Files
tws-zombies-scripts/tools/check_core_hud.mjs
T

307 lines
19 KiB
JavaScript

// Execute selected core HUD/AFK functions with engine-value shims.
// These checks are not a GSC VM, compiler, linker, or live layout test.
// Common visibility helpers are stubbed here and executed directly by check_hud.
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import vm from 'node:vm';
const root = new URL('../', import.meta.url);
let checks = 0;
function check(name, fn) { fn(); checks++; console.log(name); }
function body(source, name) {
const match = new RegExp(`^${name}\\(([^\\n]*)\\)\\s*\\n\\{`, 'm').exec(source);
assert(match, name);
let at = match.index + match[0].length, end = at, depth = 1;
while (depth) {
assert(end < source.length, `unclosed ${name}`);
const ch = source[end++];
if (ch === '{') depth++;
if (ch === '}') depth--;
}
return [match[1], source.slice(at, end - 1)];
}
function install(context, source, names) {
for (const name of names) {
const [args, original] = body(source, name);
let code = original.replace(/\/\/[^\n]*/g, '');
const locals = [...new Set([...code.matchAll(/(?<![\w.])(\w+)\s*(?:=(?!=)|\+\+|--)/g)].map(match => match[1]))];
code = code.replace(/(?:self|level) endon\([^;]+;/g, '')
.replace(/scripts\\(?:sp|zm)\\tws_t[56]_common::/g, 'common.')
.replace(/maps\\mp\\zombies\\_zm_utility::get_current_zombie_count/g, 'get_enemy_count')
.replace(/self thread ([\w.]+)\(([^;]*)\);/g, (_, fn, values) => `queued.push(['${fn}', ${values}]);`)
.replace(/self common\.toggle_core_hud\(\)/g, 'common.toggle_core_hud()')
.replace(/self ((?:hud_|afk_)\w+)\(/g, '$1(')
.replace(/self (\w+)\(/g, 'self.$1(')
.replace(/(\w+) (SetText|SetTextUnlimited|SetValue|SetTimerUp|SetShader)\(([^;]*)\);/g, '$1.$2($3);')
.replace(/level notify\(([^;]*)\);/g, 'level.notify($1);')
.replace(/level waittill\(([^;]*)\);/g, 'yield { event: $1 };')
.replace(/\.size\b/g, '.length')
.replace(/\((\d+\.\d+), (\d+\.\d+), (\d+\.\d+)\)/g, '[$1, $2, $3]')
.replace(/\bwait\s+([^;]+);/g, 'yield $1;');
vm.runInContext(`function${code.includes('yield ') ? '*' : ''} ${name}(${args}) { var ${locals.join(', ') || 'unused'}; ${code} }`, context);
}
}
function engine(game, source, afk, hidden = false) {
const queued = [], elems = [], actions = [];
let now = 123456;
const self = { active: true };
if (hidden) self.tws_hud_hidden = true;
for (const name of ['enableInvulnerability', 'disableInvulnerability', 'freezeControls',
'disableWeapons', 'disableOffhandWeapons', 'enableWeapons', 'enableOffhandWeapons', 'iPrintLnBold']) {
self[name] = (...args) => actions.push([name, ...args]);
}
function element(args, alpha = 1) {
const result = { args, alpha, writes: [],
SetText(value) { this.text = value; this.writes.push(['text', value]); },
SetTextUnlimited(value) { this.text = value; this.writes.push(['unlimitedText', value]); },
SetValue(value) { this.value = value; this.writes.push(['value', value]); },
SetShader(...args) { this.shader = args; },
SetTimerUp(value) { this.timer = value; this.writes.push(['timer', value]); },
};
elems.push(result);
return result;
}
function register(player, elem) {
(player.tws_core_hud_elems ??= []).push(elem);
common.set_core_alpha(player, elem, elem.alpha);
return elem;
}
const common = {
make_core_overlay_text: (...args) => register(args[0], element(args)),
make_core_overlay_shader: (...args) => register(args[0], element(args, args[6])),
make_overlay_width: width => Math.trunc(Math.max(1, width)),
set_core_alpha(player, elem, alpha) {
if (!elem) return;
elem.tws_core_alpha = alpha;
elem.alpha = player.tws_hud_hidden ? 0 : alpha;
},
toggle_core_hud() {
self.tws_hud_hidden = !self.tws_hud_hidden;
for (const elem of self.tws_core_hud_elems ?? []) common.set_core_alpha(self, elem, elem.tws_core_alpha);
},
player_active: player => player.active,
format_mmss: ms => `${Math.floor(ms / 60000)}:${String(Math.floor(ms / 1000) % 60).padStart(2, '0')}`,
};
const level = { round_number: 1, hud_rate: .1, afk_grace_seconds: 2, zombie_team: 'axis',
hud_overlay_timer_x: 6, hud_overlay_match_y: 8, hud_overlay_round_y: 30,
hud_overlay_brand_x: 320, hud_overlay_brand_y: 8,
hud_overlay_count_x: 300, hud_overlay_count_y: 440,
hud_overlay_count_label_x: 306, hud_overlay_count_label_y: 446,
hud_overlay_bar_x: 242, hud_overlay_bar_y: 466,
hud_overlay_bar_width: 156, hud_overlay_bar_height: 4,
hud_overlay_health_y: 460, hud_overlay_health_x: 414, hud_overlay_slash_x: 418,
hud_overlay_maxhealth_x: 445, hud_overlay_hp_x: 449,
hud_overlay_afk_x: 320, hud_overlay_afk_y: 421,
hud_c_count: 'white', hud_c_dim: 'dim', hud_c_afk: 'yellow',
hud_c_high: 'green', hud_c_mid: 'yellow', hud_c_low: 'red', notify() {} };
const context = vm.createContext({ self, level, common, queued, getTime: () => now,
get_enemy_count: () => level.fixture_enemies ?? 0,
isDefined: value => value !== undefined && value !== null, is_true: value => !!value,
int: Math.trunc, max: Math.max });
install(context, source, ['hud_connect', 'hud_text', 'hud_start', 'hud_toggle', 'hud_timer_row',
'hud_health_display', 'hud_zombie_counter', 'freeze_timers_on_game_over']);
install(context, afk, ['afk_spawn', 'afk_enter', 'afk_exit',
...(game === 't6' ? ['afk_release', 'afk_lock_controls', 'afk_restore_controls'] : [])]);
return { context, self, level, queued, elems, actions, common,
setTime(value) { now = value; },
spawnAfk() { const watcher = context.afk_spawn(); watcher?.next(); return watcher; },
};
}
for (const game of ['t5', 't6']) {
const source = readFileSync(new URL(`${game}/scripts/tws_${game}_hud.gsc`, root), 'utf8');
const afk = readFileSync(new URL(`${game}/scripts/tws_${game}_afk.gsc`, root), 'utf8');
const make = hidden => engine(game, source, afk, hidden);
check(`${game}: native .hud chat and shared lifecycle retain engine-specific clock seeds`, () => {
assert(source.includes('register_help_command(".hud", "Toggle core HUD")'));
assert(source.includes('register_connect_handler(::hud_connect)'));
assert(source.includes('register_spawn_handler(::hud_start)'));
assert(!source.includes('waittill("connected"'));
const chat = body(source, 'hud_chat_listener')[1];
assert(chat.includes('level waittill("say", message, player)'));
assert(chat.includes('toLower(message) == ".hud"'));
assert(chat.includes('player thread hud_toggle()'), 'disconnect scope stays in the player worker');
assert(!body(source, 'hud_connect')[1].includes('getTime()'));
assert(!source.includes('tws_hud_hidden ='), 'spawn/construction must not reset the preference');
for (const name of ['round_watcher', 'reset_timer_each_round', 'match_timer_bind', 'hud_zombie_counter'])
assert(body(source, name)[1].includes('level endon("hud_game_over")'));
const bind = body(source, 'match_timer_bind')[1];
if (game === 't5') assert(bind.includes('elem SetTimerUp(0)'));
else assert(bind.includes('(getTime() - level.match_start_time) / 1000.0'));
assert(afk.includes('make_core_overlay_text'));
assert(afk.includes('level.hud_overlay_afk_y'));
assert(!/\.alpha\s*=/.test(afk), 'AFK visibility must use the common mask');
});
check(`${game}: connection places 10 box-free core elements at the screen edges without seeding clocks`, () => {
const e = make(); e.context.hud_connect();
assert.equal(e.level.match_start_time, undefined); assert.equal(e.level.round_start_time, undefined);
assert.equal(e.self.tws_hud_match.text, '--:--'); assert.equal(e.self.tws_hud_health.text, '--');
assert.equal(e.elems.length, 10);
assert.equal(e.self.tws_core_hud_elems.length, 10);
e.context.hud_connect(); assert.equal(e.elems.length, 10);
assert.equal(e.queued.length, 1); assert.equal(e.queued[0][0], 'common.destroy_on_disconnect');
assert.equal(e.queued[0][1].length, e.elems.length);
const textAt = (text, x, y, align, scale, colour) => {
const elem = e.elems.find(item => item.text === text);
assert(elem, text); assert.deepEqual(elem.args.slice(1), [x, y, align, scale, colour]);
};
assert.deepEqual(e.self.tws_hud_match.args.slice(1), [6, 8, 'left', 1.4, 'white']);
assert.deepEqual(e.self.tws_hud_round.args.slice(1), [6, 30, 'left', 1.25, 'dim']);
textAt('TWS ZOMBIES | discord.tws.lol', 320, 8, 'center', 1.1, 'dim');
textAt('-- ZOMBIES', 320, 440, 'center', 1.25, 'white');
assert(!e.elems.some(elem => elem.text === 'ZOMBIES'), 'count and label share one alignment');
textAt('HP', 449, 460, 'left', 1, 'white');
for (const [key, x, align] of [['health', 414, 'right'], ['slash', 418, 'left'], ['maxhealth', 445, 'right']]) {
const elem = e.self[`tws_hud_${key}`];
assert.deepEqual(elem.args.slice(1), [x, 460, align, 1, 'white']);
assert.equal(elem.alpha, 0); assert.equal(elem.tws_core_alpha, 0);
}
assert.equal(e.self.tws_hud_hp.alpha, 0);
const shaders = e.elems.filter(elem => elem.args.length === 8);
assert.equal(shaders.length, 2, 'only the health track and fill allocate shaders');
for (const elem of shaders) assert.deepEqual(elem.args.slice(1, 5), [242, 466, 156, 4]);
assert.equal(shaders[0].alpha, .8); assert.equal(shaders[1].alpha, 0);
assert(!e.elems.some(elem => elem.text === 'MATCH' || elem.text === 'ROUND'));
});
check(`${game}: toggling before first spawn preserves hidden state and binds workers once`, () => {
const e = make(); e.context.hud_toggle();
assert.equal(e.self.tws_hud_hidden, true);
assert(e.elems.every(elem => elem.alpha === 0));
assert.equal(e.level.match_start_time, undefined); assert.equal(e.level.round_start_time, undefined);
assert.equal(e.queued.length, 1, 'toggle only queues disconnect cleanup');
e.context.hud_start(); e.context.hud_start();
assert.equal(e.elems.length, 10); assert.equal(e.self.tws_hud_hidden, true);
assert.deepEqual(e.queued.slice(1).map(item => item[0]), ['hud_timer_row', 'hud_zombie_counter', 'hud_health_display']);
e.context.hud_timer_row();
assert.equal(e.level.match_start_time, 123456); assert.equal(e.level.round_start_time, 123456);
const threads = e.queued.length;
e.context.hud_toggle(); e.context.hud_toggle(); e.context.hud_start();
assert.equal(e.queued.length, threads); assert.equal(e.elems.length, 10);
});
check(`${game}: complete zombie text stays centered through digit changes and hidden updates without config-string churn`, () => {
const e = make();
// Center on the configured track, including non-default and fractional midpoints.
e.level.hud_overlay_bar_x = 210;
e.level.hud_overlay_bar_width = 155;
e.context.hud_connect();
const count = e.self.tws_hud_count;
assert.deepEqual(count.args.slice(1, 4), [287.5, 440, 'center']);
const run = e.context.hud_zombie_counter();
for (const value of [0, 6, 9, 10, 99, 100, 999, 1000, 6]) {
e.level.fixture_enemies = value;
run.next();
assert.equal(count.text, `${value} ZOMBIES`);
assert.deepEqual(count.args.slice(1, 4), [287.5, 440, 'center']);
const writes = count.writes.length;
run.next(); assert.equal(count.writes.length, writes, 'unchanged counts do not rewrite text');
}
e.level.zombie_total = 94; run.next();
assert.equal(count.text, '100 ZOMBIES', 'remaining spawn count remains included');
e.context.hud_toggle();
e.level.zombie_total = -4; run.next();
assert.equal(count.text, '6 ZOMBIES'); assert.equal(count.alpha, 0);
e.context.hud_toggle();
assert.equal(count.text, '6 ZOMBIES'); assert.equal(count.alpha, 1);
assert.equal(count.writes.filter(([kind]) => kind === 'text').length, 1,
'only the fixed placeholder uses a normal config string');
assert(count.writes.slice(1).every(([kind]) => kind === 'unlimitedText'));
assert.equal(e.elems.length, 10, 'updates and toggles never allocate replacement elements');
});
check(`${game}: health numbers appear only while damaged, follow the bar colour, and avoid config-string churn`, () => {
const e = make(); e.context.hud_connect(); const { self } = e;
const numbers = [self.tws_hud_health, self.tws_hud_slash, self.tws_hud_maxhealth, self.tws_hud_hp];
const run = e.context.hud_health_display(); run.next();
assert(numbers.every(elem => elem.alpha === 0), 'undefined health does not flash a damage readout');
assert.equal(self.health, undefined); assert.equal(self.maxhealth, undefined);
self.health = 100; run.next();
assert.equal(self.tws_hud_health.value, 100); assert.equal(self.tws_hud_maxhealth.value, 100);
assert(numbers.every(elem => elem.alpha === 0));
assert.equal(self.tws_hud_bar.alpha, 1); assert.equal(self.tws_hud_bar.shader[1], 156);
const writes = self.tws_hud_health.writes.length; run.next(); assert.equal(self.tws_hud_health.writes.length, writes);
self.health = 35; run.next();
assert(numbers.every(elem => elem.alpha === 1 && elem.color === 'yellow'));
assert.equal(self.tws_hud_health.value, 35); assert.equal(self.tws_hud_bar.shader[1], 54);
self.maxhealth = 250; self.health = 50; run.next();
assert.equal(self.tws_hud_maxhealth.value, 250); assert.equal(self.tws_hud_bar.shader[1], 31);
assert(numbers.every(elem => elem.alpha === 1 && elem.color === 'red'));
assert.equal(self.tws_hud_bar.color, 'red');
self.health = 0; run.next(); assert.equal(self.tws_hud_bar.alpha, 0); assert.equal(self.tws_hud_health.value, 0);
assert(numbers.every(elem => elem.alpha === 1));
self.health = 250; run.next(); assert.equal(self.tws_hud_bar.alpha, 1); assert.equal(self.tws_hud_bar.color, 'green');
assert(numbers.every(elem => elem.alpha === 0 && elem.tws_core_alpha === 0));
self.health = 500; run.next(); assert.equal(self.tws_hud_bar.shader[1], 156);
assert(numbers.every(elem => elem.alpha === 0), 'overheal must not show the damage readout');
self.maxhealth = 0; self.health = 100; run.next();
assert.equal(self.maxhealth, 0, 'invalid maximum is display-only fallback');
assert.equal(self.tws_hud_maxhealth.value, 100); assert(numbers.every(elem => elem.alpha === 0));
assert.equal(self.tws_hud_health.writes.filter(item => item[0] === 'text').length, 1);
});
check(`${game}: hidden health updates remain private and restore the current bar state`, () => {
const e = make(true), other = make();
e.context.hud_connect(); other.context.hud_connect();
e.self.health = 100; const run = e.context.hud_health_display(); run.next();
assert(e.elems.every(elem => elem.alpha === 0));
assert.equal(e.self.tws_hud_bar.tws_core_alpha, 1);
e.self.health = 0; run.next(); e.context.hud_toggle();
assert.equal(e.self.tws_hud_health.value, 0); assert.equal(e.self.tws_hud_bar.alpha, 0);
assert.equal(e.elems[0].alpha, 1); assert.equal(e.elems.at(-2).alpha, .8);
e.context.hud_toggle(); e.self.health = 50; run.next();
assert.equal(e.self.tws_hud_bar.alpha, 0); assert.equal(e.self.tws_hud_bar.shader[1], 78);
e.context.hud_toggle();
assert.equal(e.self.tws_hud_bar.alpha, 1); assert.equal(e.self.tws_hud_health.value, 50);
assert.equal(other.self.tws_hud_hidden, undefined); assert.equal(other.self.tws_hud_health.alpha, 0);
assert.equal(e.elems.length, 10); assert.equal(e.queued.length, 1);
e.context.hud_toggle(); e.self.health = 100; run.next(); e.context.hud_toggle();
assert.equal(e.self.tws_hud_health.alpha, 0, 'healing while hidden conceals the readout when shown');
assert.equal(e.self.tws_hud_hp.alpha, 0); assert.equal(e.self.tws_hud_bar.alpha, 1);
});
check(`${game}: toggling frozen clocks does not restart or reseed them`, () => {
const e = make(); e.context.hud_start(); e.context.hud_timer_row();
const match = e.self.tws_hud_match, round = e.self.tws_hud_round;
const freeze = e.context.freeze_timers_on_game_over(match, round);
assert.equal(freeze.next().value.event, 'hud_game_over');
e.context.hud_toggle(); e.setTime(248456); e.level.tws_ended = true; freeze.next();
assert.equal(match.text, '2:05'); assert.equal(round.text, '2:05');
const before = JSON.stringify([match.writes, round.writes, e.queued.map(item => item[0])]);
e.setTime(999999); e.context.hud_toggle(); e.context.hud_start();
assert.equal(match.alpha, 1); assert.equal(round.alpha, 1);
assert.equal(JSON.stringify([match.writes, round.writes, e.queued.map(item => item[0])]), before);
assert.equal(e.level.match_start_time, 123456); assert.equal(e.level.round_start_time, 123456);
});
check(`${game}: inactive AFK stays hidden and protection survives HUD toggles`, () => {
const e = make(); e.context.hud_connect(); e.spawnAfk();
const indicator = e.self.hud_afk_elem;
assert.equal(indicator.alpha, 0); assert.equal(indicator.tws_core_alpha, 0);
assert.deepEqual(indicator.args.slice(1), [320, 421, 'center', 1, 'yellow']);
e.context.hud_toggle(); e.context.hud_toggle(); assert.equal(indicator.alpha, 0);
e.context.hud_toggle(); e.context.afk_enter();
assert.equal(e.self.hud_afk_on, true); assert.equal(e.self.ignoreme, true);
assert.equal(indicator.alpha, 0); assert.equal(indicator.tws_core_alpha, 1);
assert(e.actions.some(([name]) => name === 'enableInvulnerability'));
assert(e.actions.some(([name, enabled]) => name === 'freezeControls' && enabled));
const actions = e.actions.length;
e.context.hud_toggle(); assert.equal(indicator.alpha, 1); assert.equal(e.actions.length, actions);
e.context.hud_toggle(); const exit = e.context.afk_exit();
assert.equal(exit.next().value, 2);
assert.equal(indicator.alpha, 0); assert.equal(indicator.tws_core_alpha, 0);
assert.equal(e.self.ignoreme, true, 'the existing protection grace tail remains active');
e.context.hud_toggle(); assert.equal(indicator.alpha, 0);
exit.next(); assert.equal(e.self.ignoreme, false);
assert(e.actions.some(([name]) => name === 'disableInvulnerability'));
assert.equal(e.elems.length, 11);
});
if (game === 't6') check('t6: AFK release while hidden respects stock protection ownership', () => {
const e = make(); e.context.hud_connect(); const watcher = e.spawnAfk();
e.context.afk_enter(); e.context.hud_toggle(); e.self.active = false;
watcher.next();
assert.equal(e.self.hud_afk_on, false); assert.equal(e.self.tws_afk_protected, false);
assert.equal(e.self.hud_afk_elem.tws_core_alpha, 0);
assert.equal(e.self.ignoreme, true);
assert(!e.actions.some(([name]) => name === 'disableInvulnerability'));
e.context.hud_toggle(); assert.equal(e.self.hud_afk_elem.alpha, 0);
e.self.active = true; watcher.next();
assert.equal(e.self.tws_afk_controls_locked, false);
assert(e.actions.some(([name]) => name === 'enableWeapons'));
assert(e.actions.some(([name]) => name === 'enableOffhandWeapons'));
});
}
console.log(`${checks} core HUD/AFK fixture checks passed (transpiled subset, not a GSC VM).`);