test: reformat tests to use double quotes and improve style

This commit is contained in:
hypercross 2026-04-20 15:16:03 +08:00
parent d5ec099540
commit 0c94e6923a
5 changed files with 1561 additions and 1449 deletions

File diff suppressed because it is too large Load Diff

View File

@ -1,193 +1,215 @@
import { describe, it, expect } from 'vitest';
import { createGameContext, createGameCommandRegistry, createPromptDef, IGameContext, PromptDef } from '@/core/game';
import type { PromptEvent, Command } from '@/utils/command';
import { describe, it, expect } from "vitest";
import {
createGameContext,
createGameCommandRegistry,
createPromptDef,
IGameContext,
PromptDef,
} from "@/core/game";
import type {
PromptEvent,
Command,
CommandRunnerContext,
} from "@/utils/command";
type MyState = {
score: number;
round: number;
score: number;
round: number;
};
describe('createGameContext', () => {
it('should create a game context with state', () => {
const registry = createGameCommandRegistry();
const ctx = createGameContext(registry);
describe("createGameContext", () => {
it("should create a game context with state", () => {
const registry = createGameCommandRegistry();
const ctx = createGameContext(registry);
expect(ctx._state).not.toBeNull();
expect(ctx._state.value).toBeDefined();
expect(ctx._state).not.toBeNull();
expect(ctx._state.value).toBeDefined();
});
it("should wire commands to the context", () => {
const registry = createGameCommandRegistry();
const ctx = createGameContext(registry);
expect(ctx._commands).not.toBeNull();
expect(ctx._commands.registry).toBe(registry);
});
it("should accept initial state as an object", () => {
const registry = createGameCommandRegistry<MyState>();
const ctx = createGameContext<MyState>(registry, {
score: 0,
round: 1,
});
it('should wire commands to the context', () => {
const registry = createGameCommandRegistry();
const ctx = createGameContext(registry);
expect(ctx._state.value.score).toBe(0);
expect(ctx._state.value.round).toBe(1);
});
expect(ctx._commands).not.toBeNull();
expect(ctx._commands.registry).toBe(registry);
it("should accept initial state as a factory function", () => {
const registry = createGameCommandRegistry<MyState>();
const ctx = createGameContext<MyState>(registry, () => ({
score: 10,
round: 3,
}));
expect(ctx._state.value.score).toBe(10);
expect(ctx._state.value.round).toBe(3);
});
it("should forward prompt events via listener", async () => {
const registry = createGameCommandRegistry();
const ctx = createGameContext(registry);
registry.register(
"test <value>",
async function (this: CommandRunnerContext<IGameContext>, _ctx, value) {
return this.prompt(createPromptDef("prompt <answer>"), () => "ok");
},
);
const promptPromise = new Promise<PromptEvent>((resolve) => {
ctx._commands.on("prompt", resolve);
});
const runPromise = ctx.run("test hello");
it('should accept initial state as an object', () => {
const registry = createGameCommandRegistry<MyState>();
const ctx = createGameContext<MyState>(registry, {
score: 0,
round: 1,
});
const promptEvent = await promptPromise;
expect(promptEvent).not.toBeNull();
expect(promptEvent.schema.name).toBe("prompt");
expect(ctx._state.value.score).toBe(0);
expect(ctx._state.value.round).toBe(1);
const error = promptEvent.tryCommit({
name: "prompt",
params: ["yes"],
options: {},
flags: {},
});
expect(error).toBeNull();
it('should accept initial state as a factory function', () => {
const registry = createGameCommandRegistry<MyState>();
const ctx = createGameContext<MyState>(registry, () => ({
score: 10,
round: 3,
}));
expect(ctx._state.value.score).toBe(10);
expect(ctx._state.value.round).toBe(3);
});
it('should forward prompt events via listener', async () => {
const registry = createGameCommandRegistry();
const ctx = createGameContext(registry);
registry.register('test <value>', async function (_ctx, value) {
return this.prompt({schema: 'prompt <answer>'}, () => 'ok');
});
const promptPromise = new Promise<PromptEvent>(resolve => {
ctx._commands.on('prompt', resolve);
});
const runPromise = ctx.run('test hello');
const promptEvent = await promptPromise;
expect(promptEvent).not.toBeNull();
expect(promptEvent.schema.name).toBe('prompt');
const error = promptEvent.tryCommit({ name: 'prompt', params: ['yes'], options: {}, flags: {} });
expect(error).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
});
const result = await runPromise;
expect(result.success).toBe(true);
});
});
describe('createGameCommand', () => {
it('should run a command with access to game context', async () => {
const registry = createGameCommandRegistry<{ marker: string }>();
registry.register('set-marker <id>', async function (ctx, id) {
ctx.produce(state => {
state.marker = id;
});
return id;
describe("createGameCommand", () => {
it("should run a command with access to game context", async () => {
const registry = createGameCommandRegistry<{ marker: string }>();
registry.register("set-marker <id>", async function (ctx, id) {
ctx.produce((state) => {
state.marker = id;
});
return id;
});
const ctx = createGameContext(registry, { marker: "" });
const result = await ctx.run("set-marker board");
if (!result.success) {
console.error("Error:", result.error);
}
expect(result.success).toBe(true);
if (result.success) {
expect(result.result).toBe("board");
}
expect(ctx._state.value.marker).toBe("board");
});
it("should run a typed command with extended context", async () => {
const registry = createGameCommandRegistry<MyState>();
registry.register(
"add-score <amount:number>",
async function (ctx, amount) {
ctx.produce((state) => {
state.score += amount;
});
return ctx.value.score;
},
);
const ctx = createGameContext(registry, { marker: '' });
const ctx = createGameContext<MyState>(registry, () => ({
score: 0,
round: 1,
}));
const result = await ctx.run('set-marker board');
if (!result.success) {
console.error('Error:', result.error);
}
expect(result.success).toBe(true);
if (result.success) {
expect(result.result).toBe('board');
}
expect(ctx._state.value.marker).toBe('board');
});
const result = await ctx.run("add-score 5");
expect(result.success).toBe(true);
if (result.success) {
expect(result.result).toBe(5);
}
expect(ctx._state.value.score).toBe(5);
});
it('should run a typed command with extended context', async () => {
const registry = createGameCommandRegistry<MyState>();
it("should return error for unknown command", async () => {
const registry = createGameCommandRegistry();
const ctx = createGameContext(registry);
registry.register(
'add-score <amount:number>',
async function (ctx, amount) {
ctx.produce(state => {
state.score += amount;
});
return ctx.value.score;
}
);
const ctx = createGameContext<MyState>(registry, () => ({
score: 0,
round: 1,
}));
const result = await ctx.run('add-score 5');
expect(result.success).toBe(true);
if (result.success) {
expect(result.result).toBe(5);
}
expect(ctx._state.value.score).toBe(5);
});
it('should return error for unknown command', async () => {
const registry = createGameCommandRegistry();
const ctx = createGameContext(registry);
const result = await ctx.run('nonexistent');
expect(result.success).toBe(false);
if (!result.success) {
expect(result.error).toContain('nonexistent');
}
});
const result = await ctx.run("nonexistent");
expect(result.success).toBe(false);
if (!result.success) {
expect(result.error).toContain("nonexistent");
}
});
});
describe('createPromptDef', () => {
it('should create a PromptDef with string schema', () => {
const promptDef = createPromptDef<[string, number]>('play <player> <score:number>');
describe("createPromptDef", () => {
it("should create a PromptDef with string schema", () => {
const promptDef = createPromptDef<[string, number]>(
"play <player> <score:number>",
);
expect(promptDef).toBeDefined();
expect(promptDef.schema.name).toBe('play');
expect(promptDef.schema.params).toHaveLength(2);
expect(promptDef.schema.params[0].name).toBe('player');
expect(promptDef.schema.params[1].name).toBe('score');
expect(promptDef).toBeDefined();
expect(promptDef.schema.name).toBe("play");
expect(promptDef.schema.params).toHaveLength(2);
expect(promptDef.schema.params[0].name).toBe("player");
expect(promptDef.schema.params[1].name).toBe("score");
});
it("should create a PromptDef with CommandSchema object", () => {
const schemaObj = {
name: "test",
params: [],
options: {},
flags: {},
};
const promptDef = createPromptDef<[]>(schemaObj);
expect(promptDef.schema).toEqual(schemaObj);
});
it("should be usable with game.prompt", async () => {
const registry = createGameCommandRegistry<{ score: number }>();
registry.register("test-prompt", async function (ctx) {
const promptDef = createPromptDef<[number]>("input <value:number>");
const result = await ctx.prompt(promptDef, (value) => {
if (value < 0) throw "Value must be positive";
return value;
});
return result;
});
it('should create a PromptDef with CommandSchema object', () => {
const schemaObj = {
name: 'test',
params: [],
options: {},
flags: {}
};
const promptDef = createPromptDef<[]>(schemaObj);
expect(promptDef.schema).toEqual(schemaObj);
const ctx = createGameContext(registry, { score: 0 });
const promptPromise = new Promise<PromptEvent>((resolve) => {
ctx._commands.on("prompt", resolve);
});
const runPromise = ctx.run("test-prompt");
it('should be usable with game.prompt', async () => {
const registry = createGameCommandRegistry<{ score: number }>();
registry.register('test-prompt', async function(ctx) {
const promptDef = createPromptDef<[number]>('input <value:number>');
const result = await ctx.prompt(
promptDef,
(value) => {
if (value < 0) throw 'Value must be positive';
return value;
}
);
return result;
});
const promptEvent = await promptPromise;
expect(promptEvent.schema.name).toBe("input");
const ctx = createGameContext(registry, { score: 0 });
const promptPromise = new Promise<PromptEvent>(resolve => {
ctx._commands.on('prompt', resolve);
});
const runPromise = ctx.run('test-prompt');
const promptEvent = await promptPromise;
expect(promptEvent.schema.name).toBe('input');
const error = promptEvent.tryCommit({ name: 'input', params: [42], options: {}, flags: {} });
expect(error).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
if (result.success) {
expect(result.result).toBe(42);
}
const error = promptEvent.tryCommit({
name: "input",
params: [42],
options: {},
flags: {},
});
expect(error).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
if (result.success) {
expect(result.result).toBe(42);
}
});
});

View File

@ -1,353 +1,373 @@
import {createGameContext} from '@/core/game';
import {registry} from '@/samples/regicide/commands';
import {createInitialState} from '@/samples/regicide/state';
import { describe, it, expect } from "vitest";
import { createGameContext } from "@/core/game";
import { registry } from "@/samples/regicide/commands";
import { createInitialState } from "@/samples/regicide/state";
import {
buildEnemyDeck,
buildTavernDeck,
createAllCards,
createCard,
createEnemy,
getCardValue,
isEnemyDefeated
} from '@/samples/regicide/utils';
import {Mulberry32RNG} from '@/utils/rng';
import {CARD_VALUES, ENEMY_COUNT, FACE_CARDS, INITIAL_HAND_SIZE} from '@/samples/regicide/constants';
import {PlayerType} from '@/samples/regicide/types';
buildEnemyDeck,
buildTavernDeck,
createAllCards,
createCard,
createEnemy,
getCardValue,
isEnemyDefeated,
} from "@/samples/regicide/utils";
import { Mulberry32RNG } from "@/utils/rng";
import {
CARD_VALUES,
ENEMY_COUNT,
FACE_CARDS,
INITIAL_HAND_SIZE,
} from "@/samples/regicide/constants";
import { PlayerType } from "@/samples/regicide/types";
describe('Regicide - Utils', () => {
describe('getCardValue', () => {
it('should return correct value for number cards', () => {
expect(getCardValue('A')).toBe(1);
expect(getCardValue('5')).toBe(5);
expect(getCardValue('10')).toBe(10);
});
it('should return correct value for face cards', () => {
expect(getCardValue('J')).toBe(10);
expect(getCardValue('Q')).toBe(15);
expect(getCardValue('K')).toBe(20);
});
describe("Regicide - Utils", () => {
describe("getCardValue", () => {
it("should return correct value for number cards", () => {
expect(getCardValue("A")).toBe(1);
expect(getCardValue("5")).toBe(5);
expect(getCardValue("10")).toBe(10);
});
describe('createCard', () => {
it('should create a card with correct properties', () => {
const card = createCard('spades_A', 'spades', 'A');
expect(card.id).toBe('spades_A');
expect(card.suit).toBe('spades');
expect(card.rank).toBe('A');
expect(card.value).toBe(1);
});
it("should return correct value for face cards", () => {
expect(getCardValue("J")).toBe(10);
expect(getCardValue("Q")).toBe(15);
expect(getCardValue("K")).toBe(20);
});
});
describe("createCard", () => {
it("should create a card with correct properties", () => {
const card = createCard("spades_A", "spades", "A");
expect(card.id).toBe("spades_A");
expect(card.suit).toBe("spades");
expect(card.rank).toBe("A");
expect(card.value).toBe(1);
});
});
describe("createEnemy", () => {
it("should create an enemy with correct HP", () => {
const enemy = createEnemy("enemy_0", "J", "spades");
expect(enemy.rank).toBe("J");
expect(enemy.value).toBe(10);
expect(enemy.hp).toBe(20);
expect(enemy.maxHp).toBe(20);
});
describe('createEnemy', () => {
it('should create an enemy with correct HP', () => {
const enemy = createEnemy('enemy_0', 'J', 'spades');
expect(enemy.rank).toBe('J');
expect(enemy.value).toBe(10);
expect(enemy.hp).toBe(20);
expect(enemy.maxHp).toBe(20);
});
it("should create enemy with different values for different ranks", () => {
const jEnemy = createEnemy("enemy_0", "J", "spades");
const qEnemy = createEnemy("enemy_1", "Q", "hearts");
const kEnemy = createEnemy("enemy_2", "K", "diamonds");
it('should create enemy with different values for different ranks', () => {
const jEnemy = createEnemy('enemy_0', 'J', 'spades');
const qEnemy = createEnemy('enemy_1', 'Q', 'hearts');
const kEnemy = createEnemy('enemy_2', 'K', 'diamonds');
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);
});
});

View File

@ -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 {

View File

@ -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);
});
});
});