import { describe, expect, test } from 'vitest' import { goldItem } from "../src/game/items" import { GameEngine } from '../src/game/engine' import type { GameEngineOptions, WorldMapProvider } from '../src/game/engine' describe('GameEngine', () => { const dummyTerrain: WorldMapProvider = { widthPx: 1000, heightPx: 1000, overlap: (x, y) => { // Small blocked area around 500,500 if (x >= 400 && x <= 600 && y >= 400 && y <= 600) return 1 return 0 } } const dummyOpts: GameEngineOptions = { spawn: { x: 100, y: 100 }, stats: [ { id: 'mon1', name: 'Goblin', hp: 20, damage: 2, cooldownTicks: 10, reach: 20, aggroRadius: 100, speed: 50, xp: 5 }, { id: 'mon2', name: 'Orc', hp: 50, damage: 5, cooldownTicks: 20, reach: 30, aggroRadius: 150, speed: 40, xp: 10 } ], xpTable: [0, 0, 10, 30, 60], itemBases: [ { id: 'sword', name: 'Sword', kind: 'weapon', invWidth: 1, invHeight: 3, maxStack: 1, value: 10, damage: 5, defense: 0, tags: ['weap'], level: 1 } ], prefixAffixes: [], suffixAffixes: [], skills: [ { id: 'attack', name: 'Attack', manaCost: 0, cooldownTicks: 10, range: 48, projectile: false, speed: 0, baseMinDamage: 3, baseMaxDamage: 4, damagePerLevel: 1, radius: 20 }, { id: 'fire', name: 'Fire', manaCost: 5, cooldownTicks: 15, range: 200, projectile: true, speed: 200, baseMinDamage: 10, baseMaxDamage: 15, damagePerLevel: 2, radius: 20 } ], npcDefs: [], questDefs: [], combatOptions: { playerSpeed: 100, playerReach: 50, playerCooldownTicks: 10, playerDamage: 5, playerManaPerAttack: 0, respawnTicks: 100 }, lootSeed: 12345, talkRadius: 50, pickupRadius: 50, inventoryCols: 10, inventoryRows: 4 } test('Determinism: same seed + same inputs yields identical hash', () => { const runFrames = (engine: GameEngine) => { // 50 ticks of walking right, attacking, then picking up for (let i = 0; i < 50; i++) { engine.tick({ movement: { x: 1, y: 0 }, attacking: i % 10 === 0, pickingUp: i === 45, talking: false, digits: [2], saving: false, loading: false }) } return engine.saveSnapshot() } const engine1 = new GameEngine(dummyTerrain, dummyOpts) const hash1 = runFrames(engine1) const engine2 = new GameEngine(dummyTerrain, dummyOpts) const hash2 = runFrames(engine2) expect(hash1).toEqual(hash2) }) test('Collision and sliding against stub WorldMapProvider', () => { const engine = new GameEngine(dummyTerrain, { ...dummyOpts, spawn: { x: 390, y: 450 } }) // Move strictly right, towards the blocked 400,400 region for (let i = 0; i < 20; i++) { engine.tick({ movement: { x: 1, y: 0 }, attacking: false, pickingUp: false, talking: false, digits: [], saving: false, loading: false }) } // Player should be stopped by the wall at x=400 (if their reach/body allows, else close. // Given movement logic, they shouldn't pass x=400. expect(engine.world.player.x).toBeLessThan(400) }) test('Skill cast, cooldown gating, and cast refusal on insufficient mana', () => { const engine = new GameEngine(dummyTerrain, dummyOpts) engine.world.player.mana = 3 // Not enough for Fire (cost 5) // Select skill first tick engine.tick({ movement: { x: 0, y: 0 }, attacking: false, pickingUp: false, talking: false, digits: [2], saving: false, loading: false }) // Attack next tick engine.tick({ movement: { x: 0, y: 0 }, attacking: true, pickingUp: false, talking: false, digits: [], saving: false, loading: false }) // Since we don't have mana, castRefusals goes up expect(engine.metrics.castRefusals).toBe(1) expect(engine.metrics.casts).toBe(0) // Give mana engine.world.player.mana = 10 engine.tick({ movement: { x: 0, y: 0 }, attacking: true, pickingUp: false, talking: false, digits: [], saving: false, loading: false }) expect(engine.metrics.casts).toBe(1) expect(engine.metrics.castHits).toBeGreaterThanOrEqual(0) }) test('Save round-trip: save() -> load() -> state equivalent', () => { const engine1 = new GameEngine(dummyTerrain, dummyOpts) for (let i = 0; i < 10; i++) { engine1.tick({ movement: { x: 1, y: 1 }, attacking: true, pickingUp: true, talking: false, digits: [2], saving: false, loading: false }) } const stateStr = engine1.saveSnapshot() const engine2 = new GameEngine(dummyTerrain, dummyOpts) engine2.loadSnapshot(stateStr) expect(engine2.saveSnapshot()).toEqual(stateStr) expect(engine2.world.player.x).toEqual(engine1.world.player.x) expect(engine2.projectiles.length).toEqual(engine1.projectiles.length) }) test('Loot drop and pickup; inventory add/remove and capacity limits', () => { const engine = new GameEngine(dummyTerrain, dummyOpts) // Add an item to ground engine.ground.push({ x: engine.world.player.x, y: engine.world.player.y, item: goldItem(10) }) // Tick to pick it up engine.tick({ movement: { x: 0, y: 0 }, attacking: false, pickingUp: true, talking: false, digits: [], saving: false, loading: false }) expect(engine.bag.contents.length).toBe(1) expect(engine.ground.length).toBe(0) expect(engine.metrics.pickups).toBe(1) }) })