TRXTD/scripts/test-maps.mts
Tronax ce2484bb8d
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
2026-08-16 15:03:34 +02:00

165 lines
5.2 KiB
TypeScript

/**
* Map system verification:
* - every map builds a valid, non-empty path & fly path
* - path cells never collide with blocked (obstacle) cells
* - maps differ from each other (distinct layouts)
* - lockstep determinism holds on every map (two engines, same actions)
* - obstacle clearing frees build tiles on every map
* - a full 20-wave simulation is beatable/playable on every map
*/
import { GameEngine } from '../src/game/engine.ts'
import { MAPS, MAP_ORDER } from '../src/game/config.ts'
import type { MapId } from '../src/game/types.ts'
let failures = 0
function check(label: string, ok: boolean, detail = ''): void {
if (!ok) {
failures++
console.error(`${label}${detail ? `${detail}` : ''}`)
} else {
console.log(`${label}`)
}
}
for (const mapId of MAP_ORDER) {
const map = MAPS[mapId]
console.log(`\n=== ${map.name} (${mapId}) ===`)
const eng = new GameEngine()
eng.setMap(mapId)
eng.startGame('normal', mapId)
// 1. path built & sane
check('Wegpunkte vorhanden', eng.pathPx.length >= 2)
check('Flugweg vorhanden', eng.flyPathPx.length >= 2)
check('Pfadzellen markiert', eng.pathCells.size > 0)
const wp = map.waypoints
const interior = wp.slice(1, -1)
check(
'Innere Wegpunkte im Spielfeld',
interior.every(([x, y]) => x >= 0 && x < 20 && y >= 0 && y < 11),
JSON.stringify(wp),
)
check(
'Start/Ende am Spielfeldrand',
wp.every(([x, y]) => x === -1 || x === 20 || y >= 0),
)
// 2. no collision between path and obstacles
const overlap = [...eng.pathCells].filter((k) => eng.blockedCells.has(k))
check('Keine Hindernisse auf dem Weg', overlap.length === 0, overlap.join(','))
// 3. obstacles exist and are removable
const obstacleCells = [...eng.blockedCells]
check('Hindernisse vorhanden', obstacleCells.length >= 8, `${obstacleCells.length} Zellen`)
const [otx, oty] = obstacleCells[0].split(',').map(Number)
eng.money = 999999
eng.selectedObstacle = { tx: otx, ty: oty }
eng.removeSelectedObstacle()
check('Hindernis entfernbar', !eng.blockedCells.has(`${otx},${oty}`) && eng.canPlace(otx, oty))
// 4. can place a tower next to the path
const candidates: [number, number][] = []
for (let tx = 0; tx < 20 && candidates.length < 1; tx++) {
for (let ty = 0; ty < 11; ty++) {
if (eng.canPlace(tx, ty)) {
candidates.push([tx, ty])
break
}
}
}
check('Freier Bauplatz gefunden', candidates.length > 0)
}
// 5. maps are distinct from each other
console.log('\n=== Karten unterscheiden sich ===')
const signatures = MAP_ORDER.map((m) => {
const e = new GameEngine()
e.setMap(m)
return [m, [...e.pathCells].sort().join('|')] as const
})
for (let i = 0; i < signatures.length; i++) {
for (let j = i + 1; j < signatures.length; j++) {
check(
`${signatures[i][0]}${signatures[j][0]}`,
signatures[i][1] !== signatures[j][1],
)
}
}
// 6. lockstep determinism per map (same action stream on two engines)
console.log('\n=== Lockstep-Determinismus je Karte ===')
for (const mapId of MAP_ORDER) {
const e1 = new GameEngine()
const e2 = new GameEngine()
for (const e of [e1, e2]) {
e.startGame('normal', mapId)
e.mpGameActive = true
e.mpMode = 'coop'
e.coopHpMul = 1.7
}
const script: [number, Parameters<GameEngine['applyAction']>[0]][] = [
[5, { type: 'build', kind: 'arrow', tx: 8, ty: 5 }],
[10, { type: 'wave' }],
[200, { type: 'build', kind: 'frost', tx: 4, ty: 0 }],
[700, { type: 'wave' }],
[900, { type: 'obstacle', tx: 19, ty: 0 }],
[1500, { type: 'speed', s: 2 }],
]
let idx = 0
for (let tick = 1; tick <= 2400; tick++) {
while (idx < script.length && script[idx][0] <= tick) {
const a = script[idx][1]
e1.applyAction(a, idx % 2)
e2.applyAction(a, idx % 2)
idx++
}
e1.update(1 / 30)
e2.update(1 / 30)
}
const state = (e: GameEngine): string =>
JSON.stringify({
money: Math.floor(e.money * 1000),
lives: e.lives,
wave: e.waveNo,
phase: e.phase,
enemies: e.enemies.map((x) => [x.id, Math.round(x.hp * 1000), x.wp]),
towers: e.towers.map((t) => [t.id, t.kind, t.level]),
blocked: e.blockedCells.size,
pathLen: e.pathPx.length,
})
check(`${mapId}: identischer Zustand`, state(e1) === state(e2))
}
// 7. full campaign simulation on every map (playable check)
console.log('\n=== 20-Wellen-Simulation je Karte ===')
for (const mapId of MAP_ORDER) {
const e = new GameEngine()
e.startGame('easy', mapId)
// generous money + a tower on every free tile to verify the map is beatable
e.money = 999999
for (let tx = 0; tx < 20; tx++) {
for (let ty = 0; ty < 11; ty++) {
if (e.canPlace(tx, ty)) e.placeTower('laser', tx, ty)
}
}
let finished = false
for (let t = 0; t < 60000 && !finished; t++) {
e.update(1 / 30)
if (e.phase === 'intermission') {
e.startWave(true)
}
finished = e.phase === 'victory' || e.phase === 'gameover'
}
check(`${mapId}: Kampagne abgeschlossen`, e.phase === 'victory', `Phase: ${e.phase}, Welle ${e.waveNo}`)
}
if (failures > 0) {
console.error(`\n${failures} Prüfung(en) fehlgeschlagen.`)
process.exit(1)
}
console.log('\nAlle Karten-Prüfungen bestanden. ✅')