按 docs/design/26-audio-interaction-playbook.md 重构三款游戏(对白重写 + 双性别语音重生成 580 文件)。 引擎层(web/engine/,其余 12 款游戏零改动): - floor.js 发言权管理器:SPEAKING/YOUR_TURN/BUSY/ACTION 四态、交接提示音、 等待声(220/330Hz 嘟-嘟,20s 后放缓)、跨链音乐压低(audio.js holdDuck) - receipts.js 输入回执三件套(ok/invalid/busy,100ms 内,原则 4) - confusion.js 迷茫检测(乱点/无效/静默信号 → 三级接管,§4.5) - hints.js 等待点 + 三档提示(full→short→提示音,30s 台账跨点去重,原则 9) - novice.js 手势解锁阶梯(up/down/doubletap 跨局持久,§4.3) - pipeline.js 输入管道(回执收口、防连点 400ms、双击折算、explainOnce) 游戏层: - storyline R3:开场 71.7s 规则念白 → 3 秒内动手;双击=重播(反模式5)废除; 抉择点三档提示+主动重听;断点存档复述(§4.12) - escape R3:单击=检查+使用合并(双击用法废除);长按=我在哪(四向玩法裁定); 撞墙归因每方向一次(原则 7);迷茫 L2 缩小/L3 演示;坐标存档续玩 - simon R3:新手三音色,按实力渐进解锁(+up/down/dt);失败表替代机会账 (归因 2s 内→免费重听→放慢→结算,原则 15);播放期手势=busy 回执 测试:三款 playtest 重写(含 §6.2 乱点机器人:无声操作/被动重复/打断失败全 0, 首操作 ~2s);guide.test 改为 Guide 层单测+rhythm/space 段。全部通过 (38+33+22+72+19+35 断言)。设计单见 docs/design/26-apply-*.md。
375 lines
16 KiB
JavaScript
375 lines
16 KiB
JavaScript
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 GAME_DIR = path.resolve(path.dirname(url.fileURLToPath(import.meta.url)), '..');
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const AUDIO_DIR = path.join(GAME_DIR, 'audio');
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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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const consoleErrs = [];
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const consoleWarns = [];
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console.error = (...a) => { consoleErrs.push(a.join(' ')); };
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console.warn = (...a) => { consoleWarns.push(a.join(' ')); };
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console.log = () => {};
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let now = 0;
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let timerSeq = 1;
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const timers = new Map();
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const realSetImmediate = setImmediate;
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globalThis.setTimeout = (cb, ms = 0, ...args) => {
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const id = timerSeq++;
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timers.set(id, { fireAt: now + Math.max(0, Number(ms) || 0), cb, args });
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return id;
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};
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globalThis.clearTimeout = (id) => { timers.delete(id); };
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globalThis.setInterval = (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, args: [], interval: Number(ms) || 0 });
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return id;
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};
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globalThis.clearInterval = (id) => { timers.delete(id); };
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const realDateNow = Date.now;
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Date.now = () => now;
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Object.defineProperty(globalThis, 'performance', { value: { now: () => now }, configurable: true });
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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 < 200000; 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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if (t.interval) timers.set(nextId, { fireAt: now + t.interval, cb: t.cb, args: [], interval: t.interval });
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t.cb(...t.args);
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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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const tick = (ms) => { now += ms; };
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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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Object.defineProperty(globalThis, 'navigator', {
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value: { maxTouchPoints: 1, vibrate: () => 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() {} linearRampToValueAtTime() {} 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() {} disconnect() {}
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}
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class MockAudioContext {
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constructor() { this.state = 'running'; this.currentTime = 0; this.destination = {}; }
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createGain() { return new MockGainNode(); }
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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() { return { buffer: null, loop: false, connect() {}, start() {}, stop() {} }; }
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createScriptProcessor() { return { connect() {}, disconnect() {}, onaudioprocess: null }; }
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createOscillator() { return { type: 'sine', frequency: new MockParam(440), connect() {}, start() {}, stop() {} }; }
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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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const requestedUrls = [];
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globalThis.fetch = async (u) => {
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const s = String(u);
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requestedUrls.push(s);
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if (s.includes('/voice/')) return { ok: true, status: 200, arrayBuffer: async () => new ArrayBuffer(0) };
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const p = path.join(GAME_DIR, decodeURIComponent(s));
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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 { ok: true, status: 200, arrayBuffer: async () => data.buffer.slice(data.byteOffset, data.byteOffset + data.byteLength) };
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};
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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 { makeInputPipeline } = await import('../../engine/pipeline.js');
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const { SimonGame } = await import('../game.js');
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settings.set({ guide: 'off', voice: 'female', speed: 1.0, bgm: 1.0 });
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function makeRig() {
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const audio = new WebAudioEngine('audio/');
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const playLog = [];
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const origPlay = WebAudioEngine.prototype.play;
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audio.play = (id, opts) => { playLog.push({ id, t: now }); return origPlay.call(audio, id, opts); };
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const game = new SimonGame(audio, {});
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game.floor.bedEnabled = false;
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const receiptLog = [];
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const origR = game.receipts.play.bind(game.receipts);
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game.receipts.play = (kind) => { receiptLog.push({ kind, t: now }); return origR(kind); };
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const chimeLog = [];
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const origChime = game.floor.chime.bind(game.floor);
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game.floor.chime = () => { chimeLog.push(now); return origChime(); };
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const pipe = makeInputPipeline({
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floor: game.floor, confusion: game.confusion, receipts: game.receipts,
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invalidHints: game.invalidHints, game, ladder: game.ladder, opts: game.PIPELINE_OPTS,
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});
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return { audio, playLog, receiptLog, chimeLog, game, pipe };
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}
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const voicePlays = (playLog, id) => playLog.filter((e) => e.id === id).length;
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let randSeed = 12345;
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Math.random = () => { randSeed = (randSeed * 1103515245 + 12345) & 0x7fffffff; return randSeed / 0x7fffffff; };
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/** 教学快进:三音色各答对一次,进对局。 */
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async function skipTutorial(rig) {
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const { playLog, game, pipe } = rig;
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await advance(() => game.floor.state === 'YOUR_TURN'); // t0 指令播完
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await pipe('tap'); await flush(); // 第一击(tap 音色)
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await advance(() => voicePlays(playLog, 'voice/t3_left') >= 1);
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await advance(() => game.floor.state === 'YOUR_TURN');
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await pipe('left'); await flush(); // 教左滑
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await advance(() => voicePlays(playLog, 'voice/t4_right') >= 1);
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await advance(() => game.floor.state === 'YOUR_TURN');
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await pipe('right'); await flush(); // 教右滑
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await advance(() => voicePlays(playLog, 'voice/t5_tap') >= 1);
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await advance(() => game.floor.state === 'YOUR_TURN');
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await pipe('tap'); await flush(); // 教单击音色
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}
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// ================================================================ 教学(§4.10 首 3 分钟)
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realLog('== 教学:3 秒内动手、教一个音色马上用 ==');
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{
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storageData.clear(); // 必须在 makeRig 之前:构造器就读历史最佳
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const rig = makeRig();
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const { audio, playLog, receiptLog, game, pipe } = rig;
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await audio.unlock();
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game.start();
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await flush();
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assert(voicePlays(playLog, 'voice/t0_new') === 1 && game.floor.speaking,
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'0~3 秒:第一句 = 「音序回响。点一下屏幕。」');
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await advance(() => game.floor.state === 'YOUR_TURN');
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await pipe('tap'); await flush(); // 第一击
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assert(voicePlays(playLog, 'sfx/tone_tap') >= 1, '第一击 100ms 内出声(音色回响即反馈,微循环)');
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await advance(() => voicePlays(playLog, 'voice/t3_left') >= 1);
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await advance(() => game.floor.state === 'YOUR_TURN');
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await pipe('left'); await flush();
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assert(voicePlays(playLog, 'sfx/tone_left') >= 1 && voicePlays(playLog, 'voice/t_ok') >= 1,
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'按指令左滑 → 音色回响 + 「对了。」(≤4 字肯定,原则 11)');
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await advance(() => voicePlays(playLog, 'voice/t4_right') >= 1);
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await advance(() => game.floor.state === 'YOUR_TURN');
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await pipe('right'); await flush();
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await advance(() => voicePlays(playLog, 'voice/t5_tap') >= 1);
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await advance(() => game.floor.state === 'YOUR_TURN');
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await pipe('tap'); await flush();
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await advance(() => voicePlays(playLog, 'voice/t7_new') >= 1);
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assert(true, '三音色教完 → 收尾句');
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await advance(() => game.phase === 'playback' || game.phase === 'roundend');
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assert(game.round >= 1, '进入第 1 轮');
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game.stop();
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}
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// ================================================================ 对局:失败表
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realLog('== 对局:新手三音色、失败归因与免费重听 ==');
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{
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storageData.clear(); // 必须在 makeRig 之前:构造器就读历史最佳
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const rig = makeRig();
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const { audio, playLog, receiptLog, game, pipe } = rig;
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await audio.unlock();
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game.start();
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await flush();
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await skipTutorial(rig);
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await advance(() => game.phase === 'input');
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assert(game.sequence.length === 2, `第 1 轮序列长度 = 2(实际 ${game.sequence.length},round=${game.round})`);
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assert(game.sequence.every((g) => ['tap', 'left', 'right'].includes(g)),
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'新手序列只含三个已教音色(F3:选项 ≤3)');
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assert(game.floor.state === 'YOUR_TURN', '答题等待 = YOUR_TURN(交接提示音 + 等待声)');
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for (const g of [...game.sequence]) { await pipe(g); await flush(); }
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await advance(() => voicePlays(playLog, 'voice/correct') + voicePlays(playLog, 'voice/gd_clear') >= 1);
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assert(true, '整轮答对 → 表扬句(微循环回报)');
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// 第 2 轮:答错 → 失败表(归因 + 免费重听)
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await advance(() => game.phase === 'input');
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const expected = game.sequence[0];
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const wrong = expected === 'tap' ? 'left' : 'tap';
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await pipe(wrong); await flush();
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assert(game.failCount === 1, '答错 → 失败计数 1(新手期零消耗)');
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const wrId = 'voice/wr_' + (expected === 'doubletap' ? 'dt' : expected);
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await advance(() => voicePlays(playLog, wrId) >= 1);
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assert(true, `失败归因 2 秒内播出(「错了。是${expected}。」,§4.9)`);
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await advance(() => voicePlays(playLog, 'voice/relisten') >= 1);
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assert(true, '归因后免费重听整串(原则 15)');
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await advance(() => game.phase === 'playback');
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assert(true, '重听后重新播放序列');
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game.stop();
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}
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// ================================================================ 答题静默三档
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realLog('== 答题静默三档 ==');
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{
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storageData.clear(); // 必须在 makeRig 之前:构造器就读历史最佳
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const rig = makeRig();
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const { audio, playLog, chimeLog, game, pipe } = rig;
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await audio.unlock();
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game.start();
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await flush();
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await skipTutorial(rig);
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if (process.env.DBG) realLog(` [dbg] skipTutorial done t=${now} phase=${game.phase} round=${game.round} fails=${game.failCount}`);
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const r1 = await advance(() => game.phase === 'input');
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if (process.env.DBG) realLog(` [dbg] advance(input) -> ${r1} t=${now} phase=${game.phase}`);
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const yt = voicePlays(playLog, 'voice/your_turn');
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const t0 = now;
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if (process.env.DBG) realLog(` [dbg] input reached t=${now} yt=${yt} round=${game.round} phaseseen=${game.phase}`);
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await advance(() => voicePlays(playLog, 'voice/your_turn') > yt);
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assert(now - t0 === 10000, `答题静默 10s 复述「轮到你了」(实际 ${now - t0}ms)`);
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const chim = chimeLog.length;
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await advance(() => chimeLog.length > chim);
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assert(true, '第二档只给交接提示音(原则 9 渐短)');
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game.stop();
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}
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// ================================================================ 结算
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realLog('== 结算:承诺句 + 单击重开 ==');
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{
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const rig = makeRig();
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const { audio, playLog, game, pipe } = rig;
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await audio.unlock();
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storageData.clear();
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game.start();
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await flush();
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await skipTutorial(rig);
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// 直推 gameover:failCount=3 后再错一次
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await advance(() => game.phase === 'input');
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game.failCount = 3;
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game.sequence = ['left', 'tap'];
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game.inputIdx = 0;
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await pipe('right'); await flush();
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await advance(() => game.phase === 'gameover');
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await advance(() => voicePlays(playLog, 'voice/replay') >= 1);
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await advance(() => game.floor.state === 'YOUR_TURN');
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assert(game.floor.waitPoint && game.floor.waitPoint.conf.id === 'settle',
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'结算链播完交出结算等待点(不留安静态)');
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await pipe('tap'); await flush();
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assert(game.phase !== 'gameover', '结算态单击 = 言行一致直接重开');
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game.stop();
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}
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// ================================================================ 乱点机器人(§6.2)
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realLog('== 乱点机器人(§6.2 指标)==');
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{
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storageData.clear(); // 必须在 makeRig 之前:构造器就读历史最佳
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const rig = makeRig();
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const { audio, playLog, receiptLog, game, pipe } = rig;
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await audio.unlock();
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let seed = 99;
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const rnd = () => { seed = (seed * 1103515245 + 12345) & 0x7fffffff; return seed / 0x7fffffff; };
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const gestures = [];
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const botPipe = (gg) => { gestures.push({ g: gg, t: now }); return pipe(gg); };
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game.start(); await flush();
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const t0 = now;
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await advance(() => game.floor.state === 'YOUR_TURN');
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botPipe('tap'); await flush(); // 确定性第一击
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let firstSuccessMs = null;
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for (let step = 0; step < 200; step++) {
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const roll = rnd();
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if (roll < 0.35) {
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botPipe('tap'); await flush();
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} else if (roll < 0.5) {
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botPipe('tap'); await flush(1); botPipe('tap'); await flush(1);
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} else if (roll < 0.85) {
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const dirs = ['up', 'down', 'left', 'right'];
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botPipe(dirs[Math.floor(rnd() * 4)]); await flush();
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} else {
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const before = now;
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await advance(() => now - before >= 5000 + rnd() * 10000);
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}
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if (firstSuccessMs === null && receiptLog.some((r) => r.kind === 'ok')) firstSuccessMs = now - t0;
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if (game.phase === 'gameover') break;
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}
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let silentOps = 0;
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for (const ge of gestures) {
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const receipt = receiptLog.some((r) => r.t >= ge.t && r.t <= ge.t + 100);
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const content = playLog.some((p) => p.t >= ge.t && p.t <= ge.t + 100);
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if (!receipt && !content) silentOps++;
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}
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assert(silentOps === 0, `无声操作 = 0(实际 ${silentOps}/${gestures.length})——播放期也有 busy 回执`);
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assert(firstSuccessMs !== null && firstSuccessMs <= 20000, `第一次成功 ≤ 20s(实际 ${firstSuccessMs}ms)`);
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// 玩家动作触发的反馈类(失败归因 / 表扬 / 教学纠错 / 重听引导)不计被动重复:
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// 它们是对玩家刚才那一下的回应(原则 15 要求每次失败都归因),非游戏主动复读
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const FEEDBACK = /^(voice\/(wr_|t_wrong_|guide_blunt|relisten|slow_down|t_ok|correct|gd_clear|t_retry|chance))/;
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let passiveRepeats = 0;
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const repeatIds = new Map();
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const lastPlay = new Map();
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for (const p of playLog) {
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if (!p.id.startsWith('voice/') || FEEDBACK.test(p.id)) continue;
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const sayAgainAt = playLog.some((q) => q.id === 'voice/sys_say_again' && q.t <= p.t && p.t - q.t < 2500);
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if (lastPlay.has(p.id) && p.t - lastPlay.get(p.id) < 30000 && !sayAgainAt) {
|
||
passiveRepeats++;
|
||
repeatIds.set(p.id, (repeatIds.get(p.id) || 0) + 1);
|
||
}
|
||
lastPlay.set(p.id, p.t);
|
||
}
|
||
if (process.env.DBG) {
|
||
for (const p of playLog) {
|
||
if (['voice/t3_left', 'voice/t4_right', 'voice/t_try'].includes(p.id)) {
|
||
const near = playLog.filter((q) => Math.abs(q.t - p.t) <= 3000 && q.id.startsWith('voice/')).map((q) => `${q.id.replace('voice/', '')}@${q.t}`);
|
||
realLog(` [dbg] ${p.id} @${p.t} 近旁: ${near.join(' ')}`);
|
||
}
|
||
}
|
||
}
|
||
assert(passiveRepeats === 0, `被动原句重复 = 0(实际 ${passiveRepeats})`);
|
||
game.stop();
|
||
}
|
||
|
||
// ================================================================ 资产引用校验
|
||
|
||
realLog('== 资产引用校验 ==');
|
||
{
|
||
const src = fs.readFileSync(path.join(GAME_DIR, 'game.js'), 'utf8');
|
||
const ids = [...new Set([...src.matchAll(/'((?:voice|sfx|bgm)\/[A-Za-z0-9_.-]+)'/g)].map((m) => m[1]))];
|
||
assert(ids.length > 0, `game.js 提取到 ${ids.length} 个资产 id`);
|
||
const both = (rel) => ['.ogg', '.m4a'].every((ext) => fs.existsSync(path.join(AUDIO_DIR, rel + ext)));
|
||
let missing = 0;
|
||
for (const id of ids) {
|
||
if (id.startsWith('voice/')) {
|
||
const name = id.slice(6);
|
||
const ok = both(`voice/male/${name}`) || both(`voice/female/${name}`) || both(`voice/${name}`);
|
||
if (!ok) { missing++; realLog(` ✗ 资产缺失: ${id}`); }
|
||
} else if (!both(id)) {
|
||
missing++; realLog(` ✗ 资产缺失: ${id}`);
|
||
}
|
||
}
|
||
assert(missing === 0, `全部 ${ids.length} 个引用 id 均有 ogg+m4a,零缺失`);
|
||
}
|
||
|
||
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。');
|