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:
parent
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@ -30,7 +30,7 @@ import type {
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GridInventory,
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InventoryItem,
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} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
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import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/types";
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import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
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import type { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
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import type { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
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@ -26,7 +26,7 @@ import {
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GridInventory,
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InventoryItem,
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} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
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import { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/types";
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import { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
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import { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
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import { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
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import {
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@ -1,224 +1,244 @@
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import { describe, it, expect } from 'vitest';
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import { describe, it, expect } from "vitest";
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import {
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generateDeckFromInventory,
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createCard,
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createDeckRegions,
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createPlayerDeck,
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generateCardId,
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} from '@/samples/slay-the-spire-like/system/deck/factory';
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import { createGridInventory, placeItem } from '@/samples/slay-the-spire-like/system/grid-inventory';
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import type { GridInventory, InventoryItem } from '@/samples/slay-the-spire-like/system/grid-inventory';
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import type { GameItemMeta } from '@/samples/slay-the-spire-like/system/progress/types';
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import { IDENTITY_TRANSFORM } from '@/samples/slay-the-spire-like/system/utils/shape-collision';
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import { parseShapeString } from '@/samples/slay-the-spire-like/system/utils/parse-shape';
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import type { CardData, ItemData } from '@/samples/slay-the-spire-like/system/types';
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generateDeckFromInventory,
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createCard,
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createDeckRegions,
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createPlayerDeck,
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generateCardId,
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} from "@/samples/slay-the-spire-like/system/deck/factory";
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import {
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createGridInventory,
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placeItem,
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} from "@/samples/slay-the-spire-like/system/grid-inventory";
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import type {
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GridInventory,
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InventoryItem,
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} from "@/samples/slay-the-spire-like/system/grid-inventory";
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import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/encounter/types";
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import { IDENTITY_TRANSFORM } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
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import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
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import type {
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CardData,
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ItemData,
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} from "@/samples/slay-the-spire-like/system/types";
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/**
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* Helper: create a minimal CardData for testing.
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*/
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function createTestCardData(id: string, name: string, desc: string): CardData {
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return {
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id,
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name,
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desc,
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type: 'item',
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costType: 'energy',
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costCount: 1,
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targetType: 'single',
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effects: [],
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};
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return {
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id,
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name,
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desc,
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type: "item",
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costType: "energy",
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costCount: 1,
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targetType: "single",
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effects: [],
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};
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}
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/**
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* Helper: create a minimal ItemData for testing.
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*/
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function createTestItemData(id: string, name: string, shapeStr: string, desc: string): ItemData {
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return {
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id,
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type: 'weapon',
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name,
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shape: shapeStr,
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card: createTestCardData(id, name, desc),
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price: 10,
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description: desc,
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};
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function createTestItemData(
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id: string,
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name: string,
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shapeStr: string,
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desc: string,
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): ItemData {
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return {
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id,
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type: "weapon",
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name,
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shape: shapeStr,
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card: createTestCardData(id, name, desc),
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price: 10,
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description: desc,
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};
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}
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/**
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* Helper: create a minimal GameItemMeta for testing.
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*/
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function createTestMeta(name: string, desc: string, shapeStr: string): GameItemMeta {
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const shape = parseShapeString(shapeStr);
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const itemData = createTestItemData(name.toLowerCase(), name, shapeStr, desc);
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return {
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itemData,
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shape,
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};
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function createTestMeta(
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name: string,
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desc: string,
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shapeStr: string,
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): GameItemMeta {
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const shape = parseShapeString(shapeStr);
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const itemData = createTestItemData(name.toLowerCase(), name, shapeStr, desc);
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return {
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itemData,
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shape,
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};
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}
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/**
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* Helper: create a test inventory with some items.
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*/
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function createTestInventory(): GridInventory<GameItemMeta> {
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const inv = createGridInventory<GameItemMeta>(6, 4);
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const inv = createGridInventory<GameItemMeta>(6, 4);
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// Item "短刀" with shape "oe" (2 cells)
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const meta1 = createTestMeta('短刀', '【攻击3】【攻击3】', 'oe');
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const item1: InventoryItem<GameItemMeta> = {
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id: 'dagger-1',
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shape: meta1.shape,
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transform: { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
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meta: meta1,
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};
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placeItem(inv, item1);
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// Item "短刀" with shape "oe" (2 cells)
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const meta1 = createTestMeta("短刀", "【攻击3】【攻击3】", "oe");
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const item1: InventoryItem<GameItemMeta> = {
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id: "dagger-1",
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shape: meta1.shape,
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transform: { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
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meta: meta1,
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};
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placeItem(inv, item1);
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// Item "盾" with shape "oesw" (4 cells)
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const meta2 = createTestMeta('盾', '【防御3】', 'oesw');
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const item2: InventoryItem<GameItemMeta> = {
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id: 'shield-1',
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shape: meta2.shape,
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transform: { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } },
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meta: meta2,
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};
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placeItem(inv, item2);
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// Item "盾" with shape "oesw" (4 cells)
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const meta2 = createTestMeta("盾", "【防御3】", "oesw");
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const item2: InventoryItem<GameItemMeta> = {
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id: "shield-1",
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shape: meta2.shape,
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transform: { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } },
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meta: meta2,
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};
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placeItem(inv, item2);
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return inv;
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return inv;
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}
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describe('deck/factory', () => {
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describe('generateCardId', () => {
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it('should generate deterministic unique IDs', () => {
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expect(generateCardId('item-1', 0)).toBe('card-item-1-0');
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expect(generateCardId('item-1', 1)).toBe('card-item-1-1');
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expect(generateCardId('item-2', 0)).toBe('card-item-2-0');
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});
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describe("deck/factory", () => {
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describe("generateCardId", () => {
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it("should generate deterministic unique IDs", () => {
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expect(generateCardId("item-1", 0)).toBe("card-item-1-0");
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expect(generateCardId("item-1", 1)).toBe("card-item-1-1");
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expect(generateCardId("item-2", 0)).toBe("card-item-2-0");
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});
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});
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describe("createCard", () => {
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it("should create a card with itemId and cardData", () => {
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const cardData = createTestCardData("wound", "伤口", "无法被弃牌");
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const card = createCard("wound-1", cardData, 0);
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expect(card.id).toBe("card-wound-1-0");
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expect(card.itemId).toBe("wound-1");
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expect(card.cardData).toBe(cardData);
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expect(card.regionId).toBe("");
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expect(card.position).toEqual([]);
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});
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});
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describe("generateDeckFromInventory", () => {
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it("should generate correct number of cards based on shape cell counts", () => {
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const inv = createTestInventory();
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// "短刀" has 2 cells, "盾" has 4 cells = 6 total
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const deck = generateDeckFromInventory(inv);
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expect(Object.keys(deck.cards).length).toBe(6);
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expect(deck.regions.drawPile.childIds.length).toBe(6);
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expect(deck.regions.hand.childIds).toEqual([]);
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expect(deck.regions.discardPile.childIds).toEqual([]);
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expect(deck.regions.exhaustPile.childIds).toEqual([]);
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});
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describe('createCard', () => {
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it('should create a card with itemId and cardData', () => {
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const cardData = createTestCardData('wound', '伤口', '无法被弃牌');
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const card = createCard('wound-1', cardData, 0);
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it("should link cards to their source items", () => {
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const inv = createTestInventory();
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const deck = generateDeckFromInventory(inv);
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expect(card.id).toBe('card-wound-1-0');
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expect(card.itemId).toBe('wound-1');
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expect(card.cardData).toBe(cardData);
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expect(card.regionId).toBe('');
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expect(card.position).toEqual([]);
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});
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const daggerCards = Object.values(deck.cards).filter(
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(c) => c.itemId === "dagger-1",
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);
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const shieldCards = Object.values(deck.cards).filter(
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(c) => c.itemId === "shield-1",
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);
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expect(daggerCards.length).toBe(2);
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expect(shieldCards.length).toBe(4);
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// Verify card data
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expect(daggerCards[0].cardData.name).toBe("短刀");
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expect(shieldCards[0].cardData.name).toBe("盾");
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});
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describe('generateDeckFromInventory', () => {
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it('should generate correct number of cards based on shape cell counts', () => {
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const inv = createTestInventory();
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it("should set displayName and description from item data", () => {
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const inv = createTestInventory();
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const deck = generateDeckFromInventory(inv);
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// "短刀" has 2 cells, "盾" has 4 cells = 6 total
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const deck = generateDeckFromInventory(inv);
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for (const card of Object.values(deck.cards)) {
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expect(card.cardData.name).toBeTruthy();
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expect(card.cardData.desc).toBeTruthy();
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}
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expect(Object.keys(deck.cards).length).toBe(6);
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expect(deck.regions.drawPile.childIds.length).toBe(6);
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expect(deck.regions.hand.childIds).toEqual([]);
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expect(deck.regions.discardPile.childIds).toEqual([]);
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expect(deck.regions.exhaustPile.childIds).toEqual([]);
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});
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it('should link cards to their source items', () => {
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const inv = createTestInventory();
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const deck = generateDeckFromInventory(inv);
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const daggerCards = Object.values(deck.cards).filter(
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c => c.itemId === 'dagger-1'
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);
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const shieldCards = Object.values(deck.cards).filter(
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c => c.itemId === 'shield-1'
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);
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expect(daggerCards.length).toBe(2);
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expect(shieldCards.length).toBe(4);
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// Verify card data
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expect(daggerCards[0].cardData.name).toBe('短刀');
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expect(shieldCards[0].cardData.name).toBe('盾');
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});
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it('should set displayName and description from item data', () => {
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const inv = createTestInventory();
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const deck = generateDeckFromInventory(inv);
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for (const card of Object.values(deck.cards)) {
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expect(card.cardData.name).toBeTruthy();
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expect(card.cardData.desc).toBeTruthy();
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}
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const daggerCard = Object.values(deck.cards).find(
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c => c.cardData.name === '短刀'
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);
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expect(daggerCard?.cardData.name).toBe('短刀');
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expect(daggerCard?.cardData.desc).toBe('【攻击3】【攻击3】');
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});
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it('should assign unique IDs to each card from same item', () => {
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const inv = createTestInventory();
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const deck = generateDeckFromInventory(inv);
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const daggerCards = Object.values(deck.cards).filter(
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c => c.itemId === 'dagger-1'
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);
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const ids = daggerCards.map(c => c.id);
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const uniqueIds = new Set(ids);
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expect(uniqueIds.size).toBe(ids.length);
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});
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it('should handle empty inventory', () => {
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const inv = createGridInventory<GameItemMeta>(6, 4);
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const deck = generateDeckFromInventory(inv);
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expect(Object.keys(deck.cards).length).toBe(0);
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expect(deck.regions.drawPile.childIds).toEqual([]);
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});
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it('should place all cards in draw pile initially', () => {
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const inv = createTestInventory();
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const deck = generateDeckFromInventory(inv);
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for (const cardId of deck.regions.drawPile.childIds) {
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expect(deck.cards[cardId]).toBeDefined();
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}
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// All cards are in draw pile
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expect(new Set(deck.regions.drawPile.childIds).size).toBe(Object.keys(deck.cards).length);
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});
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const daggerCard = Object.values(deck.cards).find(
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(c) => c.cardData.name === "短刀",
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);
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expect(daggerCard?.cardData.name).toBe("短刀");
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expect(daggerCard?.cardData.desc).toBe("【攻击3】【攻击3】");
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});
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describe('createDeckRegions', () => {
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it('should create regions for all deck zones', () => {
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const regions = createDeckRegions();
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it("should assign unique IDs to each card from same item", () => {
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const inv = createTestInventory();
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const deck = generateDeckFromInventory(inv);
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expect(regions.drawPile.id).toBe('drawPile');
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expect(regions.hand.id).toBe('hand');
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expect(regions.discardPile.id).toBe('discardPile');
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expect(regions.exhaustPile.id).toBe('exhaustPile');
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});
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const daggerCards = Object.values(deck.cards).filter(
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(c) => c.itemId === "dagger-1",
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);
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it('should have empty childIds initially', () => {
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const regions = createDeckRegions();
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expect(regions.drawPile.childIds).toEqual([]);
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expect(regions.hand.childIds).toEqual([]);
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expect(regions.discardPile.childIds).toEqual([]);
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expect(regions.exhaustPile.childIds).toEqual([]);
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});
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const ids = daggerCards.map((c) => c.id);
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const uniqueIds = new Set(ids);
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expect(uniqueIds.size).toBe(ids.length);
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});
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describe('createPlayerDeck', () => {
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it('should create an empty deck structure', () => {
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const deck = createPlayerDeck();
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it("should handle empty inventory", () => {
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const inv = createGridInventory<GameItemMeta>(6, 4);
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const deck = generateDeckFromInventory(inv);
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expect(deck.cards).toEqual({});
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expect(deck.regions.drawPile.childIds).toEqual([]);
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expect(deck.regions.hand.childIds).toEqual([]);
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expect(deck.regions.discardPile.childIds).toEqual([]);
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expect(deck.regions.exhaustPile.childIds).toEqual([]);
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});
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expect(Object.keys(deck.cards).length).toBe(0);
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expect(deck.regions.drawPile.childIds).toEqual([]);
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});
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it("should place all cards in draw pile initially", () => {
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const inv = createTestInventory();
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const deck = generateDeckFromInventory(inv);
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for (const cardId of deck.regions.drawPile.childIds) {
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expect(deck.cards[cardId]).toBeDefined();
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}
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// All cards are in draw pile
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expect(new Set(deck.regions.drawPile.childIds).size).toBe(
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Object.keys(deck.cards).length,
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);
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});
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});
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describe("createDeckRegions", () => {
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it("should create regions for all deck zones", () => {
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const regions = createDeckRegions();
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expect(regions.drawPile.id).toBe("drawPile");
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expect(regions.hand.id).toBe("hand");
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expect(regions.discardPile.id).toBe("discardPile");
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expect(regions.exhaustPile.id).toBe("exhaustPile");
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});
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it("should have empty childIds initially", () => {
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const regions = createDeckRegions();
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expect(regions.drawPile.childIds).toEqual([]);
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expect(regions.hand.childIds).toEqual([]);
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expect(regions.discardPile.childIds).toEqual([]);
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expect(regions.exhaustPile.childIds).toEqual([]);
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});
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});
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describe("createPlayerDeck", () => {
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it("should create an empty deck structure", () => {
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const deck = createPlayerDeck();
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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([]);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
|
|
|||
Loading…
Reference in New Issue