/** * 向导层无头测试(web/harness/guide.test.mjs)。 * * settings.guide='full' 下,用 storyline + simon 两个代表游戏 + Guide 直连断言: * ① 看门狗礼仪(round2 F1):storyline 进入等待态 25s → nudge + gd_continue, * 50s 升级只重申手势(gd_again),**不再重播 help/进度/当前节点**,两级用尽 * 彻底静默;simon input 10s → gd_relisten,25s 升级 = confirm 震 + turn * earcon 纯标记(**取消自动重播序列**); * ② turn cue:simon 首轮序列播完 → turn earcon 事件 + confirm 震 + your_turn; * ③ error 纠错:storyline 无效手势 → error 震 + gd_invalid(onceKey 同局只播一次); * ④ F1.4 idle-only:对白在播时 error/watchdog 语音跳过(事件带 skipped:true、 * 不入队),空闲时正常播;turn 语音保持 queue 不受影响; * ⑤ 等级衰减:guide='off' 时以上全部无事件、无 gd_* 播放、无定时器注册。 * 事件经 guide.setEventHook 收集;mock 层与各 playtest 同款(虚拟时钟)。 * * 运行:tools/node/bin/node web/harness/guide.test.mjs */ import fs from 'node:fs'; import path from 'node:path'; import url from 'node:url'; const ROOT = path.resolve(path.dirname(url.fileURLToPath(import.meta.url)), '..', '..'); const GAME_DIRS = { StorylineGame: path.join(ROOT, 'web', 'storyline'), SimonGame: path.join(ROOT, 'web', 'simon'), RhythmGame: path.join(ROOT, 'web', 'rhythm'), SpaceGame: path.join(ROOT, 'web', 'space'), EscapeGame: path.join(ROOT, 'web', 'escape'), }; let currentGameDir = GAME_DIRS.StorylineGame; // ---------------------------------------------------------------- 断言收集 const realLog = console.log.bind(console); let passCount = 0; const failures = []; function assert(cond, msg) { if (cond) { passCount++; realLog(` ✓ ${msg}`); } else { failures.push(msg); realLog(` ✗ ${msg}`); } } console.error = () => {}; console.warn = () => {}; console.log = () => {}; // ---------------------------------------------------------------- 虚拟时钟 let now = 0; // 虚拟毫秒 let timerSeq = 1; const timers = new Map(); // id -> { fireAt, cb } const realSetImmediate = setImmediate; globalThis.setTimeout = (cb, ms = 0) => { const id = timerSeq++; timers.set(id, { fireAt: now + Math.max(0, Number(ms) || 0), cb }); return id; }; globalThis.clearTimeout = (id) => { timers.delete(id); }; // rhythm 的 40ms 调度泵 / space 的局内定时链依赖 interval(round3 G1/G7 用例需要) const intervals = new Set(); globalThis.setInterval = (cb, ms = 0) => { const id = timerSeq++; const step = () => { if (!intervals.has(id)) return; // 已被 clearInterval cb(); if (intervals.has(id)) timers.set(id, { fireAt: now + Math.max(0, Number(ms) || 0), cb: step }); }; intervals.add(id); timers.set(id, { fireAt: now + Math.max(0, Number(ms) || 0), cb: step }); return id; }; globalThis.clearInterval = (id) => { intervals.delete(id); timers.delete(id); }; Object.defineProperty(globalThis, 'performance', { value: { now: () => now }, configurable: true, }); async function flush(rounds = 8) { for (let i = 0; i < rounds; i++) await new Promise((r) => realSetImmediate(r)); } async function advance(cond = null) { for (let n = 0; n < 50000; n++) { await flush(2); if (cond && cond()) return 'cond'; let nextId = -1; let nextAt = Infinity; for (const [id, t] of timers) if (t.fireAt < nextAt) { nextAt = t.fireAt; nextId = id; } if (nextId < 0) return 'idle'; now = nextAt; const t = timers.get(nextId); timers.delete(nextId); t.cb(); } throw new Error('虚拟时钟定时器超上限(疑似死循环)'); } const idle = () => advance(null); /** 清空全局定时器(用例边界卫生:上一局的看门狗不串场)。 */ const resetTimers = () => timers.clear(); // ---------------------------------------------------------------- 浏览器 mock globalThis.window = { addEventListener: () => {}, AudioContext: null }; const storageData = new Map(); globalThis.localStorage = { getItem: (k) => (storageData.has(k) ? storageData.get(k) : null), setItem: (k, v) => { storageData.set(k, String(v)); }, removeItem: (k) => { storageData.delete(k); }, }; const vibrateLog = []; Object.defineProperty(globalThis, 'navigator', { // maxTouchPoints: 1 —— 手机 persona:inputMode() 判 touch,语音走触屏措辞主资产(键盘路由由 engine-input K9 专测) value: { maxTouchPoints: 1, vibrate: (...a) => { vibrateLog.push(a[0]); return true; } }, configurable: true, }); class MockParam { constructor(v = 1) { this.value = v; } setValueAtTime() {} linearRampToValueAtTime() {} cancelScheduledValues() {} } class MockGainNode { constructor() { this.gain = new MockParam(); } connect() {} disconnect() {} } class MockOscillator { constructor() { this.type = 'sine'; this.frequency = new MockParam(); this.connect = () => {}; this.start = () => {}; this.stop = () => {}; } } class MockAudioContext { constructor() { this.state = 'running'; this.destination = {}; this.sampleRate = 44100; } // 跟随虚拟时钟:rhythm 用 ctx.currentTime 绝对排程(round3 G1 时间窗断言的前提) get currentTime() { return now / 1000; } createGain() { return new MockGainNode(); } createOscillator() { return new MockOscillator(); } createDynamicsCompressor() { const n = new MockGainNode(); n.threshold = new MockParam(); n.ratio = new MockParam(); n.attack = new MockParam(); n.release = new MockParam(); return n; } createBufferSource() { return { buffer: null, loop: false, playbackRate: new MockParam(), connect() {}, start() {}, stop() {} }; } createScriptProcessor() { return { connect() {}, disconnect() {}, onaudioprocess: null }; } decodeAudioData() { return Promise.resolve({ duration: 2.0, numberOfChannels: 1, sampleRate: 44100, getChannelData: () => new Float32Array(16) }); } resume() { this.state = 'running'; return Promise.resolve(); } } globalThis.window.AudioContext = MockAudioContext; // fetch 读"当前测试游戏"的真实资产目录(语音链靠引擎 endTimer 推进,需要真文件) globalThis.fetch = async (u) => { const p = path.join(currentGameDir, decodeURIComponent(String(u))); if (!fs.existsSync(p)) return { ok: false, status: 404, arrayBuffer: async () => new ArrayBuffer(0) }; const data = fs.readFileSync(p); return { ok: true, status: 200, arrayBuffer: async () => data.buffer.slice(data.byteOffset, data.byteOffset + data.byteLength), }; }; // ---------------------------------------------------------------- 装载引擎与游戏 const { WebAudioEngine } = await import('../engine/audio.js'); const { settings } = await import('../engine/settings.js'); const { Guide } = await import('../engine/guide.js'); const { StorylineGame } = await import('../storyline/game.js'); const { SimonGame } = await import('../simon/game.js'); const { RhythmGame } = await import('../rhythm/game.js'); const { SpaceGame } = await import('../space/game.js'); const { EscapeGame } = await import('../escape/game.js'); // guide='full':本文件验证向导层行为(既有 playtest 以 guide='off' 验证零干扰) settings.set({ guide: 'full', voice: 'female', speed: 1.0, bgm: 1.0 }); /** 组装一局:playLog + 震动/事件捕获(每个用例全新 audio+game)。 */ function makeRig(GameClass) { currentGameDir = GAME_DIRS[GameClass.name]; storageData.clear(); // 用例间进度隔离(rhythm tutorialDone / simon best 等不串场) const audio = new WebAudioEngine('audio/'); const playLog = []; const origPlay = audio.play.bind(audio); audio.play = (id, opts) => { playLog.push({ id, t: now, opts: opts || {} }); return origPlay(id, opts); }; const game = new GameClass(audio, {}); const events = []; game.guide.setEventHook((evt) => events.push({ ...evt, t: now })); const vibBase = vibrateLog.length; return { audio, playLog, game, events, vibBase, vibrated: (pattern) => vibrateLog.slice(vibBase).some((p) => JSON.stringify(p) === JSON.stringify(pattern)), vibratedSince: (mark, pattern) => vibrateLog.slice(mark).some((p) => JSON.stringify(p) === JSON.stringify(pattern)), }; } const voicePlays = (playLog, id) => playLog.filter((e) => e.id === id).length; async function gesture(game, g) { game.onGesture(g); await flush(); } /** 等到当前语音链播完(精确停在链尾,不越过其后的看门狗定时器)。 */ const waitChainDone = (game) => advance(() => !game.voicePlaying); // ================================================================ ⓪ Guide 层单测(stub 游戏夹具) // 26 号重构后 storyline/escape/simon 不再使用 Guide(发言权/等待点接管), // Guide 仍服务 rhythm/space/rpg 等未改造游戏;这里用最小夹具锁 Guide 自身语义。 realLog('== ⓪ Guide 层:状态签名 / turn 排队 / error idle-only / off 全静 =='); { 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 guide = new Guide(audio); const events = []; guide.setEventHook((evt) => events.push({ ...evt, t: now })); await audio.unlock(); guide.state('explore'); assert(events.some((e) => e.type === 'state' && e.name === 'explore'), 'state() 发状态签名事件'); guide.turn({ voice: 'gd_continue' }); assert(events.some((e) => e.type === 'turn'), 'turn() 发交接事件'); // F1.4 idle-only:对白在播时 error 语音跳过(skipped 事件、不入队) audio.play('voice/menu', { queue: false }); await flush(); assert(audio.isVoicePlaying(), '夹具对白在播'); guide.error({ voice: 'gd_invalid' }); assert(events.some((e) => e.type === 'error' && e.skipped), '对白在播时 error 语音跳过(skipped)'); await advance(() => !audio.isVoicePlaying()); assert(!playLog.some((e) => e.id === 'voice/gd_invalid'), '被跳过的 error 不入队迟到'); // off:全部 API 静默 no-op(无事件、无定时器) settings.set({ guide: 'off' }); const evBefore = events.length; guide.state('battle'); guide.turn({ voice: 'gd_continue' }); guide.error({ voice: 'gd_invalid' }); guide.watchdog({ arm: true, at: [1000], onEscalate: () => assert(false, 'off 档不应触发升级') }); assert(events.length === evBefore, 'off 档全部 API 静默(零事件)'); await advance(() => false, ); settings.set({ guide: 'full' }); } // ================================================================ ⑥ G1/G3 rhythm realLog('== ⑥ G1/G3 rhythm:gd_answer 落在首个应答窗口前整整 1 小节;菜单恢复 count-in 可感知 =='); { const { audio, playLog, game, events } = makeRig(RhythmGame); const tSec = () => now / 1000; const SPB = 60 / 90; // 曲目一 90BPM await audio.unlock(); game.start(); await advance(() => audio.isVoicePlaying()); // welcome 开播 await gesture(game, 'tap'); // 播放中单击 = 跳过 → 教学链 await advance(() => game.phase === 'tut'); await gesture(game, 'down'); // 跳过教学 → 曲目一 main await advance(() => game.phase === 'main' && game._cues.length > 0); assert(game._song && game._song.id === 'song1', '前提:进入曲目一 main(90BPM)'); // G1:gd_answer(曲谱定时队列直达)在首个应答窗口起点之前整整 1 小节 await advance(() => playLog.some((e) => e.id === 'voice/gd_answer')); const ans = playLog.find((e) => e.id === 'voice/gd_answer'); const win0 = game._cues[0].expected; // 首个应答窗口起点(秒) assert(ans.t / 1000 < win0, `G1:gd_answer(${(ans.t / 1000).toFixed(2)}s) < 首窗口起点(${win0.toFixed(2)}s)`); assert(Math.abs(win0 - ans.t / 1000 - 4 * SPB) < 0.06, `G1:窗口前整整 1 小节(提前 ${(win0 - ans.t / 1000).toFixed(2)}s ≈ ${(4 * SPB).toFixed(2)}s)`); assert(events.some((e) => e.type === 'turn'), 'G1:turn earcon 同点发出(standard 档也发,off 静默)'); // G3:曲中开菜单 → 关菜单恢复:full 档先播 gd_count,链播完才开始 4 拍 count-in await advance(() => tSec() >= game._bgmT0 + 1.5); // BGM 已起、首窗口未到 await gesture(game, 'down'); assert(game.phase === 'menu', 'G3:曲中下滑呼出菜单(无悬置 down 音符)'); // live round2 P1:菜单 1s 去抖独占期(防瞬穿)——关菜单手势须在独占期后到达 const menuT0 = tSec(); await advance(() => tSec() >= menuT0 + 1.05); const kicksBefore = game._sched.filter((e) => e.sfx === 'sfx/inst_kick').length; await gesture(game, 'down'); assert(voicePlays(playLog, 'voice/gd_count') === 1, 'G3:恢复先播 gd_count(full 档)'); assert(audio.isVoicePlaying(), 'G3:count-in 在 gd_count 链播完之后才开始(语音串行)'); await advance(() => !audio.isVoicePlaying() && game._timer !== null); const allKicks = game._sched.filter((e) => e.sfx === 'sfx/inst_kick').map((e) => e.time).sort((a, b) => a - b); assert(allKicks.length === kicksBefore + 4, 'G3:count-in 4 记底鼓排入 _sched(sfx 层音量 1.0)'); const schedTimes = game._sched.map((e) => e.time); assert(schedTimes.every((t, i) => i === 0 || t >= schedTimes[i - 1]), 'G3:_sched 已按时间重排(count-in 位于队头,round2 版未重排被队头阻塞的根因)'); const ciKicks = allKicks.slice(0, 4); assert(ciKicks.every((t, i) => i === 0 || Math.abs(t - ciKicks[i - 1] - SPB) < 0.05), 'G3:底鼓按一拍间距排布'); const vibMark = vibrateLog.length; await advance(() => tSec() >= ciKicks[3] + 0.3); assert(vibrateLog.slice(vibMark).filter((p) => JSON.stringify(p) === '[8]').length >= 4, 'G3:4 记 count-in 底鼓各带 beat 震(按拍点准时落)'); assert(game.phase === 'main', 'G3:恢复后回 main'); // G1:恢复 = 一次「进 main」:暂停前旧标记已消费 → 对恢复后的首个未判定窗口重排 const gdCountBefore = voicePlays(playLog, 'voice/gd_answer'); await advance(() => voicePlays(playLog, 'voice/gd_answer') > gdCountBefore); const ans2 = playLog.filter((e) => e.id === 'voice/gd_answer').pop(); assert(ans2.t / 1000 < game._cues[0].expected, 'G1:恢复后的 gd_answer 仍在首个未判定窗口起点之前'); // G3:gd_count 每局恢复限 1 次(第二次恢复直接 count-in) await gesture(game, 'down'); const menuT1 = tSec(); await advance(() => tSec() >= menuT1 + 1.05); // live round2 P1:菜单 1s 去抖独占期后再操作 const cntBefore = voicePlays(playLog, 'voice/gd_count'); await gesture(game, 'down'); assert(voicePlays(playLog, 'voice/gd_count') === cntBefore, 'G3:gd_count 每局恢复限 1 次'); assert(game.phase === 'main', 'G3:第二次恢复不经语音直接 count-in'); game.stop(); resetTimers(); } // ================================================================ ⑦ G2 rhythm 教学 DDA realLog('== ⑦ G2 rhythm:教学同一步连 2 失败 → 领奏降速 25% 重演 + gd_slow;做对恢复、每局封顶 =='); { const { audio, playLog, game } = makeRig(RhythmGame); const tSec = () => now / 1000; const SPB = 60 / 90; await audio.unlock(); game.start(); await advance(() => audio.isVoicePlaying()); await gesture(game, 'tap'); // 跳过 welcome await advance(() => game.phase === 'tut' && game._cues.length > 0); let lead = Math.min(...game._sched.filter((e) => e.sfx === 'sfx/inst_kick').map((e) => e.time)); assert(Math.abs(game._cues[0].expected - lead - 4 * SPB) < 0.05, '基准:T1 应答窗 = 领奏后 4 拍(正常速率)'); // 失败①:整句不出手(F2.1 归因 + 纠正重教)。用持久里程碑停表: //(_tutEvaluate 会先把 _phaseEnd 置 Infinity 防重入,等「阶段末」类条件会跑飞) await advance(() => game._tutFails === 1); assert(game._tutFails === 1, '失败 1 次:纠正重教(原路径不变)'); await advance(() => game._phaseEnd < 1e9 && tSec() < game._phaseEnd - 0.5); // 纠正链播完、重新领奏 // 失败②:再整句不出手 → G2 降速重演 await advance(() => game._tutSlowUsed === true); assert(game._tutSlowUsed === true, '同一步连续 2 次失败 → 进入降速路径'); await advance(() => voicePlays(playLog, 'voice/gd_slow') === 1); assert(voicePlays(playLog, 'voice/gd_slow') === 1, 'G2:连 2 失败播 gd_slow(full 档)'); assert(game._tutRate === 0.75, 'G2:该步领奏降速 25%(_tutRate=0.75)'); await advance(() => game._cues.length > 0 && game._sched.some((e) => e.sfx === 'sfx/inst_kick' && e.time > tSec())); lead = Math.min(...game._sched.filter((e) => e.sfx === 'sfx/inst_kick').map((e) => e.time)); assert(Math.abs(game._cues[0].expected - lead - 4 * SPB / 0.75) < 0.06, `G2:降速后应答窗 = 领奏后 4 拍×1/0.75(实际 ${(game._cues[0].expected - lead).toFixed(2)}s)`); // 降速步做对 → 恢复正常速度 await advance(() => tSec() >= game._cues[0].expected + 0.29); await gesture(game, 'tap'); // tap 补偿 -0.30s 后 dt≈0,判对 await advance(() => game._tutIdx === 1); assert(game._tutRate === 1.0, 'G2:该步做对恢复正常速度'); // 封顶:T2 再连 2 失败 → 不再降速,维持 retry_skip 跳步 await advance(() => game._tutIdx === 1 && game._tutFails === 1); // T2 失败 1 await advance(() => game._phaseEnd < 1e9 && tSec() < game._phaseEnd - 0.5 && game._tutIdx === 1); await advance(() => voicePlays(playLog, 'voice/retry_skip') === 1); // T2 失败 2 → 跳步 assert(voicePlays(playLog, 'voice/gd_slow') === 1, 'G2:gd_slow 每教学局 1 次封顶'); assert(voicePlays(playLog, 'voice/retry_skip') === 1, 'G2:封顶后维持 retry_skip 跳步不卡流程'); await advance(() => game._tutIdx === 2); assert(game._tutIdx === 2, 'G2:跳步进 T3'); game.stop(); resetTimers(); } // ================================================================ ⑨ G7 space 方向呼喊 realLog('== ⑨ G7 space:dir_* 方向呼喊与呼啸同窗(spawn 当刻,round4 R1 改口) =='); { // 设计依据(research/04-playtests/live/round1/space-xiaozhao.md P1-1 + 13 号文档 §11): // G7 原裁定为「loud 警报档(撞击前 500ms)同窗呼喊」,但第 1 轮全拟真实测每颗陨石的 // 呼喊都落在撞击判定前 ~0.4s——听完再滑必死,与教学培养的"听语音滑"直接矛盾。 // round4 R1 把呼喊提前到**陨石呼啸响起瞬间**(spawn 当刻):呼喊=反应窗口起点的指引, // 与 whoosh 同窗;loud 警报保留在撞击前 500ms 承担"临近警示",二者**明确错峰**、 // 不再绑定(撞击点落在保护期内的陨石不呼喊,protect_