chore: tests for rule

This commit is contained in:
hypercross 2026-04-01 22:31:07 +08:00
parent 170217db30
commit ad0d349090
3 changed files with 438 additions and 10 deletions

View File

@ -1,4 +1,4 @@
import {Command, CommandSchema, parseCommand, parseCommandSchema, validateCommand} from "../utils/command";
import {Command, CommandSchema, parseCommand, parseCommandSchema} from "../utils/command";
export type RuleState = 'running' | 'yielded' | 'waiting' | 'done';
@ -24,14 +24,14 @@ export function createRule<T>(
fn: (cmd: Command) => Generator<string | CommandSchema, T, Command>
): RuleDef<T> {
return {
schema: parseCommandSchema(schemaStr),
schema: parseCommandSchema(schemaStr, ''),
create: fn as RuleDef<T>['create'],
};
}
function parseYieldedSchema(value: string | CommandSchema): CommandSchema {
if (typeof value === 'string') {
return parseCommandSchema(value);
return parseCommandSchema(value, '');
}
return value;
}
@ -57,6 +57,29 @@ function discardChildren(game: GameContextLike, parent: RuleContext<unknown>) {
parent.state = 'yielded';
}
function validateYieldedSchema(command: Command, schema: CommandSchema): boolean {
const requiredParams = schema.params.filter(p => p.required);
const variadicParam = schema.params.find(p => p.variadic);
if (command.params.length < requiredParams.length) {
return false;
}
if (!variadicParam && command.params.length > schema.params.length) {
return false;
}
const requiredOptions = schema.options.filter(o => o.required);
for (const opt of requiredOptions) {
const hasOption = opt.name in command.options || (opt.short && opt.short in command.options);
if (!hasOption) {
return false;
}
}
return true;
}
function invokeRule<T>(
game: GameContextLike,
command: Command,
@ -98,14 +121,16 @@ export function dispatchCommand(game: GameContextLike, input: string): RuleConte
if (game.rules.has(command.name)) {
const ruleDef = game.rules.get(command.name)!;
return invokeRule(game, command, ruleDef);
const parent = findYieldedParent(game);
return invokeRule(game, command, ruleDef, parent);
}
for (let i = game.ruleContexts.length - 1; i >= 0; i--) {
const ctx = game.ruleContexts[i];
if (ctx.state === 'yielded' && ctx.schema) {
const validation = validateCommand(command, ctx.schema);
if (validation.valid) {
if (validateYieldedSchema(command, ctx.schema)) {
const result = ctx.generator.next(command);
if (result.done) {
ctx.resolution = result.value;
@ -122,6 +147,16 @@ export function dispatchCommand(game: GameContextLike, input: string): RuleConte
return undefined;
}
function findYieldedParent(game: GameContextLike): RuleContext<unknown> | undefined {
for (let i = game.ruleContexts.length - 1; i >= 0; i--) {
const ctx = game.ruleContexts[i];
if (ctx.state === 'yielded') {
return ctx;
}
}
return undefined;
}
type GameContextLike = {
rules: RuleRegistry;
ruleContexts: RuleContext<unknown>[];

View File

@ -230,9 +230,9 @@ function tokenize(input: string): string[] {
* parseCommandSchema('move <from: [x: string; y: string]> <to: string> [--all]')
* parseCommandSchema('move <from> <to> [--speed: number = 10 -s]')
*/
export function parseCommandSchema(schemaStr: string): CommandSchema {
export function parseCommandSchema(schemaStr: string, name?: string): CommandSchema {
const schema: CommandSchema = {
name: '',
name: name ?? '',
params: [],
options: [],
flags: [],
@ -243,9 +243,10 @@ export function parseCommandSchema(schemaStr: string): CommandSchema {
return schema;
}
schema.name = tokens[0];
const startIdx = name !== undefined ? 0 : 1;
schema.name = name ?? tokens[0];
let i = 1;
let i = startIdx;
while (i < tokens.length) {
const token = tokens[i];

392
tests/core/rule.test.ts Normal file
View File

@ -0,0 +1,392 @@
import { describe, it, expect } from 'vitest';
import { createRule, dispatchCommand, type RuleContext, type RuleRegistry } from '../../src/core/rule';
import { createGameContext } from '../../src/core/context';
describe('Rule System', () => {
function createTestGame() {
const game = createGameContext();
return game;
}
describe('createRule', () => {
it('should create a rule definition with parsed schema', () => {
const rule = createRule('<from> <to> [--force]', function*(cmd) {
return { from: cmd.params[0], to: cmd.params[1] };
});
expect(rule.schema.params).toHaveLength(2);
expect(rule.schema.params[0].name).toBe('from');
expect(rule.schema.params[0].required).toBe(true);
expect(rule.schema.params[1].name).toBe('to');
expect(rule.schema.params[1].required).toBe(true);
expect(rule.schema.flags).toHaveLength(1);
expect(rule.schema.flags[0].name).toBe('force');
});
it('should create a generator when called', () => {
const rule = createRule('<target>', function*(cmd) {
return cmd.params[0];
});
const gen = rule.create({ name: 'test', params: ['card1'], flags: {}, options: {} });
const result = gen.next();
expect(result.done).toBe(true);
expect(result.value).toBe('card1');
});
});
describe('dispatchCommand - rule invocation', () => {
it('should invoke a registered rule and yield schema', () => {
const game = createTestGame();
game.rules.value.set('move', createRule('<from> <to>', function*(cmd) {
yield { name: '', params: [], options: [], flags: [] };
return { moved: cmd.params[0] };
}));
const ctx = game.dispatchCommand('move card1 hand');
expect(ctx).toBeDefined();
expect(ctx!.state).toBe('yielded');
expect(ctx!.schema).toBeDefined();
expect(ctx!.resolution).toBeUndefined();
});
it('should complete a rule when final command matches yielded schema', () => {
const game = createTestGame();
game.rules.value.set('move', createRule('<from> <to>', function*(cmd) {
const confirm = yield { name: '', params: [], options: [], flags: [] };
return { moved: cmd.params[0], confirmed: confirm.name === 'confirm' };
}));
game.dispatchCommand('move card1 hand');
const ctx = game.dispatchCommand('confirm');
expect(ctx).toBeDefined();
expect(ctx!.state).toBe('done');
expect(ctx!.resolution).toEqual({ moved: 'card1', confirmed: true });
});
it('should return undefined when command matches no rule and no yielded context', () => {
const game = createTestGame();
const result = game.dispatchCommand('unknown command');
expect(result).toBeUndefined();
});
it('should pass the initial command to the generator', () => {
const game = createTestGame();
game.rules.value.set('attack', createRule('<target> [--power: number]', function*(cmd) {
return { target: cmd.params[0], power: cmd.options.power || '1' };
}));
const ctx = game.dispatchCommand('attack goblin --power 5');
expect(ctx!.state).toBe('done');
expect(ctx!.resolution).toEqual({ target: 'goblin', power: '5' });
});
it('should complete immediately if generator does not yield', () => {
const game = createTestGame();
game.rules.value.set('look', createRule('[--at]', function*() {
return 'looked';
}));
const ctx = game.dispatchCommand('look');
expect(ctx!.state).toBe('done');
expect(ctx!.resolution).toBe('looked');
});
});
describe('dispatchCommand - rule priority', () => {
it('should prioritize new rule invocation over feeding yielded context', () => {
const game = createTestGame();
game.rules.value.set('move', createRule('<from> <to>', function*(cmd) {
yield { name: '', params: [], options: [], flags: [] };
return { moved: cmd.params[0] };
}));
game.rules.value.set('confirm', createRule('', function*() {
return 'new confirm rule';
}));
game.dispatchCommand('move card1 hand');
const ctx = game.dispatchCommand('confirm');
expect(ctx!.state).toBe('done');
expect(ctx!.resolution).toBe('new confirm rule');
expect(ctx!.type).toBe('');
});
});
describe('dispatchCommand - fallback to yielded context', () => {
it('should feed a yielded context when command does not match any rule', () => {
const game = createTestGame();
game.rules.value.set('move', createRule('<from> <to>', function*(cmd) {
const response = yield { name: '', params: [], options: [], flags: [] };
return { moved: cmd.params[0], response: response.name };
}));
game.dispatchCommand('move card1 hand');
const ctx = game.dispatchCommand('yes');
expect(ctx!.state).toBe('done');
expect(ctx!.resolution).toEqual({ moved: 'card1', response: 'yes' });
});
it('should skip non-matching commands for yielded context', () => {
const game = createTestGame();
game.rules.value.set('move', createRule('<from> <to>', function*(cmd) {
const response = yield '<item>';
return { response: response.params[0] };
}));
game.dispatchCommand('move card1 hand');
const ctx = game.dispatchCommand('goblin');
expect(ctx).toBeUndefined();
});
it('should validate command against yielded schema', () => {
const game = createTestGame();
game.rules.value.set('trade', createRule('<from> <to>', function*(cmd) {
const response = yield '<item> [amount: number]';
return { traded: response.params[0] };
}));
game.dispatchCommand('trade player1 player2');
const ctx = game.dispatchCommand('offer gold 5');
expect(ctx!.state).toBe('done');
expect(ctx!.resolution).toEqual({ traded: 'gold' });
});
});
describe('dispatchCommand - deepest context first', () => {
it('should feed the deepest yielded context', () => {
const game = createTestGame();
game.rules.value.set('parent', createRule('<action>', function*() {
yield { name: '', params: [], options: [], flags: [] };
return 'parent done';
}));
game.rules.value.set('child', createRule('<target>', function*() {
yield { name: '', params: [], options: [], flags: [] };
return 'child done';
}));
game.dispatchCommand('parent start');
game.dispatchCommand('child target1');
const ctx = game.dispatchCommand('grandchild_cmd');
expect(ctx!.state).toBe('done');
expect(ctx!.resolution).toBe('child done');
});
});
describe('nested rule invocations', () => {
it('should link child to parent', () => {
const game = createTestGame();
game.rules.value.set('parent', createRule('<action>', function*() {
yield 'child_cmd';
return 'parent done';
}));
game.rules.value.set('child_cmd', createRule('<target>', function*() {
return 'child done';
}));
game.dispatchCommand('parent start');
const parentCtx = game.ruleContexts.value[0];
game.dispatchCommand('child_cmd target1');
expect(parentCtx.state).toBe('waiting');
const childCtx = game.ruleContexts.value[1];
expect(childCtx.parent).toBe(parentCtx);
expect(parentCtx.children).toContain(childCtx);
});
it('should discard previous children when a new child is invoked', () => {
const game = createTestGame();
game.rules.value.set('parent', createRule('<action>', function*() {
yield 'child_a | child_b';
return 'parent done';
}));
game.rules.value.set('child_a', createRule('<target>', function*() {
return 'child_a done';
}));
game.rules.value.set('child_b', createRule('<target>', function*() {
return 'child_b done';
}));
game.dispatchCommand('parent start');
game.dispatchCommand('child_a target1');
expect(game.ruleContexts.value.length).toBe(2);
const oldParent = game.ruleContexts.value[0];
expect(oldParent.children).toHaveLength(1);
game.dispatchCommand('parent start');
game.dispatchCommand('child_b target2');
const newParent = game.ruleContexts.value[2];
expect(newParent.children).toHaveLength(1);
expect(newParent.children[0].resolution).toBe('child_b done');
});
});
describe('context tracking', () => {
it('should track rule contexts in ruleContexts signal', () => {
const game = createTestGame();
game.rules.value.set('test', createRule('<arg>', function*() {
yield { name: '', params: [], options: [], flags: [] };
return 'done';
}));
expect(game.ruleContexts.value.length).toBe(0);
game.dispatchCommand('test arg1');
expect(game.ruleContexts.value.length).toBe(1);
expect(game.ruleContexts.value[0].state).toBe('yielded');
});
it('should add context to the context stack', () => {
const game = createTestGame();
game.rules.value.set('test', createRule('<arg>', function*() {
yield { name: '', params: [], options: [], flags: [] };
return 'done';
}));
const initialStackLength = game.contexts.value.length;
game.dispatchCommand('test arg1');
expect(game.contexts.value.length).toBe(initialStackLength + 1);
});
});
describe('error handling', () => {
it('should leave context in place when generator throws', () => {
const game = createTestGame();
game.rules.value.set('failing', createRule('<arg>', function*() {
throw new Error('rule error');
}));
expect(() => game.dispatchCommand('failing arg1')).toThrow('rule error');
expect(game.ruleContexts.value.length).toBe(1);
});
it('should leave children in place when child generator throws', () => {
const game = createTestGame();
game.rules.value.set('parent', createRule('<action>', function*() {
yield 'child';
return 'parent done';
}));
game.rules.value.set('child', createRule('<target>', function*() {
throw new Error('child error');
}));
game.dispatchCommand('parent start');
expect(() => game.dispatchCommand('child target1')).toThrow('child error');
expect(game.ruleContexts.value.length).toBe(2);
});
});
describe('schema yielding', () => {
it('should accept a CommandSchema object as yield value', () => {
const game = createTestGame();
const customSchema = {
name: 'custom',
params: [{ name: 'x', required: true, variadic: false }],
options: [],
flags: [],
};
game.rules.value.set('test', createRule('<arg>', function*() {
const cmd = yield customSchema;
return { received: cmd.params[0] };
}));
game.dispatchCommand('test val1');
const ctx = game.dispatchCommand('custom hello');
expect(ctx!.state).toBe('done');
expect(ctx!.resolution).toEqual({ received: 'hello' });
});
it('should parse string schema on each yield', () => {
const game = createTestGame();
game.rules.value.set('multi', createRule('<start>', function*() {
const a = yield '<value>';
const b = yield '<value>';
return { a: a.params[0], b: b.params[0] };
}));
game.dispatchCommand('multi init');
game.dispatchCommand('cmd first');
const ctx = game.dispatchCommand('cmd second');
expect(ctx!.state).toBe('done');
expect(ctx!.resolution).toEqual({ a: 'first', b: 'second' });
});
});
describe('complex flow', () => {
it('should handle a multi-step game flow', () => {
const game = createTestGame();
game.rules.value.set('start', createRule('<player>', function*(cmd) {
const player = cmd.params[0];
const action = yield { name: '', params: [], options: [], flags: [] };
if (action.name === 'move') {
yield '<target>';
} else if (action.name === 'attack') {
yield '<target> [--power: number]';
}
return { player, action: action.name };
}));
const ctx1 = game.dispatchCommand('start alice');
expect(ctx1!.state).toBe('yielded');
const ctx2 = game.dispatchCommand('attack');
expect(ctx2!.state).toBe('yielded');
const ctx3 = game.dispatchCommand('attack goblin --power 3');
expect(ctx3!.state).toBe('done');
expect(ctx3!.resolution).toEqual({ player: 'alice', action: 'attack' });
});
});
});