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2 Commits
34cb828f60
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140b7aed86
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140b7aed86 | |
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ca9912a5f5 |
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@ -52,6 +52,7 @@ export {
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removeItem as removeItemFromGrid,
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rotateItem,
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validatePlacement,
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createItemIn,
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} from "./system/grid-inventory";
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// Map
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@ -0,0 +1,52 @@
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import { parseShapeString } from "../utils/parse-shape";
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import type { ParsedShape } from "../utils/parse-shape";
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import type { Transform2D } from "../utils/shape-collision";
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import { placeItem, validatePlacement } from "./transform";
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import type { GameItemMeta, GridInventory, MutationResult } from "./types";
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import type { ItemData } from "../types";
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/**
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* Creates and places a GameItemMeta item into the grid inventory.
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* Parses the shape from itemData.shape and finds the first valid placement automatically.
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* **Mutates directly** — call inside a `.produce()` callback.
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*/
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export function createItemIn(
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inventory: GridInventory<GameItemMeta>,
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id: string,
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itemData: ItemData,
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): MutationResult {
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const shape = parseShapeString(itemData.shape);
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const transform = findFirstValidPlacement(inventory, shape);
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if (!transform) {
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return { success: false, reason: "无可用位置" };
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}
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const meta: GameItemMeta = { itemData, shape };
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placeItem(inventory, { id, shape, transform, meta });
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return { success: true };
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}
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/**
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* Searches for the first valid placement in the grid (row by row, left to right).
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* Returns the transform or null if no valid placement exists.
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*/
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function findFirstValidPlacement(
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inventory: GridInventory<GameItemMeta>,
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shape: ParsedShape,
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): Transform2D | null {
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for (let y = 0; y <= inventory.height - shape.height; y++) {
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for (let x = 0; x <= inventory.width - shape.width; x++) {
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const transform: Transform2D = {
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offset: { x, y },
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rotation: 0,
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flipX: false,
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flipY: false,
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};
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const result = validatePlacement(inventory, shape, transform);
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if (result.valid) {
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return transform;
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}
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}
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}
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return null;
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}
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@ -6,6 +6,8 @@ export type {
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MutationResult,
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PlacementResult,
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} from "./types";
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export type { GameItemMeta, GameItem } from "./types";
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export {
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createGridInventory,
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flipItem,
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@ -19,4 +21,4 @@ export {
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validatePlacement,
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} from "./transform";
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export type { GameItemMeta, GameItem } from "./types";
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export { createItemIn } from "./factory";
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@ -1,34 +1,46 @@
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import type { ParsedShape } from '../utils/parse-shape';
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import type { Transform2D } from '../utils/shape-collision';
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import type { ParsedShape } from "../utils/parse-shape";
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import type { Transform2D } from "../utils/shape-collision";
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import {
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checkBoardCollision,
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checkBounds,
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flipXTransform,
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flipYTransform,
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rotateTransform,
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transformShape,
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} from '../utils/shape-collision';
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import type { CellKey, GridInventory, InventoryItem, MutationResult, PlacementResult } from './types';
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checkBoardCollision,
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checkBounds,
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flipXTransform,
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flipYTransform,
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rotateTransform,
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transformShape,
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} from "../utils/shape-collision";
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import type {
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CellKey,
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GridInventory,
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InventoryItem,
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MutationResult,
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PlacementResult,
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} from "./types";
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/**
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* Creates a new empty grid inventory.
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* Note: When used inside `.produce()`, call this before returning the draft.
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*/
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export function createGridInventory<TMeta = Record<string, unknown>>(width: number, height: number): GridInventory<TMeta> {
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return {
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width,
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height,
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items: new Map<string, InventoryItem<TMeta>>(),
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occupiedCells: new Set<CellKey>(),
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};
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export function createGridInventory<TMeta = Record<string, unknown>>(
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width: number,
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height: number,
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): GridInventory<TMeta> {
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return {
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width,
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height,
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items: new Map<string, InventoryItem<TMeta>>(),
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occupiedCells: new Set<CellKey>(),
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};
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}
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/**
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* Builds a Set of occupied cell keys from a shape and transform.
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*/
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function getShapeCellKeys(shape: ParsedShape, transform: Transform2D): Set<CellKey> {
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const cells = transformShape(shape, transform);
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return new Set(cells.map(c => `${c.x},${c.y}` as CellKey));
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function getShapeCellKeys(
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shape: ParsedShape,
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transform: Transform2D,
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): Set<CellKey> {
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const cells = transformShape(shape, transform);
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return new Set(cells.map((c) => `${c.x},${c.y}` as CellKey));
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}
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/**
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@ -36,19 +48,19 @@ function getShapeCellKeys(shape: ParsedShape, transform: Transform2D): Set<CellK
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* Checks bounds and collision with all other items.
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*/
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export function validatePlacement<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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shape: InventoryItem<TMeta>['shape'],
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transform: Transform2D
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inventory: GridInventory<TMeta>,
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shape: InventoryItem<TMeta>["shape"],
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transform: Transform2D,
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): PlacementResult {
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if (!checkBounds(shape, transform, inventory.width, inventory.height)) {
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return { valid: false, reason: '超出边界' };
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}
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if (!checkBounds(shape, transform, inventory.width, inventory.height)) {
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return { valid: false, reason: "超出边界" };
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}
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if (checkBoardCollision(shape, transform, inventory.occupiedCells)) {
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return { valid: false, reason: '与已有物品重叠' };
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}
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if (checkBoardCollision(shape, transform, inventory.occupiedCells)) {
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return { valid: false, reason: "与已有物品重叠" };
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}
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return { valid: true };
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return { valid: true };
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}
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/**
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@ -56,27 +68,33 @@ export function validatePlacement<TMeta = Record<string, unknown>>(
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* **Mutates directly** — call inside a `.produce()` callback.
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* Does not validate; call `validatePlacement` first.
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*/
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export function placeItem<TMeta = Record<string, unknown>>(inventory: GridInventory<TMeta>, item: InventoryItem<TMeta>): void {
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const cells = getShapeCellKeys(item.shape, item.transform);
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for (const cellKey of cells) {
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inventory.occupiedCells.add(cellKey);
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}
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inventory.items.set(item.id, item);
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export function placeItem<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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item: InventoryItem<TMeta>,
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): void {
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const cells = getShapeCellKeys(item.shape, item.transform);
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for (const cellKey of cells) {
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inventory.occupiedCells.add(cellKey);
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}
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inventory.items.set(item.id, item);
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}
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/**
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* Removes an item from the grid by its ID.
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* **Mutates directly** — call inside a `.produce()` callback.
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*/
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export function removeItem<TMeta = Record<string, unknown>>(inventory: GridInventory<TMeta>, itemId: string): void {
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const item = inventory.items.get(itemId);
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if (!item) return;
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export function removeItem<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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itemId: string,
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): void {
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const item = inventory.items.get(itemId);
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if (!item) return;
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const cells = getShapeCellKeys(item.shape, item.transform);
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for (const cellKey of cells) {
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inventory.occupiedCells.delete(cellKey);
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}
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inventory.items.delete(itemId);
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const cells = getShapeCellKeys(item.shape, item.transform);
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for (const cellKey of cells) {
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inventory.occupiedCells.delete(cellKey);
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}
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inventory.items.delete(itemId);
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}
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/**
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@ -85,41 +103,41 @@ export function removeItem<TMeta = Record<string, unknown>>(inventory: GridInven
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* Validates before applying; returns result indicating success.
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*/
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export function moveItem<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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itemId: string,
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newTransform: Transform2D
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inventory: GridInventory<TMeta>,
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itemId: string,
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newTransform: Transform2D,
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): MutationResult {
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const item = inventory.items.get(itemId);
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if (!item) {
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return { success: false, reason: '物品不存在' };
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}
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const item = inventory.items.get(itemId);
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if (!item) {
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return { success: false, reason: "物品不存在" };
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}
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// Temporarily remove item's cells for validation
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const oldCells = getShapeCellKeys(item.shape, item.transform);
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// Temporarily remove item's cells for validation
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const oldCells = getShapeCellKeys(item.shape, item.transform);
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for (const cellKey of oldCells) {
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inventory.occupiedCells.delete(cellKey);
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}
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// Validate new position
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const validation = validatePlacement(inventory, item.shape, newTransform);
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if (!validation.valid) {
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// Restore old cells
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for (const cellKey of oldCells) {
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inventory.occupiedCells.delete(cellKey);
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inventory.occupiedCells.add(cellKey);
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}
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return { success: false, reason: validation.reason };
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}
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// Validate new position
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const validation = validatePlacement(inventory, item.shape, newTransform);
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if (!validation.valid) {
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// Restore old cells
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for (const cellKey of oldCells) {
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inventory.occupiedCells.add(cellKey);
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}
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return { success: false, reason: validation.reason };
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}
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// Apply new transform
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item.transform = newTransform;
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// Apply new transform
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item.transform = newTransform;
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// Add new cells
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const newCells = getShapeCellKeys(item.shape, item.transform);
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for (const cellKey of newCells) {
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inventory.occupiedCells.add(cellKey);
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}
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// Add new cells
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const newCells = getShapeCellKeys(item.shape, item.transform);
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for (const cellKey of newCells) {
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inventory.occupiedCells.add(cellKey);
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}
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return { success: true };
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return { success: true };
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}
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/**
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@ -128,17 +146,17 @@ export function moveItem<TMeta = Record<string, unknown>>(
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* Validates before applying; returns result indicating success.
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*/
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export function rotateItem<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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itemId: string,
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degrees: number
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inventory: GridInventory<TMeta>,
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itemId: string,
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degrees: number,
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): MutationResult {
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const item = inventory.items.get(itemId);
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if (!item) {
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return { success: false, reason: '物品不存在' };
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}
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const item = inventory.items.get(itemId);
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if (!item) {
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return { success: false, reason: "物品不存在" };
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}
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const rotatedTransform = rotateTransform(item.transform, degrees);
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return moveItem(inventory, itemId, rotatedTransform);
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const rotatedTransform = rotateTransform(item.transform, degrees);
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return moveItem(inventory, itemId, rotatedTransform);
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}
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/**
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@ -147,50 +165,53 @@ export function rotateItem<TMeta = Record<string, unknown>>(
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* Validates before applying; returns result indicating success.
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*/
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export function flipItem<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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itemId: string,
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axis: 'x' | 'y'
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inventory: GridInventory<TMeta>,
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itemId: string,
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axis: "x" | "y",
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): MutationResult {
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const item = inventory.items.get(itemId);
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if (!item) {
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return { success: false, reason: '物品不存在' };
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}
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const item = inventory.items.get(itemId);
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if (!item) {
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return { success: false, reason: "物品不存在" };
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}
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const flippedTransform = axis === 'x'
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? flipXTransform(item.transform)
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: flipYTransform(item.transform);
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const flippedTransform =
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axis === "x"
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? flipXTransform(item.transform)
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: flipYTransform(item.transform);
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return moveItem(inventory, itemId, flippedTransform);
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return moveItem(inventory, itemId, flippedTransform);
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}
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/**
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* Returns a copy of the occupied cells set.
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*/
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export function getOccupiedCellSet<TMeta = Record<string, unknown>>(inventory: GridInventory<TMeta>): Set<CellKey> {
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return new Set(inventory.occupiedCells);
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export function getOccupiedCellSet<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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): Set<CellKey> {
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return new Set(inventory.occupiedCells);
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}
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/**
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* Finds the item occupying the given cell, if any.
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*/
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export function getItemAtCell<TMeta = Record<string, unknown>>(
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inventory: GridInventory<TMeta>,
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x: number,
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y: number
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inventory: GridInventory<TMeta>,
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x: number,
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y: number,
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): InventoryItem<TMeta> | undefined {
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const cellKey = `${x},${y}` as CellKey;
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if (!inventory.occupiedCells.has(cellKey)) {
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return undefined;
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}
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for (const item of inventory.items.values()) {
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const cells = getShapeCellKeys(item.shape, item.transform);
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if (cells.has(cellKey)) {
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return item;
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}
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}
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const cellKey = `${x},${y}` as CellKey;
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if (!inventory.occupiedCells.has(cellKey)) {
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return undefined;
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}
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for (const item of inventory.items.values()) {
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const cells = getShapeCellKeys(item.shape, item.transform);
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if (cells.has(cellKey)) {
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return item;
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}
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}
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return undefined;
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}
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/**
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@ -198,36 +219,39 @@ export function getItemAtCell<TMeta = Record<string, unknown>>(
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* Returns a Map of itemId -> item for deduplication.
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*/
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export function getAdjacentItems<TMeta>(
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inventory: GridInventory<TMeta>,
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itemId: string
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inventory: GridInventory<TMeta>,
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itemId: string,
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): Map<string, InventoryItem<TMeta>> {
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const item = inventory.items.get(itemId);
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if (!item) {
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return new Map();
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}
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const item = inventory.items.get(itemId);
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if (!item) {
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return new Map();
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}
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const ownCells = getShapeCellKeys(item.shape, item.transform);
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const adjacent = new Map<string, InventoryItem<TMeta>>();
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const ownCells = getShapeCellKeys(item.shape, item.transform);
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const adjacent = new Map<string, InventoryItem<TMeta>>();
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for (const cellKey of ownCells) {
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const [cx, cy] = cellKey.split(',').map(Number);
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const neighbors: CellKey[] = [
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`${cx + 1},${cy}` as CellKey,
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`${cx - 1},${cy}` as CellKey,
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`${cx},${cy + 1}` as CellKey,
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`${cx},${cy - 1}` as CellKey,
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];
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for (const cellKey of ownCells) {
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const [cx, cy] = cellKey.split(",").map(Number);
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const neighbors: CellKey[] = [
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`${cx + 1},${cy}` as CellKey,
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`${cx - 1},${cy}` as CellKey,
|
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`${cx},${cy + 1}` as CellKey,
|
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`${cx},${cy - 1}` as CellKey,
|
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];
|
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for (const neighborKey of neighbors) {
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if (inventory.occupiedCells.has(neighborKey) && !ownCells.has(neighborKey)) {
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const [nx, ny] = neighborKey.split(',').map(Number);
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const neighborItem = getItemAtCell(inventory, nx, ny);
|
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if (neighborItem) {
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adjacent.set(neighborItem.id, neighborItem);
|
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}
|
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}
|
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for (const neighborKey of neighbors) {
|
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if (
|
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inventory.occupiedCells.has(neighborKey) &&
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!ownCells.has(neighborKey)
|
||||
) {
|
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const [nx, ny] = neighborKey.split(",").map(Number);
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const neighborItem = getItemAtCell(inventory, nx, ny);
|
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if (neighborItem) {
|
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adjacent.set(neighborItem.id, neighborItem);
|
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}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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return adjacent;
|
||||
return adjacent;
|
||||
}
|
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|
|
|
|||
|
|
@ -15,6 +15,48 @@ import {
|
|||
type GridInventory,
|
||||
type InventoryItem,
|
||||
} from "@/samples/slay-the-spire-like/system/grid-inventory";
|
||||
import { createItemIn } from "@/samples/slay-the-spire-like/system/grid-inventory/factory";
|
||||
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types";
|
||||
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: [],
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 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,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper: create a test inventory item.
|
||||
|
|
@ -535,4 +577,81 @@ describe("grid-inventory", () => {
|
|||
expect(adjShield.has("sword")).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe("createItemIn", () => {
|
||||
it("should place item at first valid position", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||
const itemData = createTestItemData("sword", "长剑", "oee", "攻击");
|
||||
|
||||
const result = createItemIn(inv, "sword-1", itemData);
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(inv.items.size).toBe(1);
|
||||
expect(inv.occupiedCells.size).toBe(3); // shape "oee" has 3 cells
|
||||
expect(inv.items.get("sword-1")?.meta?.itemData.id).toBe("sword");
|
||||
});
|
||||
|
||||
it("should skip occupied cells and find next valid position", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||
|
||||
// Place first item manually at origin
|
||||
const firstItem = createTestItem("existing", "oee");
|
||||
placeItem(inv, firstItem);
|
||||
|
||||
const itemData = createTestItemData("shield", "盾牌", "o", "防御");
|
||||
|
||||
const result = createItemIn(inv, "shield-1", itemData);
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
// Shield should be at x=3, y=0 (first available spot after "oee" at x=0-2)
|
||||
const placedItem = inv.items.get("shield-1");
|
||||
expect(placedItem?.transform.offset).toEqual({ x: 3, y: 0 });
|
||||
});
|
||||
|
||||
it("should return error when no valid placement exists", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(3, 3);
|
||||
|
||||
// Fill the grid completely with 1x1 items
|
||||
for (let i = 0; i < 9; i++) {
|
||||
const itemData = createTestItemData(`item${i}`, `物品${i}`, "o", "");
|
||||
createItemIn(inv, `item-${i}`, itemData);
|
||||
}
|
||||
|
||||
// Try to place one more item
|
||||
const itemData = createTestItemData("overflow", "溢出", "oee", "");
|
||||
const result = createItemIn(inv, "overflow-1", itemData);
|
||||
|
||||
expect(result).toEqual({ success: false, reason: "无可用位置" });
|
||||
});
|
||||
|
||||
it("should handle multi-cell items correctly", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(4, 4);
|
||||
const itemData = createTestItemData("lshape", "L形", "oes", "特殊");
|
||||
|
||||
const result = createItemIn(inv, "lshape-1", itemData);
|
||||
|
||||
expect(result).toEqual({ success: true });
|
||||
expect(inv.items.size).toBe(1);
|
||||
// Shape "oes" has 3 cells
|
||||
expect(inv.occupiedCells.size).toBe(3);
|
||||
});
|
||||
|
||||
it("should not place item when inventory is completely full", () => {
|
||||
const inv = createGridInventory<GameItemMeta>(2, 2);
|
||||
|
||||
// Fill with 1x1 items
|
||||
const itemData = createTestItemData("small", "小物品", "o", "");
|
||||
createItemIn(inv, "small-1", itemData);
|
||||
createItemIn(inv, "small-2", itemData);
|
||||
createItemIn(inv, "small-3", itemData);
|
||||
createItemIn(inv, "small-4", itemData);
|
||||
|
||||
// Grid is now full
|
||||
const overflowItem = createTestItemData("overflow", "溢出", "o", "");
|
||||
const result = createItemIn(inv, "overflow-5", overflowItem);
|
||||
|
||||
expect(result).toEqual({ success: false, reason: "无可用位置" });
|
||||
expect(inv.items.size).toBe(4);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
|
|
|||
Loading…
Reference in New Issue