boardgame-core/tests/samples/slay-the-spire-like/map/generator.test.ts

156 lines
6.4 KiB
TypeScript

import { describe, it, expect } from 'vitest';
import { generatePointCrawlMap } from '@/samples/slay-the-spire-like/map/generator';
import { MapNodeType } from '@/samples/slay-the-spire-like/map/types';
describe('generatePointCrawlMap', () => {
it('should generate a map with 13 layers', () => {
const map = generatePointCrawlMap(123);
expect(map.layers.length).toBe(13);
});
it('should have correct fixed layer types', () => {
const map = generatePointCrawlMap(123);
const startNode = map.nodes.get('node-0-0');
const bossNode = map.nodes.get('node-12-0');
expect(startNode?.type).toBe(MapNodeType.Start);
expect(bossNode?.type).toBe(MapNodeType.Boss);
});
it('should assign encounters to nodes based on encounterDesert.csv', () => {
const map = generatePointCrawlMap(456);
// Check that nodes have encounters assigned
let combatWithEncounter = 0;
let eliteWithEncounter = 0;
let bossWithEncounter = 0;
let eventWithEncounter = 0;
let npcWithEncounter = 0;
let shelterWithEncounter = 0;
for (const node of map.nodes.values()) {
if (node.type === MapNodeType.Combat && node.encounter) {
combatWithEncounter++;
expect(node.encounter.name).toBeTruthy();
expect(node.encounter.description).toBeTruthy();
}
if (node.type === MapNodeType.Elite && node.encounter) {
eliteWithEncounter++;
expect(node.encounter.name).toBeTruthy();
expect(node.encounter.description).toBeTruthy();
}
if (node.type === MapNodeType.Boss && node.encounter) {
bossWithEncounter++;
expect(node.encounter.name).toBeTruthy();
expect(node.encounter.description).toBeTruthy();
}
if (node.type === MapNodeType.Event && node.encounter) {
eventWithEncounter++;
expect(node.encounter.name).toBeTruthy();
expect(node.encounter.description).toBeTruthy();
}
if (node.type === MapNodeType.NPC && node.encounter) {
npcWithEncounter++;
expect(node.encounter.name).toBeTruthy();
expect(node.encounter.description).toBeTruthy();
}
if (node.type === MapNodeType.Shelter && node.encounter) {
shelterWithEncounter++;
expect(node.encounter.name).toBeTruthy();
expect(node.encounter.description).toBeTruthy();
}
}
// Should have assigned at least some encounters
const totalWithEncounters =
combatWithEncounter +
eliteWithEncounter +
bossWithEncounter +
eventWithEncounter +
npcWithEncounter +
shelterWithEncounter;
expect(totalWithEncounters).toBeGreaterThan(0);
});
it('should use correct encounter types for each node type', () => {
const map = generatePointCrawlMap(789);
for (const node of map.nodes.values()) {
if (node.encounter) {
// Encounter should match node type conceptually
// Combat nodes should have enemy encounters, elites should have elite encounters, etc.
if (node.type === MapNodeType.Boss) {
expect(node.encounter.description).toContain('Boss');
}
}
}
});
it('should only connect nodes to nearby nodes to avoid crossing paths', () => {
const map = generatePointCrawlMap(42);
// Check each edge between consecutive layers
for (let i = 0; i < map.layers.length - 1; i++) {
const sourceLayer = map.layers[i];
const targetLayer = map.layers[i + 1];
for (const srcId of sourceLayer.nodeIds) {
const srcNode = map.nodes.get(srcId);
expect(srcNode).toBeDefined();
const srcIndex = sourceLayer.nodeIds.indexOf(srcId);
for (const tgtId of srcNode!.childIds) {
const tgtIndex = targetLayer.nodeIds.indexOf(tgtId);
// Calculate the "scaled" source index to compare with target index
// This accounts for layers with different widths
const scaledSrcIndex = srcIndex * (targetLayer.nodeIds.length / sourceLayer.nodeIds.length);
const distance = Math.abs(tgtIndex - scaledSrcIndex);
// The distance should be within a reasonable radius
// Allow some tolerance for edge cases when covering uncovered targets
const maxAllowedDistance = Math.max(2, Math.floor(targetLayer.nodeIds.length / 2));
expect(distance).toBeLessThanOrEqual(maxAllowedDistance);
}
}
}
});
it('should not have crossing edges between consecutive layers', () => {
const map = generatePointCrawlMap(12345);
// Check each pair of consecutive layers for crossing edges
for (let i = 0; i < map.layers.length - 1; i++) {
const sourceLayer = map.layers[i];
const targetLayer = map.layers[i + 1];
// Collect all edges as pairs of indices
const edges: Array<{ srcIndex: number; tgtIndex: number }> = [];
for (let s = 0; s < sourceLayer.nodeIds.length; s++) {
const srcNode = map.nodes.get(sourceLayer.nodeIds[s]);
for (const tgtId of srcNode!.childIds) {
const t = targetLayer.nodeIds.indexOf(tgtId);
edges.push({ srcIndex: s, tgtIndex: t });
}
}
// Check for crossings: edge (s1, t1) and (s2, t2) cross if
// s1 < s2 but t1 > t2 (or vice versa)
for (let e1 = 0; e1 < edges.length; e1++) {
for (let e2 = e1 + 1; e2 < edges.length; e2++) {
const { srcIndex: s1, tgtIndex: t1 } = edges[e1];
const { srcIndex: s2, tgtIndex: t2 } = edges[e2];
// Skip if they share a source (not a crossing)
if (s1 === s2) continue;
const crosses = (s1 < s2 && t1 > t2) || (s1 > s2 && t1 < t2);
expect(crosses).toBe(false);
}
}
}
});
});