"""The smooth look: the WebGL pass compiles, draws, falls back cleanly, and the thermal lens still works.""" import sys, pathlib sys.path.insert(0, str(pathlib.Path(__file__).resolve().parent.parent / 'tools')) from use_venv import ensure_playwright; ensure_playwright() from playwright.sync_api import sync_playwright root = pathlib.Path(__file__).resolve().parent.parent out = pathlib.Path(sys.argv[1] if len(sys.argv) > 1 else root / 'shots' / 'smooth'); out.mkdir(parents=True, exist_ok=True) fails = [] def check(name, cond, extra=''): print(('PASS ' if cond else 'FAIL ') + name + (f' [{extra}]' if extra != '' else '')) if not cond: fails.append(name) with sync_playwright() as p: b = p.chromium.launch(args=['--use-gl=angle', '--use-angle=swiftshader', '--enable-unsafe-swiftshader']) pg = b.new_page(viewport={'width': 1024, 'height': 640}) logs = [] pg.on('pageerror', lambda e: logs.append(f'PAGEERROR: {e}')) pg.on('console', lambda m: logs.append(f'{m.type}: {m.text}') if m.type in ('error', 'warning') else None) pg.add_init_script('window.__allowSoftwareGL = true; localStorage.clear();') pg.goto((root / 'dist' / 'index.html').as_uri()); pg.evaluate('SET.fog = false'); pg.wait_for_timeout(300) pg.click('#btn-new'); pg.fill('#nw-seed', '777'); pg.click('#btn-generate') pg.wait_for_function('GAME.running === true', timeout=20000); pg.wait_for_timeout(1500) ev = pg.evaluate check('the smooth look is the default and is drawing', ev("SET.look === 'smooth' && SM.ok && R.smoothOn"), ev('[SET.look, SM.ok, SM.why, R.smoothOn]')) # the canvas shows the GPU image: sample a sky pixel and a ground pixel, they must differ and not be black px = ev("""(() => { const c = R.ctx.getImageData(R.canvas.width >> 1, 4, 1, 1).data, g = worldToScreenPx(bot.x + 2, surfY[Math.floor(bot.x)] + 6), d = R.ctx.getImageData(Math.round(g.x), Math.round(g.y), 1, 1).data; return [Array.from(c), Array.from(d)]; })()""") check('it draws sky and ground', sum(px[0][:3]) > 200 and px[0][:3] != px[1][:3], px) pg.screenshot(path=str(out / 'smooth.png')) ev("player.lens = true"); pg.keyboard.press('h'); pg.wait_for_timeout(1500) check('the thermal lens draws in pixels', ev('R.lens && !R.smoothOn')) pg.keyboard.press('h'); pg.wait_for_timeout(1500) check('and the smooth look comes back after it', ev('!R.lens && R.smoothOn'), ev('[R.lens, R.smoothOn, SET.look, SM.ok, SM.why, SM.ms, SM.scale]')) ev("SET.look = 'pixel'"); pg.wait_for_timeout(1500) check('the pixel look can be chosen', ev('!R.smoothOn')) pg.screenshot(path=str(out / 'pixel.png')) ev("SET.look = 'smooth'"); pg.wait_for_timeout(1500) ev("SM.scale = 0.5"); pg.wait_for_timeout(1500) st = ev('[R.smoothOn, SM.scale, SM.canvas.width, R.canvas.width, SET.look, SM.ok, SM.why]'); check('half-resolution smooth still draws', (st[0] and st[2] == round(st[3] * st[1])) or st[1] > 0.5, st) # Uniform colours isolate the solid/loose seam from material noise and lighting. ground = ev('''() => { GAME.paused = true; requestAnimationFrame = () => 0; SET.lighting = 'off'; SET.glow = 'off'; SET.grain = 0; SET.zoom = 6; resizeRender(); bot.x = 138; bot.y = 118; snapCamera(); for (let y = 60; y < 220; y++) for (let x = 40; x < 240; x++) { const i = y * W + x; setCell(i, STONE, 22, F_NAT); bgm[i] = 0; noiseB[i] = 128; } const fill = m => { for (let y = 100; y < 140; y++) for (let x = 100; x < 180; x++) setCell(y * W + x, m, 22); }; const at = (x, y) => { const c = R.px[(y - R.vy0) * R.bw + x - R.vx0]; return (c & 255) + (c >>> 8 & 255) + (c >>> 16 & 255); }; const out = {}; for (const lens of [false, true]) { R.lens = lens; SET.look = 'pixel'; fill(RSTONE); drawWorld(); const edge = at(140, 140), inside = at(140, 142), loose = at(140, 130); fill(STONE); drawWorld(); out[lens ? 'thermal' : 'pixel'] = [edge, inside, loose, at(140, 140)]; } R.lens = false; const i = 140 * W + 140; flags[i] = 0; fill(RSTONE); drawWorld(); const built = at(140, 140); fill(STONE); drawWorld(); out.built = [built, at(140, 140)]; flags[i] = F_NAT; fill(RSTONE); SET.look = 'smooth'; SM.scale = 1; drawWorld(); const sample = (x, y) => { const p = worldToScreenPx(x, y); const c = R.ctx.getImageData(Math.floor(p.x), Math.floor(p.y), 1, 1).data; return c[0] + c[1] + c[2]; }; out.smooth = [sample(140.5, 140.08), sample(140.5, 142.5)]; const packed = []; for (let y = 120; y < 121; y += 1 / 6) for (let x = 140; x < 141; x += 1 / 6) packed.push(sample(x, y)); out.texture = Math.max(...packed) - Math.min(...packed); return out; }''') for look in ['pixel', 'thermal']: edge, inside, loose, solid = ground[look] check(f'{look}: ground has a darker edge against loose grains', edge < inside * 0.85 and inside == solid, ground[look]) check(f'{look}: loose rubble is lighter than solid stone', loose > inside, ground[look]) check('built solids get no loose-grain outline', ground['built'][0] == ground['built'][1], ground['built']) check('smooth: a thin darker seam separates ground and rubble', ground['smooth'][0] < ground['smooth'][1] * 0.9, ground['smooth']) check('smooth: packed rubble keeps pebble shading', ground['texture'] > 30, ground['texture']) # Cursor labels and outlines use a paused scene and the real drawing functions. cursor = ev("""() => { SET.look='pixel'; SET.cursorLabel='ores'; SET.fog=false; SET.zoom=8; resizeRender(); GAME.tool=0; GAME.mouse.in=true; GAME.usingPad=false; bot.x=118; bot.y=114; snapCamera(); player.lens=false; R.lens=false; for(let y=110;y<130;y++)for(let x=110;x<140;x++) { const i=y*W+x; setCell(i,STONE,22,F_NAT); part[i]=0; mach[i]=0; occ[i]=0; bgm[i]=0; blockP[(y>>2)*BW+(x>>2)]=0; } for(let y=118;y<126;y++)for(let x=120;x<132;x++) if(x+y>239 && x+y<255)setCell(y*W+x,CUV,22,F_NAT); setCell(116*W+116,SAND,22,0); GAME.aim={x:124,y:122}; cursorLabelKey=null; const ctx=R.ctx,text=ctx.fillText,stroke=ctx.stroke,now=performance.now.bind(performance); let time=1000,calls=[],strokes=0; performance.now=()=>time; ctx.fillText=function(t){calls.push([t,this.globalAlpha,this.fillStyle]);}; ctx.stroke=function(){strokes++;}; const label=()=>{calls=[];drawCursorLabel(500,300,1);return calls.slice();}; try { GAME.aim={x:116,y:116};const sand=label(); GAME.aim={x:124,y:122};const copper=label();drawHoveredVein();const outlined=strokes; const vein=cursorVeinCache; GAME.aim={x:125,y:122};time=3200;const fading=label(); const reused=cursorVeinCache===vein; time=3400;const faded=label(); setCell(116*W+117,FEV,22,F_NAT); GAME.aim={x:117,y:116}; const hard=label();time=6000;const warning=label(); GAME.aim={x:124,y:122}; SET.fog=true;fog.fill(0); GAME.ping={x:124,y:122,t0:6000,r:48,cells:[122*W+124]}; const ping=hoverInfo(124,122),pingLabel=label();renderInfo(); const panel=$('info').textContent; time=8000;const hidden=hoverInfo(124,122).t1; GAME.ping=null;SET.fog=false; SET.cursorLabel='off'; const off=label();strokes=0;drawHoveredVein(); return {sand,copper,outlined,reused,fading,faded,hard,warning,ping,pingLabel,panel,hidden,off,offStrokes:strokes}; } finally {ctx.fillText=text;ctx.stroke=stroke;performance.now=now;} }""") check('ores mode skips sand and draws the copper vein name', not cursor['sand'] and any(t[0] == 'Copper ore vein' for t in cursor['copper']), cursor['copper']) check('hovering a vein draws an outline and reuses it within the vein', cursor['outlined'] > 0 and cursor['reused']) check('the name fades then disappears while staying on the vein', any(0 < t[1] < 1 for t in cursor['fading']) and not cursor['faded'], cursor['fading']) check('the needed bit stays red after the name fades', any(t[0].startswith('needs ') and t[1] == 1 and t[2] == '#ef6a55' for t in cursor['warning']), cursor['warning']) check('a pinged vein under fog names itself in the label and corner panel', cursor['ping']['t1'] == 'Copper ore vein' and 'found by the ping' in cursor['panel'] and any('found by the ping' in t[0] for t in cursor['pingLabel']), cursor['pingLabel']) check('a faded ping hides the vein again', cursor['hidden'] == 'Unexplored') check('off hides both label and vein outline', not cursor['off'] and cursor['offStrokes'] == 0) for look in ['pixel', 'smooth']: ev("""look => { SET.look=look; SM.scale=1; SET.cursorLabel='ores'; GAME.aim={x:124,y:122}; cursorLabelKey=null; $('cards').replaceChildren(); renderInfo(); drawWorld(); drawHoveredVein(); drawBot(); const p=worldToScreenPx(124,122); drawCursorLabel(p.x,p.y,1); }""", look) pg.screenshot(path=str(root / 'shots' / ('t77-vein.png' if look == 'pixel' else 't77-vein-smooth.png'))) wall = pg.evaluate('''() => { GAME.paused = true; R.lens = false; SET.fog = false; SET.lighting = 'off'; SET.glow = 'off'; SET.grain = false; for(let y=20;y<150;y++)for(let x=40;x<240;x++)setCell(y*W+x,EMPTY,22,0); for(let k=0;k<6;k++)placeBlock(BP_BELT_UP,1,25+k,25-k,true); rebuildPower();slopeCleatsTick(false);prepareSlopeBelts(40,20,240,150); let cell=-1; for(let y=40;y<100 && cell<0;y++)for(let x=100;x<124;x++) if(slopeDetailAt(y*W+x,x,y)===2){cell=y*W+x;break;} if(cell<0)return null; const x=cell%W,y=(cell/W)|0,control=80*W+180; bot.x=118;bot.y=78;snapCamera(); setCell(cell,SAND,22,0);setCell(control,SAND,22,0); noiseB[cell]=noiseB[control]=128; const at=i=>R.px[(((i/W)|0)-R.vy0)*R.bw+i%W-R.vx0]; SET.look='pixel';drawWorld();const colors=[at(cell)&0xffffff,at(control)&0xffffff]; SET.look='smooth';drawWorld();const grainClass=at(cell)>>>24; return {colors,grainClass}; }''') check('sidewall stays behind the grain colour in pixels and smooth', wall and wall['colors'][0] == wall['colors'][1] and wall['grainClass'] == 2, wall) # Travel joins: edge elbows in diagonals, E elbows in straight receivers, otherwise collars. pg.set_viewport_size({"width": 2100, "height": 1500}) ev("part.fill(0); blockP.fill(0); occ.fill(0); mach.fill(0); ents=[]; ghostBlocks.clear();") ev("() => {" + (root / "tools/scenes/joins.js").read_text() + "}") mouths = ev('''() => { SET.zoom=4; SET.lighting="off"; SET.glow="off"; resizeRender(); bot.x=CAM[0]-bot.w/2;bot.y=CAM[1]-bot.h/2;snapCamera(); const now=performance.now.bind(performance),frozen=now(); performance.now=()=>frozen; try { const out={}; for(const look of ["pixel","smooth"]) { SET.look=look;SM.scale=1;drawWorld(); const bad=[], copper=c=>c[0]>c[1]*1.15 && c[1]>c[2]*1.1; const sample=(x,y)=>{const p=worldToScreenPx(x,y);return Array.from(R.ctx.getImageData(Math.floor(p.x),Math.floor(p.y),1,1).data);}; for(const j of JOIN_CASES.filter(j=>j.code===BP_SCREW)) { const slope=j.v===4 || j.v===6?-1:1, side=j.end?1:-1; const joins=diagonalScrewJoins(j.bx,j.by,j.v); if(!j.joined) { if(!(joins & (64<>(j.end*3)&7))bad.push(['missing free collar',j]); // The middle of the free cap, safely inside its diagonal block. const cap=look==='pixel' ? [[1.5,2.5],[2.5,1.5]] : [[1.8,1.8]]; const colors=cap.map(([x,y])=>sample(j.bx*4+2+side*x,j.by*4+2+side*slope*y)); if(!colors.some(copper))bad.push(['free collar colour',j,colors]); continue; } const ex=(j.kind>=5?j.nx:j.bx)*4+2,ey=(j.kind>=5?j.ny:j.by)*4+2; const dx=j.vertical?0:side,dy=j.vertical?side*slope:0; // Both walls on the outgoing axis, beyond the rounded meeting point. for(const sign of [-1,1]) { const x=ex+dx*1.5-dy*sign*1.6,y=ey+dy*1.5+dx*sign*1.6,c=sample(x,y); if(!copper(c))bad.push(['open casing',j,x,y,c]); } // Follow both centrelines through the join: the bore must never show sky. const ax=j.bx*4+2-side*1.5,ay=j.by*4+2-side*slope*1.5; for(let t=0;t<=1;t+=0.05)for(const leg of [0,1]) { const x=leg?ex+dx*t*5:ax+(ex-ax)*t,y=leg?ey+dy*t*5:ay+(ey-ay)*t,c=sample(x,y); if(c[2]>c[0]*1.4 && c[2]>110)bad.push(['background inside tube',j,x,y,c]); } if(j.kind>=5) { // The unused corner of the bent straight block must become background. const x=j.nx*4+2+(j.vertical?side:-side)*1.8; const y=j.ny*4+2+(j.vertical?-side*slope:side*slope)*1.8,c=sample(x,y); if(copper(c) || c[2] { const bad=[], now=performance.now.bind(performance),frozen=now(); performance.now=()=>frozen; try { for(const look of ['pixel','smooth'])for(const j of JOIN_CASES.filter(j=>j.code===BP_SCREW && j.joined && j.kind>=5 && (j.v===5&&!j.vertical || j.v===4&&j.vertical))) { SET.look=look; const side=j.end?1:-1,slope=j.v===4||j.v===6?-1:1; const ux=2+(j.vertical?side:-side)*1.8,uy=2+(j.vertical?-side*slope:side*slope)*1.8; const b=j.by*BW+j.bx,nb=j.ny*BW+j.nx; const plan=new Map([[b,[BP_SCREW,j.v]],[nb,[BP_SCREW,j.straight]]]); removeBlock(j.bx,j.by);removeBlock(j.nx,j.ny); const sample=(x,y)=>{const p=worldToScreenPx(j.nx*4+x,j.ny*4+y);return Array.from(R.ctx.getImageData(Math.floor(p.x),Math.floor(p.y),1,1).data).join(',');}; SM.scale=1;drawWorld();const bg=sample(ux,uy),empty=sample(2,2); for(const [n,piece] of plan)ghostBlocks.set(n,piece); drawWorld(); if(sample(ux,uy)!==bg || sample(2,2)===empty)bad.push(['ghost elbow silhouette',look,j]); ghostBlocks.clear(); const ctx=R.ctx,canvas=document.createElement('canvas');canvas.width=canvas.height=192; try { R.ctx=canvas.getContext('2d');R.ctx.fillStyle='#ffffff'; previewBlock(BP_SCREW,64,64,64,64,false,j.straight,j.nx,j.ny,plan); const alpha=(x,y)=>R.ctx.getImageData(Math.floor(64+x*16),Math.floor(64+y*16),1,1).data[3]; if(alpha(ux,uy)!==0 || alpha(2,2)===0)bad.push(['planned preview elbow silhouette',look,j]); } finally {R.ctx=ctx;} placeBlock(BP_SCREW,j.v,j.bx,j.by,true);placeBlock(BP_SCREW,j.straight,j.nx,j.ny,true); } } finally {performance.now=now;ghostBlocks.clear();} return bad; }''') check('both looks: ghosts and planned previews leave the unused elbow corner empty', not previews, previews[:2]) tree_tags = ev('''() => { SET.look='smooth';SM.scale=1; const now=performance.now.bind(performance),frozen=now();performance.now=()=>frozen; try { const j=JOIN_CASES.find(j=>j.v===5 && j.end===1 && !j.vertical && j.spot===2 && j.code===BP_SCREW); const bx=j.nx+1,by=j.ny; const sample=()=>{const p=worldToScreenPx(bx*4,by*4);return Array.from(R.ctx.getImageData(Math.floor(p.x),Math.floor(p.y),4*R.zp,4*R.zp).data).join(',');}; drawWorld();const plain=sample(),bad=[]; for(const m of [WOOD,LEAVES]) { for(let y=by*4;y { const detail=slopeDetailAt,now=performance.now.bind(performance),frozen=now(),out={}; const j=JOIN_CASES.find(j=>j.v===4&&j.end===0&&j.code===BP_BELT&&j.spot===0); try { slopeDetailAt=()=>0;performance.now=()=>frozen; const sample=()=>{const p=worldToScreenPx(j.bx*BS+0.4,j.by*BS+2.5);return Array.from(R.ctx.getImageData(Math.floor(p.x),Math.floor(p.y),1,1).data);}; for(const look of ['pixel','smooth']) { SET.look=look;SM.scale=1;drawWorld();const joined=sample(); removeBlock(j.nx,j.ny);drawWorld();const free=sample(); placeBlock(BP_BELT,j.straight,j.nx,j.ny,true); out[look]=[joined,free]; } return out; } finally {slopeDetailAt=detail;performance.now=now;} }""") for look, (joined, free) in drops.items(): check(f'{look}: the same-row uphill inlet is a drop, drawn like a free low end', joined == free, [joined, free]) filter_plans = ev("""() => { const saved={...GAME},original=slopeBeltConnections,seen=[]; try { GAME.tool=TOOLS.findIndex(t=>t.id==='build');GAME.pieceIdx=PIECES.findIndex(p=>p.id==='filter'); GAME.selDrag=null;GAME.paste=false;GAME.filterCfg={m:[],inv:0};GAME.pieceDir={filter:1}; slopeBeltConnections=(x,y,c,p)=>{ if(p)seen.push([c,p.get(y*BW+x)?.[1]]); return original(x,y,c,p); }; for(const grade of [-1,1]) { GAME.drag={bx:50,by:30};GAME.aim={x:52*BS,y:(30+2*grade)*BS}; drawPreviews(); } return seen; } finally {slopeBeltConnections=original;Object.assign(GAME,saved);} }""") check('filter drag previews pass stored travel bits to the join rule', bool(filter_plans) and all(v == (128 if c == ev('BP_FILTER_DOWN') else 0) for c, v in filter_plans), filter_plans) # a browser without hardware drawing gets the pixel look and a note pg2 = b.new_page(viewport={'width': 800, 'height': 500}) pg2.add_init_script('localStorage.clear();') pg2.goto((root / 'dist' / 'index.html').as_uri()); pg2.evaluate('SET.fog = false'); pg2.wait_for_timeout(300) pg2.click('#btn-new'); pg2.fill('#nw-seed', '5'); pg2.click('#btn-generate') pg2.wait_for_function('GAME.running === true', timeout=20000); pg2.wait_for_timeout(1200) check('software rendering falls back to pixels with a note', pg2.evaluate("SET.look === 'pixel' && !R.smoothOn && SM.why === 'software'") and pg2.locator('.toast', has_text='graphics card').count() >= 1, pg2.evaluate('[SET.look, SM.why]')) errs = [l for l in logs if 'PAGEERROR' in l or l.startswith('error')] check('no errors', not errs, errs[:3]) b.close() print('FAILS:', fails) sys.exit(1 if fails else 0)