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760cfc9954
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204198b10f
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@ -1,204 +0,0 @@
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import type { CellKey, GridInventory, InventoryItem } from '../grid-inventory/types';
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import type { GameItemMeta } from '../progress/types';
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import { createRegion, createRegionAxis } from '@/core/region';
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import type { GameCard, GameCardMeta, PlayerDeck, DeckRegions } from './types';
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/**
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* Generates a unique card ID for a cell within an item.
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*/
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function generateCardId(itemId: string, cellIndex: number): string {
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return `card-${itemId}-${cellIndex}`;
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}
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/**
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* Collects all cell keys from an item's shape in a deterministic order.
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* Iterates the shape grid row by row, left to right, top to bottom.
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*/
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function getItemCells(item: InventoryItem<GameItemMeta>): CellKey[] {
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const cells: CellKey[] = [];
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const { shape, transform } = item;
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const { grid } = shape;
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const { offset, rotation, flipX, flipY } = transform;
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// Track local dimensions (may swap on rotation)
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let localWidth = grid[0]?.length || 1;
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let localHeight = grid.length;
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for (let gy = 0; gy < grid.length; gy++) {
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for (let gx = 0; gx < grid[gy].length; gx++) {
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if (!grid[gy][gx]) continue;
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// Start from grid coordinates
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let x = gx;
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let y = gy;
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// Apply rotation (90 degree increments, clockwise)
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const rotTimes = ((rotation % 4) + 4) % 4;
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for (let r = 0; r < rotTimes; r++) {
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const newX = localHeight - 1 - y;
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const newY = x;
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x = newX;
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y = newY;
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// Swap dimensions for next iteration
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const tmp = localWidth;
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localWidth = localHeight;
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localHeight = tmp;
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}
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// Reset local dimensions for fresh computation per cell
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localWidth = grid[0]?.length || 1;
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localHeight = grid.length;
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// Apply flips
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if (flipX) {
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x = -x;
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}
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if (flipY) {
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y = -y;
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}
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// Apply offset
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const finalX = x + offset.x;
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const finalY = y + offset.y;
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cells.push(`${finalX},${finalY}`);
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}
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}
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return cells;
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}
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/**
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* Creates a single card from an inventory item.
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*
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* @param itemId - The inventory item instance ID
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* @param itemData - The CSV item data
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* @param cellKey - The cell key ("x,y") this card represents
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* @param cellIndex - Index of the cell for unique ID generation
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*/
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function createItemCard(
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itemId: string,
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itemData: GameItemMeta['itemData'],
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cellKey: CellKey,
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cellIndex: number
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): GameCard {
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const cardId = generateCardId(itemId, cellIndex);
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return {
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id: cardId,
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regionId: '',
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position: [],
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sourceItemId: itemId,
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itemData,
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cellKey,
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displayName: itemData.name,
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description: itemData.desc,
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};
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}
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/**
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* Creates a status card that does not correspond to any inventory item.
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* Status cards represent temporary effects like wounds, stuns, etc.
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*
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* @param id - Unique identifier for the card instance
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* @param displayName - Display name (e.g. "伤口", "眩晕")
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* @param description - Card description / ability text
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*/
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function createStatusCard(
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id: string,
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displayName: string,
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description: string
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): GameCard {
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return {
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id,
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regionId: '',
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position: [],
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sourceItemId: null,
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itemData: null,
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cellKey: null,
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displayName,
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description,
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};
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}
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/**
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* Generates a complete player deck from the current inventory state.
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*
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* For each item in the inventory, N cards are generated where N is the
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* number of cells the item occupies (shape.count).
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*
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* All generated cards are placed in the draw pile initially.
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*
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* @param inventory - The player's grid inventory
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* @returns A PlayerDeck with all cards in the draw pile
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*/
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function generateDeckFromInventory(inventory: GridInventory<GameItemMeta>): PlayerDeck {
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const cards: Record<string, GameCard> = {};
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const drawPile: string[] = [];
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for (const item of inventory.items.values()) {
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const itemData = item.meta?.itemData;
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if (!itemData) continue;
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// Generate one card per occupied cell in the item's shape
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const cellCount = item.shape.count;
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const cells = getItemCells(item);
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for (let i = 0; i < cellCount; i++) {
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const cellKey = cells[i] ?? `${i},0`;
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const card = createItemCard(item.id, itemData, cellKey, i);
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cards[card.id] = card;
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drawPile.push(card.id);
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}
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}
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return {
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cards,
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drawPile,
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hand: [],
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discardPile: [],
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exhaustPile: [],
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};
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}
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/**
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* Creates region definitions for deck management.
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* Returns regions for draw pile, hand, discard pile, and exhaust pile.
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*/
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function createDeckRegions(): DeckRegions {
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return {
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drawPile: createRegion('drawPile', [
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createRegionAxis('index', 0, 0), // unbounded
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]),
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hand: createRegion('hand', [
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createRegionAxis('index', 0, 0),
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]),
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discardPile: createRegion('discardPile', [
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createRegionAxis('index', 0, 0),
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]),
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exhaustPile: createRegion('exhaustPile', [
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createRegionAxis('index', 0, 0),
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]),
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};
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}
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/**
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* Creates an empty player deck structure.
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*/
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function createPlayerDeck(): PlayerDeck {
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return {
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cards: {},
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drawPile: [],
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hand: [],
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discardPile: [],
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exhaustPile: [],
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};
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}
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export {
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generateDeckFromInventory,
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createStatusCard,
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createDeckRegions,
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createPlayerDeck,
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generateCardId,
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};
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@ -1,8 +0,0 @@
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export type { GameCard, GameCardMeta, PlayerDeck, DeckRegions } from './types';
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export {
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generateDeckFromInventory,
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createStatusCard,
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createDeckRegions,
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createPlayerDeck,
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generateCardId,
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} from './factory';
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@ -1,73 +0,0 @@
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import type { Part } from '@/core/part';
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import type { Region } from '@/core/region';
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import type { HeroItemFighter1 } from '../data/heroItemFighter1.csv';
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import type { CellKey } from '../grid-inventory/types';
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/**
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* Metadata for a game card.
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* Bridges inventory item data with the card system.
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*/
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export interface GameCardMeta {
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/**
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* Source item instance ID that this card was generated from.
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* `null` for status cards (e.g. wound, stun) that don't correspond to an inventory item.
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*/
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sourceItemId: string | null;
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/**
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* Original CSV item data. `null` for status cards.
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*/
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itemData: HeroItemFighter1 | null;
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/**
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* The cell key ("x,y") this card represents within the source item's shape.
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* `null` for status cards.
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*/
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cellKey: CellKey | null;
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/**
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* Display name of the card.
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* For item cards: derived from itemData.name.
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* For status cards: custom name (e.g. "伤口", "眩晕").
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*/
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displayName: string;
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/**
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* Card description / ability text.
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* For item cards: derived from itemData.desc.
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* For status cards: custom description.
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*/
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description: string;
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}
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/**
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* A card instance in the game.
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* Cards are generated from inventory items or created as status effects.
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*/
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export type GameCard = Part<GameCardMeta>;
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/**
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* Player deck structure containing card pools.
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*/
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export interface PlayerDeck {
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/** All cards indexed by ID */
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cards: Record<string, GameCard>;
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/** Card IDs in the draw pile */
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drawPile: string[];
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/** Card IDs in the player's hand */
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hand: string[];
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/** Card IDs in the discard pile */
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discardPile: string[];
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/** Card IDs in the exhaust pile (removed from combat) */
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exhaustPile: string[];
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}
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/**
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* Region structure for deck management.
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*/
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export interface DeckRegions {
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/** Draw pile region */
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drawPile: Region;
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/** Hand region */
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hand: Region;
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/** Discard pile region */
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discardPile: Region;
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/** Exhaust pile region */
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exhaustPile: Region;
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}
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@ -3,16 +3,6 @@ export { heroItemFighter1Data, encounterDesertData } from './data';
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export { default as encounterDesertCsv } from './data/encounterDesert.csv';
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export type { EncounterDesert } from './data/encounterDesert.csv';
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// Deck
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export type { GameCard, GameCardMeta, PlayerDeck, DeckRegions } from './deck';
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export {
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generateDeckFromInventory,
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createStatusCard,
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createDeckRegions,
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createPlayerDeck,
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generateCardId,
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} from './deck';
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// Grid Inventory
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export type { CellCoordinate, CellKey, GridInventory, InventoryItem, MutationResult, PlacementResult } from './grid-inventory';
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export {
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|
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@ -20,12 +20,12 @@ function buildEncounterIndex(): Map<string, EncounterDesert[]> {
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/** Map from MapNodeType to encounter type key */
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const NODE_TYPE_TO_ENCOUNTER: Partial<Record<MapNodeType, string>> = {
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[MapNodeType.Minion]: 'minion',
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[MapNodeType.Minion]: 'enemy',
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[MapNodeType.Elite]: 'elite',
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[MapNodeType.Event]: 'event',
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[MapNodeType.Camp]: 'camp',
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[MapNodeType.Shop]: 'shop',
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[MapNodeType.Curio]: 'curio',
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[MapNodeType.Camp]: 'shelter',
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[MapNodeType.Shop]: 'npc',
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[MapNodeType.Curio]: 'shelter',
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};
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/** Default map generation configuration */
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@ -125,15 +125,9 @@ export function generatePointCrawlMap(seed?: number): PointCrawlMap {
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const nodeIds: string[] = [];
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const layerNodes: MapNode[] = [];
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// Pre-generate settlement types if this is a settlement layer
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let settlementTypes: MapNodeType[] | undefined;
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if (structure.layerType === MapLayerType.Settlement) {
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settlementTypes = generateSettlementTypes(rng);
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}
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for (let j = 0; j < structure.count; j++) {
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const id = `node-${i}-${j}`;
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const type = resolveNodeType(structure.layerType, j, structure.count, rng, wildPairTypes.get(i), j, settlementTypes, j);
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const type = resolveNodeType(structure.layerType, j, structure.count, rng, wildPairTypes.get(i), j);
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const encounter = pickEncounterForNode(type, rng);
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const node: MapNode = {
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id,
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@ -181,9 +175,7 @@ function resolveNodeType(
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_layerCount: number,
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rng: RNG,
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preGeneratedTypes?: MapNodeType[],
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nodeIndex?: number,
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settlementTypes?: MapNodeType[],
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settlementIndex?: number
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nodeIndex?: number
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): MapNodeType {
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switch (layerType) {
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case 'start':
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@ -197,11 +189,8 @@ function resolveNodeType(
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}
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return pickWildNodeType(rng);
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case MapLayerType.Settlement:
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// Use pre-generated settlement types if available
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if (settlementTypes && settlementIndex !== undefined) {
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return settlementTypes[settlementIndex];
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}
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return MapNodeType.Camp; // fallback
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// This will be overridden by assignSettlementTypes
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return MapNodeType.Camp; // placeholder
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default:
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return MapNodeType.Minion;
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}
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@ -306,22 +295,9 @@ function generateOptimalWildPair(
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return [bestLayer1, bestLayer2];
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}
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/**
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* Generates settlement node types ensuring at least 1 of each: camp, shop, curio.
|
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* The 4th node is randomly chosen from the three.
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* Returns shuffled array of 4 node types.
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*/
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function generateSettlementTypes(rng: RNG): MapNodeType[] {
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const requiredTypes = [MapNodeType.Camp, MapNodeType.Shop, MapNodeType.Curio];
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const randomType = requiredTypes[rng.nextInt(3)];
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const types = [...requiredTypes, randomType];
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return fisherYatesShuffle(types, rng);
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}
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/**
|
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* Assigns settlement node types ensuring at least 1 of each: camp, shop, curio.
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* The 4th node is randomly chosen from the three.
|
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* @deprecated Use generateSettlementTypes() during node creation instead.
|
||||
*/
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function assignSettlementTypes(nodeIds: string[], nodes: MapNode[], rng: RNG): void {
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// Shuffle node order to randomize which position gets which type
|
||||
|
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@ -347,8 +323,10 @@ function generateLayerEdges(
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nodes: Map<string, MapNode>,
|
||||
rng: RNG
|
||||
): void {
|
||||
// Settlement types are now pre-generated during node creation
|
||||
// No need to assign them here anymore
|
||||
// Assign settlement types when creating settlement layer
|
||||
if (targetLayer.layerType === MapLayerType.Settlement) {
|
||||
assignSettlementTypes(targetLayer.nodeIds, targetLayer.nodes, rng);
|
||||
}
|
||||
|
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const sourceType = sourceLayer.layerType;
|
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const targetType = targetLayer.layerType;
|
||||
|
|
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|
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@ -1,207 +0,0 @@
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import { describe, it, expect } from 'vitest';
|
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import {
|
||||
generateDeckFromInventory,
|
||||
createStatusCard,
|
||||
createDeckRegions,
|
||||
createPlayerDeck,
|
||||
generateCardId,
|
||||
} from '@/samples/slay-the-spire-like/deck/factory';
|
||||
import { createGridInventory, placeItem } from '@/samples/slay-the-spire-like/grid-inventory';
|
||||
import type { GridInventory, InventoryItem } from '@/samples/slay-the-spire-like/grid-inventory';
|
||||
import type { GameItemMeta } from '@/samples/slay-the-spire-like/progress/types';
|
||||
import { IDENTITY_TRANSFORM } from '@/samples/slay-the-spire-like/utils/shape-collision';
|
||||
import { parseShapeString } from '@/samples/slay-the-spire-like/utils/parse-shape';
|
||||
|
||||
/**
|
||||
* Helper: create a minimal GameItemMeta for testing.
|
||||
*/
|
||||
function createTestMeta(name: string, desc: string, shapeStr: string): GameItemMeta {
|
||||
const shape = parseShapeString(shapeStr);
|
||||
return {
|
||||
itemData: {
|
||||
type: 'weapon',
|
||||
name,
|
||||
shape: shapeStr,
|
||||
costType: 'energy',
|
||||
costCount: 1,
|
||||
targetType: 'single',
|
||||
price: 10,
|
||||
desc,
|
||||
},
|
||||
shape,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper: create a test inventory with some items.
|
||||
*/
|
||||
function createTestInventory(): GridInventory<GameItemMeta> {
|
||||
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||
|
||||
// Item "短刀" with shape "oe" (2 cells)
|
||||
const meta1 = createTestMeta('短刀', '【攻击3】【攻击3】', 'oe');
|
||||
const item1: InventoryItem<GameItemMeta> = {
|
||||
id: 'dagger-1',
|
||||
shape: meta1.shape,
|
||||
transform: { ...IDENTITY_TRANSFORM, offset: { x: 0, y: 0 } },
|
||||
meta: meta1,
|
||||
};
|
||||
placeItem(inv, item1);
|
||||
|
||||
// Item "盾" with shape "oesw" (4 cells)
|
||||
const meta2 = createTestMeta('盾', '【防御3】', 'oesw');
|
||||
const item2: InventoryItem<GameItemMeta> = {
|
||||
id: 'shield-1',
|
||||
shape: meta2.shape,
|
||||
transform: { ...IDENTITY_TRANSFORM, offset: { x: 3, y: 0 } },
|
||||
meta: meta2,
|
||||
};
|
||||
placeItem(inv, item2);
|
||||
|
||||
return inv;
|
||||
}
|
||||
|
||||
describe('deck/factory', () => {
|
||||
describe('generateCardId', () => {
|
||||
it('should generate deterministic unique IDs', () => {
|
||||
expect(generateCardId('item-1', 0)).toBe('card-item-1-0');
|
||||
expect(generateCardId('item-1', 1)).toBe('card-item-1-1');
|
||||
expect(generateCardId('item-2', 0)).toBe('card-item-2-0');
|
||||
});
|
||||
});
|
||||
|
||||
describe('createStatusCard', () => {
|
||||
it('should create a card with null sourceItemId and itemData', () => {
|
||||
const card = createStatusCard('wound-1', '伤口', '无法被弃牌');
|
||||
|
||||
expect(card.id).toBe('wound-1');
|
||||
expect(card.sourceItemId).toBeNull();
|
||||
expect(card.itemData).toBeNull();
|
||||
expect(card.cellKey).toBeNull();
|
||||
expect(card.displayName).toBe('伤口');
|
||||
expect(card.description).toBe('无法被弃牌');
|
||||
});
|
||||
|
||||
it('should have empty region and position', () => {
|
||||
const card = createStatusCard('stun-1', '眩晕', '跳过出牌阶段');
|
||||
|
||||
expect(card.regionId).toBe('');
|
||||
expect(card.position).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('generateDeckFromInventory', () => {
|
||||
it('should generate correct number of cards based on shape cell counts', () => {
|
||||
const inv = createTestInventory();
|
||||
|
||||
// "短刀" has 2 cells, "盾" has 4 cells = 6 total
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
expect(Object.keys(deck.cards).length).toBe(6);
|
||||
expect(deck.drawPile.length).toBe(6);
|
||||
expect(deck.hand).toEqual([]);
|
||||
expect(deck.discardPile).toEqual([]);
|
||||
expect(deck.exhaustPile).toEqual([]);
|
||||
});
|
||||
|
||||
it('should link cards to their source items', () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
const daggerCards = Object.values(deck.cards).filter(
|
||||
c => c.sourceItemId === 'dagger-1'
|
||||
);
|
||||
const shieldCards = Object.values(deck.cards).filter(
|
||||
c => c.sourceItemId === 'shield-1'
|
||||
);
|
||||
|
||||
expect(daggerCards.length).toBe(2);
|
||||
expect(shieldCards.length).toBe(4);
|
||||
|
||||
// Verify item data
|
||||
expect(daggerCards[0].itemData?.name).toBe('短刀');
|
||||
expect(shieldCards[0].itemData?.name).toBe('盾');
|
||||
});
|
||||
|
||||
it('should set displayName and description from item data', () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
for (const card of Object.values(deck.cards)) {
|
||||
expect(card.displayName).toBeTruthy();
|
||||
expect(card.description).toBeTruthy();
|
||||
}
|
||||
|
||||
const daggerCard = Object.values(deck.cards).find(
|
||||
c => c.itemData?.name === '短刀'
|
||||
);
|
||||
expect(daggerCard?.displayName).toBe('短刀');
|
||||
expect(daggerCard?.description).toBe('【攻击3】【攻击3】');
|
||||
});
|
||||
|
||||
it('should assign unique cell keys to each card from same item', () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
const daggerCards = Object.values(deck.cards).filter(
|
||||
c => c.sourceItemId === 'dagger-1'
|
||||
);
|
||||
|
||||
const cellKeys = daggerCards.map(c => c.cellKey);
|
||||
const uniqueKeys = new Set(cellKeys);
|
||||
expect(uniqueKeys.size).toBe(cellKeys.length);
|
||||
});
|
||||
|
||||
it('should handle empty inventory', () => {
|
||||
const inv = createGridInventory<GameItemMeta>(6, 4);
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
expect(Object.keys(deck.cards).length).toBe(0);
|
||||
expect(deck.drawPile).toEqual([]);
|
||||
});
|
||||
|
||||
it('should place all cards in draw pile initially', () => {
|
||||
const inv = createTestInventory();
|
||||
const deck = generateDeckFromInventory(inv);
|
||||
|
||||
for (const cardId of deck.drawPile) {
|
||||
expect(deck.cards[cardId]).toBeDefined();
|
||||
}
|
||||
|
||||
// All cards are in draw pile
|
||||
expect(new Set(deck.drawPile).size).toBe(Object.keys(deck.cards).length);
|
||||
});
|
||||
});
|
||||
|
||||
describe('createDeckRegions', () => {
|
||||
it('should create regions for all deck zones', () => {
|
||||
const regions = createDeckRegions();
|
||||
|
||||
expect(regions.drawPile.id).toBe('drawPile');
|
||||
expect(regions.hand.id).toBe('hand');
|
||||
expect(regions.discardPile.id).toBe('discardPile');
|
||||
expect(regions.exhaustPile.id).toBe('exhaustPile');
|
||||
});
|
||||
|
||||
it('should have empty childIds initially', () => {
|
||||
const regions = createDeckRegions();
|
||||
|
||||
expect(regions.drawPile.childIds).toEqual([]);
|
||||
expect(regions.hand.childIds).toEqual([]);
|
||||
expect(regions.discardPile.childIds).toEqual([]);
|
||||
expect(regions.exhaustPile.childIds).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('createPlayerDeck', () => {
|
||||
it('should create an empty deck structure', () => {
|
||||
const deck = createPlayerDeck();
|
||||
|
||||
expect(deck.cards).toEqual({});
|
||||
expect(deck.drawPile).toEqual([]);
|
||||
expect(deck.hand).toEqual([]);
|
||||
expect(deck.discardPile).toEqual([]);
|
||||
expect(deck.exhaustPile).toEqual([]);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
|
@ -287,36 +287,19 @@ describe('generatePointCrawlMap', () => {
|
|||
}
|
||||
});
|
||||
|
||||
it('should assign encounters to all non-Start/End nodes', () => {
|
||||
it('should assign encounters to nodes', () => {
|
||||
const map = generatePointCrawlMap(456);
|
||||
|
||||
let nodesWithEncounter = 0;
|
||||
for (const node of map.nodes.values()) {
|
||||
if (node.type === MapNodeType.Start || node.type === MapNodeType.End) {
|
||||
// Start and End nodes should not have encounters
|
||||
expect(node.encounter).toBeUndefined();
|
||||
} else {
|
||||
// All other nodes (minion/elite/event/camp/shop/curio) must have encounters
|
||||
expect(node.encounter, `Node ${node.id} (${node.type}) should have encounter data`).toBeDefined();
|
||||
expect(node.encounter!.name).toBeTruthy();
|
||||
expect(node.encounter!.description).toBeTruthy();
|
||||
if (node.encounter) {
|
||||
nodesWithEncounter++;
|
||||
expect(node.encounter.name).toBeTruthy();
|
||||
expect(node.encounter.description).toBeTruthy();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('should assign encounters to all nodes across multiple seeds', () => {
|
||||
// Test multiple seeds to ensure no random failure
|
||||
for (let seed = 0; seed < 20; seed++) {
|
||||
const map = generatePointCrawlMap(seed);
|
||||
|
||||
for (const node of map.nodes.values()) {
|
||||
if (node.type === MapNodeType.Start || node.type === MapNodeType.End) {
|
||||
continue;
|
||||
}
|
||||
expect(node.encounter, `Seed ${seed}: Node ${node.id} (${node.type}) missing encounter`).toBeDefined();
|
||||
expect(node.encounter!.name).toBeTruthy();
|
||||
expect(node.encounter!.description).toBeTruthy();
|
||||
}
|
||||
}
|
||||
expect(nodesWithEncounter).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should minimize same-layer repetitions in wild layer pairs', () => {
|
||||
|
|
|
|||
Loading…
Reference in New Issue