aether-shards/test/core/GameLoop/combat-highlights-8.test.js

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import { expect } from "@esm-bundle/chai";
import { GameLoop } from "../../../src/core/GameLoop.js";
import {
createGameLoopSetup,
cleanupGameLoop,
createRunData,
createMockGameStateManagerForCombat,
setupCombatUnits,
cleanupTurnSystem,
} from "./helpers.js";
describe("Core: GameLoop - Combat Highlights CoA 8", function () {
this.timeout(30000);
let gameLoop;
let container;
let mockGameStateManager;
let playerUnit;
let enemyUnit;
beforeEach(async () => {
const setup = createGameLoopSetup();
gameLoop = setup.gameLoop;
container = setup.container;
if (gameLoop.turnSystemAbortController) {
gameLoop.turnSystemAbortController.abort();
}
gameLoop.stop();
if (
gameLoop.turnSystem &&
typeof gameLoop.turnSystem.reset === "function"
) {
gameLoop.turnSystem.reset();
}
gameLoop.init(container);
mockGameStateManager = createMockGameStateManagerForCombat();
gameLoop.gameStateManager = mockGameStateManager;
const runData = createRunData({
squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
});
await gameLoop.startLevel(runData, { startAnimation: false });
const units = setupCombatUnits(gameLoop);
playerUnit = units.playerUnit;
enemyUnit = units.enemyUnit;
});
afterEach(async () => {
gameLoop.clearMovementHighlights();
gameLoop.clearSpawnZoneHighlights();
cleanupTurnSystem(gameLoop);
cleanupGameLoop(gameLoop, container);
await new Promise(resolve => setTimeout(resolve, 10));
});
it("CoA 8: should calculate reachable positions correctly", () => {
const reachable = gameLoop.movementSystem.getReachableTiles(
playerUnit,
4
);
expect(reachable).to.be.an("array");
expect(reachable.length).to.be.greaterThan(0);
reachable.forEach((pos) => {
expect(pos).to.have.property("x");
expect(pos).to.have.property("y");
expect(pos).to.have.property("z");
expect(gameLoop.grid.isValidBounds(pos)).to.be.true;
});
});
});