/** * 《剑与声》无头试玩测试(docs/design/13-playtest-criteria.md §6 + §7 全局断言)。 * * 以玩家身份模拟:mock 浏览器环境(window/navigator/localStorage/fetch/虚拟时钟) * 与 WebAudioEngine 接口(播放日志 + voice onComplete 按虚拟时钟推进语音链, * 资产缺失 = 不触发 onComplete,对齐引擎静默跳过语义),加载真实 game.js, * 手势直接注入 game.onGesture(引擎回调路径)。 * * 运行:tools/node/bin/node web/rpg/test/playtest.mjs * 退出码 0 = 全部断言通过。随机性由种子 PRNG(可强制排队值)保证可重复。 */ import fs from 'node:fs'; import path from 'node:path'; import { fileURLToPath } from 'node:url'; const RPG_DIR = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '..'); // ================================ 虚拟时钟 ================================ let vnow = 0; // 虚拟毫秒 const timers = new Map(); let nextTimerId = 1; function schedule(ms, fn) { const id = nextTimerId++; timers.set(id, { at: vnow + ms, fn }); return id; } function unschedule(id) { timers.delete(id); } async function flushMicro() { for (let i = 0; i < 5; i++) await Promise.resolve(); } /** 推进虚拟时钟 ms 毫秒,期间到期的计时器按序触发(含语音 onComplete 链)。 */ async function tick(ms) { const target = vnow + ms; for (let guard = 0; guard < 100000; guard++) { await flushMicro(); let best = null; for (const [id, t] of timers) { if (t.at <= target && (!best || t.at < best.t.at)) best = { id, t }; } if (!best) break; timers.delete(best.id); vnow = best.t.at; best.t.fn(); } vnow = target; await flushMicro(); } // ================================ 浏览器环境 mock ================================ const storageMap = new Map(); const localStorageMock = { getItem: (k) => (storageMap.has(k) ? storageMap.get(k) : null), setItem: (k, v) => { storageMap.set(k, String(v)); }, removeItem: (k) => { storageMap.delete(k); }, clear: () => storageMap.clear(), }; const vibrateLog = []; const fetchLog = []; const consoleErrors = []; const consoleLogs = []; Object.defineProperty(globalThis, 'performance', { value: { now: () => vnow }, configurable: true }); // 注意 setTimeout 参数序是 (fn, ms),内部 schedule 是 (ms, fn) —— 必须包一层 globalThis.setTimeout = (fn, ms = 0) => schedule(ms, fn); globalThis.clearTimeout = unschedule; globalThis.localStorage = localStorageMock; globalThis.fetch = (url, opts) => { fetchLog.push({ url, opts }); return Promise.resolve({ ok: true, json: async () => ({}) }); }; Object.defineProperty(globalThis, 'navigator', { value: { vibrate: (p) => { vibrateLog.push({ t: vnow, p }); return true; } }, configurable: true, }); globalThis.window = { addEventListener: () => {}, location: { href: '' }, }; globalThis.document = { getElementById: () => null, createElement: () => ({ style: { setProperty: () => {} }, className: '', offsetWidth: 0 }), body: { appendChild: () => {} }, }; const origConsoleError = console.error.bind(console); console.error = (...a) => { consoleErrors.push(a.join(' ')); origConsoleError(...a); }; const origConsoleLog = console.log.bind(console); console.log = (...a) => { consoleLogs.push(a.join(' ')); origConsoleLog(...a); }; // 种子 PRNG(mulberry32)+ 强制值队列(遭遇/逃跑判定用) let randState = 42; const randQueue = []; Math.random = () => { if (randQueue.length) return randQueue.shift(); randState |= 0; randState = (randState + 0x6D2B79F5) | 0; let t = Math.imul(randState ^ (randState >>> 15), 1 | randState); t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t; return ((t ^ (t >>> 14)) >>> 0) / 4294967296; }; // ================================ 资产存在性 ================================ function hasPair(base) { return fs.existsSync(base + '.ogg') && fs.existsSync(base + '.m4a'); } /** voice:双性别目录齐全,或平铺(NPC 单音色)齐全;sfx/bgm:双格式。 */ function assetExists(id) { const audioDir = path.join(RPG_DIR, 'audio'); if (id.startsWith('voice/')) { const name = id.slice(6); if (hasPair(path.join(audioDir, 'voice', 'female', name)) && hasPair(path.join(audioDir, 'voice', 'male', name))) return true; return hasPair(path.join(audioDir, 'voice', name)); // 平铺回退(npc_*) } return hasPair(path.join(audioDir, id)); } // ================================ 音频引擎 mock ================================ class MockParam { constructor() { this.value = 0; } setValueAtTime() {} linearRampToValueAtTime() {} cancelScheduledValues() {} } class MockAudioContext { get currentTime() { return vnow / 1000; } createBufferSource() { return { buffer: null, playbackRate: { value: 1 }, loop: false, onended: null, connect() {}, start() {}, stop() {} }; } createGain() { return { gain: new MockParam(), connect() {} }; } } class MockAudioEngine { constructor() { this.sfxVolume = 0.8; this.voiceVolume = 1; this.bgmVolume = 1; this.log = []; // {t, layer, id, opts, missing} this._voice = null; // 当前 voice token(game 侧 _voicePlaying 判定依据) this.bgmNow = null; this.skipCount = 0; this.blocked = new Set(); // 被屏蔽的 voice id(看门狗测试:onComplete 永不触发) this.ctx = new MockAudioContext(); this._sfxBus = { kind: 'sfxBus' }; } isVoicePlaying() { return this._voice !== null; } // 对齐引擎公开 API(game 侧已改用它) setRateBoostEnabled() {} // 对齐引擎公开 API(rpg 不调用,保持 mock 完整) _dur(id) { return 1.0; } // 假 buffer 时长(秒):语音链按虚拟时钟推进 play(id, opts = {}) { const layer = id.split('/')[0]; const missing = !assetExists(id); this.log.push({ t: vnow, layer, id, opts, missing }); if (missing) { console.error(`[mock-audio] 资产缺失: ${id}`); return; } // 引擎静默跳过语义 if (layer === 'voice') { this._voice = null; // 顶掉当前句(不触发其 onComplete,对齐引擎语义) const token = { id, onComplete: opts.onComplete }; this._voice = token; if (!this.blocked.has(id)) { schedule(this._dur(id) * 1000, () => { if (this._voice === token) { this._voice = null; if (token.onComplete) token.onComplete(); } }); } } else if (layer === 'bgm') { this.bgmNow = id; } // sfx:即发即弃,无后续 } skipVoice() { this.skipCount++; const cur = this._voice; if (!cur) return; this._voice = null; if (cur.onComplete) cur.onComplete(); // 视为自然播完:链播下一句 } stopVoice() { this._voice = null; } stopBgm(fadeOutMs = 800) { this.log.push({ t: vnow, layer: 'bgm', id: '(stop)', opts: { fadeOutMs } }); this.bgmNow = null; } stopAll() { this.stopBgm(200); this.stopVoice(); } prewarm() {} async _load(id) { const missing = !assetExists(id); this.log.push({ t: vnow, layer: 'load', id, missing }); if (missing) { console.error(`[mock-audio] 资产缺失: ${id}`); return null; } return { duration: this._dur(id) }; } } // ================================ 断言设施 ================================ let passCount = 0; const failures = []; function assert(cond, msg) { if (cond) { passCount++; } else { failures.push(msg); origConsoleError(` ✗ ${msg}`); } } function ok(msg) { passCount++; origConsoleLog(` ✓ ${msg}`); } /** 播放日志查询(可传起始偏移只查最近段落)。 */ function plays(audio, from = 0) { const L = audio.log.slice(from); return { has: (id) => L.some((e) => e.id === id && !e.missing), count: (id) => L.filter((e) => e.id === id && !e.missing).length, orderOk: (...ids) => { let pos = -1; for (const id of ids) { const i = L.findIndex((e, j) => j > pos && e.id === id && !e.missing); if (i < 0) return false; pos = i; } return true; }, lastBgm: (id) => L.filter((e) => e.id === id && !e.missing).at(-1), }; } /** 最近一次敌方攻击 dmg(console.log '[RpgGame] 敌方攻击 dmg=N')。 */ function lastEnemyDmg() { for (let i = consoleLogs.length - 1; i >= 0; i--) { const m = consoleLogs[i].match(/敌方攻击 dmg=(\d+)/); if (m) return Number(m[1]); } return null; } const ERROR_PATTERN = JSON.stringify([60, 40, 60]); function vibratedError(fromIdx) { return vibrateLog.slice(fromIdx).some((v) => JSON.stringify(v.p) === ERROR_PATTERN); } // ================================ 游戏装配 ================================ const { RpgGame } = await import('../game.js'); const { settings } = await import('../../engine/settings.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 }); const audioRegistry = []; function newGame() { const audio = new MockAudioEngine(); audioRegistry.push(audio); const game = new RpgGame(audio, {}); return { game, audio }; } const g = (game, gesture) => game.onGesture(gesture); /** 战斗辅助:把指令切到目标(只允许手势注入)。 */ function selectCmd(game, cmd) { const CMDS = ['attack', 'skill', 'defend', 'item']; const b = game._battle; const target = CMDS.indexOf(cmd); const rightSteps = (target - b.cmdIdx + CMDS.length) % CMDS.length; const leftSteps = (b.cmdIdx - target + CMDS.length) % CMDS.length; const [dir, n] = rightSteps <= leftSteps ? ['right', rightSteps] : ['left', leftSteps]; for (let i = 0; i < n; i++) g(game, dir); } /** 语音链快进(等链播完/看门狗兜底)。 */ async function battlePump(game, audio, ms = 30000) { await tick(ms); } /** 前摇钩子:记录每次 _enemyTelegraph 开窗时长(ms)。 */ function hookTelegraph(game) { const windows = []; const orig = game._enemyTelegraph.bind(game); game._enemyTelegraph = () => { orig(); windows.push(game._battle.windowEnd - vnow); }; return windows; } /** 战斗辅助:标准打法——选中攻击单击;前摇内立即双击格挡;低血量喝药。 */ async function fightSmart(game, audio, { maxRounds = 60, potionBelow = 0 } = {}) { let gestures = 0; while (game.phase === 'battle' && game._battle && gestures < maxRounds * 5) { const b = game._battle; if (b.state === 'PLAYER_SELECT') { const lowHp = potionBelow > 0 && game.player.hp <= potionBelow && game.player.potions > 0; selectCmd(game, lowHp ? 'item' : 'attack'); gestures += 4; await tick(800); g(game, 'tap'); // 战斗中单击=执行指令(语音不可跳,12 文档裁定) gestures++; await tick(200); } else if (b.state === 'ENEMY_TELEGRAPH') { g(game, 'doubletap'); // 即时双击格挡(窗口内) gestures++; await tick(200); } else { await tick(500); } } return gestures; } // ================================ 场景 A:第一章通关关键路径 ================================ async function scenarioA() { origConsoleLog('\n=== 场景 A:第一章通关关键路径 ==='); localStorageMock.clear(); storageMap.set('soundgame.auth', JSON.stringify({ token: 'test-token' })); // 验证 PUT 同步 const { game, audio } = newGame(); let mark = 0; // ---- 1. 启动 → 序章 → village ---- game.start(); assert(game.phase === 'intro', 'A1: 启动进序章 intro'); await tick(60000); // 序章 5 句 + 进村 3 句 assert(game.phase === 'explore' && game.scene === 'village', 'A1: 序章后进 village 探索态'); let p = plays(audio, mark); assert(p.orderOk('voice/intro_1', 'voice/intro_2', 'voice/intro_3', 'voice/skip_hint', 'voice/sys_new_game'), 'A1: 序章语音链 intro_1-3 + skip_hint 插播 + sys_new_game 有序'); assert(p.orderOk('voice/npc_headman_1', 'voice/npc_headman_2', 'voice/desc_village'), 'A1: 进村村长对白 + desc_village 有序'); assert(p.has('voice/opt_go_path'), 'A1: 进村播报首选项 opt_go_path'); assert(p.has('bgm/village'), 'A1: village 状态音乐 bgm/village'); assert(audio.log.some((e) => e.layer === 'load' && e.id === 'sfx/amb_village' && !e.missing), 'A1: village 环境音 amb_village 加载(sfx 层)'); // ---- 2. 选项切换 / 双击重听 / 状态链 ---- mark = audio.log.length; g(game, 'right'); await tick(1200); assert(game.optIdx === 1 && plays(audio, mark).has('voice/opt_shop'), 'A2: 右滑切选项播 opt_shop'); g(game, 'left'); await tick(1200); assert(game.optIdx === 0 && plays(audio, mark).has('voice/opt_go_path'), 'A2: 左滑切回 go_path'); g(game, 'doubletap'); await tick(3000); assert(plays(audio, mark).orderOk('voice/desc_village_re', 'voice/opt_go_path'), 'A2: 双击=重听场景描述+当前选项'); mark = audio.log.length; g(game, 'up'); await tick(8000); assert(plays(audio, mark).orderOk('voice/st_lv_low', 'voice/st_hp_high', 'voice/st_gold_some', 'voice/st_weapon_none', 'voice/st_armor_none'), 'A2: 上滑状态链 st_lv→st_hp→st_gold→st_weapon→st_armor 完整有序'); // ---- 3. 菜单(RPG 豁免:左右滑+单击确认)---- mark = audio.log.length; g(game, 'down'); await tick(2500); assert(game.phase === 'menu', 'A3: 探索态下滑=菜单'); assert(plays(audio, mark).has('bgm/menu'), 'A3: 菜单状态音乐 bgm/menu(amb 不停)'); assert(plays(audio, mark).orderOk('voice/sys_menu', 'voice/sys_menu_resume'), 'A3: 菜单语音 + 首项 resume'); g(game, 'right'); await tick(1200); assert(game._menuIdx === 1 && plays(audio, mark).has('voice/sys_menu_save'), 'A3: 菜单右滑切到保存'); g(game, 'right'); await tick(1200); g(game, 'tap'); await tick(4000); // help assert(plays(audio, mark).orderOk('voice/help_explore', 'voice/help_battle', 'voice/settings_hint'), 'A3: 菜单帮助链完整'); g(game, 'down'); await tick(1500); assert(game.phase === 'explore', 'A3: 菜单下滑关闭回探索态'); assert(plays(audio, mark).lastBgm('bgm/village'), 'A3: 关菜单淡回 bgm/village'); // ---- 4. 商店:铁剑 100 金不够 → shop_poor;买金疮药 ---- g(game, 'right'); await tick(1200); // opt_shop g(game, 'tap'); await tick(3000); // 进商店(voice 播完再点) assert(game.phase === 'shop', 'A4: 进商店'); assert(plays(audio).orderOk('voice/shop_open', 'voice/shop_price_sword'), 'A4: shop_open + 铁剑报价'); g(game, 'tap'); await tick(1500); // 买铁剑:50 < 100 assert(plays(audio).has('voice/shop_poor') && game.player.gold === 50 && !game.player.weapon, 'A4: 金币 50 买铁剑(100) → shop_poor,金币/装备不变'); g(game, 'right'); await tick(1200); // armor g(game, 'right'); await tick(1200); // potion g(game, 'tap'); await tick(1500); // 买金疮药 30 金 assert(game.player.gold === 20 && game.player.potions === 2, 'A4: 买金疮药成功(50→20 金,药 1→2)'); g(game, 'right'); await tick(1200); // leave g(game, 'tap'); await tick(1200); assert(game.phase === 'explore', 'A4: 离开商店回探索态'); // ---- 5. 单击跳过旁白(12 文档:探索态 voice 播放中单击=skipVoice)---- g(game, 'left'); await tick(1200); // 切到 go_path const skipsBefore = audio.skipCount; g(game, 'tap'); // 确认 go_path → _enterScene('path') 同步开播 desc_path assert(game.scene === 'path' && audio._voice, 'A5: 进 path 后 desc 语音在播'); g(game, 'tap'); // desc 播放中单击 = 跳过本句(不执行选项) assert(audio.skipCount === skipsBefore + 1, 'A5: desc 播放中单击触发 skipVoice'); assert(game.scene === 'path', 'A5: 跳过旁白不触发选项确认(场景不变)'); await tick(3000); assert(plays(audio).has('voice/opt_go_fork'), 'A5: 跳过本句后语音链继续推进到选项播报'); // ---- 6. path 调查一次性 +15 金 ---- g(game, 'right'); await tick(1200); // investigate g(game, 'tap'); await tick(1500); assert(game.player.gold === 35 && plays(audio).has('voice/evt_gold15'), 'A6: investigate 一次 +15 金'); g(game, 'tap'); await tick(1500); assert(game.player.gold === 35 && plays(audio).has('voice/evt_nothing'), 'A6: 再次调查播 evt_nothing 不加金'); // ---- 7. fork → chest 开箱 ---- g(game, 'left'); await tick(1200); // go_fork g(game, 'tap'); await tick(3000); assert(game.scene === 'fork', 'A7: 到岔路口'); g(game, 'tap'); await tick(3000); // idx0 go_chest assert(game.scene === 'chest', 'A7: 到枯树洞'); g(game, 'tap'); await tick(1500); // open_chest assert(game.player.potions === 4 && plays(audio).has('voice/evt_chest'), 'A7: 开箱金疮药 +2'); // ---- 8. stream 教学战(四步强制教学,11 文档 §2)---- g(game, 'right'); await tick(1200); // back g(game, 'tap'); await tick(3000); // 回 fork g(game, 'right'); await tick(1200); // go_stream mark = audio.log.length; g(game, 'tap'); // 进 stream → desc 后触发教学战 await tick(2000); assert(game.phase === 'battle' && game._battle.encId === 'enc_teach_wolf', 'A8: stream 触发教学战'); const bt = game._battle; assert(bt.enemy.atk === 2, 'A8: 教学狼 ATK=2(11 文档特例)'); assert(bt.teachStage === 'menu', 'A8: 教学 T0 stage=menu'); assert(bt.tier.telSec === 1.8, 'A8: 教学战前摇 1.8s'); const realDmg = game._dmg; game._dmg = (a, d) => Math.max(1, a - d); // 测试钩子:伤害确定化(玩家 5、教学狼 2) const teachWindows = hookTelegraph(game); // 前摇开窗时长记录(在 16s 看门狗兜底前手动推进) await tick(8000); // 教学链 7 句播完(mock 1s/句)进 PLAYER_SELECT;看门狗 16s 兜底尚未触发 p = plays(audio, mark); assert(p.orderOk('voice/btl_start_wolf', 'voice/tut_battle_1', 'voice/tut_battle_2', 'voice/tut_battle_3', 'voice/tut_battle_4', 'voice/tut_battle_5', 'voice/tut_b0'), 'A8: 首战教学链 tut_battle_1..5 + tut_b0 有序'); assert(p.lastBgm('bgm/battle') && p.lastBgm('bgm/battle').opts.fadeMs === 400, 'A8: 战斗 BGM 400ms 快切 bgm/battle'); assert(bt.state === 'PLAYER_SELECT', 'A8: 教学旁白后进 PLAYER_SELECT'); assert(bt.teachStage === 'menu', 'A8: 旁白播完仍在 T0(看门狗未误触发)'); assert(p.has('sfx/turn_player'), 'A8: 玩家回合播 turn_player(听觉标点)'); { const L = audio.log.filter((e) => !e.missing); const t1 = L.filter((e) => e.id === 'sfx/turn_player').at(-1).t; const t2 = L.filter((e) => e.id === 'voice/cmd_attack').at(-1).t; assert(t2 - t1 >= 400, 'A8: turn_player 与指令名之间留间隙不叠放(≥400ms)'); } // T0:左右滑 2 次 → attack 步(round1-live P2-3:T1 改播 tut_battle_2,不再播 tut_b3) g(game, 'right'); g(game, 'left'); await tick(1500); assert(bt.teachStage === 'attack' && plays(audio, mark).count('voice/tut_battle_2') >= 2, 'A8: T0 切换 2 次 → T1 attack(重播 tut_battle_2,不再播 tut_b3)'); // T1:选中攻击单击命中 → parry 步 await tick(1200); const wolfHpBefore = bt.enemy.hp; g(game, 'tap'); assert(bt.enemy.hp < wolfHpBefore, 'A8: T1 攻击命中一次'); await tick(1500); // tut_b1(1s)→ 前摇开窗 assert(bt.teachStage === 'parry' && plays(audio, mark).has('voice/tut_b1'), 'A8: T1 命中 → T2 parry(tut_b1)'); assert(bt.state === 'ENEMY_TELEGRAPH', 'A8: T2 进入敌方前摇'); assert(Math.abs(teachWindows[0] - 1800) < 50, `A8: T2 前摇窗口 1.8s(实测 ${teachWindows[0]}ms)`); assert(plays(audio, mark).has('voice/tut_b2'), 'A8: 前摇开窗播 tut_b2'); // T2:不格挡硬吃(受击也可通过) const hpBeforeHit = game.player.hp; await tick(1900); assert(game.player.hp < hpBeforeHit && game.player.hp >= 1, 'A8: T2 受击掉血且 ≥1'); assert(bt.teachStage === 'defend', 'A8: T2 受击后 → T3 defend'); // T3:选防御单击 → tut_b5 收尾;防御减伤 50% 演示(狼 base 2 → 1) await tick(4200); // tut_b4+tut_battle_4+tut_b6 三句播完进 PLAYER_SELECT(round1-live P1 链扩为 3 句) assert(plays(audio, mark).orderOk('voice/tut_b4', 'voice/tut_battle_4', 'voice/tut_b6'), 'A8: 格挡失败反馈 tut_b4 + 减伤教学 tut_battle_4 + 防御教学 tut_b6(round1-live P1 明说减伤经济)'); selectCmd(game, 'defend'); await tick(1200); g(game, 'tap'); await tick(2000); assert(bt.teachStage === null && plays(audio, mark).has('voice/tut_b5'), 'A8: T3 执行防御 → tut_b5 收尾进自由击杀'); await tick(4000); // 敌方前摇 1.8s + 结算 assert(lastEnemyDmg() === 1, `A8: 防御当回合伤害减半(base 2 → ${lastEnemyDmg()},期望 1)`); assert(bt.state === 'PLAYER_SELECT', 'A8: 防御后回到玩家回合'); // T4:自由击杀 selectCmd(game, 'attack'); await tick(1200); g(game, 'tap'); await tick(4000); game._dmg = realDmg; assert(game.phase === 'explore' && game.scene === 'stream', 'A8: 教学狼击杀,回 stream 探索态'); p = plays(audio, mark); assert(p.orderOk('sfx/enemy_die', 'voice/btl_enemy_die', 'sfx/victory', 'voice/btl_win', 'voice/btl_loot_small'), 'A8: 胜利序列 enemy_die → victory sfx → btl_win → loot 有序'); assert(game.flags.tutorial_battle_done === true, 'A8: tutorial_battle_done 置位'); assert(plays(audio, mark).count('voice/tut_b3') === 0, 'A8: 教学全程不播 tut_b3(「挡住了!」与未格挡实况矛盾,round1-live P2-3 退出教学链)'); assert(game.stats.battlesWon === 1, 'A8: battlesWon 0→1(难度档位依据)'); { const stop = audio.log.filter((e) => e.id === '(stop)').at(-1); assert(stop && stop.opts.fadeOutMs === 1500, 'A8: 胜利后战斗 BGM 淡出 1500ms'); const ex = plays(audio).lastBgm('bgm/explore'); assert(ex && ex.opts.fadeMs === 2000 && ex.opts.volume === 0.35, 'A8: 胜利→探索过渡:bgm/explore 淡入 2000ms、volume 0.35'); } // ---- 9. hunter 支线 ---- await tick(1500); // 等选项 voice 播完 g(game, 'tap'); await tick(1500); // idx0 drink assert(game.player.hp === game.maxHp && plays(audio).has('voice/sys_drink'), 'A9: 溪水回满血'); g(game, 'right'); await tick(1200); // go_hunter g(game, 'tap'); await tick(3000); assert(game.scene === 'hunter', 'A9: 到猎人小屋'); mark = audio.log.length; g(game, 'tap'); await tick(4000); // talk_hunter assert(game.flags.hunter_quest && game.flags.shop_discount && game.player.potions === 5, 'A9: hunter_quest + shop_discount + 金疮药+1'); assert(plays(audio, mark).orderOk('voice/npc_hunter_1', 'voice/npc_hunter_2', 'voice/evt_hunter_gift'), 'A9: 猎人对白链有序'); // ---- 10. deepwood 山贼连战(保护档验证)---- g(game, 'right'); await tick(1200); // go_deepwood mark = audio.log.length; g(game, 'tap'); await tick(2000); // desc 后触发遭遇 assert(game.phase === 'battle' && game._battle.encId === 'enc_bandits', 'A10: 密林触发山贼连战'); assert(game._battle.tier.telSec === 1.5 && game._battle.tier.dmgMul === 0.6, 'A10: battlesWon=1 → 保护档(前摇 1.5s、伤害 ×0.6)'); const banditWindows = hookTelegraph(game); await fightSmart(game, audio); assert(Math.abs(banditWindows[0] - 1500) < 50, `A10: 保护档前摇窗口实测 1.5s(${banditWindows[0]}ms)`); assert(game.phase === 'explore' && game.flags.enc_bandits_done, 'A10: 山贼连战胜利,enc_bandits_done'); assert(game.stats.battlesWon === 2, 'A10: battlesWon 1→2(连战=1 场)'); assert(plays(audio, mark).has('voice/btl_half_bandit'), 'A10: 山贼半血狠话 btl_half_bandit'); assert(game.player.lv === 2, `A10: 战后升级 Lv2(实际 Lv${game.player.lv})`); assert(plays(audio, mark).has('voice/btl_levelup'), 'A10: 升级播报 btl_levelup'); { const save = JSON.parse(storageMap.get('soundgame.progress.rpg')); assert(save.summary.includes('密林深处') && save.summary.includes('Lv2'), `A10: 存档 summary 含场景名与等级("${save.summary}")`); assert(fetchLog.some((f) => f.url === '/api/progress' && f.opts.method === 'PUT'), 'A10: 战斗结算后 PUT /api/progress 同步'); } // ---- 11. gate:Lv2 首次到寨门 → boss1_warn;强攻 elite ---- await tick(1500); // 等选项 voice 播完 g(game, 'tap'); // idx0 go_gate await tick(3500); assert(game.scene === 'gate', 'A11: 到黑风寨门前'); assert(plays(audio).orderOk('voice/boss1_warn', 'voice/desc_gate'), 'A11: Lv2 首次到寨门插播 boss1_warn'); assert(game.flags.boss1_warned === true, 'A11: boss1_warned 置位(只播一次)'); mark = audio.log.length; g(game, 'tap'); // idx0 assault → enc_elite await tick(1000); assert(game.phase === 'battle' && game._battle.encId === 'enc_elite', 'A11: 强攻触发 elite 战'); await fightSmart(game, audio, { potionBelow: 12 }); assert(game.flags.enc_elite_done, 'A11: elite 战胜利'); assert(plays(audio, mark).orderOk('voice/npc_elite_1', 'voice/npc_elite_half', 'voice/npc_elite_die'), 'A11: elite 开场/半血/死亡 NPC 台词有序'); await tick(4000); // 开门 → 聚义厅 → Boss 战 assert(game.phase === 'battle' && game._battle.encId === 'enc_boss1', 'A11: elite 胜利后开门进聚义厅 → Boss 战'); // ---- 12. Boss 战:恒标准档 + 半血二阶段 ---- { const b = game._battle; assert(b.tier.telSec === 1.0 && b.tier.dmgMul === 1.0, 'A12: battlesWon=3 时 Boss 仍恒标准档(前摇 1.0s、×1.0,毕业考不放宽)'); } const bossWindows = hookTelegraph(game); await fightSmart(game, audio, { maxRounds: 30, potionBelow: 14 }); assert(Math.abs(bossWindows[0] - 1000) < 50, `A12: Boss 前摇窗口实测 1.0s(${bossWindows[0]}ms)`); assert(plays(audio).orderOk('voice/npc_boss1_1', 'voice/npc_boss1_2', 'voice/npc_boss1_die'), 'A12: Boss 开场/二阶段/死亡台词有序'); await tick(4000); assert(game.flags.boss1_done && game.chapters[1] === 'cleared' && game.chapters[2] === 'open', 'A12: Boss 胜利 → 第一章 cleared、第二章 open'); assert(plays(audio).has('voice/evt_ch1_end'), 'A12: 章结算 evt_ch1_end'); assert(plays(audio).lastBgm('bgm/ending'), 'A12: 章结算 bgm/ending'); await tick(5000); assert(game.phase === 'explore' && game.scene === 'village', 'A12: 结算后回村'); ok('场景 A 通关'); // ---- 13. 杀进程重进 → 继续旅程落点正确 ---- const { game: game2, audio: audio2 } = newGame(); game2.start(); await tick(1500); assert(game2.phase === 'ask' && plays(audio2).has('voice/sys_continue_ask'), 'A13: 有存档重进播 sys_continue_ask'); g(game2, 'tap'); await tick(3000); assert(game2.phase === 'explore' && game2.scene === 'village' && game2.player.lv === 3, 'A13: 单击继续落点 village、Lv3 保留'); assert(game2.stats.battlesWon === 4, 'A13: battlesWon 存档恢复(teach+bandits+elite+boss=4)'); } // ================================ 场景 B:边界断言 ================================ /** 快速走到 stream 教学战(手势注入走真实路径)。 */ async function walkToTeachBattle(game) { game.start(); await tick(60000); // 序章 + 进村 g(game, 'tap'); // village idx0 go_path await tick(3000); g(game, 'tap'); // path idx0 go_fork await tick(3000); g(game, 'right'); // fork → go_stream await tick(1200); g(game, 'tap'); // stream → 教学战 await tick(2000); } /** stream → fork → stream 重进(手势路径,触发 50% 野狼遭遇)。 */ async function reenterStream(game) { g(game, 'right'); g(game, 'right'); await tick(2400); // stream: drink→go_hunter→back g(game, 'tap'); await tick(3000); // fork g(game, 'right'); await tick(1200); // go_stream randQueue.push(0.1); // 强制遭遇命中 g(game, 'tap'); await tick(2000); // stream + 遭遇 } /** 快速布置一场可逃跑的野狼战(钩子:tutorial_battle_done + 强制遭遇随机数)。 */ async function setupWolfBattle(game) { game.start(); await tick(60000); game.flags.tutorial_battle_done = true; // 测试钩子:跳过教学战触发 g(game, 'tap'); await tick(3000); // village → path g(game, 'tap'); await tick(3000); // path → fork g(game, 'right'); await tick(1200); // fork → go_stream randQueue.push(0.1); // 强制 50% 遭遇命中 g(game, 'tap'); await tick(2000); // stream → enc_wolf } async function scenarioB1() { origConsoleLog('\n=== 场景 B1:教学战看门狗兜底 + 锁血(全程不动) ==='); localStorageMock.clear(); const { game, audio } = newGame(); await walkToTeachBattle(game); assert(game.phase === 'battle' && game._battle.teachStage === 'menu', 'B1: 进教学战 T0'); const bt = game._battle; let minHp = game.player.hp; const track = () => { minHp = Math.min(minHp, game.player.hp); }; // mock 语音 1s/句:教学链 7 句 → 进战约 +8s 进 PLAYER_SELECT 并 arm 看门狗。 // 用轮询等待教学步流转(对 ±1s 的链长误差不敏感)。 const waitStage = async (from, maxMs = 30000) => { const t0 = vnow; while (bt.teachStage === from && vnow - t0 < maxMs) { await tick(500); track(); } }; await tick(9000); // 链播完、刚进 PLAYER_SELECT 不久 track(); assert(bt.teachStage === 'menu', 'B1: 看门狗计时内仍在 T0'); await waitStage('menu'); // 8s 重复提示 → 16s 兜底推进 assert(plays(audio).count('voice/tut_b0') >= 2, 'B1: 8s 无操作重复提示一次(tut_b0 重播)'); assert(bt.teachStage === 'attack', 'B1: 16s 无进展看门狗兜底 menu→attack'); await waitStage('attack'); assert(bt.teachStage === 'parry', 'B1: 看门狗兜底 attack→parry'); await waitStage('parry'); // 前摇计时器自然结算 assert(bt.teachStage === 'defend', 'B1: 前摇自然结算推进 parry→defend(受击不卡死)'); await waitStage('defend'); assert(bt.teachStage === null, 'B1: 看门狗兜底 defend→自由击杀'); assert(plays(audio).has('voice/tut_b5'), 'B1: 兜底路径也播 tut_b5 收尾'); assert(minHp >= 1, `B1: 全程不动 HP 锁底 1(最低 ${minHp})`); // 补刀结束战斗 await battlePump(game, audio); for (let i = 0; i < 8 && game.phase === 'battle'; i++) { selectCmd(game, 'attack'); await tick(1200); g(game, 'tap'); await tick(3000); } assert(game.phase === 'explore', 'B1: 看门狗路径下教学战可完成'); } async function scenarioB1b() { origConsoleLog('\n=== 场景 B1b:教学战乱按不死 ==='); localStorageMock.clear(); const { game } = newGame(); await walkToTeachBattle(game); assert(game.phase === 'battle', 'B1b: 进教学战'); const GESTURES = ['tap', 'doubletap', 'left', 'right', 'up', 'down']; let minHp = game.player.hp; let n = 0; while (game.phase === 'battle' && n < 120) { g(game, GESTURES[Math.floor(Math.random() * GESTURES.length)]); n++; minHp = Math.min(minHp, game.player.hp); await tick(700); } assert(minHp >= 1, `B1b: 乱按 ${n} 次 HP 锁底 1(最低 ${minHp})`); ok(`B1b: 乱按 ${n} 次无异常,phase=${game.phase}`); } async function scenarioB2() { origConsoleLog('\n=== 场景 B2:逃跑规则(Lv<3 必成 ×10 / Lv≥3 失败可格挡 / Boss 不可逃) ==='); localStorageMock.clear(); const { game, audio } = newGame(); await setupWolfBattle(game); assert(game.phase === 'battle' && game._battle.encId === 'enc_wolf', 'B2: 野狼战布置完成'); // Lv<3 必成 ×10(_wolfDone 仅胜利置位,重进 stream 可再遇) let fleeOk = 0; for (let i = 0; i < 10; i++) { if (game.phase !== 'battle') await reenterStream(game); if (game.phase !== 'battle') break; await battlePump(game, audio); g(game, 'down'); // 逃跑 await tick(2500); if (game.phase === 'explore') fleeOk++; } assert(fleeOk === 10, `B2: Lv<3 普通战逃跑 10/10 必成(实际 ${fleeOk}/10)`); assert(plays(audio).count('voice/btl_flee') >= 10, 'B2: btl_flee 播报 10 次'); // Lv≥3 逃跑失败 → 敌方正常前摇回合(可格挡) game.player.lv = 3; // 测试钩子 await reenterStream(game); assert(game.phase === 'battle' && game._battle.encId === 'enc_wolf', 'B2: Lv3 野狼战布置完成'); await battlePump(game, audio); const mark = audio.log.length; randQueue.push(0.99); // 强制 70% 判定失败 g(game, 'down'); await tick(2000); assert(plays(audio, mark).has('voice/btl_flee_fail'), 'B2: Lv3 逃跑失败播 btl_flee_fail'); assert(game._battle && game._battle.state === 'ENEMY_TELEGRAPH', 'B2: 逃跑失败 → 敌方正常前摇回合'); const parriesBefore = game.stats.parries; g(game, 'doubletap'); // 前摇内双击 = 可格挡(不白打) await tick(500); assert(game.stats.parries === parriesBefore + 1, 'B2: 逃跑失败后的前摇可格挡(stats.parries +1)'); // 再逃:强制成功 await battlePump(game, audio); randQueue.push(0.0); g(game, 'down'); await tick(2500); assert(game.phase === 'explore', 'B2: Lv3 逃跑 70% 判定可成功(rand=0)'); // Boss 战下滑 = btl_noflee const { game: g2, audio: a2 } = newGame(); g2.start(); await tick(2000); g2._startBattle('enc_boss1'); // 测试钩子:直接进 Boss 战 await battlePump(g2, a2); const vibBefore = vibrateLog.length; g(g2, 'down'); await tick(2000); assert(plays(a2).has('voice/btl_noflee'), 'B2: Boss 战下滑 → btl_noflee'); assert(vibratedError(vibBefore), 'B2: 不可逃震 error'); assert(g2.phase === 'battle' && g2._battle.state === 'PLAYER_SELECT', 'B2: btl_noflee 后回玩家回合'); } async function scenarioB3() { origConsoleLog('\n=== 场景 B3:格挡/防御减伤与窗口外双击 ==='); localStorageMock.clear(); const { game, audio } = newGame(); await setupWolfBattle(game); const b = game._battle; game.stats.battlesWon = 5; // 钩子:标准档(前摇 1.0s、×1.0) b.tier = { telSec: 1.0, dmgMul: 1.0 }; game._dmg = (a, d) => Math.max(1, a - d); // 伤害确定化:狼 atk4 → base 4 await battlePump(game, audio); // 窗口外双击(PLAYER_SELECT 阶段):被忽略,不影响状态不震动 const vib0 = vibrateLog.length; g(game, 'doubletap'); assert(b.state === 'PLAYER_SELECT' && vibrateLog.length === vib0, 'B3: PLAYER_SELECT 双击被忽略'); // 进攻一回合进前摇(_playerExecute → _checkEnemyDead → _enemyTelegraph 同步发生) selectCmd(game, 'attack'); await tick(1200); g(game, 'tap'); assert(b.state === 'ENEMY_TELEGRAPH', 'B3: 进入敌方前摇'); assert(Math.abs(b.windowEnd - vnow - 1000) < 50, 'B3: 标准档前摇 1.0s'); await tick(500); // 前摇内做错手势 → error 震动留在窗口 const vib1 = vibrateLog.length; g(game, 'tap'); assert(vibratedError(vib1), 'B3: 前摇内错手势震 error'); assert(b.state === 'ENEMY_TELEGRAPH' && !b.parry, 'B3: 错手势留在窗口'); // 窗口内双击格挡 → 伤害 ×0.3(base 4 → round(1.2)=1) const hpBefore = game.player.hp; g(game, 'doubletap'); await tick(300); assert(lastEnemyDmg() === 1 && game.player.hp === hpBefore - 1, `B3: 格挡成功伤害 ×0.3(base 4 → ${lastEnemyDmg()},期望 1)`); // 下一回合:防御 → 伤害 ×0.5(base 4 → 2) await battlePump(game, audio); selectCmd(game, 'defend'); await tick(1200); g(game, 'tap'); const hp2 = game.player.hp; await tick(2500); assert(lastEnemyDmg() === 2 && game.player.hp === hp2 - 2, `B3: 防御当回合伤害 ×0.5(base 4 → ${lastEnemyDmg()},期望 2)`); // 窗口过期后双击 → error 震动不生效(不判格挡) await battlePump(game, audio); b.enemy.hp = 10; // 钩子:回满狼血,保证这一刀不死(前两刀已打掉 10→5) selectCmd(game, 'attack'); await tick(1200); g(game, 'tap'); assert(b.state === 'ENEMY_TELEGRAPH', 'B3: 再次进入前摇'); b.windowEnd = vnow - 1; // 钩子:窗口已过期(结算计时器尚未触发) const vib2 = vibrateLog.length; g(game, 'doubletap'); assert(!b.parry && vibratedError(vib2), 'B3: 窗口外双击 → error 震动且不判格挡'); await tick(2500); } async function scenarioB4() { origConsoleLog('\n=== 场景 B4:战败重生 ==='); localStorageMock.clear(); const { game, audio } = newGame(); await setupWolfBattle(game); game.flags.enc_bandits_done = true; // 钩子:验证重生重置非 Boss 遭遇 game.player.gold = 77; game.player.hp = 1; game._dmg = (a, d) => Math.max(1, a - d); await battlePump(game, audio); const mark = audio.log.length; selectCmd(game, 'attack'); await tick(1200); g(game, 'tap'); await tick(2500); // 受击 dmg≥2 > hp1 → 战败 await tick(8000); // btl_lose + btl_lose_hint 链 → 重生 assert(plays(audio, mark).orderOk('voice/btl_lose', 'voice/btl_lose_hint'), 'B4: 战败语音链'); assert(game.phase === 'explore' && game.scene === 'village', 'B4: 战败回 village 重生'); assert(game.player.hp === game.maxHp && game.player.gold === 77, 'B4: 重生满血、金币保留'); assert(game.flags.enc_bandits_done === false, 'B4: 非 Boss 遭遇 flags 重置'); assert(game.stats.deaths === 1, 'B4: stats.deaths +1'); const stop = audio.log.filter((e) => e.id === '(stop)').at(-1); assert(stop && stop.opts.fadeOutMs === 2000, 'B4: 战败战斗 BGM 2s 淡出'); } async function scenarioB5() { origConsoleLog('\n=== 场景 B5:语音屏蔽看门狗(资产缺失不卡死) ==='); localStorageMock.clear(); const { game, audio } = newGame(); game.start(); await tick(60000); audio.blocked.add('voice/desc_path'); // 屏蔽资产:onComplete 永不触发 g(game, 'tap'); // village → path(desc_path 被屏蔽) await tick(25000); // 看门狗 20s 兜底 assert(game.phase === 'explore' && game.scene === 'path', 'B5: desc 被屏蔽仍到达 path 探索态'); assert(plays(audio).has('voice/opt_go_fork'), 'B5: 看门狗兜底后选项播报照常(流程不卡死)'); } async function scenarioB6() { origConsoleLog('\n=== 场景 B6:状态链跳过 + Lv3 到寨门无 boss1_warn ==='); localStorageMock.clear(); const { game, audio } = newGame(); game.start(); await tick(60000); // 状态链逐句跳过 g(game, 'up'); const skips0 = audio.skipCount; g(game, 'tap'); await tick(300); g(game, 'tap'); await tick(300); assert(audio.skipCount >= skips0 + 2, 'B6: 状态播报链 st_* 可逐句跳过(skipVoice ×2)'); await tick(10000); // 链自然走完不卡死 assert(plays(audio).has('voice/st_armor_none'), 'B6: 跳过后状态链走完(st_armor_none 已播)'); // Lv3 到寨门不播 boss1_warn game.player.lv = 3; // 钩子 game.scene = 'deepwood'; const mark = audio.log.length; game._enterScene('gate'); // 钩子:直接进 gate(手势路径已在 A11 验证) await tick(3000); assert(!plays(audio, mark).has('voice/boss1_warn'), 'B6: Lv3 到寨门不播 boss1_warn'); } async function scenarioB7() { origConsoleLog('\n=== 场景 B7:Boss 战全格挡擦伤上限(round1-live P1) ==='); localStorageMock.clear(); const { game, audio } = newGame(); game.start(); await tick(2000); // 设计标准出装(11 文档 §3 数值表):Lv3 + 铁剑 + 皮甲,HP36 game.player.lv = 3; game.player.hp = game.maxHp; game.player.weapon = 'iron_sword'; game.player.armor = 'leather'; game._startBattle('enc_boss1'); // 钩子:直接进 Boss 战 await battlePump(game, audio); const mark = audio.log.length; const logsBefore = consoleLogs.length; await fightSmart(game, audio, { maxRounds: 30 }); // 全格挡打法(每次前摇内双击,不喝药) assert(game.flags.boss1_done === true, 'B7: 全格挡可击杀 Boss(章节 flags 置位)'); const dmgs = consoleLogs.slice(logsBefore) .map((l) => l.match(/敌方攻击 dmg=(\d+) 格挡=(true|false)/)) .filter(Boolean); assert(dmgs.length >= 3, `B7: Boss 战发生多次敌方攻击(${dmgs.length} 次)`); assert(dmgs.every((m) => m[2] === 'true'), 'B7: 全部敌方攻击均被格挡(fightSmart 全双击)'); assert(dmgs.every((m) => Number(m[1]) >= 1 && Number(m[1]) <= 3), `B7: 格挡擦伤全部 ∈[1,3](11 文档 §3「格挡成功 2-3 伤」+ 钳顶,实测 ${dmgs.map((m) => m[1]).join(',')})`); assert(!plays(audio, mark).has('voice/st_hp_low'), 'B7: 全格挡 Boss 战不播 st_hp_low(血量播报与实际战况匹配)'); assert(game.player.hp / game.maxHp >= 0.3, `B7: 全格挡战后血量不掉 low 档(${game.player.hp}/${game.maxHp})`); // 确定性探针:base 12 的一刀被格挡 → 擦伤恒为 3(原实现 round(12×0.3)=4 超设计上限) await battlePump(game, audio); // 章结算链走完回村 game._dmg = () => 12; // 钩子:伤害确定化 game._startBattle('enc_boss1'); await battlePump(game, audio, 5000); g(game, 'tap'); // 攻击(敌 45→33) g(game, 'doubletap'); // 前摇内双击格挡 await tick(500); assert(lastEnemyDmg() === 3, `B7: 擦伤钳顶确定性探针(base 12 格挡 → ${lastEnemyDmg()},期望 3)`); } async function scenarioB8() { origConsoleLog('\n=== 场景 B8:闲置提示与结算语音不互掐 + 返回项末位提示(round1-live P2/P3,guide=full) ==='); localStorageMock.clear(); settings.set({ guide: 'full' }); try { const { game, audio } = newGame(); const guideEvents = []; game.guide.setEventHook((e) => guideEvents.push(e)); await setupWolfBattle(game); await battlePump(game, audio, 5000); const b = game._battle; assert(b && b.state === 'PLAYER_SELECT', 'B8: 野狼战进玩家回合'); // 对照组:无闲置提示在播时击杀 → btl_enemy_die 不排队(默认顶句语义不变) b.enemy.hp = 1; // 钩子:一刀死 g(game, 'tap'); await tick(500); const diePlain = audio.log.filter((e) => e.id === 'voice/btl_enemy_die').at(-1); assert(diePlain && !diePlain.opts.queue, 'B8: 无闲置提示在播时击杀语音不排队(对照)'); await battlePump(game, audio); // 胜利链走完回探索 assert(game.phase === 'explore', 'B8: 首狼击杀回探索态'); // 第二只狼:PLAYER_SELECT 闲置 30s → gd_stall 开播 → 立即出手 game._wolfDone = false; // 钩子:允许再次遇狼 await reenterStream(game); await battlePump(game, audio, 5000); const b2 = game._battle; assert(b2 && b2.state === 'PLAYER_SELECT', 'B8: 第二只狼进玩家回合'); guideEvents.length = 0; let waited = 0; while (!guideEvents.some((e) => e.type === 'watchdog' && e.voiceId === 'gd_stall' && !e.skipped) && waited < 45000) { await tick(500); waited += 500; } assert(waited < 45000, 'B8: 闲置 30s 看门狗播 gd_stall(未跳过)'); assert(audio._voice && audio._voice.id === 'voice/gd_stall', 'B8: gd_stall 正在播'); b2.enemy.hp = 1; // 钩子:一刀死 g(game, 'tap'); // 结算链首句应排到 gd_stall 之后播完,不拦腰顶断 await tick(300); const dieQueued = audio.log.filter((e) => e.id === 'voice/btl_enemy_die').at(-1); assert(dieQueued && dieQueued.opts.queue === true, 'B8: gd_stall 开播中结算语音排队等播完(queue:true,不顶断)'); await battlePump(game, audio); // 胜利回探索 // P3:探索态右滑落到"返回"项 → 报名后接末位提示(每场景一次) g(game, 'right'); await tick(1200); // go_hunter g(game, 'tap'); await tick(3000); // 猎人小屋 const m3 = audio.log.length; g(game, 'right'); await tick(1200); // go_deepwood g(game, 'right'); await tick(1200); // back(末项) assert(plays(audio, m3).orderOk('voice/opt_back', 'voice/gd_wrap_last'), 'B8: 落到"返回"项 → 报名 opt_back 后接末位提示 gd_wrap_last(每场景一次)'); g(game, 'left'); await tick(1200); g(game, 'right'); await tick(1200); // 再次落到 back assert(plays(audio, m3).count('voice/gd_wrap_last') === 1, 'B8: 同一场景内末位提示不重复(_wrapShown 去重)'); } finally { settings.set({ guide: 'off' }); // 复位:其余场景契约是 guide=off } } async function scenarioB9() { origConsoleLog('\n=== 场景 B9:指令名去重防口吃(round1-live P2「攻攻击。」) ==='); localStorageMock.clear(); const { game, audio } = newGame(); await setupWolfBattle(game); await battlePump(game, audio, 5000); const b = game._battle; assert(b && b.state === 'PLAYER_SELECT', 'B9: 野狼战进玩家回合'); // 折返滑 + 滞留 650ms 定时器:指令名不双播 game._playerSelect(); // 钩子:回合重进(650ms 指令名定时器挂载中) const m1 = audio.log.length; g(game, 'right'); g(game, 'left'); // 攻击→破空斩→攻击(<650ms 折返) await tick(900); assert(plays(audio, m1).count('voice/cmd_attack') === 1, 'B9: 折返滑回攻击+滞留定时器 → cmd_attack 不双播(1.2s 去重跳过本次)'); // 相邻两回合连进:旧回合定时器作废 await tick(1500); // 让过去重窗口,隔离下一段 game._playerSelect(); const m2 = audio.log.length; game._playerSelect(); // 钩子:相邻两回合连进(旧回合 650ms 定时器滞留) await tick(900); assert(plays(audio, m2).count('voice/cmd_attack') === 1, 'B9: 连进两回合 → 旧回合指令名定时器作废(cmd_attack 只播一次)'); } async function scenarioB10() { origConsoleLog('\n=== 场景 B10:受伤播报只挂实质受击 + 档位一致 + 同档节流(round2-live P1) ==='); localStorageMock.clear(); const { game, audio } = newGame(); await setupWolfBattle(game); game.stats.battlesWon = 5; // 钩子:标准档(前摇 1.0s、×1.0) game._battle.tier = { telSec: 1.0, dmgMul: 1.0 }; game._dmg = (a, d) => Math.max(1, a - d); // 伤害确定化:狼 atk4 → 实击 4、擦伤 1 await battlePump(game, audio, 5000); const b = game._battle; assert(b && b.state === 'PLAYER_SELECT', 'B10: 野狼战进玩家回合'); game.player.hp = 15; // 钩子:15/20=0.75 高档,一刀擦伤即跨 0.7 边界 b.enemy.hp = 99; // 钩子:全程打不死,专测受击播报 assert(b.hpBandVoice === 'high', 'B10: 开战"最后被告知档"=当前实际档(high)'); const mark = audio.log.length; const attackRound = async (parry) => { selectCmd(game, 'attack'); await tick(1200); g(game, 'tap'); if (parry) g(game, 'doubletap'); // 前摇内即时双击格挡 await tick(2200); // 前摇 1.0s 结算 + 可能的降档句(1s)+ 回合交接 }; const itemRound = async () => { selectCmd(game, 'item'); await tick(1200); g(game, 'tap'); await tick(2200); // 喝药 + 敌方一个前摇回合(硬吃) }; // ① 格挡擦伤跨档(15→14,0.70 跌进 mid):静默走血,不播任何受伤播报 await attackRound(true); assert(game.player.hp === 14, `B10: 格挡擦伤 15→14(实际 ${game.player.hp})`); assert(plays(audio, mark).count('voice/st_hp_mid') === 0 && plays(audio, mark).count('voice/st_hp_low') === 0, 'B10: 擦伤跨档不触发"受伤"播报(addendum §1:st_hp_* 是受击附属,非血量全局钩子)'); assert(b.hpBandVoice === 'high', 'B10: 擦伤静默走血不改写"最后被告知档"'); // ② 实质受击降档(14→10,mid):播当前实际档 st_hp_mid(不多不少) await attackRound(false); assert(game.player.hp === 10 && plays(audio, mark).count('voice/st_hp_mid') === 1, 'B10: 实质受击降档 → 播 st_hp_mid(与实际档位一致)'); assert(plays(audio, mark).count('voice/st_hp_low') === 0 && b.hpBandVoice === 'mid', 'B10: 播报档不高估(mid 不喊 low),"最后被告知档"同步为 mid'); // ③ 同档再受击(10→6,0.30 仍 mid):不重复喊 await attackRound(false); assert(game.player.hp === 6 && plays(audio, mark).count('voice/st_hp_mid') === 1, 'B10: 同档再受击不重复播(节流:mid 仍 1 次)'); // ④ 再受击跌 low(6→2,0.10):播 st_hp_low await attackRound(false); assert(game.player.hp === 2 && plays(audio, mark).count('voice/st_hp_low') === 1 && b.hpBandVoice === 'low', 'B10: 实质受击跌 low → 播 st_hp_low(命悬一线与实际档位一致)'); // ⑤ 同档再受击(钩子回血到 5 → 1,仍 low):不重复喊 game.player.hp = 5; await attackRound(false); assert(game.player.hp === 1 && plays(audio, mark).count('voice/st_hp_low') === 1, 'B10: low 档内再受击不重复播(节流:low 仍 1 次)'); // ⑥ 喝药回血(1→9)后硬吃一刀(9→5,回 low):与"最后被告知档"同档 → 不重播 game.player.potions = 3; // 钩子:药管够 await itemRound(); assert(game.player.hp === 5 && plays(audio, mark).count('voice/st_hp_low') === 1, 'B10: 回血后一刀直接跌回 low(无中间档):同档不重播(low 仍 1 次)'); // ⑦ 再喝药(5→13)硬吃一刀(13→9,mid):升档静默同步;再受击(9→5)跌 low = 新降档 → 重播一次 await itemRound(); assert(game.player.hp === 9 && plays(audio, mark).count('voice/st_hp_mid') === 1 && b.hpBandVoice === 'mid', 'B10: 回血升档静默(mid 不重播),"最后被告知档"经实击同步回 mid'); await attackRound(false); assert(game.player.hp === 5 && plays(audio, mark).count('voice/st_hp_low') === 2 && b.hpBandVoice === 'low', 'B10: 经中间档再次跌破 low = 新降档,重播一次 st_hp_low(不属"狼来了")'); } async function scenarioB11() { origConsoleLog('\n=== 场景 B11:探索菜单语音播放中单击=跳句+补发确认(round2-live P1) ==='); localStorageMock.clear(); const { game, audio } = newGame(); game.start(); await tick(60000); // 序章+进村,选项报名已播完 // ① 选项报名在播中单击 → 跳句 + 执行当前选项(live 1264.6s 证据场景) g(game, 'right'); // 切到 shop:opt_shop 开播(mock 1s/句) assert(audio._voice && audio._voice.id === 'voice/opt_shop', 'B11: 选项报名在播(opt_shop)'); const skips0 = audio.skipCount; g(game, 'tap'); assert(audio.skipCount === skips0 + 1, 'B11: 报名在播中单击触发跳句(skipVoice)'); assert(game.phase === 'shop', 'B11: 跳句同时补发确认语义:进商店(动作不石沉大海)'); // ② desc 链在播中单击 → 只跳句不确认(12 文档 §1 跳句惯例不回退) g(game, 'down'); await tick(2000); // 离店回探索(选项报名播完) g(game, 'left'); await tick(1200); // 切回 go_path g(game, 'tap'); // 确认 go_path → desc_path 开播 assert(game.scene === 'path' && audio._voice, 'B11: 确认 go_path 进 path(desc 在播)'); const skips1 = audio.skipCount; g(game, 'tap'); assert(audio.skipCount === skips1 + 1 && game.scene === 'path', 'B11: desc 在播中单击=只跳句不确认(场景不变,A5 契约不回退)'); await tick(3000); // 链走完 → 选项报名 // ③ 边界提示在播中单击"返回" → 跳句+执行返回(live 1370.1s 证据场景,guide=full) settings.set({ guide: 'full' }); try { g(game, 'left'); await tick(1200); // path 首项左滑反绕到末项 back → opt_back 播完接 gd_wrap_last assert(audio._voice && audio._voice.id === 'voice/gd_wrap_last', 'B11: 边界提示 gd_wrap_last 在播'); const skips2 = audio.skipCount; g(game, 'tap'); assert(audio.skipCount === skips2 + 1 && game.scene === 'village', 'B11: 边界提示在播中单击"返回"=跳句+执行返回(回 village,动作不丢)'); } finally { settings.set({ guide: 'off' }); // 复位:其余场景契约是 guide=off } } async function scenarioB12() { origConsoleLog('\n=== 场景 B12:教学自动轮播"播完再上"不互掐(round2-live P2) ==='); localStorageMock.clear(); const { game, audio } = newGame(); await walkToTeachBattle(game); const b = game._battle; // 等教学链播完进 PLAYER_SELECT(T0 menu,看门狗挂载点) let waited = 0; while (!(b.state === 'PLAYER_SELECT' && b.teachStage === 'menu') && waited < 30000) { await tick(500); waited += 500; } assert(b.state === 'PLAYER_SELECT' && b.teachStage === 'menu', 'B12: 教学 T0 进玩家回合(看门狗已挂载)'); await tick(2500); // 让 650ms 指令名定时器播完(隔离声道,避免顶掉占用钩子) // 声道占用钩子:blocked 的 voice 永不触发 onComplete(模拟"上一句仍在播") audio.blocked.add('voice/tut_b5'); audio.play('voice/tut_b5'); await tick(9000); // 越过 8s 重复提示触发点 assert(plays(audio).count('voice/tut_b0') === 1, 'B12: 语音在播时 8s 重复提示跳过(自动轮播不顶句,tut_b0 仍 1 次)'); await tick(8000); // 越过 16s 兜底推进点 assert(b.teachStage === 'menu' && plays(audio).count('voice/tut_battle_2') === 1, 'B12: 语音在播时 16s 兜底延后推进(不拦腰斩句,live 333.09s 互掐场景)'); const tFree = vnow; audio.stopVoice(); // 模拟在播句播完(声道空出) await tick(2500); // 1.5s 重试间隔内应推进 assert(b.teachStage === 'attack', 'B12: 声道空出后兜底推进 menu→attack(延后不死锁)'); const tAdv = audio.log.filter((e) => e.id === 'voice/tut_battle_2').at(-1).t; assert(tAdv >= tFree, `B12: 推进语音等声道空出才开播("播完再上",${tAdv} ≥ ${tFree})`); } async function scenarioB13() { origConsoleLog('\n=== 场景 B13:杀敌结算语音不腰斩刚开播的指令名(round2-live P2) ==='); localStorageMock.clear(); const { game, audio } = newGame(); await setupWolfBattle(game); await battlePump(game, audio, 5000); const b = game._battle; assert(b && b.state === 'PLAYER_SELECT', 'B13: 野狼战进玩家回合'); game._playCmdVoice(); // 钩子:指令名刚开播(复现 live 843.9s:「攻击。」播到一半出手) assert(audio._voice && audio._voice.id === 'voice/cmd_attack', 'B13: 指令名在播'); b.enemy.hp = 1; // 钩子:一刀死 g(game, 'tap'); await tick(300); const die = audio.log.filter((e) => e.id === 'voice/btl_enemy_die').at(-1); assert(die && die.opts.queue === true, 'B13: 指令名开播 1.6s 内击杀语音 queue 排队等播完(不拦腰斩句)'); await battlePump(game, audio); assert(game.phase === 'explore', 'B13: 排队后胜利链正常走完回探索(不死锁)'); } // ================================ 资产引用校验 ================================ function assetAudit() { origConsoleLog('\n=== 资产引用校验 ==='); // 1) 运行期播放/加载过的全部 id 必须存在 const missing = new Set(); for (const audio of audioRegistry) { for (const e of audio.log) if (e.missing) missing.add(e.id); } assert(missing.size === 0, `资产校验: 运行期缺失 ${[...missing].join(',') || '无'}(${audioRegistry.reduce((n, a) => n + a.log.length, 0)} 条播放日志全绿)`); // 2) game.js 静态引用的 id 全量展开校验(模板 id 按数据表展开) const src = fs.readFileSync(path.join(RPG_DIR, 'game.js'), 'utf8'); const staticIds = new Set(); for (const m of src.matchAll(/'((?:voice|sfx|bgm)\/[^'`${]+)'/g)) staticIds.add(m[1]); // 模板 id 展开(与 game.js 数据表一一对应) const OPTIONS = ['go_path', 'shop', 'rest', 'status', 'go_fork', 'investigate', 'back', 'go_chest', 'go_stream', 'drink', 'go_hunter', 'talk_hunter', 'go_deepwood', 'go_gate', 'assault', 'sneak', 'open_chest', 'leave']; for (const o of OPTIONS) staticIds.add(`voice/opt_${o}`); for (const s of ['village', 'path', 'fork', 'chest', 'stream', 'hunter', 'deepwood', 'gate']) { staticIds.add(`voice/desc_${s}`); staticIds.add(`sfx/amb_${s}`); // gate/boss1 按设计无 _re 回访句(game.js 回退全句 desc_gate),不列入校验 if (s !== 'gate') staticIds.add(`voice/desc_${s}_re`); } staticIds.add('voice/desc_hall'); staticIds.add('sfx/amb_hall'); for (const band of ['high', 'mid', 'low']) { staticIds.add(`voice/st_hp_${band}`); staticIds.add(`voice/foe_hp_${band}`); } for (const c of ['attack', 'skill', 'defend', 'item']) staticIds.add(`voice/cmd_${c}`); for (const m of ['sys_menu_resume', 'sys_menu_save', 'sys_menu_help']) staticIds.add(`voice/${m}`); for (const w of ['none', 'iron', 'steel', 'wind']) staticIds.add(`voice/st_weapon_${w}`); for (const a of ['none', 'leather', 'iron']) staticIds.add(`voice/st_armor_${a}`); for (const l of ['low', 'mid', 'high']) staticIds.add(`voice/st_lv_${l}`); for (const gd of ['poor', 'some', 'rich']) staticIds.add(`voice/st_gold_${gd}`); const badStatic = [...staticIds].filter((id) => !assetExists(id)); assert(badStatic.length === 0, `资产校验: 静态引用缺失 ${badStatic.join(',') || '无'}`); ok(`资产校验: 静态 ${staticIds.size} id + 运行期日志全量双格式(ogg+m4a)齐全`); } // ================================ 主流程 ================================ try { await scenarioA(); await scenarioB1(); await scenarioB1b(); await scenarioB2(); await scenarioB3(); await scenarioB4(); await scenarioB5(); await scenarioB6(); await scenarioB7(); await scenarioB8(); await scenarioB9(); await scenarioB10(); await scenarioB11(); await scenarioB12(); await scenarioB13(); } catch (e) { failures.push(`未捕获异常: ${e.stack}`); } assetAudit(); origConsoleLog('\n========================================'); origConsoleLog(`断言通过 ${passCount} 条,失败 ${failures.length} 条`); if (failures.length) { origConsoleLog('失败清单:'); for (const f of failures) origConsoleLog(` ✗ ${f}`); } process.exit(failures.length ? 1 : 0);