boardgame-core/tests/samples/slay-the-spire-like/combat/effects.test.ts

656 lines
19 KiB
TypeScript

import { describe, it, expect } from "vitest";
import {
addEffect,
addEntityEffect,
addItemEffect,
onEntityEffectUpkeep,
onEntityPostureDamage,
onPlayerItemEffectUpkeep,
onItemPlay,
onItemDiscard,
getAliveEnemies,
getCombatEntity,
canPlayCard,
payCardCost,
} from "@/samples/slay-the-spire-like/system/combat/effects";
import type {
CombatEntity,
CombatState,
EffectTable,
IRunContext,
PlayerEntity,
EnemyEntity,
} from "@/samples/slay-the-spire-like/system/combat/types";
import type {
EffectData,
ItemData,
} from "@/samples/slay-the-spire-like/system/types";
import type {
CellKey,
GridInventory,
InventoryItem,
} from "@/samples/slay-the-spire-like/system/grid-inventory/types";
import type { GameItemMeta } from "@/samples/slay-the-spire-like/system/progress/types";
import type { ParsedShape } from "@/samples/slay-the-spire-like/system/utils/parse-shape";
import type { Transform2D } from "@/samples/slay-the-spire-like/system/utils/shape-collision";
function createRunContext(
items: Map<string, InventoryItem<GameItemMeta>>,
): IRunContext {
return {
getItemData(id: string): ItemData | null {
const item = items.get(id);
return item?.meta.itemData ?? null;
},
getNeighborItems(_id: string): Iterable<string> {
return [];
},
getConsumedUses(id: string): number {
const item = items.get(id);
return item?.meta.consumedUses ?? 0;
},
setConsumedUsesAsync(id: string, uses: number): Promise<void> {
const item = items.get(id);
if (item?.meta) {
item.meta.consumedUses = uses;
}
return Promise.resolve();
},
};
}
function createEffect(
id: string,
lifecycle: EffectData["lifecycle"],
): EffectData {
return { id, name: id, description: "", lifecycle };
}
function createCard(
id: string,
costType: "energy" | "uses" | "none",
costCount: number,
) {
return {
id,
name: id,
desc: "",
type: "item" as const,
costType,
costCount,
targetType: "none" as const,
effects: [] as const,
};
}
function createItem(
itemId: string,
cardId: string,
costType: "energy" | "uses" | "none",
costCount: number,
depletion = 0,
): InventoryItem<GameItemMeta> {
return {
id: itemId,
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
transform: {
x: 0,
y: 0,
rotation: 0,
flipX: false,
flipY: false,
} as unknown as Transform2D,
meta: {
itemData: {
id: itemId,
type: "weapon",
name: itemId,
shape: "1x1",
card: createCard(cardId, costType, costCount),
price: 0,
description: "",
},
shape: { id: "1x1", cells: [{ x: 0, y: 0 }] } as unknown as ParsedShape,
consumedUses: costType === "uses" ? depletion : undefined,
},
};
}
function createInventory(
items: InventoryItem<GameItemMeta>[],
): GridInventory<GameItemMeta> {
const map = new Map<string, InventoryItem<GameItemMeta>>();
const occupied = new Set<CellKey>();
for (const item of items) {
map.set(item.id, item);
occupied.add(`${item.transform.x},${item.transform.y}`);
}
return { width: 6, height: 4, items: map, occupiedCells: occupied };
}
function createCombatEntity(hp = 10, maxHp = 10): CombatEntity {
return {
effects: {},
hp,
maxHp,
isAlive: hp > 0,
};
}
function createPlayerEntity(hp = 30, maxHp = 30): PlayerEntity {
return {
...createCombatEntity(hp, maxHp),
energy: 3,
maxEnergy: 3,
deck: {
cards: {},
regions: {
drawPile: { id: "drawPile", axes: [], childIds: [], partMap: {} },
hand: { id: "hand", axes: [], childIds: [], partMap: {} },
discardPile: { id: "discardPile", axes: [], childIds: [], partMap: {} },
exhaustPile: { id: "exhaustPile", axes: [], childIds: [], partMap: {} },
},
},
itemEffects: {},
};
}
function createEnemyEntity(id: string, hp = 10, maxHp = 10): EnemyEntity {
return {
...createCombatEntity(hp, maxHp),
id,
enemy: { id, name: id, description: "" },
intents: {},
currentIntentId: "",
};
}
function createCombatState(
playerHp = 30,
enemies: EnemyEntity[] = [],
): CombatState {
return {
player: createPlayerEntity(playerHp),
enemies,
inventory: {
width: 6,
height: 4,
items: new Map(),
occupiedCells: new Set(),
},
phase: "playerTurn",
turnNumber: 1,
result: null,
loot: [],
};
}
describe("combat/effects", () => {
describe("addEffect", () => {
it("should add a new effect to an empty table", () => {
const table: EffectTable = {};
const effect = createEffect("strength", "temporary");
addEffect(table, effect, 3);
expect(table["strength"]).toBeDefined();
expect(table["strength"].data).toBe(effect);
expect(table["strength"].stacks).toBe(3);
});
it("should stack with existing effect of same id", () => {
const table: EffectTable = {};
const effect = createEffect("strength", "lingering");
addEffect(table, effect, 2);
addEffect(table, effect, 3);
expect(table["strength"].stacks).toBe(5);
});
it("should remove effect when stacks reach 0", () => {
const table: EffectTable = {};
const effect = createEffect("strength", "temporary");
addEffect(table, effect, 3);
addEffect(table, effect, -3);
expect(table["strength"]).toBeUndefined();
});
it("should not add effect when stacks is 0", () => {
const table: EffectTable = {};
const effect = createEffect("strength", "temporary");
addEffect(table, effect, 0);
expect(table["strength"]).toBeUndefined();
});
it("should handle negative stacks", () => {
const table: EffectTable = {};
const effect = createEffect("weak", "temporary");
addEffect(table, effect, -2);
expect(table["weak"].stacks).toBe(-2);
});
});
describe("addEntityEffect", () => {
it("should add effect to entity.effects", () => {
const entity = createCombatEntity();
const effect = createEffect("vulnerable", "lingering");
addEntityEffect(entity, effect, 2);
expect(entity.effects["vulnerable"].stacks).toBe(2);
});
});
describe("addItemEffect", () => {
it("should add effect to player.itemEffects[itemKey]", () => {
const player = createPlayerEntity();
const effect = createEffect("adjacent-buff", "itemTemporary");
addItemEffect(player, "sword-1", effect, 3);
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(3);
});
it("should initialize itemEffects entry if not present", () => {
const player = createPlayerEntity();
const effect = createEffect("adjacent-buff", "itemTemporary");
addItemEffect(player, "new-item", effect, 1);
expect(player.itemEffects["new-item"]).toBeDefined();
});
it("should stack with existing item effect", () => {
const player = createPlayerEntity();
const effect = createEffect("adjacent-buff", "itemTemporary");
addItemEffect(player, "sword-1", effect, 2);
addItemEffect(player, "sword-1", effect, 3);
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5);
});
});
describe("onEntityEffectUpkeep", () => {
it("should remove temporary effects", () => {
const entity = createCombatEntity();
const tempEffect = createEffect("temp-shield", "temporary");
addEntityEffect(entity, tempEffect, 5);
onEntityEffectUpkeep(entity);
expect(entity.effects["temp-shield"]).toBeUndefined();
});
it("should decrement lingering effects by 1", () => {
const entity = createCombatEntity();
const lingeringEffect = createEffect("poison", "lingering");
addEntityEffect(entity, lingeringEffect, 3);
onEntityEffectUpkeep(entity);
expect(entity.effects["poison"].stacks).toBe(2);
});
it("should remove lingering effects when stacks reach 0", () => {
const entity = createCombatEntity();
const lingeringEffect = createEffect("poison", "lingering");
addEntityEffect(entity, lingeringEffect, 1);
onEntityEffectUpkeep(entity);
expect(entity.effects["poison"]).toBeUndefined();
});
it("should not affect permanent effects", () => {
const entity = createCombatEntity();
const permEffect = createEffect("max-hp-up", "permanent");
addEntityEffect(entity, permEffect, 5);
onEntityEffectUpkeep(entity);
expect(entity.effects["max-hp-up"].stacks).toBe(5);
});
it("should not affect instant effects", () => {
const entity = createCombatEntity();
const instantEffect = createEffect("instant-damage", "instant");
addEntityEffect(entity, instantEffect, 10);
onEntityEffectUpkeep(entity);
expect(entity.effects["instant-damage"].stacks).toBe(10);
});
it("should increment lingering effects with negative stacks", () => {
const entity = createCombatEntity();
const lingeringEffect = createEffect("regen", "lingering");
addEntityEffect(entity, lingeringEffect, -3);
onEntityEffectUpkeep(entity);
expect(entity.effects["regen"].stacks).toBe(-2);
});
});
describe("onEntityPostureDamage", () => {
it("should reduce posture effects by damage amount", () => {
const entity = createCombatEntity();
const postureEffect = createEffect("block", "posture");
addEntityEffect(entity, postureEffect, 10);
onEntityPostureDamage(entity, 4);
expect(entity.effects["block"].stacks).toBe(6);
});
it("should not reduce posture effects below 0", () => {
const entity = createCombatEntity();
const postureEffect = createEffect("block", "posture");
addEntityEffect(entity, postureEffect, 3);
onEntityPostureDamage(entity, 10);
expect(entity.effects["block"]).toBeUndefined();
});
it("should not affect non-posture effects", () => {
const entity = createCombatEntity();
const postureEffect = createEffect("block", "posture");
const permEffect = createEffect("strength", "permanent");
addEntityEffect(entity, postureEffect, 5);
addEntityEffect(entity, permEffect, 3);
onEntityPostureDamage(entity, 2);
expect(entity.effects["block"].stacks).toBe(3);
expect(entity.effects["strength"].stacks).toBe(3);
});
it("should handle zero damage", () => {
const entity = createCombatEntity();
const postureEffect = createEffect("block", "posture");
addEntityEffect(entity, postureEffect, 5);
onEntityPostureDamage(entity, 0);
expect(entity.effects["block"].stacks).toBe(5);
});
});
describe("onPlayerItemEffectUpkeep", () => {
it("should remove itemTemporary effects", () => {
const player = createPlayerEntity();
const effect = createEffect("adjacent-buff", "itemTemporary");
addItemEffect(player, "sword-1", effect, 5);
onPlayerItemEffectUpkeep(player);
expect(player.itemEffects["sword-1"]["adjacent-buff"]).toBeUndefined();
});
it("should not affect itemPermanent effects", () => {
const player = createPlayerEntity();
const effect = createEffect("adjacent-buff", "itemPermanent");
addItemEffect(player, "sword-1", effect, 5);
onPlayerItemEffectUpkeep(player);
expect(player.itemEffects["sword-1"]["adjacent-buff"].stacks).toBe(5);
});
it("should not affect itemUntilPlay effects", () => {
const player = createPlayerEntity();
const effect = createEffect("charged", "itemUntilPlay");
addItemEffect(player, "sword-1", effect, 3);
onPlayerItemEffectUpkeep(player);
expect(player.itemEffects["sword-1"]["charged"].stacks).toBe(3);
});
});
describe("onItemPlay", () => {
it("should remove itemUntilPlay effects", () => {
const player = createPlayerEntity();
const effect = createEffect("charged", "itemUntilPlay");
addItemEffect(player, "sword-1", effect, 3);
onItemPlay(player, "sword-1");
expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined();
});
it("should not affect other lifecycle effects", () => {
const player = createPlayerEntity();
const permEffect = createEffect("passive", "itemPermanent");
const playEffect = createEffect("charged", "itemUntilPlay");
addItemEffect(player, "sword-1", permEffect, 5);
addItemEffect(player, "sword-1", playEffect, 3);
onItemPlay(player, "sword-1");
expect(player.itemEffects["sword-1"]["passive"].stacks).toBe(5);
expect(player.itemEffects["sword-1"]["charged"]).toBeUndefined();
});
it("should do nothing for item with no effects", () => {
const player = createPlayerEntity();
expect(() => onItemPlay(player, "nonexistent")).not.toThrow();
});
});
describe("onItemDiscard", () => {
it("should remove itemUntilDiscard effects", () => {
const player = createPlayerEntity();
const effect = createEffect("discard-buff", "itemUntilDiscard");
addItemEffect(player, "sword-1", effect, 3);
onItemDiscard(player, "sword-1");
expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined();
});
it("should not affect other lifecycle effects", () => {
const player = createPlayerEntity();
const permEffect = createEffect("passive", "itemPermanent");
const discardEffect = createEffect("discard-buff", "itemUntilDiscard");
addItemEffect(player, "sword-1", permEffect, 5);
addItemEffect(player, "sword-1", discardEffect, 3);
onItemDiscard(player, "sword-1");
expect(player.itemEffects["sword-1"]["passive"].stacks).toBe(5);
expect(player.itemEffects["sword-1"]["discard-buff"]).toBeUndefined();
});
it("should do nothing for item with no effects", () => {
const player = createPlayerEntity();
expect(() => onItemDiscard(player, "nonexistent")).not.toThrow();
});
});
describe("getAliveEnemies", () => {
it("should yield only alive enemies", () => {
const state = createCombatState(30, [
createEnemyEntity("slime-1", 10, 10),
createEnemyEntity("slime-2", 0, 10),
createEnemyEntity("slime-3", 5, 10),
]);
const alive = [...getAliveEnemies(state)];
expect(alive.length).toBe(2);
expect(alive[0].id).toBe("slime-1");
expect(alive[1].id).toBe("slime-3");
});
it("should return empty for no enemies", () => {
const state = createCombatState(30, []);
const alive = [...getAliveEnemies(state)];
expect(alive.length).toBe(0);
});
it("should return empty when all enemies are dead", () => {
const state = createCombatState(30, [
createEnemyEntity("slime-1", 0, 10),
createEnemyEntity("slime-2", 0, 10),
]);
const alive = [...getAliveEnemies(state)];
expect(alive.length).toBe(0);
});
});
describe("getCombatEntity", () => {
it('should return player for "player" key', () => {
const state = createCombatState(30);
const entity = getCombatEntity(state, "player");
expect(entity).toBe(state.player);
});
it("should return enemy by id", () => {
const enemy = createEnemyEntity("boss-1", 50, 50);
const state = createCombatState(30, [enemy]);
const entity = getCombatEntity(state, "boss-1");
expect(entity).toBe(enemy);
});
it("should return undefined for non-existent enemy", () => {
const state = createCombatState(30, [createEnemyEntity("slime-1")]);
const entity = getCombatEntity(state, "nonexistent");
expect(entity).toBeUndefined();
});
});
describe("canPlayCard", () => {
it("should allow playing energy card when player has enough energy", () => {
const player = createPlayerEntity();
player.energy = 3;
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, "energy", 2, "any", run);
expect(result).toBe(true);
});
it("should reject playing energy card when player lacks energy", () => {
const player = createPlayerEntity();
player.energy = 1;
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, "energy", 2, "any", run);
expect(result).toBe(false);
});
it("should allow playing uses card when item has remaining uses", () => {
const player = createPlayerEntity();
const item = createItem("potion-1", "potion-card", "uses", 3, 1);
const inventory = createInventory([item]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, "uses", 3, "potion-1", run);
expect(result).toBe(true);
});
it("should reject playing uses card when item is depleted", () => {
const player = createPlayerEntity();
const item = createItem("potion-1", "potion-card", "uses", 3, 3);
const inventory = createInventory([item]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, "uses", 3, "potion-1", run);
expect(result).toBe(false);
});
it("should reject playing uses card when item not in inventory", () => {
const player = createPlayerEntity();
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, "uses", 1, "missing", run);
expect(result).toBe(false);
});
it("should always allow playing none cost card", () => {
const player = createPlayerEntity();
player.energy = 0;
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
const result = canPlayCard(player, "none", 0, "any", run);
expect(result).toBe(true);
});
});
describe("payCardCost", () => {
it("should deduct energy for energy cost card", async () => {
const player = createPlayerEntity();
player.energy = 3;
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
await payCardCost(player, "energy", 2, "any", run);
expect(player.energy).toBe(1);
});
it("should increment depletion for uses cost card", async () => {
const player = createPlayerEntity();
const item = createItem("potion-1", "potion-card", "uses", 3, 1);
const inventory = createInventory([item]);
const run = createRunContext(inventory.items);
await payCardCost(player, "uses", 3, "potion-1", run);
expect(item.meta?.consumedUses).toBe(4);
});
it("should do nothing for none cost card", async () => {
const player = createPlayerEntity();
player.energy = 3;
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
await payCardCost(player, "none", 0, "any", run);
expect(player.energy).toBe(3);
});
it("should handle missing item gracefully for uses cost", async () => {
const player = createPlayerEntity();
const inventory = createInventory([]);
const run = createRunContext(inventory.items);
await expect(
payCardCost(player, "uses", 1, "missing", run),
).resolves.not.toThrow();
});
});
});