The game has never had a board you simply clear out, and the request for one turned out to need a construction of its own rather than a denser deep lock. Filling cells at random can never work: a packed board has nothing that can move — measured over forty random fills of a 37-cell board, zero pieces free in all six orientations, every time, because a piece steps to the next cell before it can leave and on a full board that cell is taken. So packBoard builds backwards. Start empty, add only a piece that could leave right now, and the placement order reversed is a removal order — solvability becomes a property of the construction. Which cell to fill next decides everything: at random it stalls near half, while filling the most constrained cell first takes a 19-cell interior to 96% and fills it outright. The rim is deliberately empty. Those pieces leave first and ask nothing, and clearing from the rim inward gives a packed board its own difficulty curve inside one level — the outer cells read easily, and it tightens as it opens. Two things were tried against the ceiling and failed, and are recorded as such: depth-first backtracking made it worse on both counts (65-78% filled against greedy's 89%, at 2000-3000 seconds a board) because recomputing every cell's legal directions per node spends the budget three levels deep. And the audit's dead-turn gate could not be trusted here at all — on a packed board its breadth search truncates, so it certified levels the rule bot then walked through three blind turns in a row. The pool is filtered by playing it instead: a full pass takes one second and does not lie. The campaign is 32 packed levels to 18 deep locks, alternating, with the closing six at a completely full interior. Same rule bot, both editions: worst blind streak 1 either way, dead taps zero, and half again as much to do per level. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
138 lines
7.4 KiB
JavaScript
138 lines
7.4 KiB
JavaScript
import test from 'node:test';
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import assert from 'node:assert/strict';
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import { readFile } from 'node:fs/promises';
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import { createHash } from 'node:crypto';
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import { Game, solveRotations, validateLevel } from '../src/core.js';
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import { LEVELS } from '../src/levels.js';
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import { CAMPAIGN_VERSIONS, campaignVersion } from '../src/campaign-versions.js';
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import { CAMPAIGN_SELECTION_KEY, campaignProgressKey, selectedCampaign, normalizeProgress, readCampaignProgress, writeCampaignProgress } from '../src/campaign-progress.js';
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const storage=entries=>{
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const items=new Map(Object.entries(entries||{}));
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return {getItem:key=>items.get(key)??null,setItem:(key,value)=>items.set(key,value)};
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};
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test('every selectable edition retains its own level count, order and chapters',()=>{
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// Historical editions keep their exact shape; new ones are appended, because
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// other tests address the originals by position.
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assert.deepEqual(CAMPAIGN_VERSIONS.map(c=>[c.id,c.levels.length,c.chapterSize,c.chapters.length]),[
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['v0.1',24,8,3],['v0.2',48,6,8],['v0.3',48,6,8],['v0.4',20,5,4],['v0.5',1000,50,20],['c50',50,10,5],['c50b',50,10,5],
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]);
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assert.equal(campaignVersion('v0.1').levels[0].name,'转一转,路就通了');
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assert.equal(campaignVersion('v0.1').levels.at(-1).name,'六角大满贯');
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assert.equal(campaignVersion('v0.2').levels[0].name,'一眼看见出口');
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assert.equal(campaignVersion('v0.3').levels,LEVELS);
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assert.equal(campaignVersion('v0.3').levels[0].name,'跟着弯道走');
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for(const c of CAMPAIGN_VERSIONS)assert.equal(c.chapterSize*c.chapters.length,c.levels.length);
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});
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test('browser archive module matches the exact historical JSON bytes and provenance',async()=>{
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const manifest=JSON.parse(await readFile(new URL('../levels/versions/provenance.json',import.meta.url),'utf8'));
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for(const source of manifest.versions){
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const bytes=await readFile(new URL('../'+source.archivePath,import.meta.url));
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assert.equal(bytes.length,source.bytes);
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assert.equal(createHash('sha256').update(bytes).digest('hex'),source.sha256);
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assert.deepEqual(campaignVersion(source.version).levels,JSON.parse(bytes.toString('utf8')));
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}
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});
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test('all 120 earlier layouts solve and replay with the current free rotation rules',()=>{
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for(const c of CAMPAIGN_VERSIONS.slice(0,3))for(const [i,level] of c.levels.entries()){
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const label=`${c.id} level ${i+1}`;
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assert.deepEqual(validateLevel(level),[],label);
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const plan=solveRotations(level),game=new Game(level);
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assert.ok(plan.solvable&&!plan.exhausted,label);
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for(const action of plan.actions){
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const before=game.moves;
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if(action.type==='rotate'){
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assert.equal(game.rotate(action.direction).status,'rotated',label);
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assert.equal(game.moves,before,label);
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}else assert.equal(game.tap(action.id).status,'exit',label);
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}
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assert.ok(game.won,label);
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}
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});
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test('new players default to v0.5 while an explicit version choice survives reload',()=>{
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const s=storage();assert.equal(selectedCampaign(s).id,'v0.5');
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assert.ok(writeCampaignProgress(s,campaignVersion('v0.1'),{current:23,completed:[0,22]}));
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assert.equal(selectedCampaign(s).id,'v0.1');
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assert.deepEqual(readCampaignProgress(s,selectedCampaign(s)),{current:23,completed:[0,22]});
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s.setItem(CAMPAIGN_SELECTION_KEY,'v9.9');assert.equal(selectedCampaign(s).id,'v0.5');
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});
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test('versions keep progress separate even when v0.2 and v0.3 reuse level IDs',()=>{
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const s=storage(),v2=campaignVersion('v0.2'),v3=campaignVersion('v0.3');
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assert.equal(v2.levels[0].id,v3.levels[0].id);
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writeCampaignProgress(s,v2,{current:47,completed:[0,1,47]});
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assert.deepEqual(readCampaignProgress(s,v3),{current:0,completed:[]});
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writeCampaignProgress(s,v3,{current:7,completed:[6]});
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assert.deepEqual(readCampaignProgress(s,v2),{current:47,completed:[0,1,47]});
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assert.deepEqual(readCampaignProgress(s,v3),{current:7,completed:[6]});
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assert.deepEqual(readCampaignProgress(s,campaignVersion('v0.1')),{current:0,completed:[]});
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});
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test('each edition migrates only its own legacy slot without changing the old data',()=>{
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const old={
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'hex-trails-v2':JSON.stringify({current:20,completed:[0,20]}),
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'hex-trails-observe-v3':JSON.stringify({current:45,completed:[0,45]}),
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'hex-trails-observe-v3-r2':JSON.stringify({current:6,completed:[6]}),
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};
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const s=storage(old);
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for(const [i,c] of CAMPAIGN_VERSIONS.slice(0,3).entries()){
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const key=Object.keys(old)[i],expected=JSON.parse(old[key]);
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assert.deepEqual(readCampaignProgress(s,c),expected);
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writeCampaignProgress(s,c,{current:1,completed:[1]});
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assert.deepEqual(readCampaignProgress(s,c),{current:1,completed:[1]});
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assert.equal(s.getItem(key),old[key]);
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}
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});
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test('invalid saves are bounded to each edition and do not resurrect legacy progress',()=>{
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assert.deepEqual(normalizeProgress({current:47,completed:[-1,0,0,23,24,47,1.5,'2',null]},24),{current:0,completed:[0,23]});
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const c=campaignVersion('v0.1');
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for(const raw of ['{','null','[]','true','"text"']){
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const s=storage({[campaignProgressKey(c.id)]:raw,'hex-trails-v2':JSON.stringify({current:20,completed:[20]})});
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assert.deepEqual(readCampaignProgress(s,c),{current:0,completed:[]});
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}
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});
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test('unavailable browser storage still permits loading a campaign',()=>{
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const denied={getItem(){throw new Error('denied');},setItem(){throw new Error('denied');}};
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for(const s of [undefined,denied]){
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assert.equal(selectedCampaign(s).id,'v0.5');
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assert.deepEqual(readCampaignProgress(s,campaignVersion('v0.1')),{current:0,completed:[]});
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assert.equal(writeCampaignProgress(s,campaignVersion('v0.1'),{current:1,completed:[0]}),false);
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}
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});
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test('the production campaign starts independently and retains its thousandth level',()=>{
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const old=JSON.stringify({current:19,completed:[0,19]});
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const s=storage({[CAMPAIGN_SELECTION_KEY]:'v0.4',[campaignProgressKey('v0.4')]:old});
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const production=campaignVersion('v0.5');
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assert.equal(selectedCampaign(s).id,'v0.4');
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assert.deepEqual(readCampaignProgress(s,production),{current:0,completed:[]});
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writeCampaignProgress(s,production,{current:999,completed:[0,998,999]});
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assert.deepEqual(readCampaignProgress(s,production),{current:999,completed:[0,998,999]});
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assert.equal(s.getItem(campaignProgressKey('v0.4')),old);
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assert.equal(selectedCampaign(s).id,'v0.5');
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});
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// A campaign edition is registered by hand, and app.js spreads several of its
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// fields on load. Leaving one out registers an edition that looks fine in every
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// other test and blanks the board the moment somebody opens it — which is how
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// c50 shipped its first build.
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test('every campaign edition carries the fields the app reads on load', () => {
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for (const edition of CAMPAIGN_VERSIONS) {
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assert.ok(edition.id && edition.name, `${edition.id}: 缺 id/name`);
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assert.ok(Array.isArray(edition.levels) && edition.levels.length, `${edition.id}: 缺关卡`);
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assert.ok(Array.isArray(edition.chapters) && edition.chapters.length, `${edition.id}: 缺章节`);
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assert.ok(Number.isFinite(edition.chapterSize) && edition.chapterSize > 0, `${edition.id}: chapterSize 非法`);
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// app.js iterates this one directly, so a missing array is a TypeError.
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assert.ok(Array.isArray(edition.legacyStorageKeys), `${edition.id}: legacyStorageKeys 必须是数组`);
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assert.ok(edition.chapters.length >= Math.ceil(edition.levels.length / edition.chapterSize),
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`${edition.id}: 章节数不够放下 ${edition.levels.length} 关`);
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}
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});
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