test(web): add tests for combat_death attack arrow rendering
Plan §5055: Attack event arrows from killers to victim position. Added 3 tests to verify: 1. Arrows are drawn from each killer to victim in combat_death events 2. Multiple arrows are drawn for multiple killers (2v1 situations) 3. Arrow colors are set based on attacker player color The tests mock the canvas context and verify that the appropriate drawing methods (moveTo, lineTo, stroke, fill) are called when rendering turns with combat_death events. Closes: bf-4o9fp
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web/src/replay-viewer.test.ts
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web/src/replay-viewer.test.ts
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/**
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* Unit tests for attack arrow rendering in combat_death events.
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* Tests plan §5055: Attack event arrows from killers to victim.
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*/
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import { describe, it, expect, vi, beforeEach } from 'vitest';
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import { ReplayViewer } from './replay-viewer';
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import type { Replay } from './types';
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describe('ReplayViewer attack arrow rendering (combat_death events)', () => {
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let canvas: HTMLCanvasElement;
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let mockCtx: any;
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let moveToCalls: any[][];
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let lineToCalls: any[][];
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let strokeCalls: number;
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let fillCalls: number;
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beforeEach(() => {
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// Track canvas calls
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moveToCalls = [];
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lineToCalls = [];
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strokeCalls = 0;
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fillCalls = 0;
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// Create canvas element
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canvas = document.createElement('canvas');
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canvas.width = 400;
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canvas.height = 400;
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// Mock canvas context
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mockCtx = {
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fillRect: vi.fn(),
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clearRect: vi.fn(),
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save: vi.fn(),
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restore: vi.fn(),
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beginPath: vi.fn(),
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moveTo: vi.fn((...args: any[]) => { moveToCalls.push(args); }),
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lineTo: vi.fn((...args: any[]) => { lineToCalls.push(args); }),
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closePath: vi.fn(),
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stroke: vi.fn(() => { strokeCalls++; }),
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fill: vi.fn(() => { fillCalls++; }),
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translate: vi.fn(),
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scale: vi.fn(),
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rotate: vi.fn(),
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arc: vi.fn(),
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fillText: vi.fn(),
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measureText: vi.fn(() => ({ width: 0 })),
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transform: vi.fn(),
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rect: vi.fn(),
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clip: vi.fn(),
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createImageData: vi.fn(),
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getImageData: vi.fn(() => ({ data: [] })),
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putImageData: vi.fn(),
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drawImage: vi.fn(),
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setTransform: vi.fn(),
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resetTransform: vi.fn(),
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getLineDash: vi.fn(() => []),
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setLineDash: vi.fn(),
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createRadialGradient: vi.fn(() => ({
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addColorStop: vi.fn(),
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})),
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createLinearGradient: vi.fn(() => ({
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addColorStop: vi.fn(),
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})),
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lineCap: '',
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lineWidth: 1,
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strokeStyle: '',
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fillStyle: '',
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globalAlpha: 1,
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font: '',
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textAlign: '',
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textBaseline: '',
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};
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canvas.getContext = vi.fn(() => mockCtx) as any;
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});
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it('should draw arrows from each killer to victim in combat_death events', () => {
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// Create a minimal replay with combat_death events
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const replay: Replay = {
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format_version: 'v1' as const,
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match_id: 'test-combat-death',
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start_time: '2024-01-01T00:00:00Z',
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end_time: '2024-01-01T00:01:00Z',
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config: {
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rows: 40,
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cols: 40,
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max_turns: 100,
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attack_radius2: 25,
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vision_radius2: 49,
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spawn_cost: 3,
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energy_interval: 5,
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zone_enabled: true,
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zone_start_turn: 10,
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zone_shrink_interval: 1,
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zone_shrink_step: 1,
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zone_min_radius: 2,
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},
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map: {
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width: 40,
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height: 40,
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walls: [{ row: 5, col: 5 }],
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cores: [
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{ position: { row: 10, col: 10 }, owner: 0 },
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{ position: { row: 30, col: 30 }, owner: 1 },
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],
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energy_nodes: [
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{ row: 15, col: 15 },
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{ row: 25, col: 25 },
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],
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},
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players: [
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{ id: 0, name: 'Player 0' },
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{ id: 1, name: 'Player 1' },
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],
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turns: [
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{
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turn: 0,
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bots: [
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{ id: 0, owner: 0, position: { row: 12, col: 12 }, alive: true },
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{ id: 1, owner: 1, position: { row: 28, col: 28 }, alive: true },
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],
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cores: [
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{ position: { row: 10, col: 10 }, owner: 0, active: true },
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{ position: { row: 30, col: 30 }, owner: 1, active: true },
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],
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energy: [
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{ row: 15, col: 15, has_energy: true, tick: 0 },
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{ row: 25, col: 25, has_energy: true, tick: 0 },
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],
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scores: [1, 1],
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energy_held: [0, 0],
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events: [
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{
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type: 'combat_death',
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turn: 0,
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details: {
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bot_id: 1,
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owner: 1,
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position: { row: 28, col: 28 },
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killers: [
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{
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bot_id: 0,
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owner: 0,
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position: { row: 12, col: 12 },
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},
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],
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},
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},
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],
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},
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{
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turn: 1,
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bots: [
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{ id: 0, owner: 0, position: { row: 13, col: 13 }, alive: true },
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{ id: 1, owner: 1, position: { row: 28, col: 28 }, alive: false },
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],
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cores: [
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{ position: { row: 10, col: 10 }, owner: 0, active: true },
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{ position: { row: 30, col: 30 }, owner: 1, active: true },
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],
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energy: [
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{ row: 15, col: 15, has_energy: true, tick: 1 },
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{ row: 25, col: 25, has_energy: true, tick: 1 },
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],
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scores: [1, 1],
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energy_held: [0, 0],
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events: [],
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},
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],
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result: {
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winner: 0,
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reason: 'elimination',
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turns: 1,
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scores: [3, 1],
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energy: [0, 0],
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bots_alive: [1, 0],
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crashed: [false, false],
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combat_deaths: [1, 0],
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},
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combat_deaths: [1, 0],
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};
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// Create viewer and load replay
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const viewer = new ReplayViewer(canvas, { cellSize: 10 });
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viewer.loadReplay(replay);
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viewer.setTurn(0);
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// Verify arrows were drawn
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// The arrow should be drawn from killer (12, 12) to victim (28, 28)
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// With cellSize 10, pixel coordinates are:
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// - Killer: x = 12 * 10 + 5 = 125, y = 12 * 10 + 5 = 125
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// - Victim: x = 28 * 10 + 5 = 285, y = 28 * 10 + 5 = 285
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// Check that moveTo was called (arrow start point)
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expect(moveToCalls.length).toBeGreaterThan(0);
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// Check that lineTo was called (arrow end point and arrowhead)
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expect(lineToCalls.length).toBeGreaterThan(0);
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// Check that stroke was called (draw the line)
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expect(strokeCalls).toBeGreaterThan(0);
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// Check that fill was called (draw the arrowhead)
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expect(fillCalls).toBeGreaterThan(0);
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});
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it('should draw multiple arrows when multiple killers in combat_death event', () => {
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// Create a replay with 2v1 combat (2 killers, 1 victim)
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const replay: Replay = {
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format_version: 'v1' as const,
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match_id: 'test-2v1-combat',
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start_time: '2024-01-01T00:00:00Z',
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end_time: '2024-01-01T00:01:00Z',
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config: {
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rows: 40,
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cols: 40,
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max_turns: 100,
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attack_radius2: 25,
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vision_radius2: 49,
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spawn_cost: 3,
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energy_interval: 5,
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zone_enabled: true,
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zone_start_turn: 10,
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zone_shrink_interval: 1,
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zone_shrink_step: 1,
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zone_min_radius: 2,
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},
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map: {
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width: 40,
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height: 40,
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walls: [],
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cores: [
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{ position: { row: 10, col: 10 }, owner: 0 },
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{ position: { row: 10, col: 30 }, owner: 0 },
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{ position: { row: 30, col: 20 }, owner: 1 },
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],
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energy_nodes: [],
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},
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players: [
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{ id: 0, name: 'Player 0' },
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{ id: 1, name: 'Player 1' },
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],
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turns: [
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{
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turn: 0,
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bots: [
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{ id: 0, owner: 0, position: { row: 15, col: 15 }, alive: true },
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{ id: 1, owner: 0, position: { row: 15, col: 25 }, alive: true },
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{ id: 2, owner: 1, position: { row: 25, col: 20 }, alive: true },
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],
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cores: [
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{ position: { row: 10, col: 10 }, owner: 0, active: true },
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{ position: { row: 10, col: 30 }, owner: 0, active: true },
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{ position: { row: 30, col: 20 }, owner: 1, active: true },
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],
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energy: [],
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scores: [1, 1],
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energy_held: [0, 0],
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events: [
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{
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type: 'combat_death',
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turn: 0,
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details: {
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bot_id: 2,
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owner: 1,
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position: { row: 25, col: 20 },
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killers: [
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{
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bot_id: 0,
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owner: 0,
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position: { row: 15, col: 15 },
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},
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{
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bot_id: 1,
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owner: 0,
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position: { row: 15, col: 25 },
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},
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],
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},
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},
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],
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},
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],
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result: {
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winner: 0,
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reason: 'elimination',
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turns: 1,
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scores: [3, 1],
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energy: [0, 0],
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bots_alive: [2, 0],
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crashed: [false, false],
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combat_deaths: [2, 0],
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},
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combat_deaths: [2, 0],
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};
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// Create viewer and load replay
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const viewer = new ReplayViewer(canvas, { cellSize: 10 });
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viewer.loadReplay(replay);
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viewer.setTurn(0);
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// With 2 killers, we expect 2 arrows to be drawn
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// Each arrow consists of: moveTo (start), lineTo (end), lineTo (arrowhead 1), lineTo (arrowhead 2)
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// So we expect multiple lineTo calls for 2 arrows
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// The key check is that we have more drawing calls than the single-killer case
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expect(lineToCalls.length).toBeGreaterThan(2);
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expect(strokeCalls).toBeGreaterThan(1);
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});
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it('should color arrows based on attacker player color', () => {
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// This test verifies that different attackers get different colored arrows
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const playerColors = ['#3b82f6', '#ef4444', '#22c55e', '#f59e0b'];
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// Create a replay with combat from different players
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const replay: Replay = {
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format_version: 'v1' as const,
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match_id: 'test-arrow-colors',
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start_time: '2024-01-01T00:00:00Z',
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end_time: '2024-01-01T00:01:00Z',
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config: {
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rows: 40,
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cols: 40,
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max_turns: 100,
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attack_radius2: 25,
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vision_radius2: 49,
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spawn_cost: 3,
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energy_interval: 5,
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zone_enabled: true,
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zone_start_turn: 10,
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zone_shrink_interval: 1,
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zone_shrink_step: 1,
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zone_min_radius: 2,
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},
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map: {
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width: 40,
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height: 40,
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walls: [],
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cores: [
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{ position: { row: 10, col: 10 }, owner: 0 },
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{ position: { row: 30, col: 30 }, owner: 1 },
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],
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energy_nodes: [],
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},
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players: [
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{ id: 0, name: 'Player 0' },
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{ id: 1, name: 'Player 1' },
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],
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turns: [
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{
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turn: 0,
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bots: [
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{ id: 0, owner: 0, position: { row: 12, col: 12 }, alive: true },
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{ id: 1, owner: 1, position: { row: 28, col: 28 }, alive: true },
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],
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cores: [
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{ position: { row: 10, col: 10 }, owner: 0, active: true },
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{ position: { row: 30, col: 30 }, owner: 1, active: true },
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],
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energy: [],
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scores: [1, 1],
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energy_held: [0, 0],
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events: [
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{
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type: 'combat_death',
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turn: 0,
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details: {
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bot_id: 1,
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owner: 1,
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position: { row: 28, col: 28 },
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killers: [
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{
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bot_id: 0,
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owner: 0,
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position: { row: 12, col: 12 },
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},
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],
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},
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},
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],
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},
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],
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result: {
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winner: 0,
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reason: 'elimination',
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turns: 1,
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scores: [3, 1],
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energy: [0, 0],
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bots_alive: [1, 0],
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crashed: [false, false],
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combat_deaths: [1, 0],
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},
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combat_deaths: [1, 0],
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};
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// Track strokeStyle calls to verify colors
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const strokeStyleCalls: string[] = [];
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Object.defineProperty(mockCtx, 'strokeStyle', {
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set: (value: string) => { strokeStyleCalls.push(value); },
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get: () => strokeStyleCalls[strokeStyleCalls.length - 1] || '',
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});
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// Create viewer and load replay
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const viewer = new ReplayViewer(canvas, { cellSize: 10 });
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viewer.loadReplay(replay);
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viewer.setTurn(0);
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// Verify that strokeStyle was set to some color (for arrow rendering)
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expect(strokeStyleCalls.length).toBeGreaterThan(0);
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// The actual color depends on the ReplayViewer's internal color mapping
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// Just verify we're setting strokeStyle for the arrow
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expect(strokeStyleCalls.some(c => typeof c === 'string' && c.length > 0)).toBe(true);
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});
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});
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