meta { name: Get snapshot after cast telegraph type: http seq: 2 } docs { E5M2-08 AC smoke: lock prototype_npc_melee, damaging cast, wait attackCooldownSeconds (3.0s), GET snapshot. Integration tests own precise timing via FakeClock; Bruno uses sleep(3100) against dev server real clock. } script:pre-request { const axios = require("axios"); const { resetPrototypeCombatTargets } = require("./scripts/combat-targets-reset-helper.js"); const baseUrl = bru.getEnvVar("baseUrl") || bru.getVar("baseUrl"); const playerId = bru.getEnvVar("playerId") || bru.getVar("playerId"); const jsonHeaders = { headers: { "Content-Type": "application/json" } }; function sleep(ms) { return new Promise((resolve) => setTimeout(resolve, ms)); } await resetPrototypeCombatTargets(bru); await axios.post( `${baseUrl}/game/players/${playerId}/move`, { schemaVersion: 1, target: { x: -5, y: 0.9, z: -5 } }, jsonHeaders, ); await axios.post( `${baseUrl}/game/players/${playerId}/hotbar-loadout`, { schemaVersion: 1, slots: [{ slotIndex: 0, abilityId: "prototype_pulse" }], }, jsonHeaders, ); await axios.post( `${baseUrl}/game/players/${playerId}/target/select`, { schemaVersion: 1, targetId: "prototype_npc_melee" }, jsonHeaders, ); const castResponse = await axios.post( `${baseUrl}/game/players/${playerId}/ability-cast`, { schemaVersion: 1, slotIndex: 0, abilityId: "prototype_pulse", targetId: "prototype_npc_melee", }, jsonHeaders, ); const castBody = castResponse.data; if (!castBody?.accepted || !castBody?.combatResolution) { throw new Error(`neo94 cast failed: ${JSON.stringify(castBody)}`); } await axios.get(`${baseUrl}/game/world/npc-runtime-snapshot`); await sleep(3100); bru.setVar("neo94CastBody", JSON.stringify(castBody)); } get { url: {{baseUrl}}/game/world/npc-runtime-snapshot body: none auth: none } tests { test("cast body shows accepted damaging pulse on melee", function () { const castBody = JSON.parse(bru.getVar("neo94CastBody")); expect(castBody.accepted).to.equal(true); expect(castBody.combatResolution.targetRemainingHp).to.equal(75); }); test("melee shows telegraph_windup with activeTelegraph after cooldown", function () { const body = res.getBody(); const melee = body.npcInstances.find( (x) => x.npcInstanceId === "prototype_npc_melee", ); expect(melee).to.be.an("object"); expect(melee.state).to.equal("telegraph_windup"); expect(melee.aggroHolderPlayerId).to.equal("dev-local-1"); expect(melee.activeTelegraph).to.be.an("object"); expect(melee.activeTelegraph.archetypeKind).to.equal("melee_pressure"); expect(melee.activeTelegraph.windupRemainingSeconds).to.be.above(0); expect(melee.activeTelegraph.npcInstanceId).to.equal("prototype_npc_melee"); }); test("non-target NPCs remain idle", function () { const body = res.getBody(); const ranged = body.npcInstances.find( (x) => x.npcInstanceId === "prototype_npc_ranged", ); const elite = body.npcInstances.find( (x) => x.npcInstanceId === "prototype_npc_elite", ); expect(ranged.state).to.equal("idle"); expect(ranged.activeTelegraph).to.equal(null); expect(elite.state).to.equal("idle"); expect(elite.activeTelegraph).to.equal(null); }); }