"""Play-test in a real browser: mouse, keyboard and a mocked gamepad drive the game; save and continue. Screenshots go to shots/play/ (or the folder given as the first argument). Pixel look unless the second argument is 'smooth'.""" import json, 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' / 'play'); out.mkdir(parents=True, exist_ok=True) url = (root / 'dist' / 'index.html').as_uri() 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() ctx = b.new_context(viewport={'width': 1280, 'height': 800}) pg = ctx.new_page() 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 == 'error' else None) pg.goto(url); 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(500) ev = pg.evaluate look = sys.argv[2] if len(sys.argv) > 2 else 'pixel' check('a new game starts fully zoomed in', ev('SET.zoom') == 12, ev('SET.zoom')) ev("SET.zoom = 4; resizeRender(); R.snapNext = true;") # the rest of this play-through was laid out at zoom 4 ev(f"SET.look = '{look}'"); pg.wait_for_timeout(200) check(f'the {look} look is drawing', ev('R.smoothOn') == (look == 'smooth'), ev('[SET.look, R.smoothOn, SM.ok]')) def cell_to_screen(x, y): return ev(f'(() => {{ const dpr = R.canvas.width / innerWidth; const s = worldToScreenPx({x}+0.5, {y}+0.5); return [s.x/dpr, s.y/dpr]; }})()') def blk(bx, by): return cell_to_screen(bx * 4 + 2, by * 4 + 2) def hold(x, y, ms, button='left'): pg.mouse.move(x, y); pg.mouse.down(button=button); pg.wait_for_timeout(ms); pg.mouse.up(button=button) def select(key, cond, step='e', n=16): pg.keyboard.press(key); pg.wait_for_timeout(60) for _ in range(n): if ev(cond): return True pg.keyboard.press(step); pg.wait_for_timeout(30) return ev(cond) def settle(ms=300): pg.wait_for_timeout(ms) def drag(fa, fc, steps=6, shift=False, hold_key=None): # move to the start, let the camera settle, then drag using fresh screen positions pg.mouse.move(*fa()); pg.wait_for_timeout(900) a = fa(); pg.mouse.move(*a); pg.wait_for_timeout(50); c = fc() if shift: pg.keyboard.down('Shift') if hold_key: pg.keyboard.down(hold_key); pg.wait_for_timeout(40) pg.mouse.down(); pg.mouse.move(*c, steps=steps); pg.mouse.up() if hold_key: pg.keyboard.up(hold_key) if shift: pg.keyboard.up('Shift') pg.wait_for_timeout(100) def refill(js): ev(js + '; bagTotal = 0; for (let k = 0; k < NMAT; k++) bagTotal += bag[k]; hudDirty = true;') ev('player.tankTier = 3') # no trees right around the work area: a test fire that spreads into one would block the belt row ev('(() => { const x0 = Math.floor(bot.x) - 70, x1 = Math.floor(bot.x) + 30; for (let y = 0; y < surfY[Math.floor(bot.x)] + 4; y++) for (let x = x0; x < x1; x++) bgm[y * W + x] = 0; findTreeBases(); })()') bx, by = ev('[Math.floor(bot.x+2), Math.floor(bot.y+2)]') gy = ev(f'surfY[{bx}]') # 1. drill: rock breaks loose, nothing enters the bag pg.mouse.move(*cell_to_screen(bx + 6, gy + 3)); settle(900) sx, sy = cell_to_screen(bx + 6, gy + 3) hold(sx, sy, 3500) settle(700) check('drill digs with the mouse', ev('stats.dug') > 20, ev('stats.dug')) check('drill does not fill the bag', ev('bagTotal') == 0, ev('bagTotal')) # the resonance drill's controls: Q/E pulse width (medium to start), R tunes to what is under the cursor check('the drill starts on a medium pulse', ev('GAME.drillW') == 1, ev('GAME.drillW')) pg.keyboard.press('e'); settle(60) w_wide = ev('GAME.drillW') pg.keyboard.press('q'); pg.keyboard.press('q'); pg.keyboard.press('q'); settle(60) check('E widens the pulse and Q narrows it, stopping at the ends', w_wide == 2 and ev('GAME.drillW') == 0, f"{w_wide} then {ev('GAME.drillW')}") check('the drill card names the pulse width', 'narrow pulse' in pg.inner_text('#selcard'), pg.inner_text('#selcard')[:80]) pg.keyboard.press('e'); settle(60) pg.mouse.move(*cell_to_screen(bx + 6, gy + 8)); settle(200) pg.keyboard.press('r'); settle(60) tuned = ev('GAME.drillTune') check('R tunes the drill to the rock under the cursor', tuned != 0, ev('GAME.drillTune && MD[GAME.drillTune].name')) pg.keyboard.press('r'); settle(60) check('and R again untunes it', ev('GAME.drillTune') == 0) check('dig milestone', ev('!!ledger.dig')) check('discovery cards appear for new materials', pg.locator('#cards .card-pop').count() > 0, pg.locator('#cards .card-pop').count()) check('no fixed tutorial panel', pg.locator('#objective').count() == 0) pg.screenshot(path=str(out / '01-dug.png')) check('trees live in the background layer', ev('bgm.some(v => v === WOOD)') and ev('(() => { for (let i = 0; i < N; i++) if (mat[i] === LEAVES) return false; return true; })()')) # 2. vacuum, left button: only the material you start on pg.keyboard.press('2'); settle(100) tgt = ev(f'''(() => {{ for (let r = 0; r < 30; r++) for (let dy = -r; dy <= r; dy++) for (let dx = -r; dx <= r; dx++) {{ const x = {bx + 6} + dx, y = {gy + 3} + dy, m = mat[y*W+x]; if (PH[m] === PH_POWDER && inReach(x, y)) return [x, y, m]; }} return null; }})()''') check('loose material lies around the hole', tgt is not None) pg.mouse.move(*cell_to_screen(tgt[0], tgt[1])); settle(900) vx, vy = cell_to_screen(tgt[0], tgt[1]) hold(vx, vy, 1500) settle(200) got = ev(f'bag[{tgt[2]}]') others = ev(f'bagTotal - bag[{tgt[2]}]') check('vacuum (left) picks the clicked material', got > 0, f"{ev(f'MD[{tgt[2]}].name')} x{got}") check('vacuum (left) leaves other materials', others == 0, others) # R ticks what is under the cursor; ticked materials come along with any left-click suck tgt2 = ev(f'''(() => {{ for (let r = 0; r < 40; r++) for (let dy = -r; dy <= r; dy++) for (let dx = -r; dx <= r; dx++) {{ const x = {bx + 6} + dx, y = {gy + 3} + dy, m = mat[y*W+x]; if (PH[m] === PH_POWDER && inReach(x, y)) return [x, y, m]; }} return null; }})()''') if tgt2: cx, cy = cell_to_screen(tgt2[0], tgt2[1]) pg.mouse.move(cx, cy); settle(80); pg.keyboard.press('r'); settle(80) check('R ticks the material under the cursor', ev(f'GAME.collect.has({tgt2[2]})'), ev('[...GAME.collect]')) ev('renderBag()'); settle(50) ticks = pg.locator('#baglist .tick.on') if ticks.count(): ticks.first.click(); settle(80) check('bag tick unticks it', not ev(f'GAME.collect.has({tgt2[2]})'), ev('[...GAME.collect]')) pg.screenshot(path=str(out / '02-vacuum.png')) # 2b. the vacuum filter is fixed when you click: ore with stone around it, ore ticked def mixed_pile(x0, y0): ev(f"{{ const r = mulberry32(3); for (let y = {y0}; y < {y0} + 6; y++) for (let x = {x0}; x < {x0} + 14; x++) setCell(y*W+x, r() < 0.5 ? CUORE : RSTONE, AMB[y], 0); }}") def suck_at(x, y, ms=900, shift=False, fly=None): pg.mouse.move(*cell_to_screen(x, y)); settle(900) if fly: pg.keyboard.down(fly) if shift: pg.keyboard.down('Shift') settle(40) pg.mouse.move(*cell_to_screen(x, y)); pg.wait_for_timeout(40) if ev(f'grainAt({x}, {y})') != ev(f'grainAt(Math.floor(GAME.aim.x), Math.floor(GAME.aim.y))'): pg.mouse.move(*cell_to_screen(x, y)); pg.wait_for_timeout(20) pg.mouse.down(); pg.wait_for_timeout(ms); pg.mouse.up() if shift: pg.keyboard.up('Shift') if fly: pg.keyboard.up(fly) settle(100) ev('bot.vx = bot.vy = 0;') px0, py0 = bx - 7, gy - 12 def find_ore(): return ev(f'(() => {{ for (let y = {py0} - 8; y < {gy} + 4; y++) for (let x = {px0} - 6; x < {px0} + 20; x++) if (mat[y*W+x] === CUORE && mat[(y-1)*W+x] === EMPTY && inReach(x, y)) return [x, y]; return null; }})()') mixed_pile(px0, py0); settle(400) ore = find_ore() refill('bag.fill(0)') ev('GAME.collect = new Set([CUORE]); lastBagKey = "";') suck_at(*ore) check('with ore ticked, clicking ore never pulls in stone', ev('bag[CUORE]') > 0 and ev('bag[RSTONE]') == 0, f"ore {ev('bag[CUORE]')}, stone {ev('bag[RSTONE]')}") mixed_pile(px0, py0); settle(400); refill('bag.fill(0)') st = ev(f'(() => {{ for (let y = {py0} - 8; y < {gy} + 4; y++) for (let x = {px0} - 6; x < {px0} + 20; x++) if (mat[y*W+x] === RSTONE && mat[(y-1)*W+x] === EMPTY && inReach(x, y)) return [x, y]; return null; }})()') suck_at(*st) check('with ore ticked, starting on stone rubble still takes only the ore', ev('bag[CUORE]') > 0 and ev('bag[RSTONE]') == 0, f"ore {ev('bag[CUORE]')}, stone {ev('bag[RSTONE]')}") ev('GAME.collect = new Set(); lastBagKey = "";') mixed_pile(px0, py0); settle(400); refill('bag.fill(0)') ore = find_ore() suck_at(*ore, ms=500, shift=True, fly='d') check('Shift held while flying boosts instead of taking everything', ev('bag[RSTONE]') == 0 or ev('bag[CUORE]') == 0, f"ore {ev('bag[CUORE]')}, stone {ev('bag[RSTONE]')}") ev(f'bot.x = {bx} - 2; bot.y = {by} - 2; bot.vx = bot.vy = 0;'); settle(300) mixed_pile(px0, py0); settle(400); refill('bag.fill(0)') ore = find_ore() suck_at(*ore, ms=500, shift=True) check('Shift held standing still takes everything', ev('bag[RSTONE]') > 0 and ev('bag[CUORE]') > 0, f"ore {ev('bag[CUORE]')}, stone {ev('bag[RSTONE]')}") # zoom jumps straight to the bot pg.mouse.move(640, 400); settle(600) pg.mouse.wheel(0, -100); pg.wait_for_timeout(60) c1 = ev('[R.camX, R.camY]'); settle(900); c2 = ev('[R.camX, R.camY]') check('zooming lands on the bot without a pan afterwards', abs(c1[0] - c2[0]) < 1.5 and abs(c1[1] - c2[1]) < 1.5, f'{c1} -> {c2}') pg.mouse.wheel(0, 100); settle(300) refill('bag.fill(0)') # 3. right button blows the chosen material out of the bot; the choice is sticky refill('bag[COAL] = 120; bag[RSTONE] = 600; bag[CUORE] = 60; bag[LCLAY] = 200; bag[LWOOD] = 120') ok = select('2', 'GAME.dropMat === COAL && !GAME.blowMix') check('Q/E chooses coal to blow', ok, ev('GAME.dropMat')) dx_, dy_ = cell_to_screen(bx - 14, gy - 6) c0 = ev('bag[COAL]') pg.mouse.move(dx_, dy_); pg.mouse.down(button='right'); settle(150) check('blown grains fly out of the bot', ev('flyers.length') > 0, ev('flyers.length')) pg.screenshot(path=str(out / '03a-blowing.png')) settle(350); pg.mouse.up(button='right'); settle(800) check('right click blows coal out of the bag onto the ground', ev('bag[COAL]') < c0 and ev('flyers.length') == 0, f"{c0}->{ev('bag[COAL]')}") refill('bag[COAL] = 3') hold(dx_, dy_, 400, 'right'); settle(400) check('chosen material stays chosen after it runs out', ev('bag[COAL] === 0 && GAME.dropMat === COAL'), ev('[bag[COAL], GAME.dropMat]')) # tick coal and ore: Shift no longer changes what is blown, the selection does refill('bag[COAL] = 60; bag[CUORE] = 60') ev('GAME.collect = new Set([COAL, CUORE]); GAME.dropMat = COAL; GAME.blowMix = false; lastBagKey = ""; hudDirty = true;') mx_, my_ = cell_to_screen(bx - 26, gy - 6) pg.mouse.move(mx_, my_); pg.keyboard.down('Shift'); pg.mouse.down(button='right'); settle(400); pg.mouse.up(button='right'); pg.keyboard.up('Shift'); settle(600) check('Shift + right click still blows only the chosen coal', ev('bag[CUORE]') == 60 and ev('bag[COAL]') < 60, ev('[bag[COAL], bag[CUORE]]')) refill('bag[COAL] = 60; bag[CUORE] = 60'); settle(200) pg.click('#baglist .mixrow .pick'); settle(200) check('the bag offers the ticked mix as a choice', ev('GAME.blowMix') and 'Ticked mix' in pg.inner_text('#selcard'), pg.inner_text('#selcard')[:120]) pg.mouse.move(mx_, my_); pg.mouse.down(button='right'); settle(500); pg.mouse.up(button='right'); settle(600) dc, do_ = 60 - ev('bag[COAL]'), 60 - ev('bag[CUORE]') check('choosing Ticked mix, right click blows an even ore/coal mix', dc > 5 and abs(dc - do_) <= 2, f'coal {dc}, ore {do_}') ev('GAME.blowMix = false;') ev('GAME.collect = new Set(); lastBagKey = "";') refill('bag[COAL] = 120') # 4. igniter lights it pg.keyboard.press('4') spot = ev(f'(() => {{ for (let r = 0; r < 20; r++) for (const s of [1, -1]) {{ const x = {bx-14} + r * s; for (let y = 1; y < H; y++) {{ const m = mat[y*W+x]; if (m === EMPTY) continue; if (m === COAL && mat[(y-1)*W+x] === EMPTY && inReach(x, y)) return [x, y]; break; }} }} return [{bx-14}, 0]; }})()') pg.mouse.move(*cell_to_screen(*spot)); settle(900) ix, iy = cell_to_screen(*spot) hold(ix, iy, 2000) settle(1500) check('igniter lights coal', ev('stats.ignitions') > 0, ev('stats.ignitions')) check('thermal lens unlocked', ev('player.lens')) pg.keyboard.press('h'); settle(200) check('lens toggles', ev('R.lens')) check('the lens is named on screen and framed', 'Thermal lens' in ev("$('ovbadges').textContent") and 'lens' in ev("$('ovframe').className"), pg.inner_text('#ovbadges')) pg.screenshot(path=str(out / '03-fire-lens.png')) pg.keyboard.press('h'); settle(150) check('and the label and frame go when it is off', pg.inner_text('#ovbadges').strip() == '' and ev("$('ovframe').className") == '', ev("$('ovframe').className")) # 5. build: a line of stone wall blocks by dragging, a rectangle with Shift ok = select('3', "piece().id === 'wall'") ev('GAME.wallMat = RSTONE; hudDirty = true') check('build tool starts on wall blocks', ok) c0 = ev('GAME.buildCat != null ? GAME.buildCat : catOf(piece().id)') pg.keyboard.press('Shift+E') check('Shift+E switches build tabs and selects a piece in the tab', ev('GAME.buildCat') == (c0 + 1) % ev('BUILD_CATS.length') and ev('BUILD_CATS[GAME.buildCat][1].includes(piece().id)')) pg.keyboard.press('Shift+Q') check('Shift+Q returns to the tab and restores its wall piece', ev('GAME.buildCat') == c0 and ev("piece().id === 'wall'")) ev('selectBuildCat(0)') pg.keyboard.press('Shift+Q') check('Shift+Q wraps from the first build tab to the last', ev('GAME.buildCat === BUILD_CATS.length - 1')) pg.keyboard.press('Shift+E') check('Shift+E wraps back to the first build tab', ev('GAME.buildCat === 0')) p0 = ev('piece().id') pg.keyboard.press('e') check('plain E cycles pieces without switching tabs', ev('piece().id') != p0 and ev('GAME.buildCat') == 0) pg.keyboard.press('q') check('plain Q returns to the piece without switching tabs', ev('piece().id') == p0 and ev('GAME.buildCat') == 0) pg.mouse.move(*cell_to_screen(bx + 6, gy + 8)); settle(100) ev('window._pickN = 0; window._pickOrig = pickUnderCursor; pickUnderCursor = function () { _pickN++; }; 0') # 0: evaluate would call a returned function pg.keyboard.press('g'); settle(60) g_picks = ev('_pickN') pg.mouse.click(*cell_to_screen(bx + 6, gy + 8), button='middle'); settle(60) check('G no longer picks; middle mouse still does', g_picks == 0 and ev('_pickN') == 1, f"G {g_picks}, then {ev('_pickN')}") ev('pickUnderCursor = _pickOrig') check('G leaves the build piece unchanged over the world', ev('piece().id') == p0) ev("GAME.pieceIdx = PIECE_BY_ID.wall.index; GAME.wallMat = RSTONE; hudDirty = true") bbx, bby = ev('[Math.floor((bot.x + 2) / 4), Math.floor((bot.y + 2) / 4)]') rb = ev('bag[RSTONE]'); nb0 = ev('blockP.reduce((a, v) => a + (v === BP_WALL), 0)') drag(lambda: blk(bbx + 3, bby - 4), lambda: blk(bbx + 8, bby - 4)) nb1 = ev('blockP.reduce((a, v) => a + (v === BP_WALL), 0)') check('drag places a straight line of 6 wall blocks', nb1 - nb0 == 6, f'{nb1 - nb0} blocks, {ev("GAME.status")}') check('each wall block costs 16 rubble', rb - ev('bag[RSTONE]') == 96, rb - ev('bag[RSTONE]')) drag(lambda: blk(bbx - 10, bby - 8), lambda: blk(bbx - 8, bby - 6), 4, True) nb2 = ev('blockP.reduce((a, v) => a + (v === BP_WALL), 0)') check('Shift-drag fills a 3×3 rectangle', nb2 - nb1 == 9, nb2 - nb1) r0 = ev('bag[RSTONE]') pg.mouse.move(*blk(bbx + 3, bby - 4)); pg.mouse.down(button='right'); settle(120); pg.mouse.up(button='right'); settle(80) check('right click takes a block back with a refund', ev('bag[RSTONE]') - r0 == 16 and ev('blockP.reduce((a, v) => a + (v === BP_WALL), 0)') == nb2 - 1, ev('bag[RSTONE]') - r0) pg.keyboard.press('r'); settle(60) check('R cycles the wall material', ev('GAME.wallMat') != ev('RSTONE'), ev('MD[GAME.wallMat].name')) ev('GAME.wallMat = RSTONE') pg.mouse.move(*blk(bbx + 5, bby - 12)); settle(150) pg.screenshot(path=str(out / '04-blocks.png')) # the bot flies through built blocks but not natural rock wx_, wy_ = ev(f'[{(bbx + 5) * 4 + 1}, {(bby - 4) * 4 + 1}]') check('bot can sit inside a built wall', not ev(f'botOverlapSolid({wx_ - 2}, {wy_ - 2})')) check('bot cannot sit inside natural rock', ev(f'botOverlapSolid({bx}, {gy + 12})')) # 6. ingot mold: click to place, pour, bars drop below, vacuum them ok = select('3', "piece().id === 'ingotmold'") check('E cycles to the ingot mold', ok) spot = ev(f'''(() => {{ for (let dx = -2; dx <= 10; dx++) for (let dy = 6; dy < 14; dy++) {{ const ox = {bbx} + dx, oy = {bby} - dy; if (!canPlaceMold('ingot', ox - 1, oy) && [0, 1, 2].every(k => entFreeAt((ox - 1) * 4 + 1 + k * 4, oy * 4 + MOLDS.ingot.h)) && inReach(ox * 4 + 8, oy * 4 + 2)) return [ox, oy]; }} return null; }})()''') check('found a spot for the mold', spot is not None) mx, my = blk(spot[0], spot[1]) pg.mouse.move(mx, my); settle(100); pg.mouse.down(); pg.mouse.up(); settle(100) check('mold placed by click', ev('molds.length') == 1, ev('GAME.status')) ev('for (const cav of molds[0].cavs) for (const i of cav) setCell(i, MCU, 1160, 0)') pg.wait_for_function("ents.filter(e => e.m === BARCU).length === 3", timeout=30000) check('bars set and drop on their own', ev("ents.length === 3 && molds[0].state === 'short' && molds[0].ready.length === 0"), ev('[molds[0].state, ents.length]')) pg.screenshot(path=str(out / '05-mold-ready.png')) check('three bars drop below the mold without F', ev('ents.every(e => e.m === BARCU && e.iy >= molds[0].y + molds[0].h)'), ev('ents.map(e => [e.ix, e.iy])')) settle(1500) pg.screenshot(path=str(out / '06-bars.png')) pg.keyboard.press('2'); settle(60) e0 = ev('[ents[0].ix + 2, ents[0].iy + 1]') pg.mouse.move(*cell_to_screen(*e0)); settle(900) hold(*cell_to_screen(*e0), 900) check('vacuum picks up bars', ev('bag[BARCU]') >= 1, ev('bag[BARCU]')) # 7. belt line by dragging, copied with a blueprint and pasted refill('bag[BARCU] = 60'); ev('money = 1000') ok = select('3', "piece().id === 'belt'") check('select belt', ok) # keep the belt in open air, on a row clear of the dock and other machines shift_ = ev(f'''(() => {{ for (const dx of [0, -2, -4, -6, -8, 2]) {{ let ok = true; for (let bx = {bbx} + dx - 6; bx <= {bbx} + dx + 2 && ok; bx++) {{ const c = {bby} * 4 * W + bx * 4; if (blockP[{bby} * BW + bx] || mach[c] || mach[c + 3] || mach[c + 3 * W] || !inReach(bx * 4 + 2, {bby} * 4 + 2)) ok = false; for (let y = {bby}*4 - 4; y < {bby}*4 + 8 && ok; y++) for (let x = bx*4; x < bx*4 + 4; x++) if (mach[y*W+x]) ok = false; }} if (ok) return dx; }} return 0; }})()''') bbx += shift_ ev(f"for (let y = {bby*4 - 4}; y < {bby*4 + 8}; y++) for (let x = {(bbx-8)*4}; x < {(bbx+4)*4}; x++) if (!blockP[((y/4)|0)*BW + ((x/4)|0)]) setCell(y*W+x, EMPTY, 20, 0); for (const e of ents.slice()) if (e.ix > {(bbx-9)*4} && e.ix < {(bbx+4)*4} && e.iy > {bby*4 - 8} && e.iy < {bby*4 + 10}) removeEnt(e);") drag(lambda: blk(bbx - 6, bby), lambda: blk(bbx + 2, bby)) nbelt = ev('blockP.reduce((a, v) => a + (v === BP_BELT), 0)') if nbelt != 9: print('DEBUG belt row', ev(f'''JSON.stringify((() => {{ const o = []; for (let bx = {bbx} - 6; bx <= {bbx} + 2; bx++) {{ const b = {bby} * BW + bx; o.push([bx, blockP[b], blockInReach(bx, {bby}), (() => {{ const r = []; for (let y = {bby}*4; y < {bby}*4+4; y++) for (let x = bx*4; x < bx*4+4; x++) {{ const m = mat[y*W+x]; if (m) r.push(MD[m].name); }} return [...new Set(r)].join('/'); }})()]); }} return o; }})())'''), ev('[bot.x, bot.y]')) check('belt blocks drawn by drag', nbelt == 9, f'{nbelt} {ev("GAME.status")}') check('belts dragged to the right run right', ev(f'(() => {{ for (let bx = {bbx} - 6; bx <= {bbx} + 2; bx++) if (blockV[{bby} * BW + bx] !== 1) return false; return true; }})()')) # copy: hold C and drag a box over them pg.mouse.move(*blk(bbx - 6, bby)); settle(300); pg.keyboard.down('c'); settle(200) check('holding C shows copy on the card', 'Copy' in ev("$('selcard').textContent") and ev("selModeHeld()") == 'copy', ev("$('selcard').textContent")[:80]) pg.keyboard.up('c'); settle(100) drag(lambda: cell_to_screen((bbx - 6) * 4 + 1, bby * 4 + 1), lambda: cell_to_screen((bbx + 2) * 4 + 2, bby * 4 + 2), 5, hold_key='c') check('blueprint copied', ev('!!GAME.clip && GAME.paste && GAME.clip.blocks.length === 9'), ev('GAME.status')) pg.mouse.move(*blk(bbx - 2, bby - 9)); settle(150) pg.screenshot(path=str(out / '07-paste-preview.png')) pg.mouse.down(); pg.mouse.up() settle(1500) nbelt2 = ev('blockP.reduce((a, v) => a + (v === BP_BELT), 0)') check('ghosts get built from the bag', nbelt2 == 18, f'belts={nbelt2} ghosts={ev("ghostBlocks.size")}') m_before = ev('money') pg.keyboard.press('Control+z'); settle(300) check('Ctrl+Z undoes the paste: what was built from it comes back down, refunded', ev('blockP.reduce((a, v) => a + (v === BP_BELT), 0)') == 9 and ev('ghostBlocks.size') == 0 and ev('money') > m_before, ev('[blockP.reduce((a, v) => a + (v === BP_BELT), 0), ghostBlocks.size, GAME.status]')) pg.keyboard.press('Escape'); settle(150) check('Esc stops pasting (and does not open the menu)', not ev('GAME.paste') and ev("$('m-pause').hidden")) # a line dragged right to left runs left ev(f"for (let y = {(bby+1)*4}; y < {(bby+2)*4}; y++) for (let x = {(bbx-8)*4}; x < {(bbx+4)*4}; x++) if (!blockP[((y/4)|0)*BW + ((x/4)|0)]) setCell(y*W+x, EMPTY, 20, 0);") ok = select('3', "piece().id === 'belt'") drag(lambda: blk(bbx - 2, bby + 1), lambda: blk(bbx - 6, bby + 1)) check('belts dragged to the left run left, and the card follows', ev(f'(() => {{ for (let bx = {bbx} - 6; bx <= {bbx} - 2; bx++) if (blockP[({bby} + 1) * BW + bx] !== BP_BELT || blockV[({bby} + 1) * BW + bx] !== 0) return false; return true; }})()') and ev('GAME.pieceDir.belt') == 0, ev(f'[blockP[({bby} + 1) * BW + {bbx} - 4], blockV[({bby} + 1) * BW + {bbx} - 4], GAME.status]')) # cut: hold X and drag; it all comes down into the bag, ready to paste; Ctrl+Z puts it back m_before = ev('money') drag(lambda: cell_to_screen((bbx - 6) * 4 + 1, (bby + 1) * 4 + 1), lambda: cell_to_screen((bbx - 2) * 4 + 2, (bby + 1) * 4 + 2), 5, hold_key='x') check('X-drag cuts the row: taken down, refunded, ready to paste', ev(f'blockP[({bby} + 1) * BW + {bbx} - 4]') == 0 and ev('money') > m_before and ev('GAME.paste && GAME.clip.blocks.length === 5'), ev('[money, GAME.status]')) pg.keyboard.press('Escape'); settle(100) pg.keyboard.press('Control+z'); settle(300) check('Ctrl+Z puts the cut row back', ev(f'blockP[({bby} + 1) * BW + {bbx} - 4]') == ev('BP_BELT') and ev('money') == m_before, ev('[money, GAME.status]')) # Ctrl with a machine: it replaces the belt it is placed on ok = select('3', "piece().id === 'fan'") pg.mouse.move(*blk(bbx - 4, bby + 1)); settle(400) pg.mouse.down(); pg.mouse.up(); settle(100) check('a fan on a belt says to hold Ctrl', 'Ctrl' in ev('GAME.status'), ev('GAME.status')) pg.keyboard.down('Control'); settle(100); pg.mouse.move(*blk(bbx - 4, bby + 1)); settle(200) check('holding Ctrl shows replace mode', 'Replace' in ev("$('selcard').textContent")) pg.screenshot(path=str(out / '07g-replace-fan.png')) pg.mouse.down(); pg.mouse.up(); settle(100); pg.keyboard.up('Control'); settle(100) check('Ctrl-click puts the fan in place of the belt', ev(f"machines.some(m => m && m.type === 'fan' && m.x === ({bbx} - 4) * 4 && m.y === ({bby} + 1) * 4)") and ev(f'blockP[({bby} + 1) * BW + {bbx} - 4]') == 0, ev('GAME.status')) # pipes are laid by dragging, like belts ok = select('3', "piece().id === 'pipe'") check('pipes, pumps, outlets and the refiner are in the build menu', ok and all(x in ev("PIECES.filter(p => !p.hidden).map(p => p.id)") for x in ['pipe', 'pump', 'outlet', 'refiner'])) ev(f"for (let y = {(bby+2)*4}; y < {(bby+3)*4}; y++) for (let x = {(bbx-8)*4}; x < {(bbx+4)*4}; x++) if (!blockP[((y/4)|0)*BW + ((x/4)|0)]) setCell(y*W+x, EMPTY, 20, 0);") drag(lambda: blk(bbx - 6, bby + 2), lambda: blk(bbx - 3, bby + 2)) check('dragging lays a line of pipe that joins into one line', ev(f'(() => {{ let n = 0; for (let bx = {bbx} - 6; bx <= {bbx} - 3; bx++) if (blockP[({bby} + 2) * BW + bx] === BP_PIPE) n++; return n; }})()') == 4 and ev(f'pipeNetOf(({bby} + 2) * BW + {bbx} - 6).blocks.length') == 4, ev('GAME.status')) ok = select('3', "piece().id === 'fan'") pg.keyboard.press('Control+z'); settle(200) pg.keyboard.press('Control+z'); settle(200) check('and Ctrl+Z swaps the belt back', ev(f'blockP[({bby} + 1) * BW + {bbx} - 4]') == ev('BP_BELT') and not ev(f"machines.some(m => m && m.type === 'fan' && m.x === ({bbx} - 4) * 4)"), ev('GAME.status')) # 7b. filter: choose several materials with F, place a line, replace belts with Ctrl, edit the whole line ev('seen[CUORE] = 1; seen[FEORE] = 1; seen[SAND] = 1; money = 1000; GAME.filterCfg = { m: [], inv: 0 };') ok = select('3', "piece().id === 'filter'") check('select filter', ok) pg.keyboard.press('f'); settle(200) check('F opens the filter picker', ev("!$('m-dialog').hidden") and pg.locator('#dlg-body .fp').count() >= 3, pg.locator('#dlg-body .fp').count()) pg.locator('#dlg-body .fp', has_text='Copper ore').click(); pg.locator('#dlg-body .fp', has_text='Iron ore').click(); pg.locator('#dlg-body .fd', has_text='Right').click(); settle(100) pg.screenshot(path=str(out / '07b-filter-picker.png')) pg.locator('#dlg-foot button', has_text='Set filter').click(); settle(150) check('picking sets several materials and the direction', ev('JSON.stringify(GAME.filterCfg.m) === JSON.stringify([CUORE, FEORE].sort((a, b) => a - b)) && GAME.filterCfg.inv === 0 && GAME.pieceDir.filter === 1') and ev("$('m-dialog').hidden"), ev('JSON.stringify([GAME.filterCfg, GAME.pieceDir.filter])')) fy = bby - 5 ev(f"for (let y = {fy*4 - 12}; y < {fy*4 + 12}; y++) for (let x = {(bbx-8)*4}; x < {(bbx+2)*4}; x++) if (!blockP[((y/4)|0)*BW + ((x/4)|0)]) setCell(y*W+x, EMPTY, 20, 0);") drag(lambda: blk(bbx - 6, fy), lambda: blk(bbx - 3, fy)) nf = ev('blockP.reduce((a, v) => a + (v === BP_FILTER), 0)') check('filters placed by drag, dropping both ores and carrying right', nf == 4 and ev(f'blockV[{fy}*BW+{bbx-5}]') == 128 and ev(f'filterInfo({fy}*BW+{bbx-5}).m.length') == 2, f"{nf} {ev(f'JSON.stringify(filterInfo({fy}*BW+{bbx-5}))')}") # two belts at the end of the line: plain dragging leaves them, Ctrl-dragging swaps them for filters ev(f"placeBlock(BP_BELT, 1, {bbx-2}, {fy}, true); placeBlock(BP_BELT, 1, {bbx-1}, {fy}, true);") drag(lambda: blk(bbx - 2, fy), lambda: blk(bbx - 1, fy)) check('dragging over built belts leaves them and says how to replace', ev(f'blockP[{fy}*BW+{bbx-2}] === BP_BELT') and 'Ctrl' in ev('GAME.status'), ev('GAME.status')) pg.keyboard.down('Control'); settle(50) pg.mouse.move(*blk(bbx - 2, fy)); settle(300) pg.screenshot(path=str(out / '07c-replace-preview.png')) drag(lambda: blk(bbx - 2, fy), lambda: blk(bbx - 1, fy)) pg.keyboard.up('Control'); settle(50) check('Ctrl-dragging replaces them with filters', ev(f'blockP[{fy}*BW+{bbx-2}] === BP_FILTER && blockP[{fy}*BW+{bbx-1}] === BP_FILTER') and ev(f'filterRun({fy}*BW+{bbx-5}).length') == 6, ev('GAME.status')) pg.mouse.move(*blk(bbx - 5, fy)); settle(200) check('hovering a filter says what it drops and carries', 'copper ore' in ev('JSON.stringify(hoverInfo(Math.floor(GAME.aim.x), Math.floor(GAME.aim.y)))').lower()) ev(f"for (let y = {fy*4 - 10}; y < {fy*4 - 1}; y++) for (let x = {(bbx-6)*4}; x < {(bbx-5)*4 + 2}; x++) setCell(y*W+x, [SAND, CUORE, FEORE][(x+y)%3], 20, 0);") settle(500) pg.screenshot(path=str(out / '07d-filter-working.png')) pg.keyboard.press('1'); settle(60) pg.mouse.move(*blk(bbx - 4, fy)); settle(150) pg.keyboard.press('f'); settle(200) check('F on a placed filter opens the picker for its whole line', ev("!$('m-dialog').hidden") and '6 in this row' in pg.locator('#dlg-title').inner_text() and ev('GAME.editRun && GAME.editRun.length') == 6, pg.locator('#dlg-title').inner_text()) pg.locator('#dlg-body .fm', has_text='Carry these').click(); pg.locator('#dlg-body .fp', has_text='Copper ore').click(); pg.locator('#dlg-body .fp', has_text='Iron ore').click(); pg.locator('#dlg-body .fp', has_text='Sand').click(); settle(100) pg.screenshot(path=str(out / '07e-filter-edit-line.png')) pg.locator('#dlg-foot button', has_text='Set filter').click(); settle(150) check('and changes the whole line to carry sand and drop the rest', ev(f'filterRun({fy}*BW+{bbx-6}).length') == 6 and ev(f'filterInfo({fy}*BW+{bbx-1}).inv') == 1 and ev(f'JSON.stringify(filterInfo({fy}*BW+{bbx-6}).m) === JSON.stringify([SAND])') and not ev('GAME.editRun')) pg.mouse.move(*blk(bbx - 4, fy - 12)); settle(150) pg.keyboard.press('i'); settle(300) check('I turns on the info overlay', ev('GAME.infoOverlay === true')) check('the info overlay is named on screen and framed', 'Info overlay' in ev("$('ovbadges').textContent") and 'info' in ev("$('ovframe').className"), pg.inner_text('#ovbadges')) pg.screenshot(path=str(out / '07f-filter-tags.png')) pg.keyboard.press('i'); settle(100) check('and off again', ev('!GAME.infoOverlay')) # 8. zoom range for _ in range(12): pg.mouse.wheel(0, -100); pg.wait_for_timeout(20) check('zoom reaches 12', ev('SET.zoom') == 12, ev('SET.zoom')) pg.screenshot(path=str(out / '08-zoom12.png')) for _ in range(8): pg.mouse.wheel(0, 100); pg.wait_for_timeout(20) # 9. notebook + save + quit + continue pg.keyboard.press('n'); settle(200) check('notebook opens', ev("!$('m-notebook').hidden")) ev("nbTab = 'Pieces'; renderNotebook()"); settle(100) pg.screenshot(path=str(out / '09-notebook-pieces.png')) ev("nbTab = 'Ledger'; renderNotebook()"); settle(100) pg.screenshot(path=str(out / '09b-notebook-ledger.png')) ev("nbTab = 'Blueprints'; renderNotebook()"); settle(100) pg.screenshot(path=str(out / '09c-notebook-blueprints.png')) pg.locator('[data-starter]').first.click(); settle(150) check('starter design ready to place', ev("!!GAME.clip && GAME.paste && GAME.clip.molds.length === 1")) pg.mouse.move(*blk(bbx + 2, bby - 16)); settle(200) pg.screenshot(path=str(out / '09d-starter-ghost.png')) pg.keyboard.press('Escape'); settle(100) # stop pasting pg.keyboard.press('n'); settle(150) pg.keyboard.press('Escape'); settle(100) pg.keyboard.press('Escape'); settle(100) check('pause opens', ev("!$('m-pause').hidden")) pg.click('#pm-save'); settle(800) bag_before = ev('bagTotal'); blocks_before = ev('blockP.reduce((a,v)=>a+(v>0),0)') pg.click('#pm-title'); settle(1200) check('back at title with continue', ev("!$('title').hidden && !$('btn-continue').hidden")) pg.click('#btn-continue'); pg.wait_for_function('GAME.running === true', timeout=10000); settle(500) check('continue restores bag and blocks', ev('bagTotal') == bag_before and ev('blockP.reduce((a,v)=>a+(v>0),0)') == blocks_before, f"{bag_before}->{ev('bagTotal')}") # 9b. selling: goods sell the moment they drop into the dock; orders pay a lump sum and send a truck ev("SET.cardSeconds = 9; orders = []; nextOrderT = 1e12; R.floaters = [];") bot_home = ev('[bot.x, bot.y]') ev("{ const dk = dock(); bot.x = dk.x + 12; bot.y = dk.y - 26; R.snapNext = true; }"); settle(400) m0 = ev('money') ev("{ const dk = dock(); for (let y = dk.y + 2; y < dk.y + 8; y++) for (let x = dk.x + 2; x < dk.x + 22; x++) setCell(y*W+x, (x+y)&1 ? CUORE : COAL, AMB[y], 0); }") pg.wait_for_function(f'money > {m0} + 50', timeout=10000); settle(150) check('goods are paid for as they drop through the grate', ev('money') > m0 + 50, f"{m0} -> {ev('money')}") try: pg.wait_for_function('(R.floaters || []).length > 0', timeout=4000) except Exception: pass check('a "+$" floats up from the dock', ev('(R.floaters || []).length') > 0, ev('JSON.stringify([floatAcc, EV.length, tick, GAME.paused])')) pg.screenshot(path=str(out / '09c-dock-sale.png')) settle(300) check('the wallet shows the new money', pg.locator('#w-money').inner_text().replace(',', '') == '$' + str(round(ev('money'))), pg.locator('#w-money').inner_text()) ev("seen[BARCU] = 1; orders.push({ id: 77, m: BARCU, qty: 2, got: 0, mult: 2, pay: 160, due: tick + 36000, mins: 10 }); orders.push({ id: 78, m: CUORE, qty: 300, got: 120, mult: 1.8, pay: 540, due: tick + 9000, mins: 5 }); hudDirty = true;") settle(200) check('the wallet lists open orders', pg.locator('#w-orders .ord').count() == 2, pg.locator('#w-orders').inner_text()) pg.screenshot(path=str(out / '09d-wallet-orders.png'), clip={'x': 0, 'y': 0, 'width': 1280, 'height': 260}) m1 = ev('money') ev("{ const dk = dock(); spawnBar(BARCU, dk.x + 6, dk.y + 2, 0, 0); spawnBar(BARCU, dk.x + 12, dk.y + 2, 0, 0); }") pg.wait_for_function('ordersDone > 0', timeout=10000); settle(200) check('filling an order pays its lump sum', abs(ev('money') - m1 - 160) < 1, f"{m1} -> {ev('money')}") check('an order-filled card appears, with no truck in it', pg.locator('.card-pop', has_text='Order filled').count() >= 1 and pg.locator('.card-pop', has_text='truck').count() == 0) ev(f"bot.x = {bot_home[0]}; bot.y = {bot_home[1]}; R.snapNext = true;"); settle(400) pg.click('#wallet'); settle(250) check('the wallet opens the Market page', ev("!$('m-notebook').hidden && nbTab === 'Market'")) d0 = ev('debt'); pg.locator('[data-pay="all"]').click(); settle(200) check('paying toward the claim lowers the debt', ev('debt') < d0 and ev('money') == 0, f"debt {d0} -> {ev('debt')}") pg.screenshot(path=str(out / '09f-market.png')) pg.keyboard.press('Escape'); settle(150) # 10. mocked gamepad ev('''() => { const mk = () => ({ connected: true, axes: [0,0,0,0], buttons: Array.from({length:17}, () => ({pressed:false, value:0})) }); window.__pad = mk(); navigator.getGamepads = () => [window.__pad]; }''') pg.keyboard.press('1'); settle(100) d0 = ev('stats.dug') ev("__pad.axes[3] = 0.9; __pad.buttons[7].pressed = true; __pad.buttons[7].value = 1;") settle(1500) ev("__pad.buttons[7].pressed = false; __pad.buttons[7].value = 0;") settle(200) check('gamepad RT digs where the right stick aims', ev('stats.dug') > d0, f"{d0}->{ev('stats.dug')}") ev("__pad.buttons[5].pressed = true;"); settle(100); ev("__pad.buttons[5].pressed = false;"); settle(100) check('gamepad RB switches to the vacuum', ev('GAME.tool') == 1) ev("__pad.buttons[9].pressed = true;"); settle(100); ev("__pad.buttons[9].pressed = false;"); settle(100) check('gamepad Start opens menu', ev("!$('m-pause').hidden")) ev("__pad.buttons[13].pressed = true;"); settle(80); ev("__pad.buttons[13].pressed = false;"); settle(80) check('gamepad d-pad moves menu focus', ev("document.activeElement && document.activeElement.tagName") == 'BUTTON') ev("__pad.buttons[1].pressed = true;"); settle(80); ev("__pad.buttons[1].pressed = false;"); settle(80) check('gamepad B closes menu', ev("$('m-pause').hidden")) pg.screenshot(path=str(out / '10-after.png')) # 10b. world files: export from the pause menu as an ordinary download, import on the title screen pg.keyboard.press('Escape'); settle(150) with pg.expect_download() as dl_info: pg.click('#pm-export') dl = dl_info.value wf = json.loads(pathlib.Path(dl.path()).read_text()) check('Export world file downloads a world file', wf.get('format') == 'deepgrain-world' and wf['meta']['W'] == ev('W'), dl.suggested_filename) want = ev('JSON.stringify([W, H, Math.round(money), Math.round(debt), bagTotal])') pg3 = ctx.new_page() pg3.on('pageerror', lambda e: logs.append(f'PAGEERROR(import): {e}')) pg3.goto(url); pg3.wait_for_timeout(300) pg3.set_input_files('#importfile', dl.path()) pg3.wait_for_function('GAME.running === true', timeout=60000) got = pg3.evaluate('JSON.stringify([W, H, Math.round(money), Math.round(debt), bagTotal])') check('importing it on the title screen brings the same world back', got == want, f'{want} -> {got}') pg3.close() pg.keyboard.press('Escape'); settle(150) # 11. the largest world from the title screen pg2 = ctx.new_page() pg2.on('pageerror', lambda e: logs.append(f'PAGEERROR(large): {e}')) pg2.goto(url); pg2.wait_for_timeout(300) check('the size menu offers small, medium and large, and no deep world', pg2.evaluate("[...document.querySelectorAll('#nw-size option')].map(o => o.value).join(',')") == '2048x1024,3072x1280,4096x1536', pg2.evaluate("[...document.querySelectorAll('#nw-size option')].map(o => o.value).join(',')")) pg2.click('#btn-new'); pg2.fill('#nw-seed', '4242'); pg2.select_option('#nw-size', '4096x1536'); pg2.click('#btn-generate') pg2.wait_for_function('GAME.running === true', timeout=90000) check('large world generates', pg2.evaluate('W === 4096 && H === 1536'), pg2.evaluate('[W, H]')) pg2.evaluate("bot.x = 2000; bot.y = magmaY[2000] - 60; snapCamera();"); pg2.wait_for_timeout(800) pg2.screenshot(path=str(out / '11-deep-magma.png')) pg2.close() print('\n'.join(logs) or 'no console errors') print('FAILS:', fails) b.close() sys.exit(1 if fails else 0)