feat: add grid-inventory
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@ -9,7 +9,7 @@
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# targetType can be one of: single, none
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type,name,shape,costType,costCount,targetType,desc
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string,string,string,string,int,string,string
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string,string,string,'energy'|'uses',int,'single'|'none',string
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weapon,剑,oee,energy,1,single,【攻击2】【攻击2】
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weapon,长斧,oees,energy,2,none,对全体【攻击5】
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weapon,长枪,oeee,energy,1,single,【攻击2】【攻击2】【攻击2】
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@ -2,11 +2,13 @@ type HeroItemFighter1Table = readonly {
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readonly type: string;
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readonly name: string;
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readonly shape: string;
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readonly costType: string;
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readonly costType: "energy" | "uses";
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readonly costCount: number;
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readonly targetType: string;
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readonly targetType: "single" | "none";
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readonly desc: string;
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}[];
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export type HeroItemFighter1 = HeroItemFighter1Table[number];
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declare const data: HeroItemFighter1Table;
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export default data;
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@ -0,0 +1,13 @@
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export type { CellCoordinate, GridInventory, InventoryItem, PlacementResult } from './types';
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export {
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createGridInventory,
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flipItem,
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getAdjacentItems,
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getItemAtCell,
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getOccupiedCellSet,
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moveItem,
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placeItem,
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removeItem,
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rotateItem,
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validatePlacement,
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} from './transform';
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@ -0,0 +1,232 @@
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import type { ParsedShape } from '../utils/parse-shape';
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import type { Transform2D } from '../utils/shape-collision';
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import {
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checkBoardCollision,
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checkBounds,
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flipXTransform,
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flipYTransform,
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rotateTransform,
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transformShape,
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} from '../utils/shape-collision';
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import type { GridInventory, InventoryItem, PlacementResult } from './types';
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/**
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* Creates a new empty grid inventory.
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* Note: When used inside `.produce()`, call this before returning the draft.
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*/
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export function createGridInventory(width: number, height: number): GridInventory {
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return {
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width,
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height,
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items: new Map<string, InventoryItem>(),
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occupiedCells: new Set<string>(),
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};
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}
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/**
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* Builds a Set of occupied cell keys from a shape and transform.
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*/
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function getShapeCellKeys(shape: ParsedShape, transform: Transform2D): Set<string> {
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const cells = transformShape(shape, transform);
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return new Set(cells.map(c => `${c.x},${c.y}`));
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}
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/**
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* Validates whether an item can be placed at the given transform.
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* Checks bounds and collision with all other items.
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*/
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export function validatePlacement(
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inventory: GridInventory,
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shape: InventoryItem['shape'],
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transform: Transform2D
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): PlacementResult {
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if (!checkBounds(shape, transform, inventory.width, inventory.height)) {
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return { valid: false, reason: '超出边界' };
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}
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if (checkBoardCollision(shape, transform, inventory.occupiedCells)) {
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return { valid: false, reason: '与已有物品重叠' };
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}
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return { valid: true };
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}
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/**
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* Places an item onto the grid.
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* **Mutates directly** — call inside a `.produce()` callback.
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* Does not validate; call `validatePlacement` first.
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*/
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export function placeItem(inventory: GridInventory, item: InventoryItem): void {
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const cells = getShapeCellKeys(item.shape, item.transform);
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for (const cellKey of cells) {
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inventory.occupiedCells.add(cellKey);
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}
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inventory.items.set(item.id, item);
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}
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/**
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* Removes an item from the grid by its ID.
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* **Mutates directly** — call inside a `.produce()` callback.
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*/
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export function removeItem(inventory: GridInventory, itemId: string): void {
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const item = inventory.items.get(itemId);
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if (!item) return;
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const cells = getShapeCellKeys(item.shape, item.transform);
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for (const cellKey of cells) {
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inventory.occupiedCells.delete(cellKey);
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}
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inventory.items.delete(itemId);
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}
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/**
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* Moves an item to a new position with a new transform.
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* **Mutates directly** — call inside a `.produce()` callback.
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* Validates before applying; returns result indicating success.
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*/
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export function moveItem(
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inventory: GridInventory,
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itemId: string,
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newTransform: Transform2D
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): { success: true } | { success: false; reason: string } {
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const item = inventory.items.get(itemId);
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if (!item) {
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return { success: false, reason: '物品不存在' };
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}
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// Temporarily remove item's cells for validation
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const oldCells = getShapeCellKeys(item.shape, item.transform);
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for (const cellKey of oldCells) {
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inventory.occupiedCells.delete(cellKey);
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}
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// Validate new position
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const validation = validatePlacement(inventory, item.shape, newTransform);
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if (!validation.valid) {
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// Restore old cells
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for (const cellKey of oldCells) {
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inventory.occupiedCells.add(cellKey);
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}
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return { success: false, reason: validation.reason };
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}
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// Apply new transform
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item.transform = newTransform;
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// Add new cells
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const newCells = getShapeCellKeys(item.shape, item.transform);
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for (const cellKey of newCells) {
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inventory.occupiedCells.add(cellKey);
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}
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return { success: true };
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}
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/**
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* Rotates an item by the given degrees (typically 90, 180, or 270).
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* **Mutates directly** — call inside a `.produce()` callback.
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* Validates before applying; returns result indicating success.
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*/
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export function rotateItem(
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inventory: GridInventory,
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itemId: string,
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degrees: number
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): { success: true } | { success: false; reason: string } {
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const item = inventory.items.get(itemId);
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if (!item) {
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return { success: false, reason: '物品不存在' };
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}
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const rotatedTransform = rotateTransform(item.transform, degrees);
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return moveItem(inventory, itemId, rotatedTransform);
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}
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/**
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* Flips an item horizontally or vertically.
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* **Mutates directly** — call inside a `.produce()` callback.
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* Validates before applying; returns result indicating success.
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*/
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export function flipItem(
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inventory: GridInventory,
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itemId: string,
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axis: 'x' | 'y'
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): { success: true } | { success: false; reason: string } {
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const item = inventory.items.get(itemId);
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if (!item) {
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return { success: false, reason: '物品不存在' };
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}
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const flippedTransform = axis === 'x'
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? flipXTransform(item.transform)
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: flipYTransform(item.transform);
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return moveItem(inventory, itemId, flippedTransform);
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}
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/**
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* Returns a copy of the occupied cells set.
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*/
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export function getOccupiedCellSet(inventory: GridInventory): Set<string> {
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return new Set(inventory.occupiedCells);
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}
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/**
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* Finds the item occupying the given cell, if any.
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*/
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export function getItemAtCell(
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inventory: GridInventory,
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x: number,
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y: number
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): InventoryItem | undefined {
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const cellKey = `${x},${y}`;
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if (!inventory.occupiedCells.has(cellKey)) {
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return undefined;
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}
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for (const item of inventory.items.values()) {
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const cells = getShapeCellKeys(item.shape, item.transform);
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if (cells.has(cellKey)) {
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return item;
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}
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}
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return undefined;
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}
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/**
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* Gets all items adjacent to the given item (orthogonally, not diagonally).
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* Returns a Map of itemId -> item for deduplication.
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*/
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export function getAdjacentItems(
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inventory: GridInventory,
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itemId: string
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): Map<string, InventoryItem> {
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const item = inventory.items.get(itemId);
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if (!item) {
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return new Map();
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}
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const ownCells = getShapeCellKeys(item.shape, item.transform);
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const adjacent = new Map<string, InventoryItem>();
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for (const cellKey of ownCells) {
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const [cx, cy] = cellKey.split(',').map(Number);
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const neighbors = [
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`${cx + 1},${cy}`,
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`${cx - 1},${cy}`,
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`${cx},${cy + 1}`,
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`${cx},${cy - 1}`,
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];
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for (const neighborKey of neighbors) {
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if (inventory.occupiedCells.has(neighborKey) && !ownCells.has(neighborKey)) {
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const neighborItem = getItemAtCell(inventory, ...neighborKey.split(',').map(Number) as [number, number]);
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if (neighborItem) {
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adjacent.set(neighborItem.id, neighborItem);
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}
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}
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}
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}
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return adjacent;
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}
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@ -0,0 +1,44 @@
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import type { ParsedShape } from '../utils/parse-shape';
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import type { Transform2D } from '../utils/shape-collision';
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/**
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* Simple 2D coordinate for grid cells.
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*/
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export interface CellCoordinate {
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x: number;
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y: number;
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}
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/**
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* An item placed on the grid inventory.
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*/
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export interface InventoryItem {
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/** Unique item identifier */
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id: string;
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/** Reference to the item's shape definition */
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shape: ParsedShape;
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/** Current transformation (position, rotation, flips) */
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transform: Transform2D;
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/** Optional metadata for game-specific data */
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meta?: Record<string, unknown>;
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}
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/**
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* Result of a placement validation check.
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*/
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export type PlacementResult = { valid: true } | { valid: false; reason: string };
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/**
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* Grid inventory state.
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* Designed to be mutated directly inside a `mutative .produce()` callback.
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*/
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export interface GridInventory {
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/** Board width in cells */
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width: number;
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/** Board height in cells */
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height: number;
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/** Map of itemId -> InventoryItem for all placed items */
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items: Map<string, InventoryItem>;
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/** Set of occupied cells in "x,y" format for O(1) collision lookups */
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occupiedCells: Set<string>;
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}
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@ -0,0 +1,485 @@
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import { describe, it, expect } from 'vitest';
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import { parseShapeString } from '@/samples/slay-the-spire-like/utils/parse-shape';
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import { IDENTITY_TRANSFORM } from '@/samples/slay-the-spire-like/utils/shape-collision';
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import {
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createGridInventory,
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placeItem,
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removeItem,
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moveItem,
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rotateItem,
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flipItem,
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getOccupiedCellSet,
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getItemAtCell,
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getAdjacentItems,
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validatePlacement,
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type GridInventory,
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type InventoryItem,
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} from '@/samples/slay-the-spire-like/grid-inventory';
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/**
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* Helper: create a test inventory item.
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*/
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function createTestItem(id: string, shapeStr: string, transform = IDENTITY_TRANSFORM): InventoryItem {
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const shape = parseShapeString(shapeStr);
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return {
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id,
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shape,
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transform: { ...transform },
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};
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}
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describe('grid-inventory', () => {
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describe('createGridInventory', () => {
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it('should create an empty inventory with correct dimensions', () => {
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const inv = createGridInventory(6, 4);
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expect(inv.width).toBe(6);
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expect(inv.height).toBe(4);
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expect(inv.items.size).toBe(0);
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expect(inv.occupiedCells.size).toBe(0);
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});
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});
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describe('placeItem', () => {
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it('should place a single-cell item', () => {
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const inv = createGridInventory(6, 4);
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const item = createTestItem('sword', 'o');
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placeItem(inv, item);
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expect(inv.items.size).toBe(1);
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expect(inv.items.has('sword')).toBe(true);
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expect(inv.occupiedCells.has('0,0')).toBe(true);
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});
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it('should place a multi-cell item', () => {
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const inv = createGridInventory(6, 4);
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const item = createTestItem('axe', 'oee');
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placeItem(inv, item);
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expect(inv.items.size).toBe(1);
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expect(inv.occupiedCells.size).toBe(3);
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expect(inv.occupiedCells.has('0,0')).toBe(true);
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expect(inv.occupiedCells.has('1,0')).toBe(true);
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expect(inv.occupiedCells.has('2,0')).toBe(true);
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});
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it('should place multiple items', () => {
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const inv = createGridInventory(6, 4);
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const itemA = createTestItem('a', 'o');
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const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } });
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placeItem(inv, itemA);
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placeItem(inv, itemB);
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expect(inv.items.size).toBe(2);
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expect(inv.occupiedCells.size).toBe(2);
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expect(inv.occupiedCells.has('0,0')).toBe(true);
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expect(inv.occupiedCells.has('3,0')).toBe(true);
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});
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});
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describe('removeItem', () => {
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it('should remove an item and free its cells', () => {
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const inv = createGridInventory(6, 4);
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const item = createTestItem('sword', 'oee');
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placeItem(inv, item);
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removeItem(inv, 'sword');
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expect(inv.items.size).toBe(0);
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expect(inv.occupiedCells.size).toBe(0);
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});
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it('should only free the removed item\'s cells', () => {
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const inv = createGridInventory(6, 4);
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const itemA = createTestItem('a', 'o');
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const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } });
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placeItem(inv, itemA);
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placeItem(inv, itemB);
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removeItem(inv, 'a');
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expect(inv.items.size).toBe(1);
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expect(inv.occupiedCells.size).toBe(1);
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expect(inv.occupiedCells.has('0,0')).toBe(false);
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expect(inv.occupiedCells.has('2,0')).toBe(true);
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});
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it('should do nothing for non-existent item', () => {
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const inv = createGridInventory(6, 4);
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removeItem(inv, 'nonexistent');
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expect(inv.items.size).toBe(0);
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});
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});
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describe('validatePlacement', () => {
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it('should return valid for empty board', () => {
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const inv = createGridInventory(6, 4);
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const shape = parseShapeString('o');
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const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
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expect(result).toEqual({ valid: true });
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});
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it('should return invalid for out of bounds', () => {
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const inv = createGridInventory(6, 4);
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const shape = parseShapeString('o');
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const result = validatePlacement(inv, shape, {
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...IDENTITY_TRANSFORM,
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offset: { x: 6, y: 0 },
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});
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expect(result).toEqual({ valid: false, reason: '超出边界' });
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});
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it('should return invalid for collision with existing item', () => {
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const inv = createGridInventory(6, 4);
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const existing = createTestItem('a', 'oee');
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placeItem(inv, existing);
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const shape = parseShapeString('o');
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const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
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expect(result).toEqual({ valid: false, reason: '与已有物品重叠' });
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});
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it('should return valid when there is room nearby', () => {
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const inv = createGridInventory(6, 4);
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const existing = createTestItem('a', 'o');
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placeItem(inv, existing);
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const shape = parseShapeString('o');
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const result = validatePlacement(inv, shape, {
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...IDENTITY_TRANSFORM,
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offset: { x: 1, y: 0 },
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});
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expect(result).toEqual({ valid: true });
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});
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});
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describe('moveItem', () => {
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it('should move item to a new position', () => {
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const inv = createGridInventory(6, 4);
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const item = createTestItem('sword', 'o');
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placeItem(inv, item);
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const result = moveItem(inv, 'sword', {
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...IDENTITY_TRANSFORM,
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offset: { x: 5, y: 3 },
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});
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expect(result).toEqual({ success: true });
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expect(inv.occupiedCells.has('0,0')).toBe(false);
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expect(inv.occupiedCells.has('5,3')).toBe(true);
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expect(item.transform.offset).toEqual({ x: 5, y: 3 });
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});
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|
||||
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('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