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