策划轮:25-escape-map-flow.md as-built地图/玩家流程/信息账本+盲区清单(S1-S7)+方案B1-B8 实施(玩法零改动,只加状态引导层): - F1 撞墙方位句「左边是墙」(wall_dir_*×4,同向10s限频) - F2 目标句并入方位「铁柜,在右面的房间」(gd_*_dir×3) - F3 无进展150s活跃计时器+gd_prog_1..3进度重述(只重述不泄题,专治活跃迷路玩家——修卡关计时从「无进展」退化为「无操作」的既定偏差) - F4 双击兜底直通L2降级L1(不再白送答案) - F5 空房首访描述(4空房可区分) - F7 busy窗口手势缓存补判(原静默吞手势) - F8 结算链单击守卫(time_band/again完整到达) - F9 跳过引导补播目标句 - F6 空房方位特征句按25号裁定留档后续轮 新增语音10句×2性别(flock串行QC无离群,ASR逐字正确) 验证:escape playtest 235/235(+85新断言)+ guide 132/132 + 终检全绿 + 14游戏回归零回退 live复跑10.4分钟通关:零截断,S1-S7盲区逐条核销 档案 research/escape-state/round1-2;01号文档追加修订记录R1
864 lines
47 KiB
JavaScript
864 lines
47 KiB
JavaScript
/**
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* 向导层无头测试(web/harness/guide.test.mjs)。
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*
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* settings.guide='full' 下,用 storyline + simon 两个代表游戏 + Guide 直连断言:
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* ① 看门狗礼仪(round2 F1):storyline 进入等待态 25s → nudge + gd_continue,
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* 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
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* 彻底静默;simon input 10s → gd_relisten,25s 升级 = confirm 震 + turn
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* earcon 纯标记(**取消自动重播序列**);
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* ② turn cue:simon 首轮序列播完 → turn earcon 事件 + confirm 震 + your_turn;
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* ③ error 纠错:storyline 无效手势 → error 震 + gd_invalid(onceKey 同局只播一次);
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* ④ F1.4 idle-only:对白在播时 error/watchdog 语音跳过(事件带 skipped:true、
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* 不入队),空闲时正常播;turn 语音保持 queue 不受影响;
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* 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。
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* 事件经 guide.setEventHook 收集;mock 层与各 playtest 同款(虚拟时钟)。
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*
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* 运行:tools/node/bin/node web/harness/guide.test.mjs
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*/
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import fs from 'node:fs';
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import path from 'node:path';
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import url from 'node:url';
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const ROOT = path.resolve(path.dirname(url.fileURLToPath(import.meta.url)), '..', '..');
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const GAME_DIRS = {
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StorylineGame: path.join(ROOT, 'web', 'storyline'),
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SimonGame: path.join(ROOT, 'web', 'simon'),
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RhythmGame: path.join(ROOT, 'web', 'rhythm'),
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SpaceGame: path.join(ROOT, 'web', 'space'),
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EscapeGame: path.join(ROOT, 'web', 'escape'),
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};
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let currentGameDir = GAME_DIRS.StorylineGame;
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// ---------------------------------------------------------------- 断言收集
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const realLog = console.log.bind(console);
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let passCount = 0;
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const failures = [];
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function assert(cond, msg) {
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if (cond) { passCount++; realLog(` ✓ ${msg}`); }
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else { failures.push(msg); realLog(` ✗ ${msg}`); }
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}
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console.error = () => {};
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console.warn = () => {};
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console.log = () => {};
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// ---------------------------------------------------------------- 虚拟时钟
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let now = 0; // 虚拟毫秒
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let timerSeq = 1;
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const timers = new Map(); // id -> { fireAt, cb }
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const realSetImmediate = setImmediate;
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globalThis.setTimeout = (cb, ms = 0) => {
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const id = timerSeq++;
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timers.set(id, { fireAt: now + Math.max(0, Number(ms) || 0), cb });
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return id;
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};
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globalThis.clearTimeout = (id) => { timers.delete(id); };
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// rhythm 的 40ms 调度泵 / space 的局内定时链依赖 interval(round3 G1/G7 用例需要)
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const intervals = new Set();
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globalThis.setInterval = (cb, ms = 0) => {
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const id = timerSeq++;
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const step = () => {
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if (!intervals.has(id)) return; // 已被 clearInterval
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cb();
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if (intervals.has(id)) timers.set(id, { fireAt: now + Math.max(0, Number(ms) || 0), cb: step });
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};
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intervals.add(id);
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timers.set(id, { fireAt: now + Math.max(0, Number(ms) || 0), cb: step });
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return id;
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};
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globalThis.clearInterval = (id) => { intervals.delete(id); timers.delete(id); };
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Object.defineProperty(globalThis, 'performance', {
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value: { now: () => now }, configurable: true,
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});
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async function flush(rounds = 8) {
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for (let i = 0; i < rounds; i++) await new Promise((r) => realSetImmediate(r));
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}
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async function advance(cond = null) {
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for (let n = 0; n < 50000; n++) {
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await flush(2);
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if (cond && cond()) return 'cond';
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let nextId = -1; let nextAt = Infinity;
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for (const [id, t] of timers) if (t.fireAt < nextAt) { nextAt = t.fireAt; nextId = id; }
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if (nextId < 0) return 'idle';
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now = nextAt;
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const t = timers.get(nextId);
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timers.delete(nextId);
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t.cb();
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}
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throw new Error('虚拟时钟定时器超上限(疑似死循环)');
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}
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const idle = () => advance(null);
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/** 清空全局定时器(用例边界卫生:上一局的看门狗不串场)。 */
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const resetTimers = () => timers.clear();
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// ---------------------------------------------------------------- 浏览器 mock
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globalThis.window = { addEventListener: () => {}, AudioContext: null };
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const storageData = new Map();
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globalThis.localStorage = {
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getItem: (k) => (storageData.has(k) ? storageData.get(k) : null),
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setItem: (k, v) => { storageData.set(k, String(v)); },
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removeItem: (k) => { storageData.delete(k); },
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};
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const vibrateLog = [];
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Object.defineProperty(globalThis, 'navigator', {
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// 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)
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value: { maxTouchPoints: 1, vibrate: (...a) => { vibrateLog.push(a[0]); return true; } }, configurable: true,
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});
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class MockParam {
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constructor(v = 1) { this.value = v; }
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setValueAtTime() {}
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linearRampToValueAtTime() {}
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cancelScheduledValues() {}
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}
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class MockGainNode {
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constructor() { this.gain = new MockParam(); }
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connect() {}
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disconnect() {}
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}
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class MockOscillator {
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constructor() {
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this.type = 'sine'; this.frequency = new MockParam();
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this.connect = () => {}; this.start = () => {}; this.stop = () => {};
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}
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}
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class MockAudioContext {
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constructor() { this.state = 'running'; this.destination = {}; this.sampleRate = 44100; }
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// 跟随虚拟时钟:rhythm 用 ctx.currentTime 绝对排程(round3 G1 时间窗断言的前提)
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get currentTime() { return now / 1000; }
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createGain() { return new MockGainNode(); }
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createOscillator() { return new MockOscillator(); }
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createDynamicsCompressor() {
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const n = new MockGainNode();
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n.threshold = new MockParam(); n.ratio = new MockParam();
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n.attack = new MockParam(); n.release = new MockParam();
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return n;
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}
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createBufferSource() {
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return { buffer: null, loop: false, playbackRate: new MockParam(), connect() {}, start() {}, stop() {} };
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}
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createScriptProcessor() { return { connect() {}, disconnect() {}, onaudioprocess: null }; }
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decodeAudioData() { return Promise.resolve({ duration: 2.0, numberOfChannels: 1, sampleRate: 44100, getChannelData: () => new Float32Array(16) }); }
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resume() { this.state = 'running'; return Promise.resolve(); }
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}
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globalThis.window.AudioContext = MockAudioContext;
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// 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)
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globalThis.fetch = async (u) => {
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const p = path.join(currentGameDir, decodeURIComponent(String(u)));
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if (!fs.existsSync(p)) return { ok: false, status: 404, arrayBuffer: async () => new ArrayBuffer(0) };
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const data = fs.readFileSync(p);
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return {
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ok: true, status: 200,
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arrayBuffer: async () => data.buffer.slice(data.byteOffset, data.byteOffset + data.byteLength),
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};
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};
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// ---------------------------------------------------------------- 装载引擎与游戏
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const { WebAudioEngine } = await import('../engine/audio.js');
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const { settings } = await import('../engine/settings.js');
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const { Guide } = await import('../engine/guide.js');
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const { StorylineGame } = await import('../storyline/game.js');
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const { SimonGame } = await import('../simon/game.js');
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const { RhythmGame } = await import('../rhythm/game.js');
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const { SpaceGame } = await import('../space/game.js');
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const { EscapeGame } = await import('../escape/game.js');
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// guide='full':本文件验证向导层行为(既有 playtest 以 guide='off' 验证零干扰)
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settings.set({ guide: 'full', voice: 'female', speed: 1.0, bgm: 1.0 });
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/** 组装一局:playLog + 震动/事件捕获(每个用例全新 audio+game)。 */
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function makeRig(GameClass) {
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currentGameDir = GAME_DIRS[GameClass.name];
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storageData.clear(); // 用例间进度隔离(rhythm tutorialDone / simon best 等不串场)
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const audio = new WebAudioEngine('audio/');
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const playLog = [];
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const origPlay = audio.play.bind(audio);
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audio.play = (id, opts) => { playLog.push({ id, t: now, opts: opts || {} }); return origPlay(id, opts); };
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const game = new GameClass(audio, {});
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const events = [];
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game.guide.setEventHook((evt) => events.push({ ...evt, t: now }));
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const vibBase = vibrateLog.length;
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return {
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audio, playLog, game, events, vibBase,
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vibrated: (pattern) => vibrateLog.slice(vibBase).some((p) => JSON.stringify(p) === JSON.stringify(pattern)),
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vibratedSince: (mark, pattern) => vibrateLog.slice(mark).some((p) => JSON.stringify(p) === JSON.stringify(pattern)),
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};
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}
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const voicePlays = (playLog, id) => playLog.filter((e) => e.id === id).length;
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async function gesture(game, g) { game.onGesture(g); await flush(); }
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/** 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)。 */
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const waitChainDone = (game) => advance(() => !game.voicePlaying);
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// ================================================================ ① storyline 看门狗
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realLog('== ① storyline:等待态看门狗(25s nudge+gd_continue,50s 升级只发 gd_again,无重播)==');
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{
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const { audio, playLog, game, events, vibrated } = makeRig(StorylineGame);
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await audio.unlock();
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game.start();
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// F8(round2):开场链最前插 gd_brief(brief→intro)
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assert(voicePlays(playLog, 'voice/gd_brief') === 1, 'F8:开场链最前播 gd_brief');
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assert(playLog.find((e) => e.id.startsWith('voice/'))?.id === 'voice/gd_brief',
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'F8:gd_brief 是本局第一句语音');
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await waitChainDone(game); // gd_brief + n00_intro + skip_hint 播完 → W1 静默等待(看门狗已挂)
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assert(!game.voicePlaying && game.nodeId === 'n00', 'n00 链播完,进入等待态');
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assert(events.some((e) => e.type === 'state' && e.name === 'explore'), 'start 播 explore 状态签名事件');
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const tArm = now;
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await advance(() => events.some((e) => e.type === 'nudge'));
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assert(now - tArm === 25000, `25s 后 nudge 触发(实际 ${now - tArm}ms)`);
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assert(events.some((e) => e.type === 'watchdog' && e.voiceId === 'gd_continue'),
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'看门狗第 1 级发 gd_continue 语音事件');
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assert(voicePlays(playLog, 'voice/gd_continue') === 1, 'gd_continue 语音进入播放');
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assert(!vibrated([8]), 'nudge 级不额外震动(earcon-only 轻提醒)');
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await advance(() => events.filter((e) => e.type === 'watchdog').length >= 2);
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assert(now - tArm === 50000, `50s 升级触发(实际 ${now - tArm}ms)`);
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assert(events.some((e) => e.type === 'watchdog' && e.voiceId === 'gd_again'),
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'升级只发 gd_again(重申手势)语音事件');
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assert(voicePlays(playLog, 'voice/gd_again') === 1, 'gd_again 语音播放');
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// F1.1:升级不再重播 help + 进度 + 当前节点
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assert(!playLog.some((e) => e.id === 'voice/help' || e.id.startsWith('voice/status')),
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'F1:升级不重播 help/进度');
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assert(voicePlays(playLog, 'voice/n00_intro') === 1, 'F1:升级不重播当前节点(n00_intro 仅开场一次)');
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// 两级用尽彻底静默:链走完后无任何向导定时器 → idle
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await idle();
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const nudges = events.filter((e) => e.type === 'nudge').length;
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await idle();
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assert(events.filter((e) => e.type === 'nudge').length === nudges, '两级用尽彻底静默(无后续提醒)');
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// 玩家手势后重新挂载:n01 链播完重新挂上,且 25s 节奏到点触发一次
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await gesture(game, 'tap'); // → n01,链播
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await waitChainDone(game);
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const nudgeBefore = events.filter((e) => e.type === 'nudge').length;
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const tWait = now;
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await advance(() => events.filter((e) => e.type === 'nudge').length > nudgeBefore);
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assert(now - tWait === 25000, `重新挂载后仍按 25s 节奏触发(实际 ${now - tWait}ms)`);
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resetTimers();
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}
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// ================================================================ ③ storyline error onceKey
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realLog('== ③ storyline:无效手势纠错 gd_invalid(onceKey 同局只播一次)==');
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{
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const { audio, playLog, game, events, vibrated } = makeRig(StorylineGame);
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await audio.unlock();
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game.start();
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await waitChainDone(game); // W1 等待态(n00 非选择节点)
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await gesture(game, 'left'); // 选择节点外左右滑 = 无效手势
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assert(vibrated([60, 40, 60]), '无效手势给 error 震');
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assert(events.some((e) => e.type === 'error' && e.voiceId === 'gd_invalid'), '发 gd_invalid 语音事件');
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assert(voicePlays(playLog, 'voice/gd_invalid') === 1, 'gd_invalid 播放一次');
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await gesture(game, 'right');
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assert(voicePlays(playLog, 'voice/gd_invalid') === 1, 'onceKey:同局第二次无效手势不再播语音');
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assert(game.nodeId === 'n00' && !game.voicePlaying, '无效手势不推进剧情(原静默语义保持)');
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resetTimers();
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}
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// ================================================================ ② simon turn cue + 看门狗
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realLog('== ②/①b simon:首轮 turn cue(earcon 事件+confirm 震+your_turn)与 input 看门狗 ==');
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{
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const { audio, playLog, game, events, vibrated } = makeRig(SimonGame);
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await audio.unlock();
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game.start();
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await advance(() => game.phase === 'tutorial' && game.teachAwait); // T0 六音教学第 1 步
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for (const g of ['up', 'down', 'left', 'right', 'tap', 'doubletap']) {
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await advance(() => game.teachAwait && game.phase === 'tutorial');
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await gesture(game, g);
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}
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// round4 H2/H4 前提锚定:announce 时点固定第 1 轮序列为无 up/doubletap 的两音
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//(guide.test 的 Math.random 是真随机——不固定则 gd_relisten 断言会随占用预告
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// 动态置空而偶发跳过;固定后本块行为与 round3 基线一致)
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await advance(() => game.phase === 'announce');
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game.sequence[0] = 'down';
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game.sequence[1] = 'tap';
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await advance(() => game.phase === 'input');
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assert(game.round === 1, '教学走完进入第 1 轮 input');
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// ② 首轮 turn cue:序列播完 400ms → confirm 震 + turn earcon 事件 + your_turn
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assert(events.some((e) => e.type === 'turn' && e.name === 'turn'), 'turn earcon 事件发出');
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assert(vibrated([20]), 'turn cue 带 confirm 轻震');
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assert(voicePlays(playLog, 'voice/your_turn') === 1, '第 1 轮保留 your_turn 语音');
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// ①b input 看门狗:round4 H4 首级 10s→5s,nudge+gd_relisten
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const tInput = now;
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await advance(() => events.some((e) => e.type === 'nudge'));
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assert(now - tInput === 5000, `H4:input 首级 5s 后 nudge 触发(实际 ${now - tInput}ms)`);
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assert(events.some((e) => e.type === 'watchdog' && e.voiceId === 'gd_relisten'),
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'input 5s 无输入发 gd_relisten 事件');
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assert(voicePlays(playLog, 'voice/gd_relisten') === 1, 'gd_relisten 语音播放');
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assert(game.chances === 1, '看门狗提示不消耗重听机会');
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// 25s 升级(round2 F1.2):取消自动重播序列 → 只发 confirm 震 + turn earcon(纯标记)
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const nudgesBefore = events.filter((e) => e.type === 'nudge').length;
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const turnsBefore = events.filter((e) => e.type === 'turn').length;
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const vibBefore = vibrateLog.length;
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await advance(() => events.filter((e) => e.type === 'nudge').length > nudgesBefore);
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assert(now - tInput === 25000, `25s 升级触发(实际 ${now - tInput}ms)`);
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assert(game.phase === 'input' && game.round === 1, '升级不再自动重播序列(仍停在 input 等玩家)');
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assert(events.filter((e) => e.type === 'turn').length === turnsBefore + 1, '升级发 turn earcon 事件(纯标记)');
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assert(vibrateLog.slice(vibBefore).some((p) => JSON.stringify(p) === JSON.stringify([20])),
|
||
'升级发 confirm 轻震');
|
||
assert(voicePlays(playLog, 'voice/round_01') === 1, '序列未重播(round_01 仍只有第 1 轮一次)');
|
||
await idle(); // 级数用尽:看门狗自动停止
|
||
assert(game.phase === 'input', '升级后仍等待输入(免费泄题已废除)');
|
||
|
||
// 正常答题清第 1 轮:答题手势逐个 disarm,round1→round2 过渡期看门狗不触发
|
||
const nudgeBefore = events.filter((e) => e.type === 'nudge').length;
|
||
for (const g of game.sequence) await gesture(game, g);
|
||
assert(game.phase === 'roundend', '按序答题进入 roundend');
|
||
await advance(() => game.phase === 'input' && game.round === 2);
|
||
assert(events.filter((e) => e.type === 'nudge').length === nudgeBefore,
|
||
'答题手势复位看门狗:第 2 轮开启前无 nudge');
|
||
resetTimers();
|
||
}
|
||
|
||
// ================================================================ ④ F1.4 idle-only
|
||
|
||
realLog('== ④ F1.4 idle-only:对白在播时 error/watchdog 语音跳过(skipped 事件、不入队),turn 保持 queue ==');
|
||
{
|
||
currentGameDir = GAME_DIRS.StorylineGame;
|
||
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); };
|
||
await audio.unlock();
|
||
const guide = new Guide(audio);
|
||
const events = [];
|
||
guide.setEventHook((evt) => events.push({ ...evt, t: now }));
|
||
|
||
// watchdog:对白在播时到点 → 只发 skipped 事件,语音不入队
|
||
guide.watchdog({ arm: true, at: [1000], say: ['gd_continue'] });
|
||
audio.play('voice/n00_intro'); // 长语音占住通道(mock 句长 2s)
|
||
await flush();
|
||
assert(audio.isVoicePlaying(), '前提:对白正在播放');
|
||
await advance(() => events.some((e) => e.type === 'watchdog'));
|
||
const wd = events.find((e) => e.type === 'watchdog');
|
||
assert(wd && wd.voiceId === 'gd_continue' && wd.skipped === true,
|
||
'watchdog 语音被 idle-skip(事件带 skipped:true)');
|
||
assert(voicePlays(playLog, 'voice/gd_continue') === 0, 'watchdog 语音未入队播放');
|
||
|
||
// error:对白在播 → 同规则只发事件;空闲 → 正常播放
|
||
guide.error({ voice: 'gd_invalid' });
|
||
assert(events.some((e) => e.type === 'error' && e.skipped === true),
|
||
'error 语音对白在播时跳过(skipped 事件)');
|
||
assert(voicePlays(playLog, 'voice/gd_invalid') === 0, 'error 语音未入队播放');
|
||
await advance(() => !audio.isVoicePlaying()); // 等在播对白自然结束
|
||
guide.error({ voice: 'gd_invalid' });
|
||
assert(voicePlays(playLog, 'voice/gd_invalid') === 1, '空闲时 error 语音正常播放');
|
||
assert(events.filter((e) => e.type === 'error' && !e.skipped).length === 1,
|
||
'空闲播放的 error 事件不带 skipped 标记');
|
||
|
||
// turn:保持 queue,不受 idle-only 影响(对白在播时照常排队)
|
||
audio.play('voice/n01_wake');
|
||
await flush();
|
||
assert(audio.isVoicePlaying(), '前提:对白正在播放');
|
||
guide.turn({ voice: 'gd_answer' });
|
||
assert(voicePlays(playLog, 'voice/gd_answer') === 1, 'turn 语音不受 idle-only 影响(照常入队)');
|
||
assert(events.some((e) => e.type === 'turn'), 'turn 事件照常发出');
|
||
resetTimers();
|
||
}
|
||
|
||
// ================================================================ ⑤ guide=off 全静
|
||
|
||
realLog('== ⑤ guide=off:全部 API 静默 no-op(无事件、无 gd_* 播放、无定时器注册)==');
|
||
{
|
||
settings.set({ guide: 'off' });
|
||
const { audio, playLog, game, events, vibrated } = makeRig(StorylineGame);
|
||
await audio.unlock();
|
||
game.start();
|
||
await waitChainDone(game);
|
||
assert(!game.voicePlaying, 'n00 链播完进入等待态');
|
||
assert(events.length === 0, 'off 档零向导事件(state/turn/watchdog/nudge 均无)');
|
||
|
||
// 静置 30s:无任何向导定时器 → 虚拟时钟完全不走(挂了看门狗定时器就会被推进)
|
||
const t0 = now;
|
||
await idle();
|
||
assert(now === t0, `off 档等待态无任何定时器注册(时钟纹丝不动,t0=${t0} now=${now})`);
|
||
|
||
await gesture(game, 'left'); // 无效手势
|
||
assert(voicePlays(playLog, 'voice/gd_invalid') === 0, 'off 档不播 gd_invalid');
|
||
assert(!vibrated([60, 40, 60]), 'off 档无向导 error 震');
|
||
assert(playLog.every((e) => !e.id.includes('gd_')), 'off 档全程无 gd_* 资产加载');
|
||
settings.set({ guide: 'full' });
|
||
}
|
||
|
||
// ================================================================ ⑥ G1/G3 rhythm
|
||
|
||
realLog('== ⑥ G1/G3 rhythm:gd_answer 落在首个应答窗口前整整 1 小节;菜单恢复 count-in 可感知 ==');
|
||
{
|
||
const { audio, playLog, game, events } = makeRig(RhythmGame);
|
||
const tSec = () => now / 1000;
|
||
const SPB = 60 / 90; // 曲目一 90BPM
|
||
await audio.unlock();
|
||
game.start();
|
||
await advance(() => audio.isVoicePlaying()); // welcome 开播
|
||
await gesture(game, 'tap'); // 播放中单击 = 跳过 → 教学链
|
||
await advance(() => game.phase === 'tut');
|
||
await gesture(game, 'down'); // 跳过教学 → 曲目一 main
|
||
await advance(() => game.phase === 'main' && game._cues.length > 0);
|
||
assert(game._song && game._song.id === 'song1', '前提:进入曲目一 main(90BPM)');
|
||
|
||
// G1:gd_answer(曲谱定时队列直达)在首个应答窗口起点之前整整 1 小节
|
||
await advance(() => playLog.some((e) => e.id === 'voice/gd_answer'));
|
||
const ans = playLog.find((e) => e.id === 'voice/gd_answer');
|
||
const win0 = game._cues[0].expected; // 首个应答窗口起点(秒)
|
||
assert(ans.t / 1000 < win0, `G1:gd_answer(${(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();
|
||
}
|
||
|
||
// ================================================================ ⑧ G5 simon 双击/上滑
|
||
|
||
realLog('== ⑧ G5 simon:input 阶段双击永远=作答、上滑=主动重听(full 与 off 双档)==');
|
||
function driveSimonToInput(rig) {
|
||
const { audio, game } = rig;
|
||
return (async () => {
|
||
await audio.unlock();
|
||
rig.game.start();
|
||
await advance(() => game.phase === 'tutorial' && game.teachAwait);
|
||
for (const g of ['up', 'down', 'left', 'right', 'tap', 'doubletap']) {
|
||
await advance(() => game.teachAwait && game.phase === 'tutorial');
|
||
await gesture(game, g);
|
||
}
|
||
await advance(() => game.phase === 'input');
|
||
return game;
|
||
})();
|
||
}
|
||
{
|
||
const rig = makeRig(SimonGame);
|
||
const { playLog, game } = rig;
|
||
await driveSimonToInput(rig);
|
||
assert(game.round === 1 && game.phase === 'input', '前提:教学完进第 1 轮 input');
|
||
assert(voicePlays(playLog, 'voice/gd_economy') === 1, 'G5:教学收尾播 gd_economy(重录新文案)');
|
||
// 固定期望序列(测试钩子):idx0=doubletap、idx1=left
|
||
game.sequence[0] = 'doubletap';
|
||
game.sequence[1] = 'left';
|
||
await gesture(game, 'doubletap');
|
||
assert(game.inputIdx === 1 && game.phase === 'input', 'G5:期望恰为 doubletap 时双击=作答(inputIdx 前进)');
|
||
const ch = game.chances;
|
||
const relistenN = voicePlays(playLog, 'voice/relisten');
|
||
game.freeRelistens = 0; // 钩子:免费层置空,本段专测扣真机会路径(round2 live P1 两层账,免费层断言见 simon playtest 与 13 号文档 §15)
|
||
await gesture(game, 'up'); // 期望非 up → 主动重听
|
||
assert(game.chances === ch - 1 && voicePlays(playLog, 'voice/relisten') === relistenN + 1,
|
||
'G5:input 上滑=主动重听(耗机会、播 relisten)');
|
||
await advance(() => game.phase === 'input');
|
||
assert(game.inputIdx === 0, 'G5:重听后输入进度清零');
|
||
|
||
// G6(round1 live P1 改口,13 号文档 §9):轮结算**每轮必播表扬**,既有台词池
|
||
// [correct, gd_clear] 按轮轮播——第 1 轮 = correct「答对了!」(原"gd_clear 每局
|
||
// 限 1 次"口径已被 round1 live 推翻:12 轮仅 3 轮有表扬)
|
||
await gesture(game, 'doubletap'); // 期望 doubletap → 答对
|
||
await gesture(game, 'left');
|
||
await advance(() => game.phase === 'roundend');
|
||
assert(voicePlays(playLog, 'voice/correct') === 1, 'G6:每轮答对必播表扬(第 1 轮 correct「答对了!」)');
|
||
await advance(() => game.phase === 'input' && game.round === 2);
|
||
|
||
// G6:第 2 轮答完 → 表扬轮播到 gd_clear;且超过预设历史纪录(钩子 best=1)→
|
||
// 同链追加 gd_record(每局 1 次)。链有两句(gd_clear 在前),须等链尾播完再计数。
|
||
game.best = 1; // 模拟上局留下纪录(测试钩子)
|
||
game.sequence[0] = 'up'; // 顺带验证期望恰为 up 时上滑=作答(00 §5.3 豁免同款)
|
||
await gesture(game, 'up');
|
||
assert(game.inputIdx === 1 && game.phase === 'input', 'G5:期望恰为 up 时上滑=作答');
|
||
for (let i = 0; i < 8 && game.phase === 'input'; i++) await gesture(game, game.sequence[game.inputIdx]);
|
||
await advance(() => game.phase === 'roundend' && game.round === 2);
|
||
await advance(() => voicePlays(playLog, 'voice/gd_record') === 1); // 等表扬+纪录链播完再断言
|
||
assert(voicePlays(playLog, 'voice/gd_clear') === 1, 'G6:表扬池轮播(第 2 轮 gd_clear「漂亮,过了。」)');
|
||
assert(voicePlays(playLog, 'voice/gd_record') === 1, 'G6:局中破个人纪录播 gd_record(破纪录了)');
|
||
await advance(() => game.phase === 'input' && game.round === 3);
|
||
|
||
// 双击永远=作答的判错面:chances=0(重听已耗)时双击期望非双击 → 判错到底(gameover),不是 chances_out
|
||
game.sequence[0] = 'left'; // 钩子固定期望,注入 doubletap 必判错
|
||
await gesture(game, 'doubletap');
|
||
assert(game.phase === 'gameover', 'G5:input 双击永远=作答(期望非双击时判错到底,不再触发重听)');
|
||
game.stop();
|
||
resetTimers();
|
||
}
|
||
{
|
||
settings.set({ guide: 'off' });
|
||
const rig = makeRig(SimonGame);
|
||
const { game } = rig;
|
||
await driveSimonToInput(rig);
|
||
game.sequence[0] = 'doubletap';
|
||
game.sequence[1] = 'left';
|
||
await gesture(game, 'doubletap');
|
||
assert(game.inputIdx === 1, 'off:双击=作答同样成立(玩法映射与向导档无关)');
|
||
game.freeRelistens = 0; // 钩子:免费层置空,上滑直接走扣真机会路径(round2 live P1)
|
||
await gesture(game, 'up');
|
||
assert(game.chances === 0, 'off:上滑=主动重听同样成立');
|
||
await advance(() => game.phase === 'input');
|
||
await gesture(game, 'doubletap');
|
||
await gesture(game, 'doubletap');
|
||
assert(game.phase === 'gameover', 'off:双击期望非双击时判错(无重听兜底)');
|
||
settings.set({ guide: 'full' });
|
||
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_<dir> 长句教学优先)。
|
||
const { audio, playLog, game } = makeRig(SpaceGame);
|
||
await audio.unlock();
|
||
game.start();
|
||
await advance(() => game.phase === 'drill');
|
||
await gesture(game, 'down'); // 无悬置演练陨石:下滑跳过演练
|
||
await advance(() => game.phase === 'playing');
|
||
assert(game.phase === 'playing', '前提:跳过演练进对局');
|
||
await advance(() => playLog.some((e) => e.id.startsWith('voice/dir_')));
|
||
const shout = playLog.find((e) => e.id.startsWith('voice/dir_'));
|
||
const dir = shout.id.slice('voice/dir_'.length);
|
||
assert(['left', 'right', 'up', 'down'].includes(dir), 'G7:呼喊方向合法');
|
||
const whooshes = playLog.filter((e) => e.id === `sfx/whoosh_${dir}`).map((e) => e.t);
|
||
assert(whooshes.some((t) => Math.abs(t - shout.t) < 60),
|
||
`G7:dir_* 与同向呼啸同窗(≤60ms,实际最小 ${Math.min(...whooshes.map((t) => Math.abs(t - shout.t)))}ms)`);
|
||
// 错峰验证:呼喊后第一声 loud 警报(同颗陨石的撞击前 500ms 档)应 ≥2s 才到
|
||
// (逼近时长 ≥2.8s → 呼喊到 loud 档间隔 ≥2.3s,取 2s 保守下界)
|
||
await advance(() => playLog.some((e) => e.id === 'sfx/alarm' && e.opts.volume === 1 && e.t > shout.t));
|
||
const nextLoud = playLog.find((e) => e.id === 'sfx/alarm' && e.opts.volume === 1 && e.t > shout.t);
|
||
assert(nextLoud.t - shout.t >= 2000,
|
||
`G7:呼喊先于其 loud 警报 ≥2s(错峰:呼喊在窗口起点,实际 ${nextLoud.t - shout.t}ms)`);
|
||
game.stop();
|
||
resetTimers();
|
||
}
|
||
|
||
// ================================================================ ⑩ H1~H5(round4)
|
||
|
||
realLog('== ⑩a H2/H3/H4 simon:占用预告三句、被占用轮无重听建议、5s 看门狗、余量句 ==');
|
||
async function driveSimonToAnnounce(rig) {
|
||
const { audio, game } = rig;
|
||
await audio.unlock();
|
||
game.start();
|
||
await advance(() => game.phase === 'tutorial' && game.teachAwait);
|
||
for (const g of ['up', 'down', 'left', 'right', 'tap', 'doubletap']) {
|
||
await advance(() => game.teachAwait && game.phase === 'tutorial');
|
||
await gesture(game, g);
|
||
}
|
||
await advance(() => game.phase === 'announce');
|
||
return game;
|
||
}
|
||
/** 测试钩子(13 号文档允许直改实例字段):固定当前轮序列;未指定位用无 up/dt 填充。 */
|
||
function fixSequence(game, recipe) {
|
||
const fill = ['down', 'right', 'tap', 'left'];
|
||
for (let i = 0; i < game.sequence.length; i++) {
|
||
game.sequence[i] = i < recipe.length ? recipe[i] : fill[i % fill.length];
|
||
}
|
||
}
|
||
{
|
||
const rig = makeRig(SimonGame);
|
||
const { playLog, game, events } = rig;
|
||
await driveSimonToAnnounce(rig);
|
||
|
||
// R1(含 up):序列播放完成后、「轮到你」提示前播 gd_occ_up
|
||
fixSequence(game, ['up', 'tap']);
|
||
await advance(() => game.phase === 'input');
|
||
assert(voicePlays(playLog, 'voice/gd_occ_up') === 1, 'H2:含 up 轮次播 gd_occ_up(序列播放完成后)');
|
||
const iOcc = playLog.findIndex((e) => e.id === 'voice/gd_occ_up');
|
||
const iTurn = playLog.findIndex((e) => e.id === 'voice/your_turn');
|
||
assert(iOcc > -1 && iTurn > iOcc, 'H2:占用预告在「轮到你」提示之前(插在轮次链中)');
|
||
|
||
// 被占用轮 input 看门狗:H4 首级 5s 只发 nudge,不播重听建议句(say 动态置空)
|
||
const tInput = now;
|
||
const rl0 = voicePlays(playLog, 'voice/gd_relisten');
|
||
const nb0 = events.filter((e) => e.type === 'nudge').length;
|
||
await advance(() => events.filter((e) => e.type === 'nudge').length > nb0);
|
||
assert(now - tInput === 5000, `H4:input 看门狗首级 5s(实际 ${now - tInput}ms)`);
|
||
assert(voicePlays(playLog, 'voice/gd_relisten') === rl0,
|
||
'H2:up 被占用轮看门狗只发 nudge earcon,不播重听建议句');
|
||
|
||
// 期望恰为 up 时上滑=作答(00 §5.3 豁免同款)→ 清第 1 轮
|
||
for (const g of game.sequence) await gesture(game, g);
|
||
await advance(() => game.phase === 'announce' && game.round === 2);
|
||
|
||
// R2(仅含 doubletap):gd_occ_dt;重听建议不受影响(建议只关联 up 占用)
|
||
fixSequence(game, ['down', 'doubletap', 'left']);
|
||
await advance(() => game.phase === 'input');
|
||
assert(voicePlays(playLog, 'voice/gd_occ_dt') === 1, 'H2:含 doubletap 轮次播 gd_occ_dt');
|
||
const t2 = now;
|
||
const rl1 = voicePlays(playLog, 'voice/gd_relisten');
|
||
const nb1 = events.filter((e) => e.type === 'nudge').length;
|
||
await advance(() => events.filter((e) => e.type === 'nudge').length > nb1);
|
||
assert(now - t2 === 5000, 'H4:看门狗首级恒 5s(升级级 25s 与级数不变)');
|
||
assert(voicePlays(playLog, 'voice/gd_relisten') === rl1 + 1,
|
||
'H2:仅 doubletap 占用不影响上滑重听建议');
|
||
for (const g of game.sequence) await gesture(game, g);
|
||
await advance(() => game.phase === 'announce' && game.round === 3);
|
||
|
||
// R3(up+doubletap 双占用):gd_occ_both;看门狗同样静默只 nudge
|
||
fixSequence(game, ['up', 'doubletap', 'left', 'right']);
|
||
await advance(() => game.phase === 'input');
|
||
assert(voicePlays(playLog, 'voice/gd_occ_both') === 1, 'H2:up+doubletap 双占用播 gd_occ_both');
|
||
const rl2 = voicePlays(playLog, 'voice/gd_relisten');
|
||
const nb2 = events.filter((e) => e.type === 'nudge').length;
|
||
await advance(() => events.filter((e) => e.type === 'nudge').length > nb2);
|
||
assert(voicePlays(playLog, 'voice/gd_relisten') === rl2, 'H2:双占用轮看门狗同样不播重听建议');
|
||
for (const g of game.sequence) await gesture(game, g);
|
||
await advance(() => game.phase === 'announce' && game.round === 4);
|
||
|
||
// H3(round2 live P1 改口,13 号文档 §15):重听两层账——免费 2 次/局开局即给足、
|
||
// 先用不碰 chances;余量句与免费余量一致:第 1 次(2→1)播 left1、第 2 次(1→0)
|
||
// 播 left0;免费与真机会皆空时再求重听 → 拒绝并播 chances_out(机会账路径不变)。
|
||
fixSequence(game, []); // 无占用填充轮
|
||
await advance(() => game.phase === 'input');
|
||
assert(game.freeRelistens === 2, 'H3:免费重听每局 2 次开局即给足(教学 gd_economy 承诺两次)');
|
||
const rel0 = voicePlays(playLog, 'voice/relisten');
|
||
const l1_0 = voicePlays(playLog, 'voice/gd_chances_left1');
|
||
await gesture(game, 'up'); // 期望非 up → 主动重听①:免费 2→1
|
||
await advance(() => voicePlays(playLog, 'voice/gd_chances_left1') === l1_0 + 1); // 余量句在 relisten 链尾
|
||
assert(game.freeRelistens === 1 && game.chances === 1 && voicePlays(playLog, 'voice/gd_chances_left1') === l1_0 + 1,
|
||
'H3:第 1 次免费重听用掉播 gd_chances_left1(余量句与真实余量一致,真机会不动)');
|
||
assert(voicePlays(playLog, 'voice/relisten') === rel0 + 1, 'H3:重听照常播 relisten 并重播序列');
|
||
await advance(() => game.phase === 'input');
|
||
assert(game.inputIdx === 0, 'H3:重听后输入进度清零');
|
||
const l0_0 = voicePlays(playLog, 'voice/gd_chances_left0');
|
||
await gesture(game, 'up'); // 重听②:免费 1→0
|
||
await advance(() => voicePlays(playLog, 'voice/gd_chances_left0') === l0_0 + 1);
|
||
assert(game.freeRelistens === 0 && game.chances === 1 && voicePlays(playLog, 'voice/gd_chances_left0') === l0_0 + 1,
|
||
'H3:第 2 次免费重听用掉播 gd_chances_left0(「用完了」只在免费余量为 0 时出现)');
|
||
await advance(() => game.phase === 'input');
|
||
game.chances = 0; // 测试钩子:真机会一并置空,下一求重听走拒绝路径
|
||
const co0 = voicePlays(playLog, 'voice/chances_out');
|
||
await gesture(game, 'up'); // 两账皆空再求重听:拒绝路径(机会账)行为不变
|
||
assert(game.phase === 'input' && voicePlays(playLog, 'voice/chances_out') === co0 + 1,
|
||
'H3:两账皆空再求重听仍拒绝并播 chances_out(答错救援的机会账路径不变)');
|
||
while (game.phase === 'input') await gesture(game, game.sequence[game.inputIdx]);
|
||
game.stop();
|
||
resetTimers();
|
||
}
|
||
|
||
realLog('== ⑩b H5 rhythm:教学应答窗口无任何尝试 → gd_miss_none(none 优先级最高)==');
|
||
{
|
||
const rig = makeRig(RhythmGame);
|
||
const { audio, playLog, game } = rig;
|
||
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 T1
|
||
await advance(() => game.phase === 'tut' && game._cues.length > 0);
|
||
// T1 整句不出手(窗口关闭时该音未判定)→ 首次失败归因 gd_miss_none
|
||
await advance(() => voicePlays(playLog, 'voice/gd_miss_none') === 1);
|
||
assert(game._tutFails === 1, '前提:T1 首次失败(整句不出手)');
|
||
assert(voicePlays(playLog, 'voice/gd_miss_none') === 1, 'H5:无尝试播 gd_miss_none(这拍没接)');
|
||
assert(voicePlays(playLog, 'voice/gd_miss_late') === 0 && voicePlays(playLog, 'voice/gd_miss_wrong') === 0,
|
||
'H5:没出手不再被归因为「慢了半拍」(归因真话律:宁可粗不可假)');
|
||
game.stop();
|
||
resetTimers();
|
||
}
|
||
|
||
realLog('== ⑩c H1/B2 escape:目标句后按房间图播方位句(round2 B2:三处固定接线点升级为"目标名+方位"一体句,异常路径回落 gd_room_*)==');
|
||
{
|
||
// 方向映射按图校验(直连单元断言,gd_room_* 映射表保留不动)
|
||
const rig0 = makeRig(EscapeGame);
|
||
const { game: g0 } = rig0;
|
||
await rig0.audio.unlock();
|
||
g0.x = 1; g0.y = 1;
|
||
assert(g0._roomDirVoice([0, 1]) === 'voice/gd_room_l', 'H1:目标在西 → gd_room_l');
|
||
assert(g0._roomDirVoice([2, 1]) === 'voice/gd_room_r', 'H1:目标在东 → gd_room_r');
|
||
assert(g0._roomDirVoice([1, 0]) === 'voice/gd_room_u', 'H1:目标在北(上面的房间)→ gd_room_u');
|
||
assert(g0._roomDirVoice([1, 2]) === 'voice/gd_room_d', 'H1:目标在南(下面的房间)→ gd_room_d');
|
||
assert(g0._roomDirVoice([1, 1]) === null, 'H1:目标在同一房间不播');
|
||
// B2 异常路径回落:计算方位与枚举不符 → 原 gd_room_*(原句保留接线,归因真话)
|
||
g0._playGoalDir([0, 1], 'voice/gd_cabinet_dir', 'voice/gd_room_r'); // 目标在西 ≠ 枚举右
|
||
await flush();
|
||
assert(rig0.playLog.some((e) => e.id === 'voice/gd_room_l'), 'B2:方位与枚举不符时回落 gd_room_*');
|
||
g0.stop();
|
||
resetTimers();
|
||
|
||
// 三处目标句接线点:found_key → cabinet(2,1);gd_next_fuse → box(0,0);fix_box → gate(2,2)
|
||
// (B2 换线:gd_room_r/l → gd_cabinet_dir/gd_box_dir/gd_gate_dir,断言同步登记变更)
|
||
const rig = makeRig(EscapeGame);
|
||
const { audio, playLog, game } = rig;
|
||
storageData.set('soundgame.escape.guideDone', '1'); // 二周目直达 REOPEN→PLAY
|
||
await audio.unlock();
|
||
game.start();
|
||
await advance(() => game.phase === 'REOPEN');
|
||
await advance(() => !audio.isVoicePlaying()); // reopen_prompt 播完
|
||
await gesture(game, 'tap'); // 直接开始 → PLAY (1,1)(B8:start_room → g7_goal 链)
|
||
await advance(() => game.phase === 'PLAY' && !audio.isVoicePlaying());
|
||
assert(game.x === 1 && game.y === 1 && !game.hasKey, '前提:二周目 PLAY 起点、身上无钥匙');
|
||
|
||
// ① found_key:储物间拾钥匙 → 铁柜房在东 → B2 一体句 gd_cabinet_dir
|
||
await gesture(game, 'left'); // (0,1)(B5a:首访播 empty_2)
|
||
await gesture(game, 'down'); // (0,2) 储物间(首到播 room_storage)
|
||
await advance(() => !audio.isVoicePlaying()); // 房间描述播完再单击(否则单击=跳句)
|
||
await gesture(game, 'tap'); // 检查 → found_key(800ms 后)→ 一体句
|
||
await advance(() => playLog.some((e) => e.id === 'voice/gd_cabinet_dir'));
|
||
const ifk = playLog.findIndex((e) => e.id === 'voice/found_key');
|
||
assert(ifk > -1 && playLog.findIndex((e) => e.id === 'voice/gd_cabinet_dir') > ifk,
|
||
'B2:found_key 后接播 gd_cabinet_dir(铁柜,在右面的房间)');
|
||
assert(!playLog.some((e) => e.id === 'voice/gd_room_r'), 'B2:正常路径不再播 gd_room_r');
|
||
|
||
// ② gd_next_fuse:开柜得保险丝 → 电箱房在西 → B2 一体句 gd_box_dir
|
||
await gesture(game, 'right'); await gesture(game, 'right'); // (1,2) (2,2)
|
||
await gesture(game, 'up'); // (2,1) 铁柜房
|
||
await gesture(game, 'doubletap'); // 开柜
|
||
await advance(() => playLog.some((e) => e.id === 'voice/gd_box_dir'));
|
||
const inf = playLog.findIndex((e) => e.id === 'voice/gd_next_fuse');
|
||
assert(inf > -1 && playLog.findIndex((e) => e.id === 'voice/gd_box_dir') > inf,
|
||
'B2:gd_next_fuse 后接播 gd_box_dir(电箱,在左面的房间)');
|
||
assert(!playLog.some((e) => e.id === 'voice/gd_room_l'), 'B2:正常路径不再播 gd_room_l');
|
||
|
||
// ③ fix_box:修电箱通电 → 大门在东 → B2 一体句 gd_gate_dir
|
||
await advance(() => !audio.isVoicePlaying()); // gd_box_dir 播完再走(首访空房句不顶链)
|
||
await gesture(game, 'left'); await gesture(game, 'left'); // (1,1) (0,1)
|
||
await gesture(game, 'up'); // (0,0) 电箱房
|
||
await gesture(game, 'doubletap'); // 修电箱
|
||
await advance(() => playLog.some((e) => e.id === 'voice/gd_gate_dir'));
|
||
const ifx = playLog.findIndex((e) => e.id === 'voice/fix_box');
|
||
assert(ifx > -1 && playLog.findIndex((e) => e.id === 'voice/gd_gate_dir') > ifx,
|
||
'B2:fix_box 后接播 gd_gate_dir(大门,在右面的房间)');
|
||
assert(game.powerOn, '前提:电箱已通电(接线点均在真实解谜链上)');
|
||
game.stop();
|
||
resetTimers();
|
||
}
|
||
|
||
realLog('== ⑩d B6 escape:引导 busy 窗口手势缓存(full 档)——解锁后补判、答错路径、不触发跳过 ==');
|
||
{
|
||
const rig = makeRig(EscapeGame);
|
||
const { audio, playLog, game } = rig;
|
||
await audio.unlock();
|
||
game.start();
|
||
await advance(() => game.phase === 'GUIDE' && !game._guideBusy && !audio.isVoicePlaying()); // G0 待输入
|
||
await gesture(game, 'tap'); // G0 → _advance(1) busy(g1_move + skip_hint)
|
||
assert(game._guideBusy, '前提:G0→G1 推进语音播放中(busy 窗口)');
|
||
await gesture(game, 'up'); // busy 窗口注入滑动 → 缓存(不当场判定)
|
||
assert(game.guideStep === 0 && game.guideSwipes === 0, 'B6:busy 窗口手势不当场判定');
|
||
// 解锁 G1 → 缓存 up 按 G1 补判 = 作答(sfx/step + 推进 G2)
|
||
await advance(() => game.guideStep === 2 && !game._guideBusy);
|
||
assert(playLog.some((e) => e.id === 'sfx/step'), 'B6:full 档下缓存手势解锁后补判作答(脚步声)');
|
||
|
||
// G2 busy 缓存非答案手势 → 解锁 G3 后按答错路径(纠正语音,不触发下滑跳过)
|
||
await gesture(game, 'up'); // G2 第一滑
|
||
await advance(() => !audio.isVoicePlaying());
|
||
await gesture(game, 'right'); // G2 第二滑 → _advance(3) busy
|
||
await gesture(game, 'down'); // busy 缓存下滑(非 G3 答案)
|
||
assert(game.guideStep === 2, 'B6:busy 窗口仍停 G2');
|
||
await advance(() => game.guideStep === 3 && !game._guideBusy);
|
||
assert(voicePlays(playLog, 'voice/guide_wrong_left') === 1, 'B6:缓存手势不合法按答错路径处理(guide_wrong_left)');
|
||
assert(voicePlays(playLog, 'voice/guide_skip') === 0, 'B6:缓存的下滑不触发跳过引导(live round1 S6 事故修复)');
|
||
assert(game.phase === 'GUIDE', 'B6:仍在引导中(未被保送 PLAY)');
|
||
game.stop();
|
||
resetTimers();
|
||
}
|
||
|
||
// ---------------------------------------------------------------- 汇总
|
||
|
||
realLog(`\n通过 ${passCount} 条断言,失败 ${failures.length} 条`);
|
||
if (failures.length > 0) {
|
||
realLog('失败清单:');
|
||
for (const f of failures) realLog(` - ${f}`);
|
||
process.exit(1);
|
||
}
|
||
realLog('全部断言通过。');
|