neon-sprawl/bruno/neon-sprawl-server/npc-runtime-snapshot/Get snapshot after cast tel...

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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);
});
}