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13 changed files with 2996 additions and 3523 deletions

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@ -29,12 +29,6 @@ export function buildCombatState(
}; };
} }
export function buildCombatEncounterState(
data: EncounterData<"minion" | "elite">,
): CombatEncounterState {
return { data, blocked: false };
}
function createEnemyEntities(encounter: EncounterData): EnemyEntity[] { function createEnemyEntities(encounter: EncounterData): EnemyEntity[] {
const enemies: EnemyEntity[] = []; const enemies: EnemyEntity[] = [];
let instanceCounter = 0; let instanceCounter = 0;

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@ -1,100 +0,0 @@
import { createGridInventory, placeItem } from "../grid-inventory";
import { GameItemMeta } from "../grid-inventory/types";
import { IDENTITY_TRANSFORM } from "../utils/shape-collision";
import { parseShapeString } from "../utils/parse-shape";
import { EncounterData, EncounterType, ItemData } from "../types";
import type { RNG } from "@/utils/rng";
import type {
CampEncounterState,
CombatEncounterState,
CurioEncounterState,
DialogueEncounterState,
EncounterState,
ShopEncounterState,
} from "./types";
import { buildCombatEncounterState } from "./combat";
import { buildShopEncounterState } from "./shop";
function createCurioItems(allItems: ItemData[], rng: RNG): GameItemMeta[] {
const curioItems: GameItemMeta[] = [];
const rolledIndices = new Set<number>();
for (let i = 0; i < 3 && rolledIndices.size < allItems.length; i++) {
let index: number;
do {
index = rng.nextInt(allItems.length);
} while (rolledIndices.has(index));
rolledIndices.add(index);
const itemData = allItems[index];
const shape = parseShapeString(itemData.shape);
curioItems.push({ itemData, shape });
}
return curioItems;
}
export function buildCurioEncounterState(
data: EncounterData<"curio">,
allItems: ItemData[],
rng: RNG,
): CurioEncounterState {
const items = createCurioItems(allItems, rng);
const inventory = createGridInventory<GameItemMeta>(6, 4);
for (let i = 0; i < items.length; i++) {
const meta = items[i];
placeItem(inventory, {
id: `curio-item-${i}`,
shape: meta.shape,
transform: { ...IDENTITY_TRANSFORM, offset: { x: i, y: 0 } },
meta,
});
}
return { data, items: inventory };
}
export function buildCampEncounterState(
data: EncounterData<"camp">,
): CampEncounterState {
return { data };
}
export function buildDialogueEncounterState(
data: EncounterData<"event">,
): DialogueEncounterState {
return { data, blocked: false };
}
export function buildEncounterState(
data: EncounterData<EncounterType>,
allItems: ItemData[],
rng: RNG,
idCounter: { value: number },
): EncounterState {
switch (data.type) {
case "minion":
case "elite":
return buildCombatEncounterState(
data as EncounterData<"minion" | "elite">,
);
case "shop":
return buildShopEncounterState(
data as EncounterData<"shop">,
allItems,
rng,
idCounter,
);
case "curio":
return buildCurioEncounterState(
data as EncounterData<"curio">,
allItems,
rng,
);
case "camp":
return buildCampEncounterState(data as EncounterData<"camp">);
case "event":
return buildDialogueEncounterState(data as EncounterData<"event">);
}
}

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@ -1,4 +1,3 @@
export { buildCombatState, buildCombatEncounterState } from "./combat";
export { buildShopEncounterState, generateInstanceId } from "./shop";
export { buildEncounterState } from "./encounter";
export { RunState, EncounterState } from "./types"; export { RunState, EncounterState } from "./types";
export { buildCombatState } from "./combat";
export { generateInstanceId } from "./shop";

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@ -1,63 +1,4 @@
import { createGridInventory, placeItem } from "../grid-inventory";
import { GameItemMeta } from "../grid-inventory/types";
import { IDENTITY_TRANSFORM } from "../utils/shape-collision";
import { parseShapeString } from "../utils/parse-shape";
import { EncounterData, ItemData } from "../types";
import type { RNG } from "@/utils/rng";
import type { ShopEncounterState } from "./types";
export function generateInstanceId(counter: { value: number }): string { export function generateInstanceId(counter: { value: number }): string {
counter.value++; counter.value++;
return `item-${counter.value}`; return `item-${counter.value}`;
} }
function createShopItems(
allItems: ItemData[],
rng: RNG,
): (GameItemMeta & { sellPrice: number })[] {
const shopItems: (GameItemMeta & { sellPrice: number })[] = [];
const rolledIndices = new Set<number>();
for (let i = 0; i < 5 && rolledIndices.size < allItems.length; i++) {
let index: number;
do {
index = rng.nextInt(allItems.length);
} while (rolledIndices.has(index));
rolledIndices.add(index);
const itemData = allItems[index];
const shape = parseShapeString(itemData.shape);
const sellPrice = Math.floor(
(rng.nextInt(5) + rng.nextInt(5) + 1) * 0.2 * itemData.price,
);
shopItems.push({ itemData, shape, sellPrice });
}
return shopItems;
}
export function buildShopEncounterState(
data: EncounterData<"shop">,
allItems: ItemData[],
rng: RNG,
idCounter: { value: number },
): ShopEncounterState {
const items = createShopItems(allItems, rng);
const inventory = createGridInventory<GameItemMeta & { sellPrice: number }>(
6,
4,
);
for (let i = 0; i < items.length; i++) {
const meta = items[i];
placeItem(inventory, {
id: generateInstanceId(idCounter),
shape: meta.shape,
transform: { ...IDENTITY_TRANSFORM, offset: { x: i, y: 0 } },
meta,
});
}
return { data, items: inventory };
}

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@ -1,189 +1,132 @@
import { Part } from "@/core/part"; import {Part} from "boardgame-core";
import { createRegion } from "@/core/region"; import {createRegion} from "boardgame-core";
import { import {createGameCommandRegistry, createPromptDef, IGameContext} from "boardgame-core";
createGameCommandRegistry,
createPromptDef,
IGameContext,
} from "@/core/game";
const BOARD_SIZE = 3; const BOARD_SIZE = 3;
const MAX_TURNS = BOARD_SIZE * BOARD_SIZE; const MAX_TURNS = BOARD_SIZE * BOARD_SIZE;
const WINNING_LINES: number[][][] = [ const WINNING_LINES: number[][][] = [
[ [[0, 0], [0, 1], [0, 2]],
[0, 0], [[1, 0], [1, 1], [1, 2]],
[0, 1], [[2, 0], [2, 1], [2, 2]],
[0, 2], [[0, 0], [1, 0], [2, 0]],
], [[0, 1], [1, 1], [2, 1]],
[ [[0, 2], [1, 2], [2, 2]],
[1, 0], [[0, 0], [1, 1], [2, 2]],
[1, 1], [[0, 2], [1, 1], [2, 0]],
[1, 2],
],
[
[2, 0],
[2, 1],
[2, 2],
],
[
[0, 0],
[1, 0],
[2, 0],
],
[
[0, 1],
[1, 1],
[2, 1],
],
[
[0, 2],
[1, 2],
[2, 2],
],
[
[0, 0],
[1, 1],
[2, 2],
],
[
[0, 2],
[1, 1],
[2, 0],
],
]; ];
export type PlayerType = "X" | "O"; export type PlayerType = 'X' | 'O';
export type WinnerType = PlayerType | "draw" | null; export type WinnerType = PlayerType | 'draw' | null;
export type TicTacToePart = Part<{ player: PlayerType }>; export type TicTacToePart = Part<{ player: PlayerType }>;
export function createInitialState() { export function createInitialState() {
return { return {
board: createRegion("board", [ board: createRegion('board', [
{ name: "x", min: 0, max: BOARD_SIZE - 1 }, { name: 'x', min: 0, max: BOARD_SIZE - 1 },
{ name: "y", min: 0, max: BOARD_SIZE - 1 }, { name: 'y', min: 0, max: BOARD_SIZE - 1 },
]), ]),
parts: {} as Record<string, TicTacToePart>, parts: {} as Record<string, TicTacToePart>,
currentPlayer: "X" as PlayerType, currentPlayer: 'X' as PlayerType,
winner: null as WinnerType, winner: null as WinnerType,
turn: 0, turn: 0,
}; };
} }
export type TicTacToeState = ReturnType<typeof createInitialState>; export type TicTacToeState = ReturnType<typeof createInitialState>;
export type TicTacToeGame = IGameContext<TicTacToeState>; export type TicTacToeGame = IGameContext<TicTacToeState>;
export const registry = createGameCommandRegistry<TicTacToeState>(); export const registry = createGameCommandRegistry<TicTacToeState>();
export const prompts = { export const prompts = {
play: createPromptDef<[PlayerType, number, number]>( play: createPromptDef<[PlayerType, number, number]>(
"play <player> <row:number> <col:number>", 'play <player> <row:number> <col:number>')
), }
};
export async function start(game: TicTacToeGame) { export async function start(game: TicTacToeGame) {
while (true) { while (true) {
const currentPlayer = game.value.currentPlayer; const currentPlayer = game.value.currentPlayer;
const turnNumber = game.value.turn + 1; const turnNumber = game.value.turn + 1;
const turnOutput = await turn(game, currentPlayer, turnNumber); const turnOutput = await turn(game, currentPlayer, turnNumber);
game.produce((state) => { game.produce(state => {
state.winner = turnOutput.winner; state.winner = turnOutput.winner;
if (!state.winner) { if (!state.winner) {
state.currentPlayer = state.currentPlayer === "X" ? "O" : "X"; state.currentPlayer = state.currentPlayer === 'X' ? 'O' : 'X';
state.turn = turnNumber; state.turn = turnNumber;
} }
}); });
if (game.value.winner) break; if (game.value.winner) break;
} }
return game.value; return game.value;
} }
const turn = registry.register({ const turn = registry.register({
schema: "turn <player> <turnNumber:number>", schema: 'turn <player> <turnNumber:number>',
async run(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) { async run(game: TicTacToeGame, turnPlayer: PlayerType, turnNumber: number) {
const { player, row, col } = await game.prompt( const {player, row, col} = await game.prompt(
prompts.play, prompts.play,
(player, row, col) => { (player, row, col) => {
if (player !== turnPlayer) { if (player !== turnPlayer) {
throw `Invalid player: ${player}. Expected ${turnPlayer}.`; throw `Invalid player: ${player}. Expected ${turnPlayer}.`;
} else if (!isValidMove(row, col)) { } else if (!isValidMove(row, col)) {
throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`; throw `Invalid position: (${row}, ${col}). Must be between 0 and ${BOARD_SIZE - 1}.`;
} else if (isCellOccupied(game, row, col)) { } else if (isCellOccupied(game, row, col)) {
throw `Cell (${row}, ${col}) is already occupied.`; throw `Cell (${row}, ${col}) is already occupied.`;
} else { } else {
return { player, row, col }; return { player, row, col };
} }
}, },
game.value.currentPlayer, game.value.currentPlayer
); );
placePiece(game, row, col, turnPlayer); placePiece(game, row, col, turnPlayer);
const winner = checkWinner(game); const winner = checkWinner(game);
if (winner) return { winner }; if (winner) return { winner };
if (turnNumber >= MAX_TURNS) return { winner: "draw" as WinnerType }; if (turnNumber >= MAX_TURNS) return { winner: 'draw' as WinnerType };
return { winner: null }; return { winner: null };
}, }
}); });
function isValidMove(row: number, col: number): boolean { function isValidMove(row: number, col: number): boolean {
return ( return !isNaN(row) && !isNaN(col) && row >= 0 && row < BOARD_SIZE && col >= 0 && col < BOARD_SIZE;
!isNaN(row) &&
!isNaN(col) &&
row >= 0 &&
row < BOARD_SIZE &&
col >= 0 &&
col < BOARD_SIZE
);
} }
export function isCellOccupied( export function isCellOccupied(host: TicTacToeGame, row: number, col: number): boolean {
host: TicTacToeGame, return !!host.value.board.partMap[`${row},${col}`];
row: number,
col: number,
): boolean {
return !!host.value.board.partMap[`${row},${col}`];
} }
export function hasWinningLine(positions: number[][]): boolean { export function hasWinningLine(positions: number[][]): boolean {
return WINNING_LINES.some((line) => return WINNING_LINES.some(line =>
line.every(([r, c]) => positions.some(([pr, pc]) => pr === r && pc === c)), line.every(([r, c]) =>
); positions.some(([pr, pc]) => pr === r && pc === c)
)
);
} }
export function checkWinner(host: TicTacToeGame): WinnerType { export function checkWinner(host: TicTacToeGame): WinnerType {
const parts = host.value.parts; const parts = host.value.parts;
const partsArray = Object.values(parts); const partsArray = Object.values(parts);
const xPositions = partsArray const xPositions = partsArray.filter((p: TicTacToePart) => p.player === 'X').map((p: TicTacToePart) => p.position);
.filter((p: TicTacToePart) => p.player === "X") const oPositions = partsArray.filter((p: TicTacToePart) => p.player === 'O').map((p: TicTacToePart) => p.position);
.map((p: TicTacToePart) => p.position);
const oPositions = partsArray
.filter((p: TicTacToePart) => p.player === "O")
.map((p: TicTacToePart) => p.position);
if (hasWinningLine(xPositions)) return "X"; if (hasWinningLine(xPositions)) return 'X';
if (hasWinningLine(oPositions)) return "O"; if (hasWinningLine(oPositions)) return 'O';
if (partsArray.length >= MAX_TURNS) return "draw"; if (partsArray.length >= MAX_TURNS) return 'draw';
return null; return null;
} }
export function placePiece( export function placePiece(host: TicTacToeGame, row: number, col: number, player: PlayerType) {
host: TicTacToeGame, const board = host.value.board;
row: number, const moveNumber = Object.keys(host.value.parts).length + 1;
col: number, const piece: TicTacToePart = {
player: PlayerType, regionId: 'board', position: [row, col], player,
) { id: `piece-${player}-${moveNumber}`
const board = host.value.board; }
const moveNumber = Object.keys(host.value.parts).length + 1; host.produce(state => {
const piece: TicTacToePart = { state.parts[piece.id] = piece;
regionId: "board", board.childIds.push(piece.id);
position: [row, col], board.partMap[`${row},${col}`] = piece.id;
player, });
id: `piece-${player}-${moveNumber}`,
};
host.produce((state) => {
state.parts[piece.id] = piece;
board.childIds.push(piece.id);
board.partMap[`${row},${col}`] = piece.id;
});
} }

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@ -1,215 +1,193 @@
import { describe, it, expect } from "vitest"; import { describe, it, expect } from 'vitest';
import { import { createGameContext, createGameCommandRegistry, createPromptDef, IGameContext, PromptDef } from '@/core/game';
createGameContext, import type { PromptEvent, Command } from '@/utils/command';
createGameCommandRegistry,
createPromptDef,
IGameContext,
PromptDef,
} from "@/core/game";
import type {
PromptEvent,
Command,
CommandRunnerContext,
} from "@/utils/command";
type MyState = { type MyState = {
score: number; score: number;
round: number; round: number;
}; };
describe("createGameContext", () => { describe('createGameContext', () => {
it("should create a game context with state", () => { it('should create a game context with state', () => {
const registry = createGameCommandRegistry(); const registry = createGameCommandRegistry();
const ctx = createGameContext(registry); const ctx = createGameContext(registry);
expect(ctx._state).not.toBeNull(); expect(ctx._state).not.toBeNull();
expect(ctx._state.value).toBeDefined(); expect(ctx._state.value).toBeDefined();
});
it("should wire commands to the context", () => {
const registry = createGameCommandRegistry();
const ctx = createGameContext(registry);
expect(ctx._commands).not.toBeNull();
expect(ctx._commands.registry).toBe(registry);
});
it("should accept initial state as an object", () => {
const registry = createGameCommandRegistry<MyState>();
const ctx = createGameContext<MyState>(registry, {
score: 0,
round: 1,
}); });
expect(ctx._state.value.score).toBe(0); it('should wire commands to the context', () => {
expect(ctx._state.value.round).toBe(1); const registry = createGameCommandRegistry();
}); const ctx = createGameContext(registry);
it("should accept initial state as a factory function", () => { expect(ctx._commands).not.toBeNull();
const registry = createGameCommandRegistry<MyState>(); expect(ctx._commands.registry).toBe(registry);
const ctx = createGameContext<MyState>(registry, () => ({
score: 10,
round: 3,
}));
expect(ctx._state.value.score).toBe(10);
expect(ctx._state.value.round).toBe(3);
});
it("should forward prompt events via listener", async () => {
const registry = createGameCommandRegistry();
const ctx = createGameContext(registry);
registry.register("test <value>", async function (_ctx, value) {
return _ctx.prompt(
createPromptDef("prompt <answer>"),
(answer) => answer,
);
}); });
const promptPromise = new Promise<PromptEvent>((resolve) => { it('should accept initial state as an object', () => {
ctx._commands.on("prompt", resolve); const registry = createGameCommandRegistry<MyState>();
}); const ctx = createGameContext<MyState>(registry, {
const runPromise = ctx.run("test hello"); score: 0,
round: 1,
const promptEvent = await promptPromise;
expect(promptEvent).not.toBeNull();
expect(promptEvent.schema.name).toBe("prompt");
const error = promptEvent.tryCommit({
name: "prompt",
params: ["yes"],
options: {},
flags: {},
});
expect(error).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
});
});
describe("createGameCommand", () => {
it("should run a command with access to game context", async () => {
const registry = createGameCommandRegistry<{ marker: string }>();
registry.register("set-marker <id>", async function (ctx, id) {
ctx.produce((state) => {
state.marker = id;
});
return id;
});
const ctx = createGameContext(registry, { marker: "" });
const result = await ctx.run("set-marker board");
if (!result.success) {
console.error("Error:", result.error);
}
expect(result.success).toBe(true);
if (result.success) {
expect(result.result).toBe("board");
}
expect(ctx._state.value.marker).toBe("board");
});
it("should run a typed command with extended context", async () => {
const registry = createGameCommandRegistry<MyState>();
registry.register(
"add-score <amount:number>",
async function (ctx, amount) {
ctx.produce((state) => {
state.score += amount;
}); });
return ctx.value.score;
},
);
const ctx = createGameContext<MyState>(registry, () => ({ expect(ctx._state.value.score).toBe(0);
score: 0, expect(ctx._state.value.round).toBe(1);
round: 1, });
}));
const result = await ctx.run("add-score 5"); it('should accept initial state as a factory function', () => {
expect(result.success).toBe(true); const registry = createGameCommandRegistry<MyState>();
if (result.success) { const ctx = createGameContext<MyState>(registry, () => ({
expect(result.result).toBe(5); score: 10,
} round: 3,
expect(ctx._state.value.score).toBe(5); }));
});
it("should return error for unknown command", async () => { expect(ctx._state.value.score).toBe(10);
const registry = createGameCommandRegistry(); expect(ctx._state.value.round).toBe(3);
const ctx = createGameContext(registry); });
const result = await ctx.run("nonexistent"); it('should forward prompt events via listener', async () => {
expect(result.success).toBe(false); const registry = createGameCommandRegistry();
if (!result.success) { const ctx = createGameContext(registry);
expect(result.error).toContain("nonexistent");
} registry.register('test <value>', async function (_ctx, value) {
}); return this.prompt({schema: 'prompt <answer>'}, () => 'ok');
});
const promptPromise = new Promise<PromptEvent>(resolve => {
ctx._commands.on('prompt', resolve);
});
const runPromise = ctx.run('test hello');
const promptEvent = await promptPromise;
expect(promptEvent).not.toBeNull();
expect(promptEvent.schema.name).toBe('prompt');
const error = promptEvent.tryCommit({ name: 'prompt', params: ['yes'], options: {}, flags: {} });
expect(error).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
});
}); });
describe("createPromptDef", () => { describe('createGameCommand', () => {
it("should create a PromptDef with string schema", () => { it('should run a command with access to game context', async () => {
const promptDef = createPromptDef<[string, number]>( const registry = createGameCommandRegistry<{ marker: string }>();
"play <player> <score:number>",
); registry.register('set-marker <id>', async function (ctx, id) {
ctx.produce(state => {
state.marker = id;
});
return id;
});
expect(promptDef).toBeDefined(); const ctx = createGameContext(registry, { marker: '' });
expect(promptDef.schema.name).toBe("play");
expect(promptDef.schema.params).toHaveLength(2);
expect(promptDef.schema.params[0].name).toBe("player");
expect(promptDef.schema.params[1].name).toBe("score");
});
it("should create a PromptDef with CommandSchema object", () => { const result = await ctx.run('set-marker board');
const schemaObj = { if (!result.success) {
name: "test", console.error('Error:', result.error);
params: [], }
options: {}, expect(result.success).toBe(true);
flags: {}, if (result.success) {
}; expect(result.result).toBe('board');
const promptDef = createPromptDef<[]>(schemaObj); }
expect(ctx._state.value.marker).toBe('board');
expect(promptDef.schema).toEqual(schemaObj);
});
it("should be usable with game.prompt", async () => {
const registry = createGameCommandRegistry<{ score: number }>();
registry.register("test-prompt", async function (ctx) {
const promptDef = createPromptDef<[number]>("input <value:number>");
const result = await ctx.prompt(promptDef, (value) => {
if (value < 0) throw "Value must be positive";
return value;
});
return result;
}); });
const ctx = createGameContext(registry, { score: 0 }); it('should run a typed command with extended context', async () => {
const registry = createGameCommandRegistry<MyState>();
const promptPromise = new Promise<PromptEvent>((resolve) => { registry.register(
ctx._commands.on("prompt", resolve); 'add-score <amount:number>',
async function (ctx, amount) {
ctx.produce(state => {
state.score += amount;
});
return ctx.value.score;
}
);
const ctx = createGameContext<MyState>(registry, () => ({
score: 0,
round: 1,
}));
const result = await ctx.run('add-score 5');
expect(result.success).toBe(true);
if (result.success) {
expect(result.result).toBe(5);
}
expect(ctx._state.value.score).toBe(5);
}); });
const runPromise = ctx.run("test-prompt");
const promptEvent = await promptPromise; it('should return error for unknown command', async () => {
expect(promptEvent.schema.name).toBe("input"); const registry = createGameCommandRegistry();
const ctx = createGameContext(registry);
const error = promptEvent.tryCommit({ const result = await ctx.run('nonexistent');
name: "input", expect(result.success).toBe(false);
params: [42], if (!result.success) {
options: {}, expect(result.error).toContain('nonexistent');
flags: {}, }
});
});
describe('createPromptDef', () => {
it('should create a PromptDef with string schema', () => {
const promptDef = createPromptDef<[string, number]>('play <player> <score:number>');
expect(promptDef).toBeDefined();
expect(promptDef.schema.name).toBe('play');
expect(promptDef.schema.params).toHaveLength(2);
expect(promptDef.schema.params[0].name).toBe('player');
expect(promptDef.schema.params[1].name).toBe('score');
});
it('should create a PromptDef with CommandSchema object', () => {
const schemaObj = {
name: 'test',
params: [],
options: {},
flags: {}
};
const promptDef = createPromptDef<[]>(schemaObj);
expect(promptDef.schema).toEqual(schemaObj);
});
it('should be usable with game.prompt', async () => {
const registry = createGameCommandRegistry<{ score: number }>();
registry.register('test-prompt', async function(ctx) {
const promptDef = createPromptDef<[number]>('input <value:number>');
const result = await ctx.prompt(
promptDef,
(value) => {
if (value < 0) throw 'Value must be positive';
return value;
}
);
return result;
});
const ctx = createGameContext(registry, { score: 0 });
const promptPromise = new Promise<PromptEvent>(resolve => {
ctx._commands.on('prompt', resolve);
});
const runPromise = ctx.run('test-prompt');
const promptEvent = await promptPromise;
expect(promptEvent.schema.name).toBe('input');
const error = promptEvent.tryCommit({ name: 'input', params: [42], options: {}, flags: {} });
expect(error).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
if (result.success) {
expect(result.result).toBe(42);
}
}); });
expect(error).toBeNull();
const result = await runPromise;
expect(result.success).toBe(true);
if (result.success) {
expect(result.result).toBe(42);
}
});
}); });

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@ -1,373 +1,353 @@
import { describe, it, expect } from "vitest"; import {createGameContext} from '@/core/game';
import { createGameContext } from "@/core/game"; import {registry} from '@/samples/regicide/commands';
import { registry } from "@/samples/regicide/commands"; import {createInitialState} from '@/samples/regicide/state';
import { createInitialState } from "@/samples/regicide/state";
import { import {
buildEnemyDeck, buildEnemyDeck,
buildTavernDeck, buildTavernDeck,
createAllCards, createAllCards,
createCard, createCard,
createEnemy, createEnemy,
getCardValue, getCardValue,
isEnemyDefeated, isEnemyDefeated
} from "@/samples/regicide/utils"; } from '@/samples/regicide/utils';
import { Mulberry32RNG } from "@/utils/rng"; import {Mulberry32RNG} from '@/utils/rng';
import { import {CARD_VALUES, ENEMY_COUNT, FACE_CARDS, INITIAL_HAND_SIZE} from '@/samples/regicide/constants';
CARD_VALUES, import {PlayerType} from '@/samples/regicide/types';
ENEMY_COUNT,
FACE_CARDS,
INITIAL_HAND_SIZE,
} from "@/samples/regicide/constants";
import { PlayerType } from "@/samples/regicide/types";
describe("Regicide - Utils", () => { describe('Regicide - Utils', () => {
describe("getCardValue", () => { describe('getCardValue', () => {
it("should return correct value for number cards", () => { it('should return correct value for number cards', () => {
expect(getCardValue("A")).toBe(1); expect(getCardValue('A')).toBe(1);
expect(getCardValue("5")).toBe(5); expect(getCardValue('5')).toBe(5);
expect(getCardValue("10")).toBe(10); expect(getCardValue('10')).toBe(10);
});
it('should return correct value for face cards', () => {
expect(getCardValue('J')).toBe(10);
expect(getCardValue('Q')).toBe(15);
expect(getCardValue('K')).toBe(20);
});
}); });
it("should return correct value for face cards", () => { describe('createCard', () => {
expect(getCardValue("J")).toBe(10); it('should create a card with correct properties', () => {
expect(getCardValue("Q")).toBe(15); const card = createCard('spades_A', 'spades', 'A');
expect(getCardValue("K")).toBe(20); expect(card.id).toBe('spades_A');
}); expect(card.suit).toBe('spades');
}); expect(card.rank).toBe('A');
expect(card.value).toBe(1);
describe("createCard", () => { });
it("should create a card with correct properties", () => {
const card = createCard("spades_A", "spades", "A");
expect(card.id).toBe("spades_A");
expect(card.suit).toBe("spades");
expect(card.rank).toBe("A");
expect(card.value).toBe(1);
});
});
describe("createEnemy", () => {
it("should create an enemy with correct HP", () => {
const enemy = createEnemy("enemy_0", "J", "spades");
expect(enemy.rank).toBe("J");
expect(enemy.value).toBe(10);
expect(enemy.hp).toBe(20);
expect(enemy.maxHp).toBe(20);
}); });
it("should create enemy with different values for different ranks", () => { describe('createEnemy', () => {
const jEnemy = createEnemy("enemy_0", "J", "spades"); it('should create an enemy with correct HP', () => {
const qEnemy = createEnemy("enemy_1", "Q", "hearts"); const enemy = createEnemy('enemy_0', 'J', 'spades');
const kEnemy = createEnemy("enemy_2", "K", "diamonds"); expect(enemy.rank).toBe('J');
expect(enemy.value).toBe(10);
expect(enemy.hp).toBe(20);
expect(enemy.maxHp).toBe(20);
});
expect(jEnemy.value).toBe(10); it('should create enemy with different values for different ranks', () => {
expect(qEnemy.value).toBe(15); const jEnemy = createEnemy('enemy_0', 'J', 'spades');
expect(kEnemy.value).toBe(20); const qEnemy = createEnemy('enemy_1', 'Q', 'hearts');
const kEnemy = createEnemy('enemy_2', 'K', 'diamonds');
expect(jEnemy.hp).toBe(20); expect(jEnemy.value).toBe(10);
expect(qEnemy.hp).toBe(30); expect(qEnemy.value).toBe(15);
expect(kEnemy.hp).toBe(40); expect(kEnemy.value).toBe(20);
});
});
describe("createAllCards", () => { expect(jEnemy.hp).toBe(20);
it("should create 52 cards", () => { expect(qEnemy.hp).toBe(30);
const cards = createAllCards(); expect(kEnemy.hp).toBe(40);
expect(Object.keys(cards).length).toBe(52); });
}); });
it("should have all suits and ranks", () => { describe('createAllCards', () => {
const cards = createAllCards(); it('should create 52 cards', () => {
const suits = ["spades", "hearts", "diamonds", "clubs"]; const cards = createAllCards();
const ranks = [ expect(Object.keys(cards).length).toBe(52);
"A", });
"2",
"3",
"4",
"5",
"6",
"7",
"8",
"9",
"10",
"J",
"Q",
"K",
];
for (const suit of suits) { it('should have all suits and ranks', () => {
for (const rank of ranks) { const cards = createAllCards();
const id = `${suit}_${rank}`; const suits = ['spades', 'hearts', 'diamonds', 'clubs'];
expect(cards[id]).toBeDefined(); const ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
expect(cards[id].suit).toBe(suit);
expect(cards[id].rank).toBe(rank);
}
}
});
});
describe("buildEnemyDeck", () => { for (const suit of suits) {
it("should create 12 enemies (J/Q/K)", () => { for (const rank of ranks) {
const rng = new Mulberry32RNG(12345); const id = `${suit}_${rank}`;
const deck = buildEnemyDeck(rng); expect(cards[id]).toBeDefined();
expect(deck.length).toBe(12); expect(cards[id].suit).toBe(suit);
expect(cards[id].rank).toBe(rank);
}
}
});
}); });
it("should have J at top, Q in middle, K at bottom", () => { describe('buildEnemyDeck', () => {
const rng = new Mulberry32RNG(12345); it('should create 12 enemies (J/Q/K)', () => {
const deck = buildEnemyDeck(rng); const rng = new Mulberry32RNG(12345);
const deck = buildEnemyDeck(rng);
expect(deck.length).toBe(12);
});
for (let i = 0; i < 4; i++) { it('should have J at top, Q in middle, K at bottom', () => {
expect(deck[i].rank).toBe("J"); const rng = new Mulberry32RNG(12345);
} const deck = buildEnemyDeck(rng);
for (let i = 4; i < 8; i++) { for (let i = 0; i < 4; i++) {
expect(deck[i].rank).toBe("Q"); expect(deck[i].rank).toBe('J');
} }
for (let i = 8; i < 12; i++) { for (let i = 4; i < 8; i++) {
expect(deck[i].rank).toBe("K"); expect(deck[i].rank).toBe('Q');
} }
});
});
describe("buildTavernDeck", () => { for (let i = 8; i < 12; i++) {
it("should create 40 cards (A-10)", () => { expect(deck[i].rank).toBe('K');
const rng = new Mulberry32RNG(12345); }
const deck = buildTavernDeck(rng); });
expect(deck.length).toBe(40);
}); });
it("should not contain face cards", () => { describe('buildTavernDeck', () => {
const rng = new Mulberry32RNG(12345); it('should create 40 cards (A-10)', () => {
const deck = buildTavernDeck(rng); const rng = new Mulberry32RNG(12345);
const deck = buildTavernDeck(rng);
expect(deck.length).toBe(40);
});
for (const card of deck) { it('should not contain face cards', () => {
expect(FACE_CARDS.includes(card.rank)).toBe(false); const rng = new Mulberry32RNG(12345);
} const deck = buildTavernDeck(rng);
});
});
describe("isEnemyDefeated", () => { for (const card of deck) {
it("should return true when enemy HP <= 0", () => { expect(FACE_CARDS.includes(card.rank)).toBe(false);
const enemy = createEnemy("enemy_0", "J", "spades"); }
expect(isEnemyDefeated(enemy)).toBe(false); });
enemy.hp = 0;
expect(isEnemyDefeated(enemy)).toBe(true);
enemy.hp = -5;
expect(isEnemyDefeated(enemy)).toBe(true);
}); });
it("should return false for null enemy", () => { describe('isEnemyDefeated', () => {
expect(isEnemyDefeated(null)).toBe(false); it('should return true when enemy HP <= 0', () => {
const enemy = createEnemy('enemy_0', 'J', 'spades');
expect(isEnemyDefeated(enemy)).toBe(false);
enemy.hp = 0;
expect(isEnemyDefeated(enemy)).toBe(true);
enemy.hp = -5;
expect(isEnemyDefeated(enemy)).toBe(true);
});
it('should return false for null enemy', () => {
expect(isEnemyDefeated(null)).toBe(false);
});
}); });
});
}); });
describe("Regicide - Commands", () => { describe('Regicide - Commands', () => {
function createTestContext() { function createTestContext() {
const initialState = createInitialState(); const initialState = createInitialState();
return createGameContext(registry, initialState); return createGameContext(registry, initialState);
} }
function setupTestGame(game: ReturnType<typeof createTestContext>) { function setupTestGame(game: ReturnType<typeof createTestContext>) {
const cards = createAllCards(); const cards = createAllCards();
const rng = new Mulberry32RNG(12345); const rng = new Mulberry32RNG(12345);
const enemyDeck = buildEnemyDeck(rng); const enemyDeck = buildEnemyDeck(rng);
const tavernDeck = buildTavernDeck(rng); const tavernDeck = buildTavernDeck(rng);
game.produce((state) => { game.produce(state => {
state.cards = cards; state.cards = cards;
state.playerCount = 2; state.playerCount = 2;
state.currentPlayerIndex = 0; state.currentPlayerIndex = 0;
state.enemyDeck = [...enemyDeck]; state.enemyDeck = [...enemyDeck];
state.currentEnemy = { ...enemyDeck[0] }; state.currentEnemy = {...enemyDeck[0]};
for (const card of tavernDeck) { for (const card of tavernDeck) {
state.regions.tavernDeck.childIds.push(card.id); state.regions.tavernDeck.childIds.push(card.id);
} }
for (let i = 0; i < 6; i++) { for (let i = 0; i < 6; i++) {
const card1 = tavernDeck[i]; const card1 = tavernDeck[i];
const card2 = tavernDeck[i + 6]; const card2 = tavernDeck[i + 6];
card1.regionId = "hand_player1"; card1.regionId = 'hand_player1';
card2.regionId = "hand_player2"; card2.regionId = 'hand_player2';
state.playerHands.player1.push(card1.id); state.playerHands.player1.push(card1.id);
state.playerHands.player2.push(card2.id); state.playerHands.player2.push(card2.id);
state.regions.hand_player1.childIds.push(card1.id); state.regions.hand_player1.childIds.push(card1.id);
state.regions.hand_player2.childIds.push(card2.id); state.regions.hand_player2.childIds.push(card2.id);
} }
}); });
} }
describe("play command", () => { describe('play command', () => {
it("should deal damage to current enemy", async () => { it('should deal damage to current enemy', async () => {
const game = createTestContext(); const game = createTestContext();
setupTestGame(game); setupTestGame(game);
const enemyHpBefore = game.value.currentEnemy!.hp; const enemyHpBefore = game.value.currentEnemy!.hp;
const cardId = game.value.playerHands.player1[0]; const cardId = game.value.playerHands.player1[0];
const card = game.value.cards[cardId]; const card = game.value.cards[cardId];
const result = await game.run(`play player1 ${cardId}`); const result = await game.run(`play player1 ${cardId}`);
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value); expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
});
it('should double damage for clubs suit', async () => {
const game = createTestContext();
setupTestGame(game);
game.produce(state => {
state.cards['clubs_5'] = createCard('clubs_5', 'clubs', '5');
state.playerHands.player1.push('clubs_5');
state.regions.hand_player1.childIds.push('clubs_5');
});
const clubsCardId = 'clubs_5';
const enemyHpBefore = game.value.currentEnemy!.hp;
const card = game.value.cards[clubsCardId];
await game.run(`play player1 ${clubsCardId}`);
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value * 2);
});
}); });
it("should double damage for clubs suit", async () => { describe('pass command', () => {
const game = createTestContext(); it('should allow player to pass', async () => {
setupTestGame(game); const game = createTestContext();
setupTestGame(game);
game.produce((state) => { const result = await game.run('pass player1');
state.cards["clubs_5"] = createCard("clubs_5", "clubs", "5");
state.playerHands.player1.push("clubs_5");
state.regions.hand_player1.childIds.push("clubs_5");
});
const clubsCardId = "clubs_5"; expect(result.success).toBe(true);
const enemyHpBefore = game.value.currentEnemy!.hp; });
const card = game.value.cards[clubsCardId];
await game.run(`play player1 ${clubsCardId}`);
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value * 2);
});
});
describe("pass command", () => {
it("should allow player to pass", async () => {
const game = createTestContext();
setupTestGame(game);
const result = await game.run("pass player1");
expect(result.success).toBe(true);
});
});
describe("check-enemy command", () => {
it("should detect defeated enemy and reveal next", async () => {
const game = createTestContext();
setupTestGame(game);
const firstEnemy = game.value.currentEnemy!;
game.produce((state) => {
state.currentEnemy!.hp = 0;
});
await game.run("check-enemy");
expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id);
expect(game.value.currentEnemy).not.toBe(firstEnemy);
}); });
it("should not defeat enemy if HP > 0", async () => { describe('check-enemy command', () => {
const game = createTestContext(); it('should detect defeated enemy and reveal next', async () => {
setupTestGame(game); const game = createTestContext();
setupTestGame(game);
const currentEnemyId = game.value.currentEnemy!.id; const firstEnemy = game.value.currentEnemy!;
game.produce(state => {
state.currentEnemy!.hp = 0;
});
await game.run("check-enemy"); await game.run('check-enemy');
expect(game.value.currentEnemy!.id).toBe(currentEnemyId); expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id);
}); expect(game.value.currentEnemy).not.toBe(firstEnemy);
}); });
describe("next-turn command", () => { it('should not defeat enemy if HP > 0', async () => {
it("should switch to next player", async () => { const game = createTestContext();
const game = createTestContext(); setupTestGame(game);
setupTestGame(game);
expect(game.value.currentPlayerIndex).toBe(0); const currentEnemyId = game.value.currentEnemy!.id;
await game.run("next-turn"); await game.run('check-enemy');
expect(game.value.currentPlayerIndex).toBe(1); expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
});
}); });
it("should wrap around to first player", async () => { describe('next-turn command', () => {
const game = createTestContext(); it('should switch to next player', async () => {
setupTestGame(game); const game = createTestContext();
setupTestGame(game);
game.produce((state) => { expect(game.value.currentPlayerIndex).toBe(0);
state.currentPlayerIndex = 1;
});
await game.run("next-turn"); await game.run('next-turn');
expect(game.value.currentPlayerIndex).toBe(0); expect(game.value.currentPlayerIndex).toBe(1);
});
it('should wrap around to first player', async () => {
const game = createTestContext();
setupTestGame(game);
game.produce(state => {
state.currentPlayerIndex = 1;
});
await game.run('next-turn');
expect(game.value.currentPlayerIndex).toBe(0);
});
}); });
});
}); });
describe("Regicide - Game Flow", () => { describe('Regicide - Game Flow', () => {
function createTestContext() { function createTestContext() {
const initialState = createInitialState(); const initialState = createInitialState();
return createGameContext(registry, initialState); return createGameContext(registry, initialState);
} }
it("should complete a full turn cycle", async () => { it('should complete a full turn cycle', async () => {
const game = createTestContext(); const game = createTestContext();
const cards = createAllCards(); const cards = createAllCards();
const rng = new Mulberry32RNG(12345); const rng = new Mulberry32RNG(12345);
const enemyDeck = buildEnemyDeck(rng); const enemyDeck = buildEnemyDeck(rng);
const tavernDeck = buildTavernDeck(rng); const tavernDeck = buildTavernDeck(rng);
game.produce((state) => { game.produce(state => {
state.cards = cards; state.cards = cards;
state.playerCount = 1; state.playerCount = 1;
state.currentPlayerIndex = 0; state.currentPlayerIndex = 0;
state.enemyDeck = [...enemyDeck.slice(1)]; state.enemyDeck = [...enemyDeck.slice(1)];
state.currentEnemy = { ...enemyDeck[0] }; state.currentEnemy = {...enemyDeck[0]};
for (const card of tavernDeck) { for (const card of tavernDeck) {
state.regions.tavernDeck.childIds.push(card.id); state.regions.tavernDeck.childIds.push(card.id);
} }
for (let i = 0; i < 6; i++) { for (let i = 0; i < 6; i++) {
const card = tavernDeck[i]; const card = tavernDeck[i];
card.regionId = "hand_player1"; card.regionId = 'hand_player1';
state.playerHands.player1.push(card.id); state.playerHands.player1.push(card.id);
state.regions.hand_player1.childIds.push(card.id); state.regions.hand_player1.childIds.push(card.id);
} }
});
const cardId = game.value.playerHands.player1[0];
const card = game.value.cards[cardId];
const enemyHpBefore = game.value.currentEnemy!.hp;
await game.run(`play player1 ${cardId}`);
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
}); });
const cardId = game.value.playerHands.player1[0]; it('should win game when all enemies defeated', async () => {
const card = game.value.cards[cardId]; const game = createTestContext();
const enemyHpBefore = game.value.currentEnemy!.hp;
await game.run(`play player1 ${cardId}`); const cards = createAllCards();
const rng = new Mulberry32RNG(12345);
const tavernDeck = buildTavernDeck(rng);
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore); game.produce(state => {
}); state.cards = cards;
state.playerCount = 1;
state.currentPlayerIndex = 0;
state.enemyDeck = [];
state.currentEnemy = null;
it("should win game when all enemies defeated", async () => { for (const card of tavernDeck) {
const game = createTestContext(); state.regions.tavernDeck.childIds.push(card.id);
}
});
const cards = createAllCards(); game.produce(state => {
const rng = new Mulberry32RNG(12345); state.phase = 'victory';
const tavernDeck = buildTavernDeck(rng); state.winner = true;
});
game.produce((state) => { expect(game.value.phase).toBe('victory');
state.cards = cards; expect(game.value.winner).toBe(true);
state.playerCount = 1;
state.currentPlayerIndex = 0;
state.enemyDeck = [];
state.currentEnemy = null;
for (const card of tavernDeck) {
state.regions.tavernDeck.childIds.push(card.id);
}
}); });
game.produce((state) => {
state.phase = "victory";
state.winner = true;
});
expect(game.value.phase).toBe("victory");
expect(game.value.winner).toBe(true);
});
}); });

View File

@ -14,7 +14,7 @@ import type {
GridInventory, GridInventory,
InventoryItem, InventoryItem,
} from "@/samples/slay-the-spire-like/system/grid-inventory"; } from "@/samples/slay-the-spire-like/system/grid-inventory";
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/grid-inventory/types"; import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/encounter/types";
import { IDENTITY_TRANSFORM } from "@/samples/slay-the-spire-like/system/utils/shape-collision"; import { IDENTITY_TRANSFORM } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape"; import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
import type { import type {

View File

@ -1,538 +1,485 @@
import { describe, it, expect } from "vitest"; import { describe, it, expect } from 'vitest';
import { parseShapeString } from "@/samples/slay-the-spire-like/system/utils/parse-shape"; import { parseShapeString } from '@/samples/slay-the-spire-like/system/utils/parse-shape';
import { IDENTITY_TRANSFORM } from "@/samples/slay-the-spire-like/system/utils/shape-collision"; import { IDENTITY_TRANSFORM } from '@/samples/slay-the-spire-like/system/utils/shape-collision';
import { import {
createGridInventory, createGridInventory,
placeItem, placeItem,
removeItem, removeItem,
moveItem, moveItem,
rotateItem, rotateItem,
flipItem, flipItem,
getOccupiedCellSet, getOccupiedCellSet,
getItemAtCell, getItemAtCell,
getAdjacentItems, getAdjacentItems,
validatePlacement, validatePlacement,
type GridInventory, type GridInventory,
type InventoryItem, type InventoryItem,
} from "@/samples/slay-the-spire-like/system/grid-inventory"; } from '@/samples/slay-the-spire-like/system/grid-inventory';
/** /**
* Helper: create a test inventory item. * Helper: create a test inventory item.
*/ */
function createTestItem( function createTestItem(id: string, shapeStr: string, transform = IDENTITY_TRANSFORM): InventoryItem {
id: string, const shape = parseShapeString(shapeStr);
shapeStr: string, return {
transform = IDENTITY_TRANSFORM, id,
): InventoryItem<Record<string, never>> { shape,
const shape = parseShapeString(shapeStr); transform: { ...transform },
return { };
id,
shape,
transform: { ...transform },
};
} }
describe("grid-inventory", () => { describe('grid-inventory', () => {
describe("createGridInventory", () => { describe('createGridInventory', () => {
it("should create an empty inventory with correct dimensions", () => { it('should create an empty inventory with correct dimensions', () => {
const inv = createGridInventory(6, 4); const inv = createGridInventory(6, 4);
expect(inv.width).toBe(6); expect(inv.width).toBe(6);
expect(inv.height).toBe(4); expect(inv.height).toBe(4);
expect(inv.items.size).toBe(0); expect(inv.items.size).toBe(0);
expect(inv.occupiedCells.size).toBe(0); expect(inv.occupiedCells.size).toBe(0);
}); });
});
describe("placeItem", () => {
it("should place a single-cell item", () => {
const inv = createGridInventory(6, 4);
const item = createTestItem("sword", "o");
placeItem(inv, item);
expect(inv.items.size).toBe(1);
expect(inv.items.has("sword")).toBe(true);
expect(inv.occupiedCells.has("0,0")).toBe(true);
}); });
it("should place a multi-cell item", () => { describe('placeItem', () => {
const inv = createGridInventory(6, 4); it('should place a single-cell item', () => {
const item = createTestItem("axe", "oee"); const inv = createGridInventory(6, 4);
placeItem(inv, item); const item = createTestItem('sword', 'o');
placeItem(inv, item);
expect(inv.items.size).toBe(1); expect(inv.items.size).toBe(1);
expect(inv.occupiedCells.size).toBe(3); expect(inv.items.has('sword')).toBe(true);
expect(inv.occupiedCells.has("0,0")).toBe(true); expect(inv.occupiedCells.has('0,0')).toBe(true);
expect(inv.occupiedCells.has("1,0")).toBe(true); });
expect(inv.occupiedCells.has("2,0")).toBe(true);
it('should place a multi-cell item', () => {
const inv = createGridInventory(6, 4);
const item = createTestItem('axe', 'oee');
placeItem(inv, item);
expect(inv.items.size).toBe(1);
expect(inv.occupiedCells.size).toBe(3);
expect(inv.occupiedCells.has('0,0')).toBe(true);
expect(inv.occupiedCells.has('1,0')).toBe(true);
expect(inv.occupiedCells.has('2,0')).toBe(true);
});
it('should place multiple items', () => {
const inv = createGridInventory(6, 4);
const itemA = createTestItem('a', 'o');
const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } });
placeItem(inv, itemA);
placeItem(inv, itemB);
expect(inv.items.size).toBe(2);
expect(inv.occupiedCells.size).toBe(2);
expect(inv.occupiedCells.has('0,0')).toBe(true);
expect(inv.occupiedCells.has('3,0')).toBe(true);
});
}); });
it("should place multiple items", () => { describe('removeItem', () => {
const inv = createGridInventory(6, 4); it('should remove an item and free its cells', () => {
const itemA = createTestItem("a", "o"); const inv = createGridInventory(6, 4);
const itemB = createTestItem("b", "o", { const item = createTestItem('sword', 'oee');
...IDENTITY_TRANSFORM, placeItem(inv, item);
offset: { x: 3, y: 0 },
});
placeItem(inv, itemA);
placeItem(inv, itemB);
expect(inv.items.size).toBe(2); removeItem(inv, 'sword');
expect(inv.occupiedCells.size).toBe(2);
expect(inv.occupiedCells.has("0,0")).toBe(true);
expect(inv.occupiedCells.has("3,0")).toBe(true);
});
});
describe("removeItem", () => { expect(inv.items.size).toBe(0);
it("should remove an item and free its cells", () => { expect(inv.occupiedCells.size).toBe(0);
const inv = createGridInventory(6, 4); });
const item = createTestItem("sword", "oee");
placeItem(inv, item);
removeItem(inv, "sword"); it('should only free the removed item\'s cells', () => {
const inv = createGridInventory(6, 4);
const itemA = createTestItem('a', 'o');
const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } });
placeItem(inv, itemA);
placeItem(inv, itemB);
expect(inv.items.size).toBe(0); removeItem(inv, 'a');
expect(inv.occupiedCells.size).toBe(0);
expect(inv.items.size).toBe(1);
expect(inv.occupiedCells.size).toBe(1);
expect(inv.occupiedCells.has('0,0')).toBe(false);
expect(inv.occupiedCells.has('2,0')).toBe(true);
});
it('should do nothing for non-existent item', () => {
const inv = createGridInventory(6, 4);
removeItem(inv, 'nonexistent');
expect(inv.items.size).toBe(0);
});
}); });
it("should only free the removed item's cells", () => { describe('validatePlacement', () => {
const inv = createGridInventory(6, 4); it('should return valid for empty board', () => {
const itemA = createTestItem("a", "o"); const inv = createGridInventory(6, 4);
const itemB = createTestItem("b", "o", { const shape = parseShapeString('o');
...IDENTITY_TRANSFORM, const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
offset: { x: 2, y: 0 }, expect(result).toEqual({ valid: true });
}); });
placeItem(inv, itemA);
placeItem(inv, itemB);
removeItem(inv, "a"); it('should return invalid for out of bounds', () => {
const inv = createGridInventory(6, 4);
const shape = parseShapeString('o');
const result = validatePlacement(inv, shape, {
...IDENTITY_TRANSFORM,
offset: { x: 6, y: 0 },
});
expect(result).toEqual({ valid: false, reason: '超出边界' });
});
expect(inv.items.size).toBe(1); it('should return invalid for collision with existing item', () => {
expect(inv.occupiedCells.size).toBe(1); const inv = createGridInventory(6, 4);
expect(inv.occupiedCells.has("0,0")).toBe(false); const existing = createTestItem('a', 'oee');
expect(inv.occupiedCells.has("2,0")).toBe(true); placeItem(inv, existing);
const shape = parseShapeString('o');
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
expect(result).toEqual({ valid: false, reason: '与已有物品重叠' });
});
it('should return valid when there is room nearby', () => {
const inv = createGridInventory(6, 4);
const existing = createTestItem('a', 'o');
placeItem(inv, existing);
const shape = parseShapeString('o');
const result = validatePlacement(inv, shape, {
...IDENTITY_TRANSFORM,
offset: { x: 1, y: 0 },
});
expect(result).toEqual({ valid: true });
});
}); });
it("should do nothing for non-existent item", () => { describe('moveItem', () => {
const inv = createGridInventory(6, 4); it('should move item to a new position', () => {
removeItem(inv, "nonexistent"); const inv = createGridInventory(6, 4);
expect(inv.items.size).toBe(0); const item = createTestItem('sword', 'o');
}); placeItem(inv, item);
});
describe("validatePlacement", () => { const result = moveItem(inv, 'sword', {
it("should return valid for empty board", () => { ...IDENTITY_TRANSFORM,
const inv = createGridInventory(6, 4); offset: { x: 5, y: 3 },
const shape = parseShapeString("o"); });
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
expect(result).toEqual({ valid: true }); expect(result).toEqual({ success: true });
expect(inv.occupiedCells.has('0,0')).toBe(false);
expect(inv.occupiedCells.has('5,3')).toBe(true);
expect(item.transform.offset).toEqual({ x: 5, y: 3 });
});
it('should reject move that goes out of bounds', () => {
const inv = createGridInventory(6, 4);
const item = createTestItem('sword', 'o');
placeItem(inv, item);
const result = moveItem(inv, 'sword', {
...IDENTITY_TRANSFORM,
offset: { x: 6, y: 0 },
});
expect(result).toEqual({ success: false, reason: '超出边界' });
expect(inv.occupiedCells.has('0,0')).toBe(true);
expect(item.transform.offset).toEqual({ x: 0, y: 0 });
});
it('should reject move that collides with another item', () => {
const inv = createGridInventory(6, 4);
const itemA = createTestItem('a', 'o');
const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } });
placeItem(inv, itemA);
placeItem(inv, itemB);
const result = moveItem(inv, 'b', {
...IDENTITY_TRANSFORM,
offset: { x: 0, y: 0 },
});
expect(result).toEqual({ success: false, reason: '与已有物品重叠' });
expect(inv.occupiedCells.has('2,0')).toBe(true);
});
it('should return error for non-existent item', () => {
const inv = createGridInventory(6, 4);
const result = moveItem(inv, 'ghost', IDENTITY_TRANSFORM);
expect(result).toEqual({ success: false, reason: '物品不存在' });
});
it('should move multi-cell item correctly', () => {
const inv = createGridInventory(6, 4);
// oes: cells at (0,0), (1,0), (1,1)
const item = createTestItem('axe', 'oes');
placeItem(inv, item);
const newTransform = { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 1 } };
moveItem(inv, 'axe', newTransform);
// Old cells should be freed
expect(inv.occupiedCells.has('0,0')).toBe(false);
expect(inv.occupiedCells.has('1,0')).toBe(false);
expect(inv.occupiedCells.has('1,1')).toBe(false);
// New cells: (0,0)+offset(3,1)=(3,1), (1,0)+(3,1)=(4,1), (1,1)+(3,1)=(4,2)
expect(inv.occupiedCells.has('3,1')).toBe(true);
expect(inv.occupiedCells.has('4,1')).toBe(true);
expect(inv.occupiedCells.has('4,2')).toBe(true);
});
}); });
it("should return invalid for out of bounds", () => { describe('rotateItem', () => {
const inv = createGridInventory(6, 4); it('should rotate item by 90 degrees', () => {
const shape = parseShapeString("o"); const inv = createGridInventory(6, 4);
const result = validatePlacement(inv, shape, { // Horizontal line: (0,0), (1,0)
...IDENTITY_TRANSFORM, const item = createTestItem('bar', 'oe', {
offset: { x: 6, y: 0 }, ...IDENTITY_TRANSFORM,
}); offset: { x: 0, y: 1 }, // Place away from edge so rotation stays in bounds
expect(result).toEqual({ valid: false, reason: "超出边界" }); });
placeItem(inv, item);
const result = rotateItem(inv, 'bar', 90);
expect(result).toEqual({ success: true });
expect(item.transform.rotation).toBe(90);
});
it('should reject rotation that goes out of bounds', () => {
const inv = createGridInventory(3, 3);
// Item at the edge: place a 2-wide item at x=1
const item = createTestItem('bar', 'oe', {
...IDENTITY_TRANSFORM,
offset: { x: 1, y: 0 },
});
placeItem(inv, item);
// Rotating 90° would make it vertical starting at (1,0), going to (1,-1) -> out of bounds
const result = rotateItem(inv, 'bar', 90);
expect(result).toEqual({ success: false, reason: '超出边界' });
});
it('should reject rotation that collides', () => {
const inv = createGridInventory(4, 4);
const itemA = createTestItem('a', 'o');
const itemB = createTestItem('b', 'oe', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 0 } });
placeItem(inv, itemA);
placeItem(inv, itemB);
// Rotating b 90° would place cells at (2,0) and (2,-1) -> (2,-1) is out of bounds
// Let's try a different scenario: rotate b 270° -> (2,0) and (2,1) which is fine
// But rotating to collide with a at (0,0)... need item close to a
const itemC = createTestItem('c', 'os', { ...IDENTITY_TRANSFORM, offset: { x: 1, y: 0 } });
placeItem(inv, itemC);
// Rotating c 90° would give cells at (1,0) and (0,0) -> collision with a
const result = rotateItem(inv, 'c', 90);
expect(result).toEqual({ success: false, reason: '与已有物品重叠' });
});
it('should return error for non-existent item', () => {
const inv = createGridInventory(6, 4);
const result = rotateItem(inv, 'ghost', 90);
expect(result).toEqual({ success: false, reason: '物品不存在' });
});
}); });
it("should return invalid for collision with existing item", () => { describe('flipItem', () => {
const inv = createGridInventory(6, 4); it('should flip item horizontally', () => {
const existing = createTestItem("a", "oee"); const inv = createGridInventory(6, 4);
placeItem(inv, existing); const item = createTestItem('bar', 'oe');
placeItem(inv, item);
const shape = parseShapeString("o"); const result = flipItem(inv, 'bar', 'x');
const result = validatePlacement(inv, shape, IDENTITY_TRANSFORM);
expect(result).toEqual({ valid: false, reason: "与已有物品重叠" }); expect(result).toEqual({ success: true });
expect(item.transform.flipX).toBe(true);
});
it('should flip item vertically', () => {
const inv = createGridInventory(6, 4);
const item = createTestItem('bar', 'os');
placeItem(inv, item);
const result = flipItem(inv, 'bar', 'y');
expect(result).toEqual({ success: true });
expect(item.transform.flipY).toBe(true);
});
it('should reject flip that causes collision', () => {
// oes local cells: (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
// Place flipper at offset (0,2): world cells (0,2),(1,2),(1,3).
// flipY gives local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2) — same cells rearranged.
// Need asymmetric shape where flip changes world position.
// Use oes at offset (0,0): cells (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
// Place blocker at (0,1) — which is NOT occupied by oes initially.
const inv = createGridInventory(4, 4);
const blocker = createTestItem('blocker', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 1 } });
// oes at (0,1): cells (0,1),(1,1),(1,2). This overlaps blocker at (0,1)!
// Let me try: blocker at (1,0), flipper at offset (0,2).
// flipper oes at (0,2): (0,2),(1,2),(1,3). blocker at (1,0) — no overlap.
// flipY: local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2). No collision with (1,0).
//
// Simpler: oe shape (width=2, height=1). flipY with height=1 is identity. Use os (width=1, height=2).
// os: (0,0),(0,1). flipY: (0,1),(0,0) — same cells.
// Need width>1 and height>1 asymmetric shape: oes
//
// Place flipper at (0,0): cells (0,0),(1,0),(1,1). Place blocker at (0,1) — but (0,1) is not occupied.
// flipY: (0,1),(1,1),(1,0). (0,1) hits blocker!
const inv2 = createGridInventory(4, 4);
const blocker2 = createTestItem('blocker', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 1 } });
const flipper2 = createTestItem('flipper', 'oes'); // at (0,0): (0,0),(1,0),(1,1)
placeItem(inv2, blocker2);
placeItem(inv2, flipper2);
const result = flipItem(inv2, 'flipper', 'y');
expect(result).toEqual({ success: false, reason: '与已有物品重叠' });
});
it('should return error for non-existent item', () => {
const inv = createGridInventory(6, 4);
const result = flipItem(inv, 'ghost', 'x');
expect(result).toEqual({ success: false, reason: '物品不存在' });
});
}); });
it("should return valid when there is room nearby", () => { describe('getOccupiedCellSet', () => {
const inv = createGridInventory(6, 4); it('should return a copy of occupied cells', () => {
const existing = createTestItem("a", "o"); const inv = createGridInventory(6, 4);
placeItem(inv, existing); const item = createTestItem('a', 'oe');
placeItem(inv, item);
const shape = parseShapeString("o"); const cells = getOccupiedCellSet(inv);
const result = validatePlacement(inv, shape, { expect(cells).toEqual(new Set(['0,0', '1,0']));
...IDENTITY_TRANSFORM,
offset: { x: 1, y: 0 },
});
expect(result).toEqual({ valid: true });
});
});
describe("moveItem", () => { // Mutating the copy should not affect the original
it("should move item to a new position", () => { cells.clear();
const inv = createGridInventory(6, 4); expect(inv.occupiedCells.size).toBe(2);
const item = createTestItem("sword", "o"); });
placeItem(inv, item);
const result = moveItem(inv, "sword", {
...IDENTITY_TRANSFORM,
offset: { x: 5, y: 3 },
});
expect(result).toEqual({ success: true });
expect(inv.occupiedCells.has("0,0")).toBe(false);
expect(inv.occupiedCells.has("5,3")).toBe(true);
expect(item.transform.offset).toEqual({ x: 5, y: 3 });
}); });
it("should reject move that goes out of bounds", () => { describe('getItemAtCell', () => {
const inv = createGridInventory(6, 4); it('should return item at occupied cell', () => {
const item = createTestItem("sword", "o"); const inv = createGridInventory(6, 4);
placeItem(inv, item); const item = createTestItem('sword', 'oee');
placeItem(inv, item);
const result = moveItem(inv, "sword", { const found = getItemAtCell(inv, 1, 0);
...IDENTITY_TRANSFORM, expect(found).toBeDefined();
offset: { x: 6, y: 0 }, expect(found!.id).toBe('sword');
}); });
expect(result).toEqual({ success: false, reason: "超出边界" }); it('should return undefined for empty cell', () => {
expect(inv.occupiedCells.has("0,0")).toBe(true); const inv = createGridInventory(6, 4);
expect(item.transform.offset).toEqual({ x: 0, y: 0 }); const item = createTestItem('sword', 'o');
placeItem(inv, item);
const found = getItemAtCell(inv, 5, 5);
expect(found).toBeUndefined();
});
it('should return correct item when multiple items exist', () => {
const inv = createGridInventory(6, 4);
const itemA = createTestItem('a', 'o');
const itemB = createTestItem('b', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 2 } });
placeItem(inv, itemA);
placeItem(inv, itemB);
expect(getItemAtCell(inv, 0, 0)!.id).toBe('a');
expect(getItemAtCell(inv, 3, 2)!.id).toBe('b');
});
}); });
it("should reject move that collides with another item", () => { describe('getAdjacentItems', () => {
const inv = createGridInventory(6, 4); it('should return orthogonally adjacent items', () => {
const itemA = createTestItem("a", "o"); const inv = createGridInventory(6, 4);
const itemB = createTestItem("b", "o", { const center = createTestItem('center', 'o', {
...IDENTITY_TRANSFORM, ...IDENTITY_TRANSFORM,
offset: { x: 2, y: 0 }, offset: { x: 2, y: 2 },
}); });
placeItem(inv, itemA); const top = createTestItem('top', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 1 } });
placeItem(inv, itemB); const left = createTestItem('left', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 1, y: 2 } });
const right = createTestItem('right', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 2 } });
const bottom = createTestItem('bottom', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 2, y: 3 } });
const diagonal = createTestItem('diagonal', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 1, y: 1 } });
const result = moveItem(inv, "b", { placeItem(inv, center);
...IDENTITY_TRANSFORM, placeItem(inv, top);
offset: { x: 0, y: 0 }, placeItem(inv, left);
}); placeItem(inv, right);
placeItem(inv, bottom);
placeItem(inv, diagonal);
expect(result).toEqual({ success: false, reason: "与已有物品重叠" }); const adj = getAdjacentItems(inv, 'center');
expect(inv.occupiedCells.has("2,0")).toBe(true); expect(adj.size).toBe(4);
expect(adj.has('top')).toBe(true);
expect(adj.has('left')).toBe(true);
expect(adj.has('right')).toBe(true);
expect(adj.has('bottom')).toBe(true);
expect(adj.has('diagonal')).toBe(false);
});
it('should return empty for item with no neighbors', () => {
const inv = createGridInventory(6, 4);
const item = createTestItem('alone', 'o');
placeItem(inv, item);
const adj = getAdjacentItems(inv, 'alone');
expect(adj.size).toBe(0);
});
it('should return empty for non-existent item', () => {
const inv = createGridInventory(6, 4);
const adj = getAdjacentItems(inv, 'ghost');
expect(adj.size).toBe(0);
});
it('should handle multi-cell items with multiple adjacencies', () => {
const inv = createGridInventory(6, 4);
// Horizontal bar at (0,0)-(1,0)
const bar = createTestItem('bar', 'oe');
// Item above left cell
const topA = createTestItem('topA', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 0, y: -1 } });
// Item above right cell
const topB = createTestItem('topB', 'o', { ...IDENTITY_TRANSFORM, offset: { x: 1, y: -1 } });
placeItem(inv, bar);
placeItem(inv, topA);
placeItem(inv, topB);
const adj = getAdjacentItems(inv, 'bar');
expect(adj.size).toBe(2);
expect(adj.has('topA')).toBe(true);
expect(adj.has('topB')).toBe(true);
});
}); });
it("should return error for non-existent item", () => { describe('integration: fill a 4x6 backpack', () => {
const inv = createGridInventory(6, 4); it('should place items fitting a slay-the-spire-like backpack', () => {
const result = moveItem(inv, "ghost", IDENTITY_TRANSFORM); const inv = createGridInventory(4, 6);
expect(result).toEqual({ success: false, reason: "物品不存在" });
// Sword: 1x3 horizontal at (0,0)
const sword = createTestItem('sword', 'oee');
// Shield: 2x2 at (0,1)
const shield = createTestItem('shield', 'oes', {
...IDENTITY_TRANSFORM,
offset: { x: 0, y: 1 },
});
expect(validatePlacement(inv, sword.shape, sword.transform)).toEqual({ valid: true });
placeItem(inv, sword);
expect(validatePlacement(inv, shield.shape, shield.transform)).toEqual({ valid: true });
placeItem(inv, shield);
expect(inv.items.size).toBe(2);
expect(inv.occupiedCells.size).toBe(6); // sword(3) + shield(3)
// Adjacent items should detect each other
const adjSword = getAdjacentItems(inv, 'sword');
expect(adjSword.has('shield')).toBe(true);
const adjShield = getAdjacentItems(inv, 'shield');
expect(adjShield.has('sword')).toBe(true);
});
}); });
it("should move multi-cell item correctly", () => {
const inv = createGridInventory(6, 4);
// oes: cells at (0,0), (1,0), (1,1)
const item = createTestItem("axe", "oes");
placeItem(inv, item);
const newTransform = { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 1 } };
moveItem(inv, "axe", newTransform);
// Old cells should be freed
expect(inv.occupiedCells.has("0,0")).toBe(false);
expect(inv.occupiedCells.has("1,0")).toBe(false);
expect(inv.occupiedCells.has("1,1")).toBe(false);
// New cells: (0,0)+offset(3,1)=(3,1), (1,0)+(3,1)=(4,1), (1,1)+(3,1)=(4,2)
expect(inv.occupiedCells.has("3,1")).toBe(true);
expect(inv.occupiedCells.has("4,1")).toBe(true);
expect(inv.occupiedCells.has("4,2")).toBe(true);
});
});
describe("rotateItem", () => {
it("should rotate item by 90 degrees", () => {
const inv = createGridInventory(6, 4);
// Horizontal line: (0,0), (1,0)
const item = createTestItem("bar", "oe", {
...IDENTITY_TRANSFORM,
offset: { x: 0, y: 1 }, // Place away from edge so rotation stays in bounds
});
placeItem(inv, item);
const result = rotateItem(inv, "bar", 90);
expect(result).toEqual({ success: true });
expect(item.transform.rotation).toBe(90);
});
it("should reject rotation that goes out of bounds", () => {
const inv = createGridInventory(3, 3);
// Item at the edge: place a 2-wide item at x=1
const item = createTestItem("bar", "oe", {
...IDENTITY_TRANSFORM,
offset: { x: 1, y: 0 },
});
placeItem(inv, item);
// Rotating 90° would make it vertical starting at (1,0), going to (1,-1) -> out of bounds
const result = rotateItem(inv, "bar", 90);
expect(result).toEqual({ success: false, reason: "超出边界" });
});
it("should reject rotation that collides", () => {
const inv = createGridInventory(4, 4);
const itemA = createTestItem("a", "o");
const itemB = createTestItem("b", "oe", {
...IDENTITY_TRANSFORM,
offset: { x: 2, y: 0 },
});
placeItem(inv, itemA);
placeItem(inv, itemB);
// Rotating b 90° would place cells at (2,0) and (2,-1) -> (2,-1) is out of bounds
// Let's try a different scenario: rotate b 270° -> (2,0) and (2,1) which is fine
// But rotating to collide with a at (0,0)... need item close to a
const itemC = createTestItem("c", "os", {
...IDENTITY_TRANSFORM,
offset: { x: 1, y: 0 },
});
placeItem(inv, itemC);
// Rotating c 90° would give cells at (1,0) and (0,0) -> collision with a
const result = rotateItem(inv, "c", 90);
expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
});
it("should return error for non-existent item", () => {
const inv = createGridInventory(6, 4);
const result = rotateItem(inv, "ghost", 90);
expect(result).toEqual({ success: false, reason: "物品不存在" });
});
});
describe("flipItem", () => {
it("should flip item horizontally", () => {
const inv = createGridInventory(6, 4);
const item = createTestItem("bar", "oe");
placeItem(inv, item);
const result = flipItem(inv, "bar", "x");
expect(result).toEqual({ success: true });
expect(item.transform.flipX).toBe(true);
});
it("should flip item vertically", () => {
const inv = createGridInventory(6, 4);
const item = createTestItem("bar", "os");
placeItem(inv, item);
const result = flipItem(inv, "bar", "y");
expect(result).toEqual({ success: true });
expect(item.transform.flipY).toBe(true);
});
it("should reject flip that causes collision", () => {
// oes local cells: (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
// Place flipper at offset (0,2): world cells (0,2),(1,2),(1,3).
// flipY gives local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2) — same cells rearranged.
// Need asymmetric shape where flip changes world position.
// Use oes at offset (0,0): cells (0,0),(1,0),(1,1). flipY: (0,1),(1,1),(1,0).
// Place blocker at (0,1) — which is NOT occupied by oes initially.
const inv = createGridInventory(4, 4);
const blocker = createTestItem("blocker", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 0, y: 1 },
});
// oes at (0,1): cells (0,1),(1,1),(1,2). This overlaps blocker at (0,1)!
// Let me try: blocker at (1,0), flipper at offset (0,2).
// flipper oes at (0,2): (0,2),(1,2),(1,3). blocker at (1,0) — no overlap.
// flipY: local (0,1),(1,1),(1,0) + offset(0,2) = (0,3),(1,3),(1,2). No collision with (1,0).
//
// Simpler: oe shape (width=2, height=1). flipY with height=1 is identity. Use os (width=1, height=2).
// os: (0,0),(0,1). flipY: (0,1),(0,0) — same cells.
// Need width>1 and height>1 asymmetric shape: oes
//
// Place flipper at (0,0): cells (0,0),(1,0),(1,1). Place blocker at (0,1) — but (0,1) is not occupied.
// flipY: (0,1),(1,1),(1,0). (0,1) hits blocker!
const inv2 = createGridInventory(4, 4);
const blocker2 = createTestItem("blocker", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 0, y: 1 },
});
const flipper2 = createTestItem("flipper", "oes"); // at (0,0): (0,0),(1,0),(1,1)
placeItem(inv2, blocker2);
placeItem(inv2, flipper2);
const result = flipItem(inv2, "flipper", "y");
expect(result).toEqual({ success: false, reason: "与已有物品重叠" });
});
it("should return error for non-existent item", () => {
const inv = createGridInventory(6, 4);
const result = flipItem(inv, "ghost", "x");
expect(result).toEqual({ success: false, reason: "物品不存在" });
});
});
describe("getOccupiedCellSet", () => {
it("should return a copy of occupied cells", () => {
const inv = createGridInventory(6, 4);
const item = createTestItem("a", "oe");
placeItem(inv, item);
const cells = getOccupiedCellSet(inv);
expect(cells).toEqual(new Set(["0,0", "1,0"]));
// Mutating the copy should not affect the original
cells.clear();
expect(inv.occupiedCells.size).toBe(2);
});
});
describe("getItemAtCell", () => {
it("should return item at occupied cell", () => {
const inv = createGridInventory(6, 4);
const item = createTestItem("sword", "oee");
placeItem(inv, item);
const found = getItemAtCell(inv, 1, 0);
expect(found).toBeDefined();
expect(found!.id).toBe("sword");
});
it("should return undefined for empty cell", () => {
const inv = createGridInventory(6, 4);
const item = createTestItem("sword", "o");
placeItem(inv, item);
const found = getItemAtCell(inv, 5, 5);
expect(found).toBeUndefined();
});
it("should return correct item when multiple items exist", () => {
const inv = createGridInventory(6, 4);
const itemA = createTestItem("a", "o");
const itemB = createTestItem("b", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 3, y: 2 },
});
placeItem(inv, itemA);
placeItem(inv, itemB);
expect(getItemAtCell(inv, 0, 0)!.id).toBe("a");
expect(getItemAtCell(inv, 3, 2)!.id).toBe("b");
});
});
describe("getAdjacentItems", () => {
it("should return orthogonally adjacent items", () => {
const inv = createGridInventory(6, 4);
const center = createTestItem("center", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 2, y: 2 },
});
const top = createTestItem("top", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 2, y: 1 },
});
const left = createTestItem("left", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 1, y: 2 },
});
const right = createTestItem("right", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 3, y: 2 },
});
const bottom = createTestItem("bottom", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 2, y: 3 },
});
const diagonal = createTestItem("diagonal", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 1, y: 1 },
});
placeItem(inv, center);
placeItem(inv, top);
placeItem(inv, left);
placeItem(inv, right);
placeItem(inv, bottom);
placeItem(inv, diagonal);
const adj = getAdjacentItems(inv, "center");
expect(adj.size).toBe(4);
expect(adj.has("top")).toBe(true);
expect(adj.has("left")).toBe(true);
expect(adj.has("right")).toBe(true);
expect(adj.has("bottom")).toBe(true);
expect(adj.has("diagonal")).toBe(false);
});
it("should return empty for item with no neighbors", () => {
const inv = createGridInventory(6, 4);
const item = createTestItem("alone", "o");
placeItem(inv, item);
const adj = getAdjacentItems(inv, "alone");
expect(adj.size).toBe(0);
});
it("should return empty for non-existent item", () => {
const inv = createGridInventory(6, 4);
const adj = getAdjacentItems(inv, "ghost");
expect(adj.size).toBe(0);
});
it("should handle multi-cell items with multiple adjacencies", () => {
const inv = createGridInventory(6, 4);
// Horizontal bar at (0,0)-(1,0)
const bar = createTestItem("bar", "oe");
// Item above left cell
const topA = createTestItem("topA", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 0, y: -1 },
});
// Item above right cell
const topB = createTestItem("topB", "o", {
...IDENTITY_TRANSFORM,
offset: { x: 1, y: -1 },
});
placeItem(inv, bar);
placeItem(inv, topA);
placeItem(inv, topB);
const adj = getAdjacentItems(inv, "bar");
expect(adj.size).toBe(2);
expect(adj.has("topA")).toBe(true);
expect(adj.has("topB")).toBe(true);
});
});
describe("integration: fill a 4x6 backpack", () => {
it("should place items fitting a slay-the-spire-like backpack", () => {
const inv = createGridInventory(4, 6);
// Sword: 1x3 horizontal at (0,0)
const sword = createTestItem("sword", "oee");
// Shield: 2x2 at (0,1)
const shield = createTestItem("shield", "oes", {
...IDENTITY_TRANSFORM,
offset: { x: 0, y: 1 },
});
expect(validatePlacement(inv, sword.shape, sword.transform)).toEqual({
valid: true,
});
placeItem(inv, sword);
expect(validatePlacement(inv, shield.shape, shield.transform)).toEqual({
valid: true,
});
placeItem(inv, shield);
expect(inv.items.size).toBe(2);
expect(inv.occupiedCells.size).toBe(6); // sword(3) + shield(3)
// Adjacent items should detect each other
const adjSword = getAdjacentItems(inv, "sword");
expect(adjSword.has("shield")).toBe(true);
const adjShield = getAdjacentItems(inv, "shield");
expect(adjShield.has("sword")).toBe(true);
});
});
}); });

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import { describe, it, expect } from "vitest"; import { describe, it, expect } from 'vitest';
import { import { createMiddlewareChain, type MiddlewareChain } from '@/utils/middleware';
createMiddlewareChain,
type MiddlewareChain,
} from "@/utils/middleware";
describe("createMiddlewareChain", () => { describe('createMiddlewareChain', () => {
describe("basic execution", () => { describe('basic execution', () => {
it("should return context when no middlewares and no fallback", async () => { it('should return context when no middlewares and no fallback', async () => {
const chain = createMiddlewareChain<{ value: number }>(); const chain = createMiddlewareChain<{ value: number }>();
const result = await chain.execute({ value: 42 }); const result = await chain.execute({ value: 42 });
expect(result).toEqual({ value: 42 }); expect(result).toEqual({ value: 42 });
});
it('should call fallback when no middlewares', async () => {
const chain = createMiddlewareChain<{ value: number }, string>(
async ctx => `value is ${ctx.value}`
);
const result = await chain.execute({ value: 42 });
expect(result).toBe('value is 42');
});
it('should pass context to fallback', async () => {
const chain = createMiddlewareChain<{ a: number; b: number }, number>(
async ctx => ctx.a + ctx.b
);
const result = await chain.execute({ a: 3, b: 7 });
expect(result).toBe(10);
});
}); });
it("should call fallback when no middlewares", async () => { describe('single middleware', () => {
const chain = createMiddlewareChain<{ value: number }, string>( it('should execute a single middleware', async () => {
async (ctx) => `value is ${ctx.value}`, const chain = createMiddlewareChain<{ count: number }>();
); chain.use(async (ctx, next) => {
const result = await chain.execute({ value: 42 }); ctx.count *= 2;
return next();
});
expect(result).toBe("value is 42"); const result = await chain.execute({ count: 5 });
expect(result.count).toBe(10);
});
it('should allow middleware to modify return value', async () => {
const chain = createMiddlewareChain<{ value: number }, number>(
async ctx => ctx.value
);
chain.use(async (ctx, next) => {
const result = await next();
return result * 2;
});
const result = await chain.execute({ value: 21 });
expect(result).toBe(42);
});
it('should allow middleware to short-circuit without calling next', async () => {
const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (_ctx, _next) => {
return { value: 999 };
});
const result = await chain.execute({ value: 1 });
expect(result.value).toBe(999);
});
}); });
it("should pass context to fallback", async () => { describe('multiple middlewares', () => {
const chain = createMiddlewareChain<{ a: number; b: number }, number>( it('should execute middlewares in order', async () => {
async (ctx) => ctx.a + ctx.b, const order: number[] = [];
); const chain = createMiddlewareChain<{ value: number }>();
const result = await chain.execute({ a: 3, b: 7 });
expect(result).toBe(10); chain.use(async (_ctx, next) => {
}); order.push(1);
}); const result = await next();
order.push(4);
return result;
});
chain.use(async (_ctx, next) => {
order.push(2);
const result = await next();
order.push(3);
return result;
});
describe("single middleware", () => { await chain.execute({ value: 0 });
it("should execute a single middleware", async () => {
const chain = createMiddlewareChain<{ count: number }>();
chain.use(async (ctx, next) => {
ctx.count *= 2;
return next();
});
const result = await chain.execute({ count: 5 }); expect(order).toEqual([1, 2, 3, 4]);
});
expect(result.count).toBe(10); it('should accumulate modifications through the chain', async () => {
const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (ctx, next) => {
ctx.value += 1;
return next();
});
chain.use(async (ctx, next) => {
ctx.value *= 2;
return next();
});
chain.use(async (ctx, next) => {
ctx.value += 3;
return next();
});
const result = await chain.execute({ value: 0 });
expect(result.value).toBe(5);
});
it('should allow middleware to modify result on the way back', async () => {
const chain = createMiddlewareChain<{ base: number }, number>(
async ctx => ctx.base
);
chain.use(async (_ctx, next) => {
const result = await next();
return result + 10;
});
chain.use(async (_ctx, next) => {
const result = await next();
return result * 2;
});
const result = await chain.execute({ base: 5 });
expect(result).toBe(20);
});
it('should allow middleware to short-circuit in the middle', async () => {
const executed: number[] = [];
const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (_ctx, next) => {
executed.push(1);
return next();
});
chain.use(async () => {
executed.push(2);
return { value: -1 };
});
chain.use(async (_ctx, next) => {
executed.push(3);
return next();
});
const result = await chain.execute({ value: 100 });
expect(result.value).toBe(-1);
expect(executed).toEqual([1, 2]);
});
}); });
it("should allow middleware to modify return value", async () => { describe('nested next calls', () => {
const chain = createMiddlewareChain<{ value: number }, number>( it('should advance index on each next call, skipping remaining middlewares', async () => {
async (ctx) => ctx.value, const chain = createMiddlewareChain<{ counter: number }>();
);
chain.use(async (ctx, next) => {
const result = await next();
return result * 2;
});
const result = await chain.execute({ value: 21 }); chain.use(async (_ctx, next) => {
await next();
await next();
});
expect(result).toBe(42); const result = await chain.execute({ counter: 0 });
expect(result).toBeUndefined();
});
it('should allow middleware to call next conditionally', async () => {
const chain = createMiddlewareChain<{ skip: boolean; value: number }>();
chain.use(async (ctx, next) => {
if (ctx.skip) {
return { value: -1 };
}
return next();
});
chain.use(async (ctx, next) => {
ctx.value += 10;
return next();
});
const resultA = await chain.execute({ skip: true, value: 0 });
const resultB = await chain.execute({ skip: false, value: 0 });
expect(resultA.value).toBe(-1);
expect(resultB.value).toBe(10);
});
it('should handle middleware that awaits next multiple times with a fallback', async () => {
const log: string[] = [];
const chain = createMiddlewareChain<{ value: number }, string[]>(
async _ctx => log
);
chain.use(async (_ctx, next) => {
log.push('before');
await next();
log.push('after-first');
await next();
log.push('after-second');
return log;
});
chain.use(async (_ctx, next) => {
log.push('mw2');
return next();
});
const result = await chain.execute({ value: 0 });
expect(result).toEqual(['before', 'mw2', 'after-first', 'after-second']);
});
it('should return fallback result on second next call when no more middlewares remain', async () => {
const chain = createMiddlewareChain<{ value: number }, number>(
async ctx => ctx.value * 10
);
chain.use(async (_ctx, next) => {
await next();
return await next();
});
chain.use(async (_ctx, next) => {
return next();
});
const result = await chain.execute({ value: 5 });
expect(result).toBe(50);
});
it('should return fallback result on second next call when no more middlewares remain', async () => {
const chain = createMiddlewareChain<{ value: number }, number>(
async ctx => ctx.value * 10
);
chain.use(async (_ctx, next) => {
await next();
return await next();
});
chain.use(async (_ctx, next) => {
return next();
});
const result = await chain.execute({ value: 5 });
expect(result).toBe(50);
});
}); });
it("should allow middleware to short-circuit without calling next", async () => { describe('async behavior', () => {
const chain = createMiddlewareChain<{ value: number }>(); it('should handle async middlewares', async () => {
chain.use(async (_ctx, _next) => { const chain = createMiddlewareChain<{ value: number }>();
return { value: 999 };
});
const result = await chain.execute({ value: 1 }); chain.use(async (ctx, next) => {
await new Promise(resolve => setTimeout(resolve, 10));
ctx.value += 1;
return next();
});
chain.use(async (ctx, next) => {
await new Promise(resolve => setTimeout(resolve, 10));
ctx.value += 2;
return next();
});
expect(result.value).toBe(999); const result = await chain.execute({ value: 0 });
});
});
describe("multiple middlewares", () => { expect(result.value).toBe(3);
it("should execute middlewares in order", async () => { });
const order: number[] = [];
const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (_ctx, next) => { it('should handle async fallback', async () => {
order.push(1); const chain = createMiddlewareChain<{ value: number }, number>(
const result = await next(); async ctx => {
order.push(4); await new Promise(resolve => setTimeout(resolve, 10));
return result; return ctx.value * 10;
}); }
chain.use(async (_ctx, next) => { );
order.push(2);
const result = await next();
order.push(3);
return result;
});
await chain.execute({ value: 0 }); const result = await chain.execute({ value: 5 });
expect(order).toEqual([1, 2, 3, 4]); expect(result).toBe(50);
});
}); });
it("should accumulate modifications through the chain", async () => { describe('error handling', () => {
const chain = createMiddlewareChain<{ value: number }>(); it('should propagate errors from middleware', async () => {
const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (ctx, next) => { chain.use(async () => {
ctx.value += 1; throw new Error('middleware error');
return next(); });
});
chain.use(async (ctx, next) => {
ctx.value *= 2;
return next();
});
chain.use(async (ctx, next) => {
ctx.value += 3;
return next();
});
const result = await chain.execute({ value: 0 }); await expect(chain.execute({ value: 1 })).rejects.toThrow('middleware error');
});
expect(result.value).toBe(5); it('should propagate errors from fallback', async () => {
const chain = createMiddlewareChain<{ value: number }, number>(
async () => {
throw new Error('fallback error');
}
);
await expect(chain.execute({ value: 1 })).rejects.toThrow('fallback error');
});
it('should allow middleware to catch errors from downstream', async () => {
const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (_ctx, next) => {
try {
return await next();
} catch {
return { value: -1 };
}
});
chain.use(async () => {
throw new Error('downstream error');
});
const result = await chain.execute({ value: 1 });
expect(result.value).toBe(-1);
});
}); });
it("should allow middleware to modify result on the way back", async () => { describe('return type override', () => {
const chain = createMiddlewareChain<{ base: number }, number>( it('should support different TReturn type than TContext', async () => {
async (ctx) => ctx.base, const chain = createMiddlewareChain<{ name: string }, string>(
); async ctx => `Hello, ${ctx.name}!`
);
chain.use(async (_ctx, next) => { const result = await chain.execute({ name: 'World' });
const result = await next();
return result + 10;
});
chain.use(async (_ctx, next) => {
const result = await next();
return result * 2;
});
const result = await chain.execute({ base: 5 }); expect(result).toBe('Hello, World!');
});
expect(result).toBe(20); it('should allow middleware to transform return type', async () => {
const chain = createMiddlewareChain<{ items: number[] }, number>(
async ctx => ctx.items.reduce((a, b) => a + b, 0)
);
chain.use(async (_ctx, next) => {
const sum = await next();
return sum * 2;
});
const result = await chain.execute({ items: [1, 2, 3] });
expect(result).toBe(12);
});
}); });
it("should allow middleware to short-circuit in the middle", async () => { describe('reusability', () => {
const executed: number[] = []; it('should reset index on each execute call', async () => {
const chain = createMiddlewareChain<{ value: number }>(); const chain = createMiddlewareChain<{ count: number }>();
chain.use(async (_ctx, next) => { chain.use(async (ctx, next) => {
executed.push(1); ctx.count += 1;
return next(); return next();
}); });
chain.use(async () => {
executed.push(2);
return { value: -1 };
});
chain.use(async (_ctx, next) => {
executed.push(3);
return next();
});
const result = await chain.execute({ value: 100 }); const resultA = await chain.execute({ count: 0 });
const resultB = await chain.execute({ count: 0 });
expect(result.value).toBe(-1); expect(resultA.count).toBe(1);
expect(executed).toEqual([1, 2]); expect(resultB.count).toBe(1);
}); });
});
describe("nested next calls", () => { it('should share middlewares across execute calls', async () => {
it("should advance index on each next call, skipping remaining middlewares", async () => { const chain = createMiddlewareChain<{ log: string[] }>();
const chain = createMiddlewareChain<{ counter: number }>();
chain.use(async (_ctx, next) => { chain.use(async (ctx, next) => {
await next(); ctx.log.push('always');
await next(); return next();
return undefined as unknown as { counter: number }; });
});
const result = await chain.execute({ counter: 0 }); await chain.execute({ log: [] });
await chain.execute({ log: [] });
expect(result).toBeUndefined(); expect(chain).toBeDefined();
});
}); });
it("should allow middleware to call next conditionally", async () => { describe('edge cases', () => {
const chain = createMiddlewareChain<{ skip: boolean; value: number }>(); it('should handle empty context object', async () => {
const chain = createMiddlewareChain<Record<string, never>>();
const result = await chain.execute({});
chain.use(async (ctx, next) => { expect(result).toEqual({});
if (ctx.skip) { });
return { skip: ctx.skip, value: -1 };
}
return next();
});
chain.use(async (ctx, next) => {
ctx.value += 10;
return next();
});
const resultA = await chain.execute({ skip: true, value: 0 }); it('should handle middleware that returns a completely different object', async () => {
const resultB = await chain.execute({ skip: false, value: 0 }); const chain = createMiddlewareChain<{ x: number }, { y: string }>(
async () => ({ y: 'default' })
);
expect(resultA.value).toBe(-1); chain.use(async (_ctx, next) => {
expect(resultB.value).toBe(10); return next();
});
const result = await chain.execute({ x: 42 });
expect(result).toEqual({ y: 'default' });
});
it('should handle middleware that mutates context without returning', async () => {
const chain = createMiddlewareChain<{ value: number }>(
async ctx => ctx
);
chain.use(async (ctx, next) => {
ctx.value = 100;
return next();
});
const result = await chain.execute({ value: 0 });
expect(result.value).toBe(100);
});
it('should return undefined when middleware does not call next or return', async () => {
const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (ctx) => {
ctx.value = 100;
});
const result = await chain.execute({ value: 0 });
expect(result).toBeUndefined();
});
}); });
it("should handle middleware that awaits next multiple times with a fallback", async () => {
const log: string[] = [];
const chain = createMiddlewareChain<{ value: number }, string[]>(
async (_ctx) => log,
);
chain.use(async (_ctx, next) => {
log.push("before");
await next();
log.push("after-first");
await next();
log.push("after-second");
return log;
});
chain.use(async (_ctx, next) => {
log.push("mw2");
return next();
});
const result = await chain.execute({ value: 0 });
expect(result).toEqual(["before", "mw2", "after-first", "after-second"]);
});
it("should return fallback result on second next call when no more middlewares remain", async () => {
const chain = createMiddlewareChain<{ value: number }, number>(
async (ctx) => ctx.value * 10,
);
chain.use(async (_ctx, next) => {
await next();
return await next();
});
chain.use(async (_ctx, next) => {
return next();
});
const result = await chain.execute({ value: 5 });
expect(result).toBe(50);
});
it("should return fallback result on second next call when no more middlewares remain", async () => {
const chain = createMiddlewareChain<{ value: number }, number>(
async (ctx) => ctx.value * 10,
);
chain.use(async (_ctx, next) => {
await next();
return await next();
});
chain.use(async (_ctx, next) => {
return next();
});
const result = await chain.execute({ value: 5 });
expect(result).toBe(50);
});
});
describe("async behavior", () => {
it("should handle async middlewares", async () => {
const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (ctx, next) => {
await new Promise((resolve) => setTimeout(resolve, 10));
ctx.value += 1;
return next();
});
chain.use(async (ctx, next) => {
await new Promise((resolve) => setTimeout(resolve, 10));
ctx.value += 2;
return next();
});
const result = await chain.execute({ value: 0 });
expect(result.value).toBe(3);
});
it("should handle async fallback", async () => {
const chain = createMiddlewareChain<{ value: number }, number>(
async (ctx) => {
await new Promise((resolve) => setTimeout(resolve, 10));
return ctx.value * 10;
},
);
const result = await chain.execute({ value: 5 });
expect(result).toBe(50);
});
});
describe("error handling", () => {
it("should propagate errors from middleware", async () => {
const chain = createMiddlewareChain<{ value: number }>();
chain.use(async () => {
throw new Error("middleware error");
});
await expect(chain.execute({ value: 1 })).rejects.toThrow(
"middleware error",
);
});
it("should propagate errors from fallback", async () => {
const chain = createMiddlewareChain<{ value: number }, number>(
async () => {
throw new Error("fallback error");
},
);
await expect(chain.execute({ value: 1 })).rejects.toThrow(
"fallback error",
);
});
it("should allow middleware to catch errors from downstream", async () => {
const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (_ctx, next) => {
try {
return await next();
} catch {
return { value: -1 };
}
});
chain.use(async () => {
throw new Error("downstream error");
});
const result = await chain.execute({ value: 1 });
expect(result.value).toBe(-1);
});
});
describe("return type override", () => {
it("should support different TReturn type than TContext", async () => {
const chain = createMiddlewareChain<{ name: string }, string>(
async (ctx) => `Hello, ${ctx.name}!`,
);
const result = await chain.execute({ name: "World" });
expect(result).toBe("Hello, World!");
});
it("should allow middleware to transform return type", async () => {
const chain = createMiddlewareChain<{ items: number[] }, number>(
async (ctx) => ctx.items.reduce((a, b) => a + b, 0),
);
chain.use(async (_ctx, next) => {
const sum = await next();
return sum * 2;
});
const result = await chain.execute({ items: [1, 2, 3] });
expect(result).toBe(12);
});
});
describe("reusability", () => {
it("should reset index on each execute call", async () => {
const chain = createMiddlewareChain<{ count: number }>();
chain.use(async (ctx, next) => {
ctx.count += 1;
return next();
});
const resultA = await chain.execute({ count: 0 });
const resultB = await chain.execute({ count: 0 });
expect(resultA.count).toBe(1);
expect(resultB.count).toBe(1);
});
it("should share middlewares across execute calls", async () => {
const chain = createMiddlewareChain<{ log: string[] }>();
chain.use(async (ctx, next) => {
ctx.log.push("always");
return next();
});
await chain.execute({ log: [] });
await chain.execute({ log: [] });
expect(chain).toBeDefined();
});
});
describe("edge cases", () => {
it("should handle empty context object", async () => {
const chain = createMiddlewareChain<Record<string, never>>();
const result = await chain.execute({});
expect(result).toEqual({});
});
it("should handle middleware that returns a completely different object", async () => {
const chain = createMiddlewareChain<{ x: number }, { y: string }>(
async () => ({ y: "default" }),
);
chain.use(async (_ctx, next) => {
return next();
});
const result = await chain.execute({ x: 42 });
expect(result).toEqual({ y: "default" });
});
it("should handle middleware that mutates context without returning", async () => {
const chain = createMiddlewareChain<{ value: number }>(
async (ctx) => ctx,
);
chain.use(async (ctx, next) => {
ctx.value = 100;
return next();
});
const result = await chain.execute({ value: 0 });
expect(result.value).toBe(100);
});
it("should return undefined when middleware does not call next or return", async () => {
const chain = createMiddlewareChain<{ value: number }>();
chain.use(async (ctx) => {
ctx.value = 100;
return undefined as unknown as { value: number };
});
const result = await chain.execute({ value: 0 });
expect(result).toBeUndefined();
});
});
}); });