refactor(slay-the-spire-like): update GameItemMeta import path and

reformat tests

Update imports for `GameItemMeta` from `progress/types` to
`encounter/types`
in combat and deck tests. Reformat `deck/factory.test.ts` to use double
quotes and consistent indentation.
This commit is contained in:
hypercross 2026-04-20 13:01:11 +08:00
parent f336a989e2
commit 52b6cecd64
3 changed files with 203 additions and 183 deletions

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@ -30,7 +30,7 @@ import type {
GridInventory,
InventoryItem,
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/types";
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import type { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
import type { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";

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@ -26,7 +26,7 @@ import {
GridInventory,
InventoryItem,
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/types";
import { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
import { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
import {

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@ -1,224 +1,244 @@
import { describe, it, expect } from 'vitest';
import { describe, it, expect } from "vitest";
import {
generateDeckFromInventory,
createCard,
createDeckRegions,
createPlayerDeck,
generateCardId,
} from '@/samples/slay-the-spire-like/system/deck/factory';
import { createGridInventory, placeItem } from '@/samples/slay-the-spire-like/system/grid-inventory';
import type { GridInventory, InventoryItem } from '@/samples/slay-the-spire-like/system/grid-inventory';
import type { GameItemMeta } from '@/samples/slay-the-spire-like/system/progress/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 { CardData, ItemData } from '@/samples/slay-the-spire-like/system/types';
generateDeckFromInventory,
createCard,
createDeckRegions,
createPlayerDeck,
generateCardId,
} from "@/samples/slay-the-spire-like/system/deck/factory";
import {
createGridInventory,
placeItem,
} from "@/samples/slay-the-spire-like/system/grid-inventory";
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 { 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 {
CardData,
ItemData,
} from "@/samples/slay-the-spire-like/system/types";
/**
* Helper: create a minimal CardData for testing.
*/
function createTestCardData(id: string, name: string, desc: string): CardData {
return {
id,
name,
desc,
type: 'item',
costType: 'energy',
costCount: 1,
targetType: 'single',
effects: [],
};
return {
id,
name,
desc,
type: "item",
costType: "energy",
costCount: 1,
targetType: "single",
effects: [],
};
}
/**
* Helper: create a minimal ItemData for testing.
*/
function createTestItemData(id: string, name: string, shapeStr: string, desc: string): ItemData {
return {
id,
type: 'weapon',
name,
shape: shapeStr,
card: createTestCardData(id, name, desc),
price: 10,
description: desc,
};
function createTestItemData(
id: string,
name: string,
shapeStr: string,
desc: string,
): ItemData {
return {
id,
type: "weapon",
name,
shape: shapeStr,
card: createTestCardData(id, name, desc),
price: 10,
description: desc,
};
}
/**
* Helper: create a minimal GameItemMeta for testing.
*/
function createTestMeta(name: string, desc: string, shapeStr: string): GameItemMeta {
const shape = parseShapeString(shapeStr);
const itemData = createTestItemData(name.toLowerCase(), name, shapeStr, desc);
return {
itemData,
shape,
};
function createTestMeta(
name: string,
desc: string,
shapeStr: string,
): GameItemMeta {
const shape = parseShapeString(shapeStr);
const itemData = createTestItemData(name.toLowerCase(), name, shapeStr, desc);
return {
itemData,
shape,
};
}
/**
* Helper: create a test inventory with some items.
*/
function createTestInventory(): GridInventory<GameItemMeta> {
const inv = createGridInventory<GameItemMeta>(6, 4);
const inv = createGridInventory<GameItemMeta>(6, 4);
// Item "短刀" with shape "oe" (2 cells)
const meta1 = createTestMeta('短刀', '【攻击3】【攻击3】', 'oe');
const item1: InventoryItem<GameItemMeta> = {
id: 'dagger-1',
shape: meta1.shape,
transform: { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
meta: meta1,
};
placeItem(inv, item1);
// Item "短刀" with shape "oe" (2 cells)
const meta1 = createTestMeta("短刀", "【攻击3】【攻击3】", "oe");
const item1: InventoryItem<GameItemMeta> = {
id: "dagger-1",
shape: meta1.shape,
transform: { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
meta: meta1,
};
placeItem(inv, item1);
// Item "盾" with shape "oesw" (4 cells)
const meta2 = createTestMeta('盾', '【防御3】', 'oesw');
const item2: InventoryItem<GameItemMeta> = {
id: 'shield-1',
shape: meta2.shape,
transform: { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } },
meta: meta2,
};
placeItem(inv, item2);
// Item "盾" with shape "oesw" (4 cells)
const meta2 = createTestMeta("盾", "【防御3】", "oesw");
const item2: InventoryItem<GameItemMeta> = {
id: "shield-1",
shape: meta2.shape,
transform: { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } },
meta: meta2,
};
placeItem(inv, item2);
return inv;
return inv;
}
describe('deck/factory', () => {
describe('generateCardId', () => {
it('should generate deterministic unique IDs', () => {
expect(generateCardId('item-1', 0)).toBe('card-item-1-0');
expect(generateCardId('item-1', 1)).toBe('card-item-1-1');
expect(generateCardId('item-2', 0)).toBe('card-item-2-0');
});
describe("deck/factory", () => {
describe("generateCardId", () => {
it("should generate deterministic unique IDs", () => {
expect(generateCardId("item-1", 0)).toBe("card-item-1-0");
expect(generateCardId("item-1", 1)).toBe("card-item-1-1");
expect(generateCardId("item-2", 0)).toBe("card-item-2-0");
});
});
describe("createCard", () => {
it("should create a card with itemId and cardData", () => {
const cardData = createTestCardData("wound", "伤口", "无法被弃牌");
const card = createCard("wound-1", cardData, 0);
expect(card.id).toBe("card-wound-1-0");
expect(card.itemId).toBe("wound-1");
expect(card.cardData).toBe(cardData);
expect(card.regionId).toBe("");
expect(card.position).toEqual([]);
});
});
describe("generateDeckFromInventory", () => {
it("should generate correct number of cards based on shape cell counts", () => {
const inv = createTestInventory();
// "短刀" has 2 cells, "盾" has 4 cells = 6 total
const deck = generateDeckFromInventory(inv);
expect(Object.keys(deck.cards).length).toBe(6);
expect(deck.regions.drawPile.childIds.length).toBe(6);
expect(deck.regions.hand.childIds).toEqual([]);
expect(deck.regions.discardPile.childIds).toEqual([]);
expect(deck.regions.exhaustPile.childIds).toEqual([]);
});
describe('createCard', () => {
it('should create a card with itemId and cardData', () => {
const cardData = createTestCardData('wound', '伤口', '无法被弃牌');
const card = createCard('wound-1', cardData, 0);
it("should link cards to their source items", () => {
const inv = createTestInventory();
const deck = generateDeckFromInventory(inv);
expect(card.id).toBe('card-wound-1-0');
expect(card.itemId).toBe('wound-1');
expect(card.cardData).toBe(cardData);
expect(card.regionId).toBe('');
expect(card.position).toEqual([]);
});
const daggerCards = Object.values(deck.cards).filter(
(c) => c.itemId === "dagger-1",
);
const shieldCards = Object.values(deck.cards).filter(
(c) => c.itemId === "shield-1",
);
expect(daggerCards.length).toBe(2);
expect(shieldCards.length).toBe(4);
// Verify card data
expect(daggerCards[0].cardData.name).toBe("短刀");
expect(shieldCards[0].cardData.name).toBe("盾");
});
describe('generateDeckFromInventory', () => {
it('should generate correct number of cards based on shape cell counts', () => {
const inv = createTestInventory();
it("should set displayName and description from item data", () => {
const inv = createTestInventory();
const deck = generateDeckFromInventory(inv);
// "短刀" has 2 cells, "盾" has 4 cells = 6 total
const deck = generateDeckFromInventory(inv);
for (const card of Object.values(deck.cards)) {
expect(card.cardData.name).toBeTruthy();
expect(card.cardData.desc).toBeTruthy();
}
expect(Object.keys(deck.cards).length).toBe(6);
expect(deck.regions.drawPile.childIds.length).toBe(6);
expect(deck.regions.hand.childIds).toEqual([]);
expect(deck.regions.discardPile.childIds).toEqual([]);
expect(deck.regions.exhaustPile.childIds).toEqual([]);
});
it('should link cards to their source items', () => {
const inv = createTestInventory();
const deck = generateDeckFromInventory(inv);
const daggerCards = Object.values(deck.cards).filter(
c => c.itemId === 'dagger-1'
);
const shieldCards = Object.values(deck.cards).filter(
c => c.itemId === 'shield-1'
);
expect(daggerCards.length).toBe(2);
expect(shieldCards.length).toBe(4);
// Verify card data
expect(daggerCards[0].cardData.name).toBe('短刀');
expect(shieldCards[0].cardData.name).toBe('盾');
});
it('should set displayName and description from item data', () => {
const inv = createTestInventory();
const deck = generateDeckFromInventory(inv);
for (const card of Object.values(deck.cards)) {
expect(card.cardData.name).toBeTruthy();
expect(card.cardData.desc).toBeTruthy();
}
const daggerCard = Object.values(deck.cards).find(
c => c.cardData.name === '短刀'
);
expect(daggerCard?.cardData.name).toBe('短刀');
expect(daggerCard?.cardData.desc).toBe('【攻击3】【攻击3】');
});
it('should assign unique IDs to each card from same item', () => {
const inv = createTestInventory();
const deck = generateDeckFromInventory(inv);
const daggerCards = Object.values(deck.cards).filter(
c => c.itemId === 'dagger-1'
);
const ids = daggerCards.map(c => c.id);
const uniqueIds = new Set(ids);
expect(uniqueIds.size).toBe(ids.length);
});
it('should handle empty inventory', () => {
const inv = createGridInventory<GameItemMeta>(6, 4);
const deck = generateDeckFromInventory(inv);
expect(Object.keys(deck.cards).length).toBe(0);
expect(deck.regions.drawPile.childIds).toEqual([]);
});
it('should place all cards in draw pile initially', () => {
const inv = createTestInventory();
const deck = generateDeckFromInventory(inv);
for (const cardId of deck.regions.drawPile.childIds) {
expect(deck.cards[cardId]).toBeDefined();
}
// All cards are in draw pile
expect(new Set(deck.regions.drawPile.childIds).size).toBe(Object.keys(deck.cards).length);
});
const daggerCard = Object.values(deck.cards).find(
(c) => c.cardData.name === "短刀",
);
expect(daggerCard?.cardData.name).toBe("短刀");
expect(daggerCard?.cardData.desc).toBe("【攻击3】【攻击3】");
});
describe('createDeckRegions', () => {
it('should create regions for all deck zones', () => {
const regions = createDeckRegions();
it("should assign unique IDs to each card from same item", () => {
const inv = createTestInventory();
const deck = generateDeckFromInventory(inv);
expect(regions.drawPile.id).toBe('drawPile');
expect(regions.hand.id).toBe('hand');
expect(regions.discardPile.id).toBe('discardPile');
expect(regions.exhaustPile.id).toBe('exhaustPile');
});
const daggerCards = Object.values(deck.cards).filter(
(c) => c.itemId === "dagger-1",
);
it('should have empty childIds initially', () => {
const regions = createDeckRegions();
expect(regions.drawPile.childIds).toEqual([]);
expect(regions.hand.childIds).toEqual([]);
expect(regions.discardPile.childIds).toEqual([]);
expect(regions.exhaustPile.childIds).toEqual([]);
});
const ids = daggerCards.map((c) => c.id);
const uniqueIds = new Set(ids);
expect(uniqueIds.size).toBe(ids.length);
});
describe('createPlayerDeck', () => {
it('should create an empty deck structure', () => {
const deck = createPlayerDeck();
it("should handle empty inventory", () => {
const inv = createGridInventory<GameItemMeta>(6, 4);
const deck = generateDeckFromInventory(inv);
expect(deck.cards).toEqual({});
expect(deck.regions.drawPile.childIds).toEqual([]);
expect(deck.regions.hand.childIds).toEqual([]);
expect(deck.regions.discardPile.childIds).toEqual([]);
expect(deck.regions.exhaustPile.childIds).toEqual([]);
});
expect(Object.keys(deck.cards).length).toBe(0);
expect(deck.regions.drawPile.childIds).toEqual([]);
});
it("should place all cards in draw pile initially", () => {
const inv = createTestInventory();
const deck = generateDeckFromInventory(inv);
for (const cardId of deck.regions.drawPile.childIds) {
expect(deck.cards[cardId]).toBeDefined();
}
// All cards are in draw pile
expect(new Set(deck.regions.drawPile.childIds).size).toBe(
Object.keys(deck.cards).length,
);
});
});
describe("createDeckRegions", () => {
it("should create regions for all deck zones", () => {
const regions = createDeckRegions();
expect(regions.drawPile.id).toBe("drawPile");
expect(regions.hand.id).toBe("hand");
expect(regions.discardPile.id).toBe("discardPile");
expect(regions.exhaustPile.id).toBe("exhaustPile");
});
it("should have empty childIds initially", () => {
const regions = createDeckRegions();
expect(regions.drawPile.childIds).toEqual([]);
expect(regions.hand.childIds).toEqual([]);
expect(regions.discardPile.childIds).toEqual([]);
expect(regions.exhaustPile.childIds).toEqual([]);
});
});
describe("createPlayerDeck", () => {
it("should create an empty deck structure", () => {
const deck = createPlayerDeck();
expect(deck.cards).toEqual({});
expect(deck.regions.drawPile.childIds).toEqual([]);
expect(deck.regions.hand.childIds).toEqual([]);
expect(deck.regions.discardPile.childIds).toEqual([]);
expect(deck.regions.exhaustPile.childIds).toEqual([]);
});
});
});