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

418 lines
14 KiB
TypeScript

import { describe, it, expect } from 'vitest';
import {
addEffect,
addEntityEffect,
addItemEffect,
onEntityEffectUpkeep,
onEntityPostureDamage,
onPlayerItemEffectUpkeep,
onItemPlay,
onItemDiscard,
getAliveEnemies,
getCombatEntity,
} from '@/samples/slay-the-spire-like/system/combat/effects';
import type { CombatEntity, CombatState, EffectTable, PlayerEntity, EnemyEntity } from '@/samples/slay-the-spire-like/system/combat/types';
import type { EffectData } from '@/samples/slay-the-spire-like/system/types';
function createEffect(id: string, lifecycle: EffectData['lifecycle']): EffectData {
return { id, name: id, description: '', lifecycle };
}
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();
});
});
});