test: reformat tests to use double quotes and improve style
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@ -1,193 +1,215 @@
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import { describe, it, expect } from 'vitest';
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import { createGameContext, createGameCommandRegistry, createPromptDef, IGameContext, PromptDef } from '@/core/game';
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import type { PromptEvent, Command } from '@/utils/command';
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import { describe, it, expect } from "vitest";
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import {
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createGameContext,
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createGameCommandRegistry,
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createPromptDef,
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IGameContext,
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PromptDef,
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} from "@/core/game";
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import type {
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PromptEvent,
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Command,
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CommandRunnerContext,
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} from "@/utils/command";
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type MyState = {
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score: number;
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round: number;
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score: number;
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round: number;
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};
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describe('createGameContext', () => {
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it('should create a game context with state', () => {
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const registry = createGameCommandRegistry();
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const ctx = createGameContext(registry);
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describe("createGameContext", () => {
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it("should create a game context with state", () => {
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const registry = createGameCommandRegistry();
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const ctx = createGameContext(registry);
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expect(ctx._state).not.toBeNull();
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expect(ctx._state.value).toBeDefined();
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expect(ctx._state).not.toBeNull();
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expect(ctx._state.value).toBeDefined();
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});
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it("should wire commands to the context", () => {
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const registry = createGameCommandRegistry();
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const ctx = createGameContext(registry);
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expect(ctx._commands).not.toBeNull();
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expect(ctx._commands.registry).toBe(registry);
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});
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it("should accept initial state as an object", () => {
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const registry = createGameCommandRegistry<MyState>();
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const ctx = createGameContext<MyState>(registry, {
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score: 0,
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round: 1,
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});
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it('should wire commands to the context', () => {
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const registry = createGameCommandRegistry();
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const ctx = createGameContext(registry);
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expect(ctx._state.value.score).toBe(0);
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expect(ctx._state.value.round).toBe(1);
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});
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expect(ctx._commands).not.toBeNull();
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expect(ctx._commands.registry).toBe(registry);
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it("should accept initial state as a factory function", () => {
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const registry = createGameCommandRegistry<MyState>();
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const ctx = createGameContext<MyState>(registry, () => ({
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score: 10,
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round: 3,
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}));
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expect(ctx._state.value.score).toBe(10);
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expect(ctx._state.value.round).toBe(3);
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});
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it("should forward prompt events via listener", async () => {
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const registry = createGameCommandRegistry();
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const ctx = createGameContext(registry);
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registry.register(
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"test <value>",
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async function (this: CommandRunnerContext<IGameContext>, _ctx, value) {
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return this.prompt(createPromptDef("prompt <answer>"), () => "ok");
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},
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);
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const promptPromise = new Promise<PromptEvent>((resolve) => {
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ctx._commands.on("prompt", resolve);
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});
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const runPromise = ctx.run("test hello");
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it('should accept initial state as an object', () => {
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const registry = createGameCommandRegistry<MyState>();
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const ctx = createGameContext<MyState>(registry, {
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score: 0,
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round: 1,
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});
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const promptEvent = await promptPromise;
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expect(promptEvent).not.toBeNull();
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expect(promptEvent.schema.name).toBe("prompt");
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expect(ctx._state.value.score).toBe(0);
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expect(ctx._state.value.round).toBe(1);
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const error = promptEvent.tryCommit({
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name: "prompt",
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params: ["yes"],
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options: {},
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flags: {},
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});
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expect(error).toBeNull();
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it('should accept initial state as a factory function', () => {
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const registry = createGameCommandRegistry<MyState>();
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const ctx = createGameContext<MyState>(registry, () => ({
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score: 10,
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round: 3,
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}));
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expect(ctx._state.value.score).toBe(10);
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expect(ctx._state.value.round).toBe(3);
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});
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it('should forward prompt events via listener', async () => {
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const registry = createGameCommandRegistry();
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const ctx = createGameContext(registry);
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registry.register('test <value>', async function (_ctx, value) {
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return this.prompt({schema: 'prompt <answer>'}, () => 'ok');
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});
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const promptPromise = new Promise<PromptEvent>(resolve => {
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ctx._commands.on('prompt', resolve);
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});
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const runPromise = ctx.run('test hello');
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const promptEvent = await promptPromise;
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expect(promptEvent).not.toBeNull();
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expect(promptEvent.schema.name).toBe('prompt');
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const error = promptEvent.tryCommit({ name: 'prompt', params: ['yes'], options: {}, flags: {} });
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expect(error).toBeNull();
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const result = await runPromise;
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expect(result.success).toBe(true);
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});
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const result = await runPromise;
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expect(result.success).toBe(true);
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});
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});
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describe('createGameCommand', () => {
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it('should run a command with access to game context', async () => {
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const registry = createGameCommandRegistry<{ marker: string }>();
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registry.register('set-marker <id>', async function (ctx, id) {
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ctx.produce(state => {
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state.marker = id;
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});
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return id;
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describe("createGameCommand", () => {
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it("should run a command with access to game context", async () => {
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const registry = createGameCommandRegistry<{ marker: string }>();
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registry.register("set-marker <id>", async function (ctx, id) {
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ctx.produce((state) => {
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state.marker = id;
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});
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return id;
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});
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const ctx = createGameContext(registry, { marker: "" });
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const result = await ctx.run("set-marker board");
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if (!result.success) {
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console.error("Error:", result.error);
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}
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expect(result.success).toBe(true);
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if (result.success) {
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expect(result.result).toBe("board");
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}
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expect(ctx._state.value.marker).toBe("board");
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});
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it("should run a typed command with extended context", async () => {
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const registry = createGameCommandRegistry<MyState>();
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registry.register(
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"add-score <amount:number>",
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async function (ctx, amount) {
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ctx.produce((state) => {
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state.score += amount;
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});
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return ctx.value.score;
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},
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);
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const ctx = createGameContext(registry, { marker: '' });
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const ctx = createGameContext<MyState>(registry, () => ({
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score: 0,
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round: 1,
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}));
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const result = await ctx.run('set-marker board');
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if (!result.success) {
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console.error('Error:', result.error);
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}
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expect(result.success).toBe(true);
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if (result.success) {
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expect(result.result).toBe('board');
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}
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expect(ctx._state.value.marker).toBe('board');
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});
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const result = await ctx.run("add-score 5");
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expect(result.success).toBe(true);
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if (result.success) {
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expect(result.result).toBe(5);
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}
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expect(ctx._state.value.score).toBe(5);
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});
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it('should run a typed command with extended context', async () => {
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const registry = createGameCommandRegistry<MyState>();
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it("should return error for unknown command", async () => {
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const registry = createGameCommandRegistry();
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const ctx = createGameContext(registry);
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registry.register(
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'add-score <amount:number>',
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async function (ctx, amount) {
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ctx.produce(state => {
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state.score += amount;
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});
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return ctx.value.score;
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}
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);
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const ctx = createGameContext<MyState>(registry, () => ({
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score: 0,
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round: 1,
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}));
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const result = await ctx.run('add-score 5');
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expect(result.success).toBe(true);
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if (result.success) {
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expect(result.result).toBe(5);
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}
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expect(ctx._state.value.score).toBe(5);
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});
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it('should return error for unknown command', async () => {
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const registry = createGameCommandRegistry();
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const ctx = createGameContext(registry);
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const result = await ctx.run('nonexistent');
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expect(result.success).toBe(false);
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if (!result.success) {
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expect(result.error).toContain('nonexistent');
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}
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});
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const result = await ctx.run("nonexistent");
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expect(result.success).toBe(false);
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if (!result.success) {
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expect(result.error).toContain("nonexistent");
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}
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});
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});
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describe('createPromptDef', () => {
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it('should create a PromptDef with string schema', () => {
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const promptDef = createPromptDef<[string, number]>('play <player> <score:number>');
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describe("createPromptDef", () => {
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it("should create a PromptDef with string schema", () => {
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const promptDef = createPromptDef<[string, number]>(
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"play <player> <score:number>",
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);
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expect(promptDef).toBeDefined();
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expect(promptDef.schema.name).toBe('play');
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expect(promptDef.schema.params).toHaveLength(2);
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expect(promptDef.schema.params[0].name).toBe('player');
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expect(promptDef.schema.params[1].name).toBe('score');
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expect(promptDef).toBeDefined();
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expect(promptDef.schema.name).toBe("play");
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expect(promptDef.schema.params).toHaveLength(2);
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expect(promptDef.schema.params[0].name).toBe("player");
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expect(promptDef.schema.params[1].name).toBe("score");
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});
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it("should create a PromptDef with CommandSchema object", () => {
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const schemaObj = {
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name: "test",
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params: [],
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options: {},
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flags: {},
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};
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const promptDef = createPromptDef<[]>(schemaObj);
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expect(promptDef.schema).toEqual(schemaObj);
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});
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it("should be usable with game.prompt", async () => {
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const registry = createGameCommandRegistry<{ score: number }>();
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registry.register("test-prompt", async function (ctx) {
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const promptDef = createPromptDef<[number]>("input <value:number>");
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const result = await ctx.prompt(promptDef, (value) => {
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if (value < 0) throw "Value must be positive";
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return value;
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});
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return result;
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});
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it('should create a PromptDef with CommandSchema object', () => {
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const schemaObj = {
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name: 'test',
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params: [],
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options: {},
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flags: {}
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};
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const promptDef = createPromptDef<[]>(schemaObj);
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expect(promptDef.schema).toEqual(schemaObj);
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const ctx = createGameContext(registry, { score: 0 });
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const promptPromise = new Promise<PromptEvent>((resolve) => {
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ctx._commands.on("prompt", resolve);
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});
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const runPromise = ctx.run("test-prompt");
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it('should be usable with game.prompt', async () => {
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const registry = createGameCommandRegistry<{ score: number }>();
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registry.register('test-prompt', async function(ctx) {
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const promptDef = createPromptDef<[number]>('input <value:number>');
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const result = await ctx.prompt(
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promptDef,
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(value) => {
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if (value < 0) throw 'Value must be positive';
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return value;
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}
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);
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return result;
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});
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const promptEvent = await promptPromise;
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expect(promptEvent.schema.name).toBe("input");
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const ctx = createGameContext(registry, { score: 0 });
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const promptPromise = new Promise<PromptEvent>(resolve => {
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ctx._commands.on('prompt', resolve);
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});
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const runPromise = ctx.run('test-prompt');
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const promptEvent = await promptPromise;
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expect(promptEvent.schema.name).toBe('input');
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const error = promptEvent.tryCommit({ name: 'input', params: [42], options: {}, flags: {} });
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expect(error).toBeNull();
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const result = await runPromise;
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expect(result.success).toBe(true);
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if (result.success) {
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expect(result.result).toBe(42);
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}
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const error = promptEvent.tryCommit({
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name: "input",
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params: [42],
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options: {},
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flags: {},
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});
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expect(error).toBeNull();
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const result = await runPromise;
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expect(result.success).toBe(true);
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if (result.success) {
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expect(result.result).toBe(42);
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}
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});
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});
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@ -1,353 +1,373 @@
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import {createGameContext} from '@/core/game';
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import {registry} from '@/samples/regicide/commands';
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import {createInitialState} from '@/samples/regicide/state';
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import { describe, it, expect } from "vitest";
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import { createGameContext } from "@/core/game";
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import { registry } from "@/samples/regicide/commands";
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import { createInitialState } from "@/samples/regicide/state";
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import {
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buildEnemyDeck,
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buildTavernDeck,
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createAllCards,
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createCard,
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createEnemy,
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getCardValue,
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isEnemyDefeated
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} from '@/samples/regicide/utils';
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import {Mulberry32RNG} from '@/utils/rng';
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import {CARD_VALUES, ENEMY_COUNT, FACE_CARDS, INITIAL_HAND_SIZE} from '@/samples/regicide/constants';
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import {PlayerType} from '@/samples/regicide/types';
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buildEnemyDeck,
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buildTavernDeck,
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createAllCards,
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createCard,
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createEnemy,
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getCardValue,
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isEnemyDefeated,
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} from "@/samples/regicide/utils";
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import { Mulberry32RNG } from "@/utils/rng";
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import {
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CARD_VALUES,
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ENEMY_COUNT,
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FACE_CARDS,
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INITIAL_HAND_SIZE,
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} from "@/samples/regicide/constants";
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import { PlayerType } from "@/samples/regicide/types";
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describe('Regicide - Utils', () => {
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describe('getCardValue', () => {
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it('should return correct value for number cards', () => {
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expect(getCardValue('A')).toBe(1);
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expect(getCardValue('5')).toBe(5);
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expect(getCardValue('10')).toBe(10);
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});
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it('should return correct value for face cards', () => {
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expect(getCardValue('J')).toBe(10);
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expect(getCardValue('Q')).toBe(15);
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expect(getCardValue('K')).toBe(20);
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});
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describe("Regicide - Utils", () => {
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describe("getCardValue", () => {
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it("should return correct value for number cards", () => {
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expect(getCardValue("A")).toBe(1);
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expect(getCardValue("5")).toBe(5);
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expect(getCardValue("10")).toBe(10);
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});
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describe('createCard', () => {
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it('should create a card with correct properties', () => {
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const card = createCard('spades_A', 'spades', 'A');
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expect(card.id).toBe('spades_A');
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expect(card.suit).toBe('spades');
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expect(card.rank).toBe('A');
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expect(card.value).toBe(1);
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});
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it("should return correct value for face cards", () => {
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expect(getCardValue("J")).toBe(10);
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expect(getCardValue("Q")).toBe(15);
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expect(getCardValue("K")).toBe(20);
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});
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});
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describe("createCard", () => {
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it("should create a card with correct properties", () => {
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const card = createCard("spades_A", "spades", "A");
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expect(card.id).toBe("spades_A");
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expect(card.suit).toBe("spades");
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expect(card.rank).toBe("A");
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expect(card.value).toBe(1);
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});
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});
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describe("createEnemy", () => {
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it("should create an enemy with correct HP", () => {
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const enemy = createEnemy("enemy_0", "J", "spades");
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expect(enemy.rank).toBe("J");
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expect(enemy.value).toBe(10);
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expect(enemy.hp).toBe(20);
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expect(enemy.maxHp).toBe(20);
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});
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describe('createEnemy', () => {
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it('should create an enemy with correct HP', () => {
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const enemy = createEnemy('enemy_0', 'J', 'spades');
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expect(enemy.rank).toBe('J');
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expect(enemy.value).toBe(10);
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expect(enemy.hp).toBe(20);
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expect(enemy.maxHp).toBe(20);
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});
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it("should create enemy with different values for different ranks", () => {
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const jEnemy = createEnemy("enemy_0", "J", "spades");
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const qEnemy = createEnemy("enemy_1", "Q", "hearts");
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const kEnemy = createEnemy("enemy_2", "K", "diamonds");
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it('should create enemy with different values for different ranks', () => {
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const jEnemy = createEnemy('enemy_0', 'J', 'spades');
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const qEnemy = createEnemy('enemy_1', 'Q', 'hearts');
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const kEnemy = createEnemy('enemy_2', 'K', 'diamonds');
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||||
expect(jEnemy.value).toBe(10);
|
||||
expect(qEnemy.value).toBe(15);
|
||||
expect(kEnemy.value).toBe(20);
|
||||
|
||||
expect(jEnemy.value).toBe(10);
|
||||
expect(qEnemy.value).toBe(15);
|
||||
expect(kEnemy.value).toBe(20);
|
||||
expect(jEnemy.hp).toBe(20);
|
||||
expect(qEnemy.hp).toBe(30);
|
||||
expect(kEnemy.hp).toBe(40);
|
||||
});
|
||||
});
|
||||
|
||||
expect(jEnemy.hp).toBe(20);
|
||||
expect(qEnemy.hp).toBe(30);
|
||||
expect(kEnemy.hp).toBe(40);
|
||||
});
|
||||
describe("createAllCards", () => {
|
||||
it("should create 52 cards", () => {
|
||||
const cards = createAllCards();
|
||||
expect(Object.keys(cards).length).toBe(52);
|
||||
});
|
||||
|
||||
describe('createAllCards', () => {
|
||||
it('should create 52 cards', () => {
|
||||
const cards = createAllCards();
|
||||
expect(Object.keys(cards).length).toBe(52);
|
||||
});
|
||||
it("should have all suits and ranks", () => {
|
||||
const cards = createAllCards();
|
||||
const suits = ["spades", "hearts", "diamonds", "clubs"];
|
||||
const ranks = [
|
||||
"A",
|
||||
"2",
|
||||
"3",
|
||||
"4",
|
||||
"5",
|
||||
"6",
|
||||
"7",
|
||||
"8",
|
||||
"9",
|
||||
"10",
|
||||
"J",
|
||||
"Q",
|
||||
"K",
|
||||
];
|
||||
|
||||
it('should have all suits and ranks', () => {
|
||||
const cards = createAllCards();
|
||||
const suits = ['spades', 'hearts', 'diamonds', 'clubs'];
|
||||
const ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
|
||||
for (const suit of suits) {
|
||||
for (const rank of ranks) {
|
||||
const id = `${suit}_${rank}`;
|
||||
expect(cards[id]).toBeDefined();
|
||||
expect(cards[id].suit).toBe(suit);
|
||||
expect(cards[id].rank).toBe(rank);
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
for (const suit of suits) {
|
||||
for (const rank of ranks) {
|
||||
const id = `${suit}_${rank}`;
|
||||
expect(cards[id]).toBeDefined();
|
||||
expect(cards[id].suit).toBe(suit);
|
||||
expect(cards[id].rank).toBe(rank);
|
||||
}
|
||||
}
|
||||
});
|
||||
describe("buildEnemyDeck", () => {
|
||||
it("should create 12 enemies (J/Q/K)", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
expect(deck.length).toBe(12);
|
||||
});
|
||||
|
||||
describe('buildEnemyDeck', () => {
|
||||
it('should create 12 enemies (J/Q/K)', () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
expect(deck.length).toBe(12);
|
||||
});
|
||||
it("should have J at top, Q in middle, K at bottom", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
|
||||
it('should have J at top, Q in middle, K at bottom', () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildEnemyDeck(rng);
|
||||
for (let i = 0; i < 4; i++) {
|
||||
expect(deck[i].rank).toBe("J");
|
||||
}
|
||||
|
||||
for (let i = 0; i < 4; i++) {
|
||||
expect(deck[i].rank).toBe('J');
|
||||
}
|
||||
for (let i = 4; i < 8; i++) {
|
||||
expect(deck[i].rank).toBe("Q");
|
||||
}
|
||||
|
||||
for (let i = 4; i < 8; i++) {
|
||||
expect(deck[i].rank).toBe('Q');
|
||||
}
|
||||
for (let i = 8; i < 12; i++) {
|
||||
expect(deck[i].rank).toBe("K");
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
for (let i = 8; i < 12; i++) {
|
||||
expect(deck[i].rank).toBe('K');
|
||||
}
|
||||
});
|
||||
describe("buildTavernDeck", () => {
|
||||
it("should create 40 cards (A-10)", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
expect(deck.length).toBe(40);
|
||||
});
|
||||
|
||||
describe('buildTavernDeck', () => {
|
||||
it('should create 40 cards (A-10)', () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
expect(deck.length).toBe(40);
|
||||
});
|
||||
it("should not contain face cards", () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
|
||||
it('should not contain face cards', () => {
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const deck = buildTavernDeck(rng);
|
||||
for (const card of deck) {
|
||||
expect(FACE_CARDS.includes(card.rank)).toBe(false);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
for (const card of deck) {
|
||||
expect(FACE_CARDS.includes(card.rank)).toBe(false);
|
||||
}
|
||||
});
|
||||
describe("isEnemyDefeated", () => {
|
||||
it("should return true when enemy HP <= 0", () => {
|
||||
const enemy = createEnemy("enemy_0", "J", "spades");
|
||||
expect(isEnemyDefeated(enemy)).toBe(false);
|
||||
|
||||
enemy.hp = 0;
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
|
||||
enemy.hp = -5;
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
});
|
||||
|
||||
describe('isEnemyDefeated', () => {
|
||||
it('should return true when enemy HP <= 0', () => {
|
||||
const enemy = createEnemy('enemy_0', 'J', 'spades');
|
||||
expect(isEnemyDefeated(enemy)).toBe(false);
|
||||
|
||||
enemy.hp = 0;
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
|
||||
enemy.hp = -5;
|
||||
expect(isEnemyDefeated(enemy)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for null enemy', () => {
|
||||
expect(isEnemyDefeated(null)).toBe(false);
|
||||
});
|
||||
it("should return false for null enemy", () => {
|
||||
expect(isEnemyDefeated(null)).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Regicide - Commands', () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
describe("Regicide - Commands", () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
|
||||
function setupTestGame(game: ReturnType<typeof createTestContext>) {
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
function setupTestGame(game: ReturnType<typeof createTestContext>) {
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 2;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [...enemyDeck];
|
||||
state.currentEnemy = {...enemyDeck[0]};
|
||||
game.produce((state) => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 2;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [...enemyDeck];
|
||||
state.currentEnemy = { ...enemyDeck[0] };
|
||||
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card1 = tavernDeck[i];
|
||||
const card2 = tavernDeck[i + 6];
|
||||
card1.regionId = 'hand_player1';
|
||||
card2.regionId = 'hand_player2';
|
||||
state.playerHands.player1.push(card1.id);
|
||||
state.playerHands.player2.push(card2.id);
|
||||
state.regions.hand_player1.childIds.push(card1.id);
|
||||
state.regions.hand_player2.childIds.push(card2.id);
|
||||
}
|
||||
});
|
||||
}
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card1 = tavernDeck[i];
|
||||
const card2 = tavernDeck[i + 6];
|
||||
card1.regionId = "hand_player1";
|
||||
card2.regionId = "hand_player2";
|
||||
state.playerHands.player1.push(card1.id);
|
||||
state.playerHands.player2.push(card2.id);
|
||||
state.regions.hand_player1.childIds.push(card1.id);
|
||||
state.regions.hand_player2.childIds.push(card2.id);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
describe('play command', () => {
|
||||
it('should deal damage to current enemy', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
describe("play command", () => {
|
||||
it("should deal damage to current enemy", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
const cardId = game.value.playerHands.player1[0];
|
||||
const card = game.value.cards[cardId];
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
const cardId = game.value.playerHands.player1[0];
|
||||
const card = game.value.cards[cardId];
|
||||
|
||||
const result = await game.run(`play player1 ${cardId}`);
|
||||
const result = await game.run(`play player1 ${cardId}`);
|
||||
|
||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
|
||||
});
|
||||
|
||||
it('should double damage for clubs suit', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards['clubs_5'] = createCard('clubs_5', 'clubs', '5');
|
||||
state.playerHands.player1.push('clubs_5');
|
||||
state.regions.hand_player1.childIds.push('clubs_5');
|
||||
});
|
||||
|
||||
const clubsCardId = 'clubs_5';
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
const card = game.value.cards[clubsCardId];
|
||||
|
||||
await game.run(`play player1 ${clubsCardId}`);
|
||||
|
||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value * 2);
|
||||
});
|
||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
|
||||
});
|
||||
|
||||
describe('pass command', () => {
|
||||
it('should allow player to pass', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
it("should double damage for clubs suit", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const result = await game.run('pass player1');
|
||||
game.produce((state) => {
|
||||
state.cards["clubs_5"] = createCard("clubs_5", "clubs", "5");
|
||||
state.playerHands.player1.push("clubs_5");
|
||||
state.regions.hand_player1.childIds.push("clubs_5");
|
||||
});
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
const clubsCardId = "clubs_5";
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
const card = game.value.cards[clubsCardId];
|
||||
|
||||
await game.run(`play player1 ${clubsCardId}`);
|
||||
|
||||
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value * 2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("pass command", () => {
|
||||
it("should allow player to pass", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const result = await game.run("pass player1");
|
||||
|
||||
expect(result.success).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("check-enemy command", () => {
|
||||
it("should detect defeated enemy and reveal next", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const firstEnemy = game.value.currentEnemy!;
|
||||
game.produce((state) => {
|
||||
state.currentEnemy!.hp = 0;
|
||||
});
|
||||
|
||||
await game.run("check-enemy");
|
||||
|
||||
expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id);
|
||||
expect(game.value.currentEnemy).not.toBe(firstEnemy);
|
||||
});
|
||||
|
||||
describe('check-enemy command', () => {
|
||||
it('should detect defeated enemy and reveal next', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
it("should not defeat enemy if HP > 0", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const firstEnemy = game.value.currentEnemy!;
|
||||
game.produce(state => {
|
||||
state.currentEnemy!.hp = 0;
|
||||
});
|
||||
const currentEnemyId = game.value.currentEnemy!.id;
|
||||
|
||||
await game.run('check-enemy');
|
||||
await game.run("check-enemy");
|
||||
|
||||
expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id);
|
||||
expect(game.value.currentEnemy).not.toBe(firstEnemy);
|
||||
});
|
||||
expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
|
||||
});
|
||||
});
|
||||
|
||||
it('should not defeat enemy if HP > 0', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
describe("next-turn command", () => {
|
||||
it("should switch to next player", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
const currentEnemyId = game.value.currentEnemy!.id;
|
||||
expect(game.value.currentPlayerIndex).toBe(0);
|
||||
|
||||
await game.run('check-enemy');
|
||||
await game.run("next-turn");
|
||||
|
||||
expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
|
||||
});
|
||||
expect(game.value.currentPlayerIndex).toBe(1);
|
||||
});
|
||||
|
||||
describe('next-turn command', () => {
|
||||
it('should switch to next player', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
it("should wrap around to first player", async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
expect(game.value.currentPlayerIndex).toBe(0);
|
||||
game.produce((state) => {
|
||||
state.currentPlayerIndex = 1;
|
||||
});
|
||||
|
||||
await game.run('next-turn');
|
||||
await game.run("next-turn");
|
||||
|
||||
expect(game.value.currentPlayerIndex).toBe(1);
|
||||
});
|
||||
|
||||
it('should wrap around to first player', async () => {
|
||||
const game = createTestContext();
|
||||
setupTestGame(game);
|
||||
|
||||
game.produce(state => {
|
||||
state.currentPlayerIndex = 1;
|
||||
});
|
||||
|
||||
await game.run('next-turn');
|
||||
|
||||
expect(game.value.currentPlayerIndex).toBe(0);
|
||||
});
|
||||
expect(game.value.currentPlayerIndex).toBe(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Regicide - Game Flow', () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
describe("Regicide - Game Flow", () => {
|
||||
function createTestContext() {
|
||||
const initialState = createInitialState();
|
||||
return createGameContext(registry, initialState);
|
||||
}
|
||||
|
||||
it('should complete a full turn cycle', async () => {
|
||||
const game = createTestContext();
|
||||
it("should complete a full turn cycle", async () => {
|
||||
const game = createTestContext();
|
||||
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const enemyDeck = buildEnemyDeck(rng);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [...enemyDeck.slice(1)];
|
||||
state.currentEnemy = {...enemyDeck[0]};
|
||||
game.produce((state) => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [...enemyDeck.slice(1)];
|
||||
state.currentEnemy = { ...enemyDeck[0] };
|
||||
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card = tavernDeck[i];
|
||||
card.regionId = 'hand_player1';
|
||||
state.playerHands.player1.push(card.id);
|
||||
state.regions.hand_player1.childIds.push(card.id);
|
||||
}
|
||||
});
|
||||
|
||||
const cardId = game.value.playerHands.player1[0];
|
||||
const card = game.value.cards[cardId];
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
|
||||
await game.run(`play player1 ${cardId}`);
|
||||
|
||||
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
|
||||
for (let i = 0; i < 6; i++) {
|
||||
const card = tavernDeck[i];
|
||||
card.regionId = "hand_player1";
|
||||
state.playerHands.player1.push(card.id);
|
||||
state.regions.hand_player1.childIds.push(card.id);
|
||||
}
|
||||
});
|
||||
|
||||
it('should win game when all enemies defeated', async () => {
|
||||
const game = createTestContext();
|
||||
const cardId = game.value.playerHands.player1[0];
|
||||
const card = game.value.cards[cardId];
|
||||
const enemyHpBefore = game.value.currentEnemy!.hp;
|
||||
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
await game.run(`play player1 ${cardId}`);
|
||||
|
||||
game.produce(state => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [];
|
||||
state.currentEnemy = null;
|
||||
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
|
||||
});
|
||||
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
});
|
||||
it("should win game when all enemies defeated", async () => {
|
||||
const game = createTestContext();
|
||||
|
||||
game.produce(state => {
|
||||
state.phase = 'victory';
|
||||
state.winner = true;
|
||||
});
|
||||
const cards = createAllCards();
|
||||
const rng = new Mulberry32RNG(12345);
|
||||
const tavernDeck = buildTavernDeck(rng);
|
||||
|
||||
expect(game.value.phase).toBe('victory');
|
||||
expect(game.value.winner).toBe(true);
|
||||
game.produce((state) => {
|
||||
state.cards = cards;
|
||||
state.playerCount = 1;
|
||||
state.currentPlayerIndex = 0;
|
||||
state.enemyDeck = [];
|
||||
state.currentEnemy = null;
|
||||
|
||||
for (const card of tavernDeck) {
|
||||
state.regions.tavernDeck.childIds.push(card.id);
|
||||
}
|
||||
});
|
||||
|
||||
game.produce((state) => {
|
||||
state.phase = "victory";
|
||||
state.winner = true;
|
||||
});
|
||||
|
||||
expect(game.value.phase).toBe("victory");
|
||||
expect(game.value.winner).toBe(true);
|
||||
});
|
||||
});
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@ import type {
|
|||
GridInventory,
|
||||
InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/encounter/types";
|
||||
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
import { IDENTITY_TRANSFORM } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import type {
|
||||
|
|
|
|||
|
|
@ -1,485 +1,538 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import { parseShapeString } from '@/samples/slay-the-spire-like/system/utils/parse-shape';
|
||||
import { IDENTITY_TRANSFORM } from '@/samples/slay-the-spire-like/system/utils/shape-collision';
|
||||
import { describe, it, expect } from "vitest";
|
||||
import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
|
||||
import { IDENTITY_TRANSFORM } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
|
||||
import {
|
||||
createGridInventory,
|
||||
placeItem,
|
||||
removeItem,
|
||||
moveItem,
|
||||
rotateItem,
|
||||
flipItem,
|
||||
getOccupiedCellSet,
|
||||
getItemAtCell,
|
||||
getAdjacentItems,
|
||||
validatePlacement,
|
||||
type GridInventory,
|
||||
type InventoryItem,
|
||||
} from '@/samples/slay-the-spire-like/system/grid-inventory';
|
||||
createGridInventory,
|
||||
placeItem,
|
||||
removeItem,
|
||||
moveItem,
|
||||
rotateItem,
|
||||
flipItem,
|
||||
getOccupiedCellSet,
|
||||
getItemAtCell,
|
||||
getAdjacentItems,
|
||||
validatePlacement,
|
||||
type GridInventory,
|
||||
type InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||
|
||||
/**
|
||||
* Helper: create a test inventory item.
|
||||
*/
|
||||
function createTestItem(id: string, shapeStr: string, transform = IDENTITY_TRANSFORM): InventoryItem {
|
||||
const shape = parseShapeString(shapeStr);
|
||||
return {
|
||||
id,
|
||||
shape,
|
||||
transform: { ...transform },
|
||||
};
|
||||
function createTestItem(
|
||||
id: string,
|
||||
shapeStr: string,
|
||||
transform = IDENTITY_TRANSFORM,
|
||||
): InventoryItem {
|
||||
const shape = parseShapeString(shapeStr);
|
||||
return {
|
||||
id,
|
||||
shape,
|
||||
transform: { ...transform },
|
||||
};
|
||||
}
|
||||
|
||||
describe('grid-inventory', () => {
|
||||
describe('createGridInventory', () => {
|
||||
it('should create an empty inventory with correct dimensions', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
expect(inv.width).toBe(6);
|
||||
expect(inv.height).toBe(4);
|
||||
expect(inv.items.size).toBe(0);
|
||||
expect(inv.occupiedCells.size).toBe(0);
|
||||
});
|
||||
describe("grid-inventory", () => {
|
||||
describe("createGridInventory", () => {
|
||||
it("should create an empty inventory with correct dimensions", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
expect(inv.width).toBe(6);
|
||||
expect(inv.height).toBe(4);
|
||||
expect(inv.items.size).toBe(0);
|
||||
expect(inv.occupiedCells.size).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe("placeItem", () => {
|
||||
it("should place a single-cell item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("sword", "o");
|
||||
placeItem(inv, item);
|
||||
|
||||
expect(inv.items.size).toBe(1);
|
||||
expect(inv.items.has("sword")).toBe(true);
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(true);
|
||||
});
|
||||
|
||||
describe('placeItem', () => {
|
||||
it('should place a single-cell item', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem('sword', 'o');
|
||||
placeItem(inv, item);
|
||||
it("should place a multi-cell item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("axe", "oee");
|
||||
placeItem(inv, item);
|
||||
|
||||
expect(inv.items.size).toBe(1);
|
||||
expect(inv.items.has('sword')).toBe(true);
|
||||
expect(inv.occupiedCells.has('0,0')).toBe(true);
|
||||
});
|
||||
|
||||
it('should place a multi-cell item', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem('axe', 'oee');
|
||||
placeItem(inv, item);
|
||||
|
||||
expect(inv.items.size).toBe(1);
|
||||
expect(inv.occupiedCells.size).toBe(3);
|
||||
expect(inv.occupiedCells.has('0,0')).toBe(true);
|
||||
expect(inv.occupiedCells.has('1,0')).toBe(true);
|
||||
expect(inv.occupiedCells.has('2,0')).toBe(true);
|
||||
});
|
||||
|
||||
it('should place multiple items', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const itemA = createTestItem('a', 'o');
|
||||
const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } });
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
expect(inv.items.size).toBe(2);
|
||||
expect(inv.occupiedCells.size).toBe(2);
|
||||
expect(inv.occupiedCells.has('0,0')).toBe(true);
|
||||
expect(inv.occupiedCells.has('3,0')).toBe(true);
|
||||
});
|
||||
expect(inv.items.size).toBe(1);
|
||||
expect(inv.occupiedCells.size).toBe(3);
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(true);
|
||||
expect(inv.occupiedCells.has("1,0")).toBe(true);
|
||||
expect(inv.occupiedCells.has("2,0")).toBe(true);
|
||||
});
|
||||
|
||||
describe('removeItem', () => {
|
||||
it('should remove an item and free its cells', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem('sword', 'oee');
|
||||
placeItem(inv, item);
|
||||
it("should place multiple items", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const itemA = createTestItem("a", "o");
|
||||
const itemB = createTestItem("b", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 3, y: 0 },
|
||||
});
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
removeItem(inv, 'sword');
|
||||
expect(inv.items.size).toBe(2);
|
||||
expect(inv.occupiedCells.size).toBe(2);
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(true);
|
||||
expect(inv.occupiedCells.has("3,0")).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
expect(inv.items.size).toBe(0);
|
||||
expect(inv.occupiedCells.size).toBe(0);
|
||||
});
|
||||
describe("removeItem", () => {
|
||||
it("should remove an item and free its cells", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("sword", "oee");
|
||||
placeItem(inv, item);
|
||||
|
||||
it('should only free the removed item\'s cells', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const itemA = createTestItem('a', 'o');
|
||||
const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } });
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
removeItem(inv, "sword");
|
||||
|
||||
removeItem(inv, 'a');
|
||||
|
||||
expect(inv.items.size).toBe(1);
|
||||
expect(inv.occupiedCells.size).toBe(1);
|
||||
expect(inv.occupiedCells.has('0,0')).toBe(false);
|
||||
expect(inv.occupiedCells.has('2,0')).toBe(true);
|
||||
});
|
||||
|
||||
it('should do nothing for non-existent item', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
removeItem(inv, 'nonexistent');
|
||||
expect(inv.items.size).toBe(0);
|
||||
});
|
||||
expect(inv.items.size).toBe(0);
|
||||
expect(inv.occupiedCells.size).toBe(0);
|
||||
});
|
||||
|
||||
describe('validatePlacement', () => {
|
||||
it('should return valid for empty board', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const shape = parseShapeString('o');
|
||||
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
|
||||
expect(result).toEqual({ valid: true });
|
||||
});
|
||||
it("should only free the removed item's cells", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const itemA = createTestItem("a", "o");
|
||||
const itemB = createTestItem("b", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 0 },
|
||||
});
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
it('should return invalid for out of bounds', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const shape = parseShapeString('o');
|
||||
const result = validatePlacement(inv, shape, {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 6, y: 0 },
|
||||
});
|
||||
expect(result).toEqual({ valid: false, reason: '超出边界' });
|
||||
});
|
||||
removeItem(inv, "a");
|
||||
|
||||
it('should return invalid for collision with existing item', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const existing = createTestItem('a', 'oee');
|
||||
placeItem(inv, existing);
|
||||
|
||||
const shape = parseShapeString('o');
|
||||
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
|
||||
expect(result).toEqual({ valid: false, reason: '与已有物品重叠' });
|
||||
});
|
||||
|
||||
it('should return valid when there is room nearby', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const existing = createTestItem('a', 'o');
|
||||
placeItem(inv, existing);
|
||||
|
||||
const shape = parseShapeString('o');
|
||||
const result = validatePlacement(inv, shape, {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: 0 },
|
||||
});
|
||||
expect(result).toEqual({ valid: true });
|
||||
});
|
||||
expect(inv.items.size).toBe(1);
|
||||
expect(inv.occupiedCells.size).toBe(1);
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(false);
|
||||
expect(inv.occupiedCells.has("2,0")).toBe(true);
|
||||
});
|
||||
|
||||
describe('moveItem', () => {
|
||||
it('should move item to a new position', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem('sword', 'o');
|
||||
placeItem(inv, item);
|
||||
it("should do nothing for non-existent item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
removeItem(inv, "nonexistent");
|
||||
expect(inv.items.size).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
const result = moveItem(inv, 'sword', {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 5, y: 3 },
|
||||
});
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(inv.occupiedCells.has('0,0')).toBe(false);
|
||||
expect(inv.occupiedCells.has('5,3')).toBe(true);
|
||||
expect(item.transform.offset).toEqual({ x: 5, y: 3 });
|
||||
});
|
||||
|
||||
it('should reject move that goes out of bounds', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem('sword', 'o');
|
||||
placeItem(inv, item);
|
||||
|
||||
const result = moveItem(inv, 'sword', {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 6, y: 0 },
|
||||
});
|
||||
|
||||
expect(result).toEqual({ success: false, reason: '超出边界' });
|
||||
expect(inv.occupiedCells.has('0,0')).toBe(true);
|
||||
expect(item.transform.offset).toEqual({ x: 0, y: 0 });
|
||||
});
|
||||
|
||||
it('should reject move that collides with another item', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const itemA = createTestItem('a', 'o');
|
||||
const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } });
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
const result = moveItem(inv, 'b', {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 0 },
|
||||
});
|
||||
|
||||
expect(result).toEqual({ success: false, reason: '与已有物品重叠' });
|
||||
expect(inv.occupiedCells.has('2,0')).toBe(true);
|
||||
});
|
||||
|
||||
it('should return error for non-existent item', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const result = moveItem(inv, 'ghost', IDENTITY_TRANSFORM);
|
||||
expect(result).toEqual({ success: false, reason: '物品不存在' });
|
||||
});
|
||||
|
||||
it('should move multi-cell item correctly', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
// oes: cells at (0,0), (1,0), (1,1)
|
||||
const item = createTestItem('axe', 'oes');
|
||||
placeItem(inv, item);
|
||||
|
||||
const newTransform = { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 1 } };
|
||||
moveItem(inv, 'axe', newTransform);
|
||||
|
||||
// Old cells should be freed
|
||||
expect(inv.occupiedCells.has('0,0')).toBe(false);
|
||||
expect(inv.occupiedCells.has('1,0')).toBe(false);
|
||||
expect(inv.occupiedCells.has('1,1')).toBe(false);
|
||||
// New cells: (0,0)+offset(3,1)=(3,1), (1,0)+(3,1)=(4,1), (1,1)+(3,1)=(4,2)
|
||||
expect(inv.occupiedCells.has('3,1')).toBe(true);
|
||||
expect(inv.occupiedCells.has('4,1')).toBe(true);
|
||||
expect(inv.occupiedCells.has('4,2')).toBe(true);
|
||||
});
|
||||
describe("validatePlacement", () => {
|
||||
it("should return valid for empty board", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const shape = parseShapeString("o");
|
||||
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
|
||||
expect(result).toEqual({ valid: true });
|
||||
});
|
||||
|
||||
describe('rotateItem', () => {
|
||||
it('should rotate item by 90 degrees', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
// Horizontal line: (0,0), (1,0)
|
||||
const item = createTestItem('bar', 'oe', {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 1 }, // Place away from edge so rotation stays in bounds
|
||||
});
|
||||
placeItem(inv, item);
|
||||
|
||||
const result = rotateItem(inv, 'bar', 90);
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(item.transform.rotation).toBe(90);
|
||||
});
|
||||
|
||||
it('should reject rotation that goes out of bounds', () => {
|
||||
const inv = createGridInventory(3, 3);
|
||||
// Item at the edge: place a 2-wide item at x=1
|
||||
const item = createTestItem('bar', 'oe', {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: 0 },
|
||||
});
|
||||
placeItem(inv, item);
|
||||
|
||||
// Rotating 90° would make it vertical starting at (1,0), going to (1,-1) -> out of bounds
|
||||
const result = rotateItem(inv, 'bar', 90);
|
||||
|
||||
expect(result).toEqual({ success: false, reason: '超出边界' });
|
||||
});
|
||||
|
||||
it('should reject rotation that collides', () => {
|
||||
const inv = createGridInventory(4, 4);
|
||||
const itemA = createTestItem('a', 'o');
|
||||
const itemB = createTestItem('b', 'oe', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } });
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
// Rotating b 90° would place cells at (2,0) and (2,-1) -> (2,-1) is out of bounds
|
||||
// Let's try a different scenario: rotate b 270° -> (2,0) and (2,1) which is fine
|
||||
// But rotating to collide with a at (0,0)... need item close to a
|
||||
const itemC = createTestItem('c', 'os', { ...IDENTITY_TRANSFORM, offset: { x: 1, y: 0 } });
|
||||
placeItem(inv, itemC);
|
||||
|
||||
// Rotating c 90° would give cells at (1,0) and (0,0) -> collision with a
|
||||
const result = rotateItem(inv, 'c', 90);
|
||||
expect(result).toEqual({ success: false, reason: '与已有物品重叠' });
|
||||
});
|
||||
|
||||
it('should return error for non-existent item', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const result = rotateItem(inv, 'ghost', 90);
|
||||
expect(result).toEqual({ success: false, reason: '物品不存在' });
|
||||
});
|
||||
it("should return invalid for out of bounds", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const shape = parseShapeString("o");
|
||||
const result = validatePlacement(inv, shape, {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 6, y: 0 },
|
||||
});
|
||||
expect(result).toEqual({ valid: false, reason: "超出边界" });
|
||||
});
|
||||
|
||||
describe('flipItem', () => {
|
||||
it('should flip item horizontally', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem('bar', 'oe');
|
||||
placeItem(inv, item);
|
||||
it("should return invalid for collision with existing item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const existing = createTestItem("a", "oee");
|
||||
placeItem(inv, existing);
|
||||
|
||||
const result = flipItem(inv, 'bar', 'x');
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(item.transform.flipX).toBe(true);
|
||||
});
|
||||
|
||||
it('should flip item vertically', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem('bar', 'os');
|
||||
placeItem(inv, item);
|
||||
|
||||
const result = flipItem(inv, 'bar', 'y');
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(item.transform.flipY).toBe(true);
|
||||
});
|
||||
|
||||
it('should reject flip that causes collision', () => {
|
||||
// oes local cells: (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
|
||||
// Place flipper at offset (0,2): world cells (0,2),(1,2),(1,3).
|
||||
// flipY gives local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2) — same cells rearranged.
|
||||
// Need asymmetric shape where flip changes world position.
|
||||
// Use oes at offset (0,0): cells (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
|
||||
// Place blocker at (0,1) — which is NOT occupied by oes initially.
|
||||
const inv = createGridInventory(4, 4);
|
||||
const blocker = createTestItem('blocker', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 1 } });
|
||||
// oes at (0,1): cells (0,1),(1,1),(1,2). This overlaps blocker at (0,1)!
|
||||
// Let me try: blocker at (1,0), flipper at offset (0,2).
|
||||
// flipper oes at (0,2): (0,2),(1,2),(1,3). blocker at (1,0) — no overlap.
|
||||
// flipY: local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2). No collision with (1,0).
|
||||
//
|
||||
// Simpler: oe shape (width=2, height=1). flipY with height=1 is identity. Use os (width=1, height=2).
|
||||
// os: (0,0),(0,1). flipY: (0,1),(0,0) — same cells.
|
||||
// Need width>1 and height>1 asymmetric shape: oes
|
||||
//
|
||||
// Place flipper at (0,0): cells (0,0),(1,0),(1,1). Place blocker at (0,1) — but (0,1) is not occupied.
|
||||
// flipY: (0,1),(1,1),(1,0). (0,1) hits blocker!
|
||||
const inv2 = createGridInventory(4, 4);
|
||||
const blocker2 = createTestItem('blocker', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 1 } });
|
||||
const flipper2 = createTestItem('flipper', 'oes'); // at (0,0): (0,0),(1,0),(1,1)
|
||||
placeItem(inv2, blocker2);
|
||||
placeItem(inv2, flipper2);
|
||||
|
||||
const result = flipItem(inv2, 'flipper', 'y');
|
||||
expect(result).toEqual({ success: false, reason: '与已有物品重叠' });
|
||||
});
|
||||
|
||||
it('should return error for non-existent item', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const result = flipItem(inv, 'ghost', 'x');
|
||||
expect(result).toEqual({ success: false, reason: '物品不存在' });
|
||||
});
|
||||
const shape = parseShapeString("o");
|
||||
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
|
||||
expect(result).toEqual({ valid: false, reason: "与已有物品重叠" });
|
||||
});
|
||||
|
||||
describe('getOccupiedCellSet', () => {
|
||||
it('should return a copy of occupied cells', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem('a', 'oe');
|
||||
placeItem(inv, item);
|
||||
it("should return valid when there is room nearby", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const existing = createTestItem("a", "o");
|
||||
placeItem(inv, existing);
|
||||
|
||||
const cells = getOccupiedCellSet(inv);
|
||||
expect(cells).toEqual(new Set(['0,0', '1,0']));
|
||||
const shape = parseShapeString("o");
|
||||
const result = validatePlacement(inv, shape, {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: 0 },
|
||||
});
|
||||
expect(result).toEqual({ valid: true });
|
||||
});
|
||||
});
|
||||
|
||||
// Mutating the copy should not affect the original
|
||||
cells.clear();
|
||||
expect(inv.occupiedCells.size).toBe(2);
|
||||
});
|
||||
describe("moveItem", () => {
|
||||
it("should move item to a new position", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("sword", "o");
|
||||
placeItem(inv, item);
|
||||
|
||||
const result = moveItem(inv, "sword", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 5, y: 3 },
|
||||
});
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(false);
|
||||
expect(inv.occupiedCells.has("5,3")).toBe(true);
|
||||
expect(item.transform.offset).toEqual({ x: 5, y: 3 });
|
||||
});
|
||||
|
||||
describe('getItemAtCell', () => {
|
||||
it('should return item at occupied cell', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem('sword', 'oee');
|
||||
placeItem(inv, item);
|
||||
it("should reject move that goes out of bounds", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("sword", "o");
|
||||
placeItem(inv, item);
|
||||
|
||||
const found = getItemAtCell(inv, 1, 0);
|
||||
expect(found).toBeDefined();
|
||||
expect(found!.id).toBe('sword');
|
||||
});
|
||||
const result = moveItem(inv, "sword", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 6, y: 0 },
|
||||
});
|
||||
|
||||
it('should return undefined for empty cell', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem('sword', 'o');
|
||||
placeItem(inv, item);
|
||||
|
||||
const found = getItemAtCell(inv, 5, 5);
|
||||
expect(found).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should return correct item when multiple items exist', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const itemA = createTestItem('a', 'o');
|
||||
const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 2 } });
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
expect(getItemAtCell(inv, 0, 0)!.id).toBe('a');
|
||||
expect(getItemAtCell(inv, 3, 2)!.id).toBe('b');
|
||||
});
|
||||
expect(result).toEqual({ success: false, reason: "超出边界" });
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(true);
|
||||
expect(item.transform.offset).toEqual({ x: 0, y: 0 });
|
||||
});
|
||||
|
||||
describe('getAdjacentItems', () => {
|
||||
it('should return orthogonally adjacent items', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const center = createTestItem('center', 'o', {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 2 },
|
||||
});
|
||||
const top = createTestItem('top', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 1 } });
|
||||
const left = createTestItem('left', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 1, y: 2 } });
|
||||
const right = createTestItem('right', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 2 } });
|
||||
const bottom = createTestItem('bottom', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 3 } });
|
||||
const diagonal = createTestItem('diagonal', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 1, y: 1 } });
|
||||
it("should reject move that collides with another item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const itemA = createTestItem("a", "o");
|
||||
const itemB = createTestItem("b", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 0 },
|
||||
});
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
placeItem(inv, center);
|
||||
placeItem(inv, top);
|
||||
placeItem(inv, left);
|
||||
placeItem(inv, right);
|
||||
placeItem(inv, bottom);
|
||||
placeItem(inv, diagonal);
|
||||
const result = moveItem(inv, "b", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 0 },
|
||||
});
|
||||
|
||||
const adj = getAdjacentItems(inv, 'center');
|
||||
expect(adj.size).toBe(4);
|
||||
expect(adj.has('top')).toBe(true);
|
||||
expect(adj.has('left')).toBe(true);
|
||||
expect(adj.has('right')).toBe(true);
|
||||
expect(adj.has('bottom')).toBe(true);
|
||||
expect(adj.has('diagonal')).toBe(false);
|
||||
});
|
||||
|
||||
it('should return empty for item with no neighbors', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem('alone', 'o');
|
||||
placeItem(inv, item);
|
||||
|
||||
const adj = getAdjacentItems(inv, 'alone');
|
||||
expect(adj.size).toBe(0);
|
||||
});
|
||||
|
||||
it('should return empty for non-existent item', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const adj = getAdjacentItems(inv, 'ghost');
|
||||
expect(adj.size).toBe(0);
|
||||
});
|
||||
|
||||
it('should handle multi-cell items with multiple adjacencies', () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
// Horizontal bar at (0,0)-(1,0)
|
||||
const bar = createTestItem('bar', 'oe');
|
||||
// Item above left cell
|
||||
const topA = createTestItem('topA', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 0, y: -1 } });
|
||||
// Item above right cell
|
||||
const topB = createTestItem('topB', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 1, y: -1 } });
|
||||
|
||||
placeItem(inv, bar);
|
||||
placeItem(inv, topA);
|
||||
placeItem(inv, topB);
|
||||
|
||||
const adj = getAdjacentItems(inv, 'bar');
|
||||
expect(adj.size).toBe(2);
|
||||
expect(adj.has('topA')).toBe(true);
|
||||
expect(adj.has('topB')).toBe(true);
|
||||
});
|
||||
expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
|
||||
expect(inv.occupiedCells.has("2,0")).toBe(true);
|
||||
});
|
||||
|
||||
describe('integration: fill a 4x6 backpack', () => {
|
||||
it('should place items fitting a slay-the-spire-like backpack', () => {
|
||||
const inv = createGridInventory(4, 6);
|
||||
|
||||
// Sword: 1x3 horizontal at (0,0)
|
||||
const sword = createTestItem('sword', 'oee');
|
||||
// Shield: 2x2 at (0,1)
|
||||
const shield = createTestItem('shield', 'oes', {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 1 },
|
||||
});
|
||||
|
||||
expect(validatePlacement(inv, sword.shape, sword.transform)).toEqual({ valid: true });
|
||||
placeItem(inv, sword);
|
||||
|
||||
expect(validatePlacement(inv, shield.shape, shield.transform)).toEqual({ valid: true });
|
||||
placeItem(inv, shield);
|
||||
|
||||
expect(inv.items.size).toBe(2);
|
||||
expect(inv.occupiedCells.size).toBe(6); // sword(3) + shield(3)
|
||||
|
||||
// Adjacent items should detect each other
|
||||
const adjSword = getAdjacentItems(inv, 'sword');
|
||||
expect(adjSword.has('shield')).toBe(true);
|
||||
|
||||
const adjShield = getAdjacentItems(inv, 'shield');
|
||||
expect(adjShield.has('sword')).toBe(true);
|
||||
});
|
||||
it("should return error for non-existent item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const result = moveItem(inv, "ghost", IDENTITY_TRANSFORM);
|
||||
expect(result).toEqual({ success: false, reason: "物品不存在" });
|
||||
});
|
||||
|
||||
it("should move multi-cell item correctly", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
// oes: cells at (0,0), (1,0), (1,1)
|
||||
const item = createTestItem("axe", "oes");
|
||||
placeItem(inv, item);
|
||||
|
||||
const newTransform = { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 1 } };
|
||||
moveItem(inv, "axe", newTransform);
|
||||
|
||||
// Old cells should be freed
|
||||
expect(inv.occupiedCells.has("0,0")).toBe(false);
|
||||
expect(inv.occupiedCells.has("1,0")).toBe(false);
|
||||
expect(inv.occupiedCells.has("1,1")).toBe(false);
|
||||
// New cells: (0,0)+offset(3,1)=(3,1), (1,0)+(3,1)=(4,1), (1,1)+(3,1)=(4,2)
|
||||
expect(inv.occupiedCells.has("3,1")).toBe(true);
|
||||
expect(inv.occupiedCells.has("4,1")).toBe(true);
|
||||
expect(inv.occupiedCells.has("4,2")).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("rotateItem", () => {
|
||||
it("should rotate item by 90 degrees", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
// Horizontal line: (0,0), (1,0)
|
||||
const item = createTestItem("bar", "oe", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 1 }, // Place away from edge so rotation stays in bounds
|
||||
});
|
||||
placeItem(inv, item);
|
||||
|
||||
const result = rotateItem(inv, "bar", 90);
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(item.transform.rotation).toBe(90);
|
||||
});
|
||||
|
||||
it("should reject rotation that goes out of bounds", () => {
|
||||
const inv = createGridInventory(3, 3);
|
||||
// Item at the edge: place a 2-wide item at x=1
|
||||
const item = createTestItem("bar", "oe", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: 0 },
|
||||
});
|
||||
placeItem(inv, item);
|
||||
|
||||
// Rotating 90° would make it vertical starting at (1,0), going to (1,-1) -> out of bounds
|
||||
const result = rotateItem(inv, "bar", 90);
|
||||
|
||||
expect(result).toEqual({ success: false, reason: "超出边界" });
|
||||
});
|
||||
|
||||
it("should reject rotation that collides", () => {
|
||||
const inv = createGridInventory(4, 4);
|
||||
const itemA = createTestItem("a", "o");
|
||||
const itemB = createTestItem("b", "oe", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 0 },
|
||||
});
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
// Rotating b 90° would place cells at (2,0) and (2,-1) -> (2,-1) is out of bounds
|
||||
// Let's try a different scenario: rotate b 270° -> (2,0) and (2,1) which is fine
|
||||
// But rotating to collide with a at (0,0)... need item close to a
|
||||
const itemC = createTestItem("c", "os", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: 0 },
|
||||
});
|
||||
placeItem(inv, itemC);
|
||||
|
||||
// Rotating c 90° would give cells at (1,0) and (0,0) -> collision with a
|
||||
const result = rotateItem(inv, "c", 90);
|
||||
expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
|
||||
});
|
||||
|
||||
it("should return error for non-existent item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const result = rotateItem(inv, "ghost", 90);
|
||||
expect(result).toEqual({ success: false, reason: "物品不存在" });
|
||||
});
|
||||
});
|
||||
|
||||
describe("flipItem", () => {
|
||||
it("should flip item horizontally", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("bar", "oe");
|
||||
placeItem(inv, item);
|
||||
|
||||
const result = flipItem(inv, "bar", "x");
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(item.transform.flipX).toBe(true);
|
||||
});
|
||||
|
||||
it("should flip item vertically", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("bar", "os");
|
||||
placeItem(inv, item);
|
||||
|
||||
const result = flipItem(inv, "bar", "y");
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(item.transform.flipY).toBe(true);
|
||||
});
|
||||
|
||||
it("should reject flip that causes collision", () => {
|
||||
// oes local cells: (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
|
||||
// Place flipper at offset (0,2): world cells (0,2),(1,2),(1,3).
|
||||
// flipY gives local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2) — same cells rearranged.
|
||||
// Need asymmetric shape where flip changes world position.
|
||||
// Use oes at offset (0,0): cells (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
|
||||
// Place blocker at (0,1) — which is NOT occupied by oes initially.
|
||||
const inv = createGridInventory(4, 4);
|
||||
const blocker = createTestItem("blocker", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 1 },
|
||||
});
|
||||
// oes at (0,1): cells (0,1),(1,1),(1,2). This overlaps blocker at (0,1)!
|
||||
// Let me try: blocker at (1,0), flipper at offset (0,2).
|
||||
// flipper oes at (0,2): (0,2),(1,2),(1,3). blocker at (1,0) — no overlap.
|
||||
// flipY: local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2). No collision with (1,0).
|
||||
//
|
||||
// Simpler: oe shape (width=2, height=1). flipY with height=1 is identity. Use os (width=1, height=2).
|
||||
// os: (0,0),(0,1). flipY: (0,1),(0,0) — same cells.
|
||||
// Need width>1 and height>1 asymmetric shape: oes
|
||||
//
|
||||
// Place flipper at (0,0): cells (0,0),(1,0),(1,1). Place blocker at (0,1) — but (0,1) is not occupied.
|
||||
// flipY: (0,1),(1,1),(1,0). (0,1) hits blocker!
|
||||
const inv2 = createGridInventory(4, 4);
|
||||
const blocker2 = createTestItem("blocker", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 1 },
|
||||
});
|
||||
const flipper2 = createTestItem("flipper", "oes"); // at (0,0): (0,0),(1,0),(1,1)
|
||||
placeItem(inv2, blocker2);
|
||||
placeItem(inv2, flipper2);
|
||||
|
||||
const result = flipItem(inv2, "flipper", "y");
|
||||
expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
|
||||
});
|
||||
|
||||
it("should return error for non-existent item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const result = flipItem(inv, "ghost", "x");
|
||||
expect(result).toEqual({ success: false, reason: "物品不存在" });
|
||||
});
|
||||
});
|
||||
|
||||
describe("getOccupiedCellSet", () => {
|
||||
it("should return a copy of occupied cells", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("a", "oe");
|
||||
placeItem(inv, item);
|
||||
|
||||
const cells = getOccupiedCellSet(inv);
|
||||
expect(cells).toEqual(new Set(["0,0", "1,0"]));
|
||||
|
||||
// Mutating the copy should not affect the original
|
||||
cells.clear();
|
||||
expect(inv.occupiedCells.size).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe("getItemAtCell", () => {
|
||||
it("should return item at occupied cell", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("sword", "oee");
|
||||
placeItem(inv, item);
|
||||
|
||||
const found = getItemAtCell(inv, 1, 0);
|
||||
expect(found).toBeDefined();
|
||||
expect(found!.id).toBe("sword");
|
||||
});
|
||||
|
||||
it("should return undefined for empty cell", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("sword", "o");
|
||||
placeItem(inv, item);
|
||||
|
||||
const found = getItemAtCell(inv, 5, 5);
|
||||
expect(found).toBeUndefined();
|
||||
});
|
||||
|
||||
it("should return correct item when multiple items exist", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const itemA = createTestItem("a", "o");
|
||||
const itemB = createTestItem("b", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 3, y: 2 },
|
||||
});
|
||||
placeItem(inv, itemA);
|
||||
placeItem(inv, itemB);
|
||||
|
||||
expect(getItemAtCell(inv, 0, 0)!.id).toBe("a");
|
||||
expect(getItemAtCell(inv, 3, 2)!.id).toBe("b");
|
||||
});
|
||||
});
|
||||
|
||||
describe("getAdjacentItems", () => {
|
||||
it("should return orthogonally adjacent items", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const center = createTestItem("center", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 2 },
|
||||
});
|
||||
const top = createTestItem("top", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 1 },
|
||||
});
|
||||
const left = createTestItem("left", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: 2 },
|
||||
});
|
||||
const right = createTestItem("right", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 3, y: 2 },
|
||||
});
|
||||
const bottom = createTestItem("bottom", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 2, y: 3 },
|
||||
});
|
||||
const diagonal = createTestItem("diagonal", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: 1 },
|
||||
});
|
||||
|
||||
placeItem(inv, center);
|
||||
placeItem(inv, top);
|
||||
placeItem(inv, left);
|
||||
placeItem(inv, right);
|
||||
placeItem(inv, bottom);
|
||||
placeItem(inv, diagonal);
|
||||
|
||||
const adj = getAdjacentItems(inv, "center");
|
||||
expect(adj.size).toBe(4);
|
||||
expect(adj.has("top")).toBe(true);
|
||||
expect(adj.has("left")).toBe(true);
|
||||
expect(adj.has("right")).toBe(true);
|
||||
expect(adj.has("bottom")).toBe(true);
|
||||
expect(adj.has("diagonal")).toBe(false);
|
||||
});
|
||||
|
||||
it("should return empty for item with no neighbors", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const item = createTestItem("alone", "o");
|
||||
placeItem(inv, item);
|
||||
|
||||
const adj = getAdjacentItems(inv, "alone");
|
||||
expect(adj.size).toBe(0);
|
||||
});
|
||||
|
||||
it("should return empty for non-existent item", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
const adj = getAdjacentItems(inv, "ghost");
|
||||
expect(adj.size).toBe(0);
|
||||
});
|
||||
|
||||
it("should handle multi-cell items with multiple adjacencies", () => {
|
||||
const inv = createGridInventory(6, 4);
|
||||
// Horizontal bar at (0,0)-(1,0)
|
||||
const bar = createTestItem("bar", "oe");
|
||||
// Item above left cell
|
||||
const topA = createTestItem("topA", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: -1 },
|
||||
});
|
||||
// Item above right cell
|
||||
const topB = createTestItem("topB", "o", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 1, y: -1 },
|
||||
});
|
||||
|
||||
placeItem(inv, bar);
|
||||
placeItem(inv, topA);
|
||||
placeItem(inv, topB);
|
||||
|
||||
const adj = getAdjacentItems(inv, "bar");
|
||||
expect(adj.size).toBe(2);
|
||||
expect(adj.has("topA")).toBe(true);
|
||||
expect(adj.has("topB")).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("integration: fill a 4x6 backpack", () => {
|
||||
it("should place items fitting a slay-the-spire-like backpack", () => {
|
||||
const inv = createGridInventory(4, 6);
|
||||
|
||||
// Sword: 1x3 horizontal at (0,0)
|
||||
const sword = createTestItem("sword", "oee");
|
||||
// Shield: 2x2 at (0,1)
|
||||
const shield = createTestItem("shield", "oes", {
|
||||
...IDENTITY_TRANSFORM,
|
||||
offset: { x: 0, y: 1 },
|
||||
});
|
||||
|
||||
expect(validatePlacement(inv, sword.shape, sword.transform)).toEqual({
|
||||
valid: true,
|
||||
});
|
||||
placeItem(inv, sword);
|
||||
|
||||
expect(validatePlacement(inv, shield.shape, shield.transform)).toEqual({
|
||||
valid: true,
|
||||
});
|
||||
placeItem(inv, shield);
|
||||
|
||||
expect(inv.items.size).toBe(2);
|
||||
expect(inv.occupiedCells.size).toBe(6); // sword(3) + shield(3)
|
||||
|
||||
// Adjacent items should detect each other
|
||||
const adjSword = getAdjacentItems(inv, "sword");
|
||||
expect(adjSword.has("shield")).toBe(true);
|
||||
|
||||
const adjShield = getAdjacentItems(inv, "shield");
|
||||
expect(adjShield.has("sword")).toBe(true);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
|
|
|||
Loading…
Reference in New Issue