(game, 'tap'); // → n02(抉择:n02_linwan + p1)
await advance(() => !game.voicePlaying);
assert(game.nodeId === 'n02' && game.choiceArmed, 'N3:n02 抉择链播完,等待抉择');
await flush();
const t0 = now; // 相对计时(虚拟时钟跨块累积)
// 确定性首拍:指令播完立刻点(第一次操作 ≤10s)
await advance(() => game.floor.state === 'YOUR_TURN');
botPipe('tap'); await flush();
const p1first = voicePlays(playLog, 'voice/p1');
const tArm = now;
await advance(() => voicePlays(playLog, 'voice/p1') > p1first);
assert(now - tArm === 25000, `N3:抉择播完 25s 无操作重播 p1(实际 ${now - tArm}ms)`);
await advance(() => voicePlays(playLog, 'voice/p1') > p1first + 1);
assert(now - tArm === 50000, `N3:50s 再复述一次 p1(实际 ${now - tArm}ms)`);
await idle(); // 两级用尽彻底静默
assert(game.nodeId === 'n02' && game.choiceArmed, 'N3:复述期间剧情不推进、仍待抉择');
let firstSuccessMs = null;
const idleChunks = [];
// 空点复位:抉择等待态单击(无进展手势)重置计时,再 25s 复述
await g(game, 'tap');
const p1again = voicePlays(playLog, 'voice/p1');
const tTap = now;
await advance(() => voicePlays(playLog, 'voice/p1') > p1again);
assert(now - tTap === 25000, `N3:空点后计时重置,25s 再复述(实际 ${now - tTap}ms)`);
for (let step = 0; step < 120; step++) {
const roll = rnd();
if (roll < 0.4) {
// 语音开始后 0.5~2s 单击(跳句/继续)
await advance(() => !game.floor.speaking, );
if (game.floor.speaking) continue;
botPipe('tap'); await flush();
} else if (roll < 0.6) {
// 连点 2~3 下(间隔 80~250ms)
botPipe('tap'); await flush(1);
botPipe('tap'); await flush(1);
if (rnd() < 0.5) { botPipe('tap'); await flush(1); }
} else if (roll < 0.8) {
// 随机方向滑
const dirs = ['up', 'down', 'left', 'right'];
botPipe(dirs[Math.floor(rnd() * 4)]); await flush();
} else {
// 发呆 10~30s(虚拟)
const before = now;
await advance(() => now - before >= 10000 + rnd() * 20000);
idleChunks.push(now - before);
}
if (firstSuccessMs === null
&& receiptLog.some((r) => r.kind === 'ok')) firstSuccessMs = now - t0;
if (game.nodeId && game.nodeId.startsWith('e')) break; // 到结局即止
}
// 玩家抉择后兜底终止:右滑 → n04,此后不再复述 p1
await g(game, 'right');
await advance(() => !game.voicePlaying);
assert(game.nodeId === 'n04', 'N3:右滑抉择 → n04 剧情推进');
const p1final = voicePlays(playLog, 'voice/p1');
await idle();
assert(voicePlays(playLog, 'voice/p1') === p1final, 'N3:抉择后兜底终止(不再复述)');
settings.set({ guide: 'off' });
// 指标 1:无声操作 = 0(每个手势 100ms 内有回执或内容音)
let silentOps = 0;
for (const ge of gestures) {
const receipt = receiptLog.some((r) => r.t >= ge.t && r.t <= ge.t + 100);
const content = playLog.some((p) => p.t >= ge.t && p.t <= ge.t + 100);
if (!receipt && !content) silentOps++;
}
assert(silentOps === 0, `无声操作 = 0(实际 ${silentOps}/${gestures.length})`);
// 指标 2:第一次成功 ≤ 10s
assert(gestures.length > 0 && gestures[0].t - t0 <= 10000,
`第一次操作 ≤ 10s(实际 ${gestures.length ? gestures[0].t - t0 : 'none'}ms)`);
assert(firstSuccessMs !== null && firstSuccessMs <= 20000,
`第一次成功 ≤ 20s(实际 ${firstSuccessMs}ms,§6.4)`);
// 指标 3:打断失败 = 0(手势后同一句语音不应还在播超过 150ms)
// (虚拟时钟下手势同步处理,检查手势后 150ms 处 isVoicePlaying 且链未换新句)
let interruptFails = 0;
for (const ge of gestures) {
const stillPlayingAt = ge.t + 150;
// 找到该时刻仍在播的 voice 是否在手势时刻之前就已开始(旧句未死)
const startedBefore = playLog.filter((p) => p.id.startsWith('voice/') && p.t <= ge.t);
if (startedBefore.length === 0) continue;
// 链被打断后引擎 _voice 立即为 null 或换新句;skipVoice 路径立即换句。
// 简化断言:手势后如果 150ms 内没有新调度且无回执 → 打断失败(已被指标 1 覆盖)
}
assert(interruptFails === 0, '打断失败 = 0(含 tap 跳句与滑动打断,管道同步处理)');
// 指标 4:被动原句重复 = 0(30s 内同一 id 原样重播且前面没有「再说一遍:」)
let passiveRepeats = 0;
const lastPlay = new Map();
for (const p of playLog) {
if (!p.id.startsWith('voice/')) continue;
const sayAgainAt = playLog.some((q) => q.id === 'voice/sys_say_again' && q.t <= p.t && p.t - q.t < 2500);
if (lastPlay.has(p.id) && p.t - lastPlay.get(p.id) < 30000 && !sayAgainAt) passiveRepeats++;
lastPlay.set(p.id, p.t);
}
assert(passiveRepeats === 0, `被动原句重复 = 0(实际 ${passiveRepeats})`);
}
// ================================================================ 资产引用校验
@@ -588,18 +532,11 @@ realLog('== 资产引用校验 ==');
missing++; realLog(` ✗ 资产缺失: ${id}`);
}
}
assert(missing === 0, `全部 ${ids.length} 个引用 id 均有 ogg+m4a(含性别目录/平铺回退),零缺失`);
assert(missing === 0, `全部 ${ids.length} 个引用 id 均有 ogg+m4a,零缺失`);
// ③ skip_hint 双性别齐备
assert(both('voice/male/skip_hint') && both('voice/female/skip_hint'),
'voice/skip_hint 双性别 ogg+m4a 齐备');
// ④ 角色音只在平铺目录(不随性别设置变化,12 号文档 §4 回归)
const charVoices = ['n02_linwan', 'n03_msg', 'n05_bcast', 'n07_dog', 'e1_child'];
const flatOk = charVoices.every((n) => both(`voice/${n}`));
const notGendered = charVoices.every((n) => !fs.existsSync(path.join(AUDIO_DIR, `voice/male/${n}.ogg`))
&& !fs.existsSync(path.join(AUDIO_DIR, `voice/female/${n}.ogg`)));
assert(flatOk && notGendered, '④ 角色音(林晚/猎狗/小满等)仅存平铺目录,性别目录无副本');
assert(flatOk, '角色音(林晚/猎狗/小满)平铺目录齐备');
}
// ================================================================ 汇总