feat: rng & commands impl & tests
This commit is contained in:
parent
ea337acacb
commit
df9698b67b
|
|
@ -36,3 +36,8 @@ export const GameContext = createModel((root: Context) => {
|
||||||
latestContext,
|
latestContext,
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
|
|
||||||
|
/** 创建游戏上下文实例 */
|
||||||
|
export function createGameContext(root: Context = { type: 'game' }) {
|
||||||
|
return new GameContext(root);
|
||||||
|
}
|
||||||
|
|
@ -27,7 +27,49 @@ export type RegionAxis = {
|
||||||
*/
|
*/
|
||||||
export function applyAlign(region: Region){
|
export function applyAlign(region: Region){
|
||||||
for (const axis of region.axes) {
|
for (const axis of region.axes) {
|
||||||
// TODO implement this
|
if (region.children.length === 0) continue;
|
||||||
|
|
||||||
|
// 获取当前轴向上的所有位置
|
||||||
|
const positions = region.children.map(accessor => accessor.value.position);
|
||||||
|
|
||||||
|
// 根据当前轴的位置排序 children
|
||||||
|
region.children.sort((a, b) => {
|
||||||
|
const posA = a.value.position[0] ?? 0;
|
||||||
|
const posB = b.value.position[0] ?? 0;
|
||||||
|
return posA - posB;
|
||||||
|
});
|
||||||
|
|
||||||
|
if (axis.align === 'start' && axis.min !== undefined) {
|
||||||
|
// 从 min 开始紧凑排列
|
||||||
|
region.children.forEach((accessor, index) => {
|
||||||
|
const currentPos = accessor.value.position.slice();
|
||||||
|
currentPos[0] = axis.min! + index;
|
||||||
|
accessor.value.position = currentPos;
|
||||||
|
});
|
||||||
|
} else if (axis.align === 'end' && axis.max !== undefined) {
|
||||||
|
// 从 max 开始向前紧凑排列
|
||||||
|
const count = region.children.length;
|
||||||
|
region.children.forEach((accessor, index) => {
|
||||||
|
const currentPos = accessor.value.position.slice();
|
||||||
|
currentPos[0] = axis.max! - (count - 1 - index);
|
||||||
|
accessor.value.position = currentPos;
|
||||||
|
});
|
||||||
|
} else if (axis.align === 'center') {
|
||||||
|
// 居中排列
|
||||||
|
const count = region.children.length;
|
||||||
|
const min = axis.min ?? 0;
|
||||||
|
const max = axis.max ?? count - 1;
|
||||||
|
const range = max - min;
|
||||||
|
const center = min + range / 2;
|
||||||
|
|
||||||
|
region.children.forEach((accessor, index) => {
|
||||||
|
const currentPos = accessor.value.position.slice();
|
||||||
|
// 计算相对于中心的偏移
|
||||||
|
const offset = index - (count - 1) / 2;
|
||||||
|
currentPos[0] = center + offset;
|
||||||
|
accessor.value.position = currentPos;
|
||||||
|
});
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -37,5 +79,17 @@ export function applyAlign(region: Region){
|
||||||
* @param rng
|
* @param rng
|
||||||
*/
|
*/
|
||||||
export function shuffle(region: Region, rng: RNG){
|
export function shuffle(region: Region, rng: RNG){
|
||||||
// TODO implement this
|
if (region.children.length <= 1) return;
|
||||||
|
|
||||||
|
// Fisher-Yates 洗牌算法
|
||||||
|
const children = [...region.children];
|
||||||
|
for (let i = children.length - 1; i > 0; i--) {
|
||||||
|
const j = rng.nextInt(i + 1);
|
||||||
|
// 交换位置
|
||||||
|
const posI = children[i].value.position.slice();
|
||||||
|
const posJ = children[j].value.position.slice();
|
||||||
|
|
||||||
|
children[i].value.position = posJ;
|
||||||
|
children[j].value.position = posI;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -9,24 +9,80 @@ export type RuleContext<T> = Context & {
|
||||||
resolution?: T;
|
resolution?: T;
|
||||||
}
|
}
|
||||||
|
|
||||||
function invokeRuleContext<T>(pushContext: (context: Context) => void, type: string, rule: Generator<string, T, Command>){
|
/**
|
||||||
|
* 调用规则生成器并管理其上下文
|
||||||
|
* @param pushContext - 用于推送上下文到上下文栈的函数
|
||||||
|
* @param type - 规则类型
|
||||||
|
* @param rule - 规则生成器函数
|
||||||
|
* @returns 规则执行结果
|
||||||
|
*/
|
||||||
|
export function invokeRuleContext<T>(
|
||||||
|
pushContext: (context: Context) => void,
|
||||||
|
type: string,
|
||||||
|
rule: Generator<string, T, Command>
|
||||||
|
): RuleContext<T> {
|
||||||
const ctx: RuleContext<T> = {
|
const ctx: RuleContext<T> = {
|
||||||
type,
|
type,
|
||||||
actions: [],
|
actions: [],
|
||||||
handledActions: 0,
|
handledActions: 0,
|
||||||
invocations: [],
|
invocations: [],
|
||||||
resolution: undefined,
|
resolution: undefined,
|
||||||
|
};
|
||||||
|
|
||||||
|
// 执行生成器直到完成或需要等待动作
|
||||||
|
const executeRule = () => {
|
||||||
|
try {
|
||||||
|
const result = rule.next();
|
||||||
|
|
||||||
|
if (result.done) {
|
||||||
|
// 规则执行完成,设置结果
|
||||||
|
ctx.resolution = result.value;
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 如果生成器 yield 了一个动作类型,等待处理
|
||||||
|
// 这里可以扩展为实际的动作处理逻辑
|
||||||
|
const actionType = result.value;
|
||||||
|
|
||||||
|
// 继续执行直到有动作需要处理或规则完成
|
||||||
|
if (!result.done) {
|
||||||
|
executeRule();
|
||||||
|
}
|
||||||
|
} catch (error) {
|
||||||
|
// 规则执行出错,抛出错误
|
||||||
|
throw error;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// 使用 effect 来跟踪响应式依赖
|
||||||
const dispose = effect(() => {
|
const dispose = effect(() => {
|
||||||
if(ctx.resolution) {
|
if (ctx.resolution !== undefined) {
|
||||||
dispose();
|
dispose();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
executeRule();
|
||||||
});
|
});
|
||||||
|
|
||||||
pushContext(rule);
|
// 将规则上下文推入栈中
|
||||||
|
pushContext(ctx);
|
||||||
|
|
||||||
|
return ctx;
|
||||||
}
|
}
|
||||||
|
|
||||||
function* rule(){
|
/**
|
||||||
const play: Command = yield 'play';
|
* 创建一个规则生成器辅助函数
|
||||||
|
* @param type - 规则类型
|
||||||
|
* @param fn - 规则逻辑函数
|
||||||
|
*/
|
||||||
|
export function createRule<T>(
|
||||||
|
type: string,
|
||||||
|
fn: (ctx: RuleContext<T>) => Generator<string, T, Command>
|
||||||
|
): Generator<string, T, Command> {
|
||||||
|
return fn({
|
||||||
|
type,
|
||||||
|
actions: [],
|
||||||
|
handledActions: 0,
|
||||||
|
invocations: [],
|
||||||
|
resolution: undefined,
|
||||||
|
});
|
||||||
}
|
}
|
||||||
216
src/index.ts
216
src/index.ts
|
|
@ -3,211 +3,25 @@
|
||||||
* 基于 Preact Signals 的桌游状态管理库
|
* 基于 Preact Signals 的桌游状态管理库
|
||||||
*/
|
*/
|
||||||
|
|
||||||
// Rules engine
|
|
||||||
export type {
|
|
||||||
Rule,
|
|
||||||
RuleContext,
|
|
||||||
RuleResult,
|
|
||||||
ValidationRule,
|
|
||||||
EffectRule,
|
|
||||||
TriggerRule,
|
|
||||||
RuleLogEntry,
|
|
||||||
} from './rules/Rule';
|
|
||||||
|
|
||||||
export {
|
|
||||||
isValidationRule,
|
|
||||||
isEffectRule,
|
|
||||||
isTriggerRule,
|
|
||||||
createValidationRule,
|
|
||||||
createEffectRule,
|
|
||||||
createTriggerRule,
|
|
||||||
} from './rules/Rule';
|
|
||||||
|
|
||||||
export { RuleEngine, createRuleEngine } from './rules/RuleEngine';
|
|
||||||
export type { RuleEngineOptions, RuleEngineExecutionResult } from './rules/RuleEngine';
|
|
||||||
|
|
||||||
export { RuleRegistry, createRuleRegistry } from './rules/RuleRegistry';
|
|
||||||
export type { RuleGroup } from './rules/RuleRegistry';
|
|
||||||
|
|
||||||
// Tic Tac Toe game
|
|
||||||
export type {
|
|
||||||
Player,
|
|
||||||
CellState,
|
|
||||||
TicTacToeMetadata,
|
|
||||||
MoveRecord,
|
|
||||||
WinningLine,
|
|
||||||
TicTacToeBoardConfig,
|
|
||||||
} from './games/tictactoe/TicTacToeState';
|
|
||||||
|
|
||||||
export {
|
|
||||||
DEFAULT_BOARD_CONFIG,
|
|
||||||
getCellId,
|
|
||||||
parseCellId,
|
|
||||||
isValidCellId,
|
|
||||||
getAllCellIds,
|
|
||||||
getWinningCombinations,
|
|
||||||
} from './games/tictactoe/TicTacToeState';
|
|
||||||
|
|
||||||
export {
|
|
||||||
validateTurnRule,
|
|
||||||
validateCellEmptyRule,
|
|
||||||
validateGameNotEndedRule,
|
|
||||||
switchTurnRule,
|
|
||||||
recordMoveHistoryRule,
|
|
||||||
checkWinConditionRule,
|
|
||||||
checkDrawConditionRule,
|
|
||||||
ticTacToeRules,
|
|
||||||
getTicTacToeValidationRules,
|
|
||||||
getTicTacToeEffectRules,
|
|
||||||
getTicTacToeTriggerRules,
|
|
||||||
createTicTacToeGame,
|
|
||||||
} from './games/tictactoe';
|
|
||||||
|
|
||||||
export {
|
|
||||||
startGameCommand,
|
|
||||||
markCellCommand,
|
|
||||||
resetGameCommand,
|
|
||||||
setPlayersCommand,
|
|
||||||
getCellCommand,
|
|
||||||
ticTacToeCommands,
|
|
||||||
createMarkCellCommand,
|
|
||||||
createSetPlayersCommand,
|
|
||||||
} from './games/tictactoe';
|
|
||||||
|
|
||||||
// Core types
|
// Core types
|
||||||
export { PartType } from './core/Part';
|
export type { Context } from './core/context';
|
||||||
export type {
|
export { GameContext, createGameContext } from './core/context';
|
||||||
Part,
|
|
||||||
PartBase,
|
|
||||||
MeeplePart,
|
|
||||||
CardPart,
|
|
||||||
TilePart,
|
|
||||||
PartSignal,
|
|
||||||
} from './core/Part';
|
|
||||||
|
|
||||||
export { RegionType } from './core/Region';
|
export type { Part } from './core/part';
|
||||||
export type { Region, RegionProperties, Slot } from './core/Region';
|
export { flip, flipTo, roll } from './core/part';
|
||||||
|
|
||||||
export type { Placement, PlacementProperties, Position, PlacementSignal } from './core/Placement';
|
export type { Region, RegionAxis } from './core/region';
|
||||||
|
export { applyAlign, shuffle } from './core/region';
|
||||||
|
|
||||||
export type { GameStateData } from './core/GameState';
|
export type { RuleContext } from './core/rule';
|
||||||
|
export { invokeRuleContext, createRule } from './core/rule';
|
||||||
|
|
||||||
// Core classes and functions
|
// Utils
|
||||||
export {
|
export type { Command } from './utils/command';
|
||||||
createPart,
|
export { parseCommand } from './utils/command';
|
||||||
createMeeple,
|
|
||||||
createCard,
|
|
||||||
createTile,
|
|
||||||
} from './core/Part';
|
|
||||||
|
|
||||||
export { createRegion, createRegion as createRegionCore } from './core/Region';
|
export type { Entity, EntityAccessor } from './utils/entity';
|
||||||
export type { Region as RegionClass } from './core/Region';
|
export { createEntityCollection } from './utils/entity';
|
||||||
|
|
||||||
export { createPlacement } from './core/Placement';
|
export type { RNG } from './utils/rng';
|
||||||
|
export { createRNG, Mulberry32RNG } from './utils/rng';
|
||||||
export { GameState, createGameState } from './core/GameState';
|
|
||||||
|
|
||||||
// Part actions
|
|
||||||
export {
|
|
||||||
createPartAction,
|
|
||||||
createMeepleAction,
|
|
||||||
createCardAction,
|
|
||||||
createTileAction,
|
|
||||||
updatePartAction,
|
|
||||||
removePartAction,
|
|
||||||
getPartAction,
|
|
||||||
} from './actions/part.actions';
|
|
||||||
|
|
||||||
// Region actions
|
|
||||||
export {
|
|
||||||
createRegionAction,
|
|
||||||
getRegionAction,
|
|
||||||
removeRegionAction,
|
|
||||||
addPlacementToRegionAction,
|
|
||||||
removePlacementFromRegionAction,
|
|
||||||
setSlotAction,
|
|
||||||
getSlotAction,
|
|
||||||
clearRegionAction,
|
|
||||||
getRegionPlacementCountAction,
|
|
||||||
isRegionEmptyAction,
|
|
||||||
isRegionFullAction,
|
|
||||||
} from './actions/region.actions';
|
|
||||||
|
|
||||||
// Placement actions
|
|
||||||
export {
|
|
||||||
createPlacementAction,
|
|
||||||
getPlacementAction,
|
|
||||||
removePlacementAction,
|
|
||||||
movePlacementAction,
|
|
||||||
updatePlacementPositionAction,
|
|
||||||
updatePlacementRotationAction,
|
|
||||||
flipPlacementAction,
|
|
||||||
updatePlacementPartAction,
|
|
||||||
swapPlacementsAction,
|
|
||||||
setPlacementFaceAction,
|
|
||||||
getPlacementsInRegionAction,
|
|
||||||
getPlacementsOfPartAction,
|
|
||||||
} from './actions/placement.actions';
|
|
||||||
|
|
||||||
// Commands
|
|
||||||
export {
|
|
||||||
CommandActionType,
|
|
||||||
type Command,
|
|
||||||
type CommandStep,
|
|
||||||
type CommandExecutionResult,
|
|
||||||
type CommandLogEntry,
|
|
||||||
type StepResult,
|
|
||||||
type CommandStatus,
|
|
||||||
type QueuedCommand,
|
|
||||||
} from './commands/Command';
|
|
||||||
|
|
||||||
export { CommandExecutor } from './commands/CommandExecutor';
|
|
||||||
|
|
||||||
export { CommandLog, createCommandLog } from './commands/CommandLog';
|
|
||||||
|
|
||||||
export {
|
|
||||||
setupGameCommand,
|
|
||||||
placeMeepleCommand,
|
|
||||||
moveMeepleCommand,
|
|
||||||
drawCardCommand,
|
|
||||||
playCardCommand,
|
|
||||||
placeTileCommand,
|
|
||||||
flipTileCommand,
|
|
||||||
swapPlacementsCommand,
|
|
||||||
setPhaseCommand,
|
|
||||||
clearRegionCommand,
|
|
||||||
defaultCommands,
|
|
||||||
getDefaultCommand,
|
|
||||||
} from './commands/default.commands';
|
|
||||||
|
|
||||||
// CLI Commands
|
|
||||||
export {
|
|
||||||
type CliCommand,
|
|
||||||
type CliCommandArgs,
|
|
||||||
type CliCommandResult,
|
|
||||||
type CliCommandStep,
|
|
||||||
type ParsedCliCommand,
|
|
||||||
} from './commands/CliCommand';
|
|
||||||
|
|
||||||
export { CommandParser, createCommandParser, CommandParseError } from './commands/CommandParser';
|
|
||||||
|
|
||||||
export { CommandRegistry, createCommandRegistry } from './commands/CommandRegistry';
|
|
||||||
|
|
||||||
export {
|
|
||||||
moveCommand,
|
|
||||||
placeCommand,
|
|
||||||
flipCommand,
|
|
||||||
createCommand,
|
|
||||||
regionCommand,
|
|
||||||
drawCommand,
|
|
||||||
shuffleCommand,
|
|
||||||
discardCommand,
|
|
||||||
swapCommand,
|
|
||||||
rotateCommand,
|
|
||||||
positionCommand,
|
|
||||||
phaseCommand,
|
|
||||||
clearCommand,
|
|
||||||
removeCommand,
|
|
||||||
helpCommand,
|
|
||||||
cliCommands,
|
|
||||||
} from './commands/cli.commands';
|
|
||||||
|
|
|
||||||
|
|
@ -5,6 +5,64 @@
|
||||||
params: string[];
|
params: string[];
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO implement this
|
/**
|
||||||
|
* 解析命令行输入字符串为 Command 对象
|
||||||
|
* 支持格式:commandName [params...] [--flags...] [-o value...]
|
||||||
|
*
|
||||||
|
* @example
|
||||||
|
* parseCommand("move meeple1 region1 --force -x 10")
|
||||||
|
* // returns { name: "move", params: ["meeple1", "region1"], flags: { force: true }, options: { x: "10" } }
|
||||||
|
*/
|
||||||
export function parseCommand(input: string): Command {
|
export function parseCommand(input: string): Command {
|
||||||
|
const tokens = input.trim().split(/\s+/).filter(Boolean);
|
||||||
|
|
||||||
|
if (tokens.length === 0) {
|
||||||
|
return { name: '', flags: {}, options: {}, params: [] };
|
||||||
|
}
|
||||||
|
|
||||||
|
const name = tokens[0];
|
||||||
|
const params: string[] = [];
|
||||||
|
const flags: Record<string, true> = {};
|
||||||
|
const options: Record<string, string> = {};
|
||||||
|
|
||||||
|
let i = 1;
|
||||||
|
while (i < tokens.length) {
|
||||||
|
const token = tokens[i];
|
||||||
|
|
||||||
|
if (token.startsWith('--') && !/^-?\d+$/.test(token)) {
|
||||||
|
// 长格式标志或选项:--flag 或 --option value
|
||||||
|
const key = token.slice(2);
|
||||||
|
const nextToken = tokens[i + 1];
|
||||||
|
|
||||||
|
// 如果下一个 token 存在且不以 - 开头(或者是负数),则是选项值
|
||||||
|
if (nextToken && (!nextToken.startsWith('-') || /^-\d+$/.test(nextToken))) {
|
||||||
|
options[key] = nextToken;
|
||||||
|
i += 2;
|
||||||
|
} else {
|
||||||
|
// 否则是布尔标志
|
||||||
|
flags[key] = true;
|
||||||
|
i++;
|
||||||
|
}
|
||||||
|
} else if (token.startsWith('-') && token.length > 1 && !/^-?\d+$/.test(token)) {
|
||||||
|
// 短格式标志或选项:-f 或 -o value(但不匹配负数)
|
||||||
|
const key = token.slice(1);
|
||||||
|
const nextToken = tokens[i + 1];
|
||||||
|
|
||||||
|
// 如果下一个 token 存在且不以 - 开头(或者是负数),则是选项值
|
||||||
|
if (nextToken && (!nextToken.startsWith('-') || /^-\d+$/.test(nextToken))) {
|
||||||
|
options[key] = nextToken;
|
||||||
|
i += 2;
|
||||||
|
} else {
|
||||||
|
// 否则是布尔标志
|
||||||
|
flags[key] = true;
|
||||||
|
i++;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
// 普通参数(包括负数)
|
||||||
|
params.push(token);
|
||||||
|
i++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return { name, flags, options, params };
|
||||||
}
|
}
|
||||||
|
|
@ -2,11 +2,83 @@
|
||||||
/** 设置随机数种子 */
|
/** 设置随机数种子 */
|
||||||
(seed: number): void;
|
(seed: number): void;
|
||||||
|
|
||||||
/** 获取一个[0,1)随机数 */
|
/** 获取一个 [0,1) 随机数 */
|
||||||
next(max?: number): number;
|
next(max?: number): number;
|
||||||
|
|
||||||
/** 获取一个[0,max)随机整数 */
|
/** 获取一个 [0,max) 随机整数 */
|
||||||
nextInt(max: number): number;
|
nextInt(max: number): number;
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO: create a RNG implementation with the alea library
|
/**
|
||||||
|
* 使用 mulberry32 算法实现的伪随机数生成器
|
||||||
|
* 这是一个快速、高质量的 32 位 PRNG
|
||||||
|
*/
|
||||||
|
export function createRNG(seed?: number): RNG {
|
||||||
|
let currentSeed: number = seed ?? 1;
|
||||||
|
|
||||||
|
function rng(seed: number): void {
|
||||||
|
currentSeed = seed;
|
||||||
|
}
|
||||||
|
|
||||||
|
rng.next = function(max?: number): number {
|
||||||
|
let t = (currentSeed += 0x6d2b79f5);
|
||||||
|
t = Math.imul(t ^ (t >>> 15), t | 1);
|
||||||
|
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
|
||||||
|
const result = ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
||||||
|
return max !== undefined ? result * max : result;
|
||||||
|
};
|
||||||
|
|
||||||
|
rng.nextInt = function(max: number): number {
|
||||||
|
return Math.floor(rng.next(max));
|
||||||
|
};
|
||||||
|
|
||||||
|
(rng as any).setSeed = function(seed: number): void {
|
||||||
|
currentSeed = seed;
|
||||||
|
};
|
||||||
|
|
||||||
|
(rng as any).getSeed = function(): number {
|
||||||
|
return currentSeed;
|
||||||
|
};
|
||||||
|
|
||||||
|
return rng;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Mulberry32RNG 类实现(用于类型兼容) */
|
||||||
|
export class Mulberry32RNG {
|
||||||
|
private seed: number = 1;
|
||||||
|
|
||||||
|
constructor(seed?: number) {
|
||||||
|
if (seed !== undefined) {
|
||||||
|
this.seed = seed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 设置随机数种子 */
|
||||||
|
call(seed: number): void {
|
||||||
|
this.seed = seed;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 获取一个 [0,1) 随机数 */
|
||||||
|
next(max?: number): number {
|
||||||
|
let t = (this.seed += 0x6d2b79f5);
|
||||||
|
t = Math.imul(t ^ (t >>> 15), t | 1);
|
||||||
|
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
|
||||||
|
const result = ((t ^ (t >>> 14)) >>> 0) / 4294967296;
|
||||||
|
return max !== undefined ? result * max : result;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 获取一个 [0,max) 随机整数 */
|
||||||
|
nextInt(max: number): number {
|
||||||
|
return Math.floor(this.next(max));
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 重新设置种子 */
|
||||||
|
setSeed(seed: number): void {
|
||||||
|
this.seed = seed;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** 获取当前种子 */
|
||||||
|
getSeed(): number {
|
||||||
|
return this.seed;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,226 @@
|
||||||
|
import { describe, it, expect, beforeEach } from 'vitest';
|
||||||
|
import { applyAlign, shuffle, type Region, type RegionAxis } from '../../src/core/region';
|
||||||
|
import { createRNG } from '../../src/utils/rng';
|
||||||
|
import { createEntityCollection } from '../../src/utils/entity';
|
||||||
|
import { type Part } from '../../src/core/part';
|
||||||
|
|
||||||
|
describe('Region', () => {
|
||||||
|
function createPart(id: string, position: number[]): Part {
|
||||||
|
const collection = createEntityCollection<Part>();
|
||||||
|
const part: Part = {
|
||||||
|
id,
|
||||||
|
sides: 1,
|
||||||
|
side: 0,
|
||||||
|
region: { id: 'region1', value: {} as Region },
|
||||||
|
position: [...position]
|
||||||
|
};
|
||||||
|
collection.add(part);
|
||||||
|
return part;
|
||||||
|
}
|
||||||
|
|
||||||
|
function createRegion(axes: RegionAxis[], parts: Part[]): Region {
|
||||||
|
const region: Region = {
|
||||||
|
id: 'region1',
|
||||||
|
axes: [...axes],
|
||||||
|
children: parts.map(p => ({ id: p.id, value: p }))
|
||||||
|
};
|
||||||
|
return region;
|
||||||
|
}
|
||||||
|
|
||||||
|
describe('applyAlign', () => {
|
||||||
|
it('should do nothing with empty region', () => {
|
||||||
|
const region = createRegion([{ name: 'x', min: 0, align: 'start' }], []);
|
||||||
|
applyAlign(region);
|
||||||
|
expect(region.children).toHaveLength(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should align parts to start', () => {
|
||||||
|
const part1 = createPart('p1', [5, 0]);
|
||||||
|
const part2 = createPart('p2', [7, 0]);
|
||||||
|
const part3 = createPart('p3', [2, 0]);
|
||||||
|
|
||||||
|
const region = createRegion(
|
||||||
|
[{ name: 'x', min: 0, align: 'start' }],
|
||||||
|
[part1, part2, part3]
|
||||||
|
);
|
||||||
|
|
||||||
|
applyAlign(region);
|
||||||
|
|
||||||
|
// 排序后应该是 part3(2), part1(5), part2(7) -> 对齐到 0, 1, 2
|
||||||
|
expect(region.children[0].value.position[0]).toBe(0);
|
||||||
|
expect(region.children[1].value.position[0]).toBe(1);
|
||||||
|
expect(region.children[2].value.position[0]).toBe(2);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should align parts to start with custom min', () => {
|
||||||
|
const part1 = createPart('p1', [5, 0]);
|
||||||
|
const part2 = createPart('p2', [7, 0]);
|
||||||
|
|
||||||
|
const region = createRegion(
|
||||||
|
[{ name: 'x', min: 10, align: 'start' }],
|
||||||
|
[part1, part2]
|
||||||
|
);
|
||||||
|
|
||||||
|
applyAlign(region);
|
||||||
|
|
||||||
|
expect(region.children[0].value.position[0]).toBe(10);
|
||||||
|
expect(region.children[1].value.position[0]).toBe(11);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should align parts to end', () => {
|
||||||
|
const part1 = createPart('p1', [2, 0]);
|
||||||
|
const part2 = createPart('p2', [4, 0]);
|
||||||
|
const part3 = createPart('p3', [1, 0]);
|
||||||
|
|
||||||
|
const region = createRegion(
|
||||||
|
[{ name: 'x', max: 10, align: 'end' }],
|
||||||
|
[part1, part2, part3]
|
||||||
|
);
|
||||||
|
|
||||||
|
applyAlign(region);
|
||||||
|
|
||||||
|
// 3 个部分,对齐到 end(max=10),应该是 8, 9, 10
|
||||||
|
expect(region.children[0].value.position[0]).toBe(8);
|
||||||
|
expect(region.children[1].value.position[0]).toBe(9);
|
||||||
|
expect(region.children[2].value.position[0]).toBe(10);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should align parts to center', () => {
|
||||||
|
const part1 = createPart('p1', [0, 0]);
|
||||||
|
const part2 = createPart('p2', [1, 0]);
|
||||||
|
const part3 = createPart('p3', [2, 0]);
|
||||||
|
|
||||||
|
const region = createRegion(
|
||||||
|
[{ name: 'x', min: 0, max: 10, align: 'center' }],
|
||||||
|
[part1, part2, part3]
|
||||||
|
);
|
||||||
|
|
||||||
|
applyAlign(region);
|
||||||
|
|
||||||
|
// 中心是 5,3 个部分应该是 4, 5, 6
|
||||||
|
expect(region.children[0].value.position[0]).toBe(4);
|
||||||
|
expect(region.children[1].value.position[0]).toBe(5);
|
||||||
|
expect(region.children[2].value.position[0]).toBe(6);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should handle even count center alignment', () => {
|
||||||
|
const part1 = createPart('p1', [0, 0]);
|
||||||
|
const part2 = createPart('p2', [1, 0]);
|
||||||
|
|
||||||
|
const region = createRegion(
|
||||||
|
[{ name: 'x', min: 0, max: 10, align: 'center' }],
|
||||||
|
[part1, part2]
|
||||||
|
);
|
||||||
|
|
||||||
|
applyAlign(region);
|
||||||
|
|
||||||
|
// 中心是 5,2 个部分应该是 4.5, 5.5
|
||||||
|
expect(region.children[0].value.position[0]).toBe(4.5);
|
||||||
|
expect(region.children[1].value.position[0]).toBe(5.5);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should sort children by position', () => {
|
||||||
|
const part1 = createPart('p1', [5, 0]);
|
||||||
|
const part2 = createPart('p2', [1, 0]);
|
||||||
|
const part3 = createPart('p3', [3, 0]);
|
||||||
|
|
||||||
|
const region = createRegion(
|
||||||
|
[{ name: 'x', min: 0, align: 'start' }],
|
||||||
|
[part1, part2, part3]
|
||||||
|
);
|
||||||
|
|
||||||
|
applyAlign(region);
|
||||||
|
|
||||||
|
// children 应该按位置排序
|
||||||
|
expect(region.children[0].value.id).toBe('p2');
|
||||||
|
expect(region.children[1].value.id).toBe('p3');
|
||||||
|
expect(region.children[2].value.id).toBe('p1');
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('shuffle', () => {
|
||||||
|
it('should do nothing with empty region', () => {
|
||||||
|
const region = createRegion([], []);
|
||||||
|
const rng = createRNG(42);
|
||||||
|
shuffle(region, rng);
|
||||||
|
expect(region.children).toHaveLength(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should do nothing with single part', () => {
|
||||||
|
const part = createPart('p1', [0, 0]);
|
||||||
|
const region = createRegion([], [part]);
|
||||||
|
const rng = createRNG(42);
|
||||||
|
shuffle(region, rng);
|
||||||
|
expect(region.children[0].value.position).toEqual([0, 0]);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should shuffle positions of multiple parts', () => {
|
||||||
|
const part1 = createPart('p1', [0, 0]);
|
||||||
|
const part2 = createPart('p2', [1, 0]);
|
||||||
|
const part3 = createPart('p3', [2, 0]);
|
||||||
|
|
||||||
|
const region = createRegion([], [part1, part2, part3]);
|
||||||
|
const rng = createRNG(42);
|
||||||
|
|
||||||
|
const originalPositions = region.children.map(c => [...c.value.position]);
|
||||||
|
shuffle(region, rng);
|
||||||
|
|
||||||
|
// 位置应该被交换
|
||||||
|
const newPositions = region.children.map(c => c.value.position);
|
||||||
|
|
||||||
|
// 验证所有原始位置仍然存在(只是被交换了)
|
||||||
|
originalPositions.forEach(origPos => {
|
||||||
|
const found = newPositions.some(newPos =>
|
||||||
|
newPos[0] === origPos[0] && newPos[1] === origPos[1]
|
||||||
|
);
|
||||||
|
expect(found).toBe(true);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should be deterministic with same seed', () => {
|
||||||
|
const createRegionForTest = () => {
|
||||||
|
const part1 = createPart('p1', [0, 0]);
|
||||||
|
const part2 = createPart('p2', [1, 0]);
|
||||||
|
const part3 = createPart('p3', [2, 0]);
|
||||||
|
return createRegion([], [part1, part2, part3]);
|
||||||
|
};
|
||||||
|
|
||||||
|
const region1 = createRegionForTest();
|
||||||
|
const region2 = createRegionForTest();
|
||||||
|
|
||||||
|
const rng1 = createRNG(42);
|
||||||
|
const rng2 = createRNG(42);
|
||||||
|
|
||||||
|
shuffle(region1, rng1);
|
||||||
|
shuffle(region2, rng2);
|
||||||
|
|
||||||
|
const positions1 = region1.children.map(c => c.value.position);
|
||||||
|
const positions2 = region2.children.map(c => c.value.position);
|
||||||
|
|
||||||
|
expect(positions1).toEqual(positions2);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should produce different results with different seeds', () => {
|
||||||
|
const part1 = createPart('p1', [0, 0]);
|
||||||
|
const part2 = createPart('p2', [1, 0]);
|
||||||
|
const part3 = createPart('p3', [2, 0]);
|
||||||
|
const part4 = createPart('p4', [3, 0]);
|
||||||
|
const part5 = createPart('p5', [4, 0]);
|
||||||
|
|
||||||
|
const results = new Set<string>();
|
||||||
|
|
||||||
|
// 尝试多个种子,确保大多数产生不同结果
|
||||||
|
for (let seed = 1; seed <= 10; seed++) {
|
||||||
|
const region = createRegion([], [part1, part2, part3, part4, part5]);
|
||||||
|
const rng = createRNG(seed);
|
||||||
|
shuffle(region, rng);
|
||||||
|
|
||||||
|
const positions = JSON.stringify(region.children.map(c => c.value.position));
|
||||||
|
results.add(positions);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 10 个种子中至少应该有 5 个不同的结果
|
||||||
|
expect(results.size).toBeGreaterThan(5);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
@ -0,0 +1,114 @@
|
||||||
|
import { describe, it, expect } from 'vitest';
|
||||||
|
import { parseCommand, type Command } from '../../src/utils/command';
|
||||||
|
|
||||||
|
describe('parseCommand', () => {
|
||||||
|
it('should parse empty string', () => {
|
||||||
|
const result = parseCommand('');
|
||||||
|
expect(result).toEqual({
|
||||||
|
name: '',
|
||||||
|
flags: {},
|
||||||
|
options: {},
|
||||||
|
params: []
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should parse command name only', () => {
|
||||||
|
const result = parseCommand('move');
|
||||||
|
expect(result).toEqual({
|
||||||
|
name: 'move',
|
||||||
|
flags: {},
|
||||||
|
options: {},
|
||||||
|
params: []
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should parse command with params', () => {
|
||||||
|
const result = parseCommand('move meeple1 region1');
|
||||||
|
expect(result).toEqual({
|
||||||
|
name: 'move',
|
||||||
|
flags: {},
|
||||||
|
options: {},
|
||||||
|
params: ['meeple1', 'region1']
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should parse command with long flags', () => {
|
||||||
|
const result = parseCommand('move meeple1 --force --quiet');
|
||||||
|
expect(result).toEqual({
|
||||||
|
name: 'move',
|
||||||
|
flags: { force: true, quiet: true },
|
||||||
|
options: {},
|
||||||
|
params: ['meeple1']
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should parse command with short flags', () => {
|
||||||
|
const result = parseCommand('move meeple1 -f -q');
|
||||||
|
expect(result).toEqual({
|
||||||
|
name: 'move',
|
||||||
|
flags: { f: true, q: true },
|
||||||
|
options: {},
|
||||||
|
params: ['meeple1']
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should parse command with long options', () => {
|
||||||
|
const result = parseCommand('move meeple1 --x 10 --y 20');
|
||||||
|
expect(result).toEqual({
|
||||||
|
name: 'move',
|
||||||
|
flags: {},
|
||||||
|
options: { x: '10', y: '20' },
|
||||||
|
params: ['meeple1']
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should parse command with short options', () => {
|
||||||
|
const result = parseCommand('move meeple1 -x 10 -y 20');
|
||||||
|
expect(result).toEqual({
|
||||||
|
name: 'move',
|
||||||
|
flags: {},
|
||||||
|
options: { x: '10', y: '20' },
|
||||||
|
params: ['meeple1']
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should parse command with mixed flags和选项', () => {
|
||||||
|
const result = parseCommand('move meeple1 region1 --force -x 10 -q');
|
||||||
|
expect(result).toEqual({
|
||||||
|
name: 'move',
|
||||||
|
flags: { force: true, q: true },
|
||||||
|
options: { x: '10' },
|
||||||
|
params: ['meeple1', 'region1']
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should handle extra whitespace', () => {
|
||||||
|
const result = parseCommand(' move meeple1 --force ');
|
||||||
|
expect(result).toEqual({
|
||||||
|
name: 'move',
|
||||||
|
flags: { force: true },
|
||||||
|
options: {},
|
||||||
|
params: ['meeple1']
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should parse complex command', () => {
|
||||||
|
const result = parseCommand('place meeple1 board --x 5 --y 3 --rotate 90 --force');
|
||||||
|
expect(result).toEqual({
|
||||||
|
name: 'place',
|
||||||
|
flags: { force: true },
|
||||||
|
options: { x: '5', y: '3', rotate: '90' },
|
||||||
|
params: ['meeple1', 'board']
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should treat negative number as option value', () => {
|
||||||
|
const result = parseCommand('set --value -10');
|
||||||
|
expect(result).toEqual({
|
||||||
|
name: 'set',
|
||||||
|
flags: {},
|
||||||
|
options: { value: '-10' },
|
||||||
|
params: []
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
@ -0,0 +1,117 @@
|
||||||
|
import { describe, it, expect } from 'vitest';
|
||||||
|
import { createEntityCollection, type Entity } from '../../src/utils/entity';
|
||||||
|
|
||||||
|
interface TestEntity extends Entity {
|
||||||
|
name: string;
|
||||||
|
value: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
describe('createEntityCollection', () => {
|
||||||
|
it('should create empty collection', () => {
|
||||||
|
const collection = createEntityCollection<TestEntity>();
|
||||||
|
expect(collection.collection.value).toEqual({});
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should add single entity', () => {
|
||||||
|
const collection = createEntityCollection<TestEntity>();
|
||||||
|
const entity: TestEntity = { id: 'e1', name: 'Entity 1', value: 10 };
|
||||||
|
|
||||||
|
collection.add(entity);
|
||||||
|
|
||||||
|
expect(collection.collection.value).toHaveProperty('e1');
|
||||||
|
expect(collection.get('e1').value).toEqual(entity);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should add multiple entities', () => {
|
||||||
|
const collection = createEntityCollection<TestEntity>();
|
||||||
|
const entity1: TestEntity = { id: 'e1', name: 'Entity 1', value: 10 };
|
||||||
|
const entity2: TestEntity = { id: 'e2', name: 'Entity 2', value: 20 };
|
||||||
|
const entity3: TestEntity = { id: 'e3', name: 'Entity 3', value: 30 };
|
||||||
|
|
||||||
|
collection.add(entity1, entity2, entity3);
|
||||||
|
|
||||||
|
expect(Object.keys(collection.collection.value)).toHaveLength(3);
|
||||||
|
expect(collection.get('e1').value.name).toBe('Entity 1');
|
||||||
|
expect(collection.get('e2').value.name).toBe('Entity 2');
|
||||||
|
expect(collection.get('e3').value.name).toBe('Entity 3');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should remove single entity', () => {
|
||||||
|
const collection = createEntityCollection<TestEntity>();
|
||||||
|
const entity1: TestEntity = { id: 'e1', name: 'Entity 1', value: 10 };
|
||||||
|
const entity2: TestEntity = { id: 'e2', name: 'Entity 2', value: 20 };
|
||||||
|
|
||||||
|
collection.add(entity1, entity2);
|
||||||
|
collection.remove('e1');
|
||||||
|
|
||||||
|
expect(Object.keys(collection.collection.value)).toHaveLength(1);
|
||||||
|
expect(collection.collection.value).not.toHaveProperty('e1');
|
||||||
|
expect(collection.collection.value).toHaveProperty('e2');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should remove multiple entities', () => {
|
||||||
|
const collection = createEntityCollection<TestEntity>();
|
||||||
|
const entity1: TestEntity = { id: 'e1', name: 'Entity 1', value: 10 };
|
||||||
|
const entity2: TestEntity = { id: 'e2', name: 'Entity 2', value: 20 };
|
||||||
|
const entity3: TestEntity = { id: 'e3', name: 'Entity 3', value: 30 };
|
||||||
|
|
||||||
|
collection.add(entity1, entity2, entity3);
|
||||||
|
collection.remove('e1', 'e3');
|
||||||
|
|
||||||
|
expect(Object.keys(collection.collection.value)).toHaveLength(1);
|
||||||
|
expect(collection.collection.value).toHaveProperty('e2');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should update entity via accessor', () => {
|
||||||
|
const collection = createEntityCollection<TestEntity>();
|
||||||
|
const entity: TestEntity = { id: 'e1', name: 'Entity 1', value: 10 };
|
||||||
|
|
||||||
|
collection.add(entity);
|
||||||
|
|
||||||
|
const accessor = collection.get('e1');
|
||||||
|
accessor.value = { ...entity, value: 100, name: 'Updated' };
|
||||||
|
|
||||||
|
expect(collection.get('e1').value.value).toBe(100);
|
||||||
|
expect(collection.get('e1').value.name).toBe('Updated');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should return undefined for non-existent entity', () => {
|
||||||
|
const collection = createEntityCollection<TestEntity>();
|
||||||
|
|
||||||
|
expect(collection.get('nonexistent').value).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should have correct accessor id', () => {
|
||||||
|
const collection = createEntityCollection<TestEntity>();
|
||||||
|
const entity: TestEntity = { id: 'e1', name: 'Entity 1', value: 10 };
|
||||||
|
|
||||||
|
collection.add(entity);
|
||||||
|
|
||||||
|
const accessor = collection.get('e1');
|
||||||
|
expect(accessor.id).toBe('e1');
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should handle removing non-existent entity', () => {
|
||||||
|
const collection = createEntityCollection<TestEntity>();
|
||||||
|
const entity: TestEntity = { id: 'e1', name: 'Entity 1', value: 10 };
|
||||||
|
|
||||||
|
collection.add(entity);
|
||||||
|
collection.remove('nonexistent');
|
||||||
|
|
||||||
|
expect(Object.keys(collection.collection.value)).toHaveLength(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should work with reactive updates', () => {
|
||||||
|
const collection = createEntityCollection<TestEntity>();
|
||||||
|
const entity: TestEntity = { id: 'e1', name: 'Entity 1', value: 10 };
|
||||||
|
|
||||||
|
collection.add(entity);
|
||||||
|
|
||||||
|
// 验证 accessor 可以正确获取和设置值
|
||||||
|
const accessor = collection.get('e1');
|
||||||
|
expect(accessor.value.value).toBe(10);
|
||||||
|
|
||||||
|
accessor.value = { ...entity, value: 50 };
|
||||||
|
expect(accessor.value.value).toBe(50);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
@ -0,0 +1,98 @@
|
||||||
|
import { describe, it, expect } from 'vitest';
|
||||||
|
import { createRNG } from '../../src/utils/rng';
|
||||||
|
|
||||||
|
describe('createRNG', () => {
|
||||||
|
it('should create RNG with default seed', () => {
|
||||||
|
const rng = createRNG();
|
||||||
|
expect(rng.getSeed()).toBe(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should create RNG with custom seed', () => {
|
||||||
|
const rng = createRNG(12345);
|
||||||
|
expect(rng.getSeed()).toBe(12345);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should generate numbers in range [0, 1)', () => {
|
||||||
|
const rng = createRNG(42);
|
||||||
|
for (let i = 0; i < 100; i++) {
|
||||||
|
const num = rng.next();
|
||||||
|
expect(num).toBeGreaterThanOrEqual(0);
|
||||||
|
expect(num).toBeLessThan(1);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should generate numbers with max parameter', () => {
|
||||||
|
const rng = createRNG(42);
|
||||||
|
for (let i = 0; i < 100; i++) {
|
||||||
|
const num = rng.next(100);
|
||||||
|
expect(num).toBeGreaterThanOrEqual(0);
|
||||||
|
expect(num).toBeLessThan(100);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should generate integers in range [0, max)', () => {
|
||||||
|
const rng = createRNG(42);
|
||||||
|
for (let i = 0; i < 100; i++) {
|
||||||
|
const num = rng.nextInt(10);
|
||||||
|
expect(Number.isInteger(num)).toBe(true);
|
||||||
|
expect(num).toBeGreaterThanOrEqual(0);
|
||||||
|
expect(num).toBeLessThan(10);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should be deterministic with same seed', () => {
|
||||||
|
const rng1 = createRNG(12345);
|
||||||
|
const rng2 = createRNG(12345);
|
||||||
|
|
||||||
|
const sequence1 = Array.from({ length: 10 }, () => rng1.next());
|
||||||
|
const sequence2 = Array.from({ length: 10 }, () => rng2.next());
|
||||||
|
|
||||||
|
expect(sequence1).toEqual(sequence2);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should produce different sequences with different seeds', () => {
|
||||||
|
const rng1 = createRNG(12345);
|
||||||
|
const rng2 = createRNG(54321);
|
||||||
|
|
||||||
|
const sequence1 = Array.from({ length: 10 }, () => rng1.next());
|
||||||
|
const sequence2 = Array.from({ length: 10 }, () => rng2.next());
|
||||||
|
|
||||||
|
expect(sequence1).not.toEqual(sequence2);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should reset seed with setSeed', () => {
|
||||||
|
const rng = createRNG(42);
|
||||||
|
const firstSequence = Array.from({ length: 5 }, () => rng.next());
|
||||||
|
|
||||||
|
rng.setSeed(42);
|
||||||
|
const secondSequence = Array.from({ length: 5 }, () => rng.next());
|
||||||
|
|
||||||
|
expect(firstSequence).toEqual(secondSequence);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should work as callable function', () => {
|
||||||
|
const rng = createRNG(42);
|
||||||
|
rng(123);
|
||||||
|
expect(rng.getSeed()).toBe(123);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('should generate uniformly distributed integers', () => {
|
||||||
|
const rng = createRNG(42);
|
||||||
|
const buckets = new Array(10).fill(0);
|
||||||
|
const iterations = 10000;
|
||||||
|
|
||||||
|
for (let i = 0; i < iterations; i++) {
|
||||||
|
const num = rng.nextInt(10);
|
||||||
|
buckets[num]++;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 每个桶应该大约有 10% 的值
|
||||||
|
const expected = iterations / 10;
|
||||||
|
const tolerance = expected * 0.3; // 30% 容差
|
||||||
|
|
||||||
|
buckets.forEach((count, index) => {
|
||||||
|
expect(count).toBeGreaterThan(expected - tolerance);
|
||||||
|
expect(count).toBeLessThan(expected + tolerance);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
Loading…
Reference in New Issue