feat: add multi-map system with 4 distinct biomes, layouts, and multiplayer sync
- Introduce 4 playable map environments: * Meadow (Grüne Lichtung): Classic balanced S-curve path with lush grasslands, flowers, and standard obstacles * Desert (Sonnendünen): Winding dune trail with sandstone rocks, oasis palms, and scrub * Frostland (Frostgipfel): Icy serpentine path through snowfields with frost-covered pines and crystal rocks * Volcano (Lavabruch): Tight aggressive layout through dark obsidian/basalt with glowing magma streams and floating ember sparks - Add comprehensive MapDef & MapTheme configuration for distinct waypoint routes, flying trajectories, biome color palettes, portal/keep styles, and obstacle densities - Extend Canvas 2D renderer to dynamically adapt backgrounds, path texturing, portal effects, and procedurally drawn biome foliage/decorations per map - Upgrade GameEngine with dynamic map loading, obstacle clearing logic, and per-map highscore persistence - Implement multiplayer map synchronization in WebSocket server (set-map event), room state, and lobby UI allowing host map selection - Update StartScreen and LobbyScreen components with interactive map selection cards and per-map highscore tracking - Add automated test suites for map path integrity, determinism, playability, and room map protocol synchronization
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165
scripts/test-maps.mts
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165
scripts/test-maps.mts
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/**
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* Map system verification:
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* - every map builds a valid, non-empty path & fly path
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* - path cells never collide with blocked (obstacle) cells
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* - maps differ from each other (distinct layouts)
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* - lockstep determinism holds on every map (two engines, same actions)
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* - obstacle clearing frees build tiles on every map
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* - a full 20-wave simulation is beatable/playable on every map
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*/
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import { GameEngine } from '../src/game/engine.ts'
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import { MAPS, MAP_ORDER } from '../src/game/config.ts'
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import type { MapId } from '../src/game/types.ts'
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let failures = 0
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function check(label: string, ok: boolean, detail = ''): void {
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if (!ok) {
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failures++
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console.error(` ✗ ${label}${detail ? ` — ${detail}` : ''}`)
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} else {
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console.log(` ✓ ${label}`)
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}
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}
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for (const mapId of MAP_ORDER) {
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const map = MAPS[mapId]
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console.log(`\n=== ${map.name} (${mapId}) ===`)
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const eng = new GameEngine()
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eng.setMap(mapId)
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eng.startGame('normal', mapId)
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// 1. path built & sane
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check('Wegpunkte vorhanden', eng.pathPx.length >= 2)
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check('Flugweg vorhanden', eng.flyPathPx.length >= 2)
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check('Pfadzellen markiert', eng.pathCells.size > 0)
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const wp = map.waypoints
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const interior = wp.slice(1, -1)
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check(
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'Innere Wegpunkte im Spielfeld',
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interior.every(([x, y]) => x >= 0 && x < 20 && y >= 0 && y < 11),
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JSON.stringify(wp),
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)
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check(
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'Start/Ende am Spielfeldrand',
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wp.every(([x, y]) => x === -1 || x === 20 || y >= 0),
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)
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// 2. no collision between path and obstacles
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const overlap = [...eng.pathCells].filter((k) => eng.blockedCells.has(k))
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check('Keine Hindernisse auf dem Weg', overlap.length === 0, overlap.join(','))
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// 3. obstacles exist and are removable
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const obstacleCells = [...eng.blockedCells]
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check('Hindernisse vorhanden', obstacleCells.length >= 8, `${obstacleCells.length} Zellen`)
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const [otx, oty] = obstacleCells[0].split(',').map(Number)
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eng.money = 999999
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eng.selectedObstacle = { tx: otx, ty: oty }
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eng.removeSelectedObstacle()
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check('Hindernis entfernbar', !eng.blockedCells.has(`${otx},${oty}`) && eng.canPlace(otx, oty))
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// 4. can place a tower next to the path
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const candidates: [number, number][] = []
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for (let tx = 0; tx < 20 && candidates.length < 1; tx++) {
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for (let ty = 0; ty < 11; ty++) {
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if (eng.canPlace(tx, ty)) {
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candidates.push([tx, ty])
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break
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}
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}
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}
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check('Freier Bauplatz gefunden', candidates.length > 0)
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}
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// 5. maps are distinct from each other
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console.log('\n=== Karten unterscheiden sich ===')
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const signatures = MAP_ORDER.map((m) => {
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const e = new GameEngine()
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e.setMap(m)
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return [m, [...e.pathCells].sort().join('|')] as const
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})
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for (let i = 0; i < signatures.length; i++) {
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for (let j = i + 1; j < signatures.length; j++) {
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check(
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`${signatures[i][0]} ≠ ${signatures[j][0]}`,
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signatures[i][1] !== signatures[j][1],
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)
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}
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}
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// 6. lockstep determinism per map (same action stream on two engines)
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console.log('\n=== Lockstep-Determinismus je Karte ===')
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for (const mapId of MAP_ORDER) {
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const e1 = new GameEngine()
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const e2 = new GameEngine()
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for (const e of [e1, e2]) {
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e.startGame('normal', mapId)
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e.mpGameActive = true
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e.mpMode = 'coop'
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e.coopHpMul = 1.7
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}
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const script: [number, Parameters<GameEngine['applyAction']>[0]][] = [
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[5, { type: 'build', kind: 'arrow', tx: 8, ty: 5 }],
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[10, { type: 'wave' }],
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[200, { type: 'build', kind: 'frost', tx: 4, ty: 0 }],
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[700, { type: 'wave' }],
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[900, { type: 'obstacle', tx: 19, ty: 0 }],
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[1500, { type: 'speed', s: 2 }],
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]
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let idx = 0
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for (let tick = 1; tick <= 2400; tick++) {
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while (idx < script.length && script[idx][0] <= tick) {
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const a = script[idx][1]
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e1.applyAction(a, idx % 2)
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e2.applyAction(a, idx % 2)
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idx++
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}
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e1.update(1 / 30)
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e2.update(1 / 30)
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}
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const state = (e: GameEngine): string =>
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JSON.stringify({
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money: Math.floor(e.money * 1000),
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lives: e.lives,
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wave: e.waveNo,
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phase: e.phase,
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enemies: e.enemies.map((x) => [x.id, Math.round(x.hp * 1000), x.wp]),
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towers: e.towers.map((t) => [t.id, t.kind, t.level]),
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blocked: e.blockedCells.size,
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pathLen: e.pathPx.length,
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})
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check(`${mapId}: identischer Zustand`, state(e1) === state(e2))
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}
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// 7. full campaign simulation on every map (playable check)
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console.log('\n=== 20-Wellen-Simulation je Karte ===')
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for (const mapId of MAP_ORDER) {
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const e = new GameEngine()
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e.startGame('easy', mapId)
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// generous money + a tower on every free tile to verify the map is beatable
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e.money = 999999
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for (let tx = 0; tx < 20; tx++) {
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for (let ty = 0; ty < 11; ty++) {
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if (e.canPlace(tx, ty)) e.placeTower('laser', tx, ty)
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}
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}
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let finished = false
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for (let t = 0; t < 60000 && !finished; t++) {
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e.update(1 / 30)
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if (e.phase === 'intermission') {
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e.startWave(true)
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}
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finished = e.phase === 'victory' || e.phase === 'gameover'
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}
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check(`${mapId}: Kampagne abgeschlossen`, e.phase === 'victory', `Phase: ${e.phase}, Welle ${e.waveNo}`)
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}
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if (failures > 0) {
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console.error(`\n${failures} Prüfung(en) fehlgeschlagen.`)
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process.exit(1)
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}
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console.log('\nAlle Karten-Prüfungen bestanden. ✅')
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