description Online: a teammate inside a building shows on the Sea Chart at its island's square (needs a local Anchor server and three spy mates, see the header)
# Run (three mates, none sends a CHART_UPDATE: they stand in an Outset house, a Windfall house, and a hidden one):
#   STAGE=LinkRM ROOM=0 NAME=SpyA COLOR=#ff2020 NOCHART=1 node server/anchor/test/spy_mate.mjs ws://127.0.0.1:8812 wt3int 400 blue 0
#   STAGE=Orichh ROOM=0 NAME=SpyB COLOR=#2020ff NOCHART=1 node server/anchor/test/spy_mate.mjs ws://127.0.0.1:8812 wt3int 400 blue 0
#   STAGE=Ojhous ROOM=0 NAME=SpyC COLOR=#20ff20 NOCHART=1 HIDDEN=1 node server/anchor/test/spy_mate.mjs ws://127.0.0.1:8812 wt3int 400 blue 0
# The Sea Chart opens by itself (BLUEWAKE_TEST_FMAP) and BLUEWAKE_PUPPET_CHART_LOG logs the arrows drawn; look at the shots.
save 2-Pictobox
cvar gNetwork.Anchor.Host 127.0.0.1:8812
cvar gNetwork.Anchor.Room wt3int
cvar gNetwork.Anchor.Name Tester
cvar gNetwork.Anchor.Team blue
cvar gNetwork.Anchor.Enabled 1
env BLUEWAKE_TEST_FMAP 1500
env BLUEWAKE_PUPPET_CHART_LOG 1
windowed
timeout 300
start load
wait link
wait 700
shot before_chart
wait 120
shot chart_a
wait 60
shot chart_b
wait 120
log done
expect_not TIMEOUT
