161 lines
5.4 KiB
JavaScript
161 lines
5.4 KiB
JavaScript
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import { expect } from "@esm-bundle/chai";
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import sinon from "sinon";
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import { GameLoop } from "../../../src/core/GameLoop.js";
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import {
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createGameLoopSetup,
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cleanupGameLoop,
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createRunData,
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createMockGameStateManagerForDeployment,
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createMockMissionManager,
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} from "./helpers.js";
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describe("Core: GameLoop - Deployment", function () {
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this.timeout(30000);
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let gameLoop;
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let container;
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beforeEach(() => {
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const setup = createGameLoopSetup();
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gameLoop = setup.gameLoop;
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container = setup.container;
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gameLoop.init(container);
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});
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afterEach(() => {
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cleanupGameLoop(gameLoop, container);
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});
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it("CoA 3: Deployment Phase should separate zones and allow manual placement", async () => {
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const runData = createRunData({
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squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
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});
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// Mock gameStateManager for deployment phase
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gameLoop.gameStateManager = createMockGameStateManagerForDeployment();
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// startLevel should now prepare the map but NOT spawn units immediately
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await gameLoop.startLevel(runData, { startAnimation: false });
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// 1. Verify Spawn Zones Generated
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// The generator/loop should identify valid tiles for player start and enemy start
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expect(gameLoop.playerSpawnZone).to.be.an("array").that.is.not.empty;
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expect(gameLoop.enemySpawnZone).to.be.an("array").that.is.not.empty;
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// 2. Verify Zone Separation
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// Create copies to ensure we don't test against mutated arrays later
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const pZone = [...gameLoop.playerSpawnZone];
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const eZone = [...gameLoop.enemySpawnZone];
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const overlap = pZone.some((pTile) =>
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eZone.some((eTile) => eTile.x === pTile.x && eTile.z === pTile.z)
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);
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expect(overlap).to.be.false;
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// 3. Test Manual Deployment (User Selection)
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const unitDef = runData.squad[0];
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const validTile = pZone[0]; // Pick first valid tile from player zone
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// Expect a method to manually place a unit from the roster onto a specific tile
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const unit = gameLoop.deployUnit(unitDef, validTile);
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expect(unit).to.exist;
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expect(unit.position.x).to.equal(validTile.x);
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expect(unit.position.z).to.equal(validTile.z);
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// Verify visual mesh created
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const mesh = gameLoop.unitMeshes.get(unit.id);
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expect(mesh).to.exist;
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expect(mesh.position.x).to.equal(validTile.x);
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// 4. Test Enemy Spawning (Finalize Deployment)
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// This triggers the actual start of combat/AI
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gameLoop.finalizeDeployment();
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const enemies = gameLoop.unitManager.getUnitsByTeam("ENEMY");
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expect(enemies.length).to.be.greaterThan(0);
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// Verify enemies are in their zone
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// Note: finalizeDeployment removes used spots from gameLoop.enemySpawnZone,
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// so we check against our copy `eZone`.
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const enemyPos = enemies[0].position;
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const isInZone = eZone.some(
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(t) => t.x === enemyPos.x && t.z === enemyPos.z
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);
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expect(
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isInZone,
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`Enemy spawned at ${enemyPos.x},${enemyPos.z} which is not in enemy zone`
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).to.be.true;
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});
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it("CoA 5: finalizeDeployment should spawn enemies from mission enemy_spawns", async () => {
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const runData = createRunData({
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squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
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});
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// Mock gameStateManager for deployment phase
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gameLoop.gameStateManager = createMockGameStateManagerForDeployment();
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// Mock MissionManager with enemy_spawns
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// Use ENEMY_DEFAULT which exists in the test environment
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gameLoop.missionManager = createMockMissionManager([
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{ enemy_def_id: "ENEMY_DEFAULT", count: 2 },
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]);
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await gameLoop.startLevel(runData, { startAnimation: false });
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// Copy enemy spawn zone before finalizeDeployment modifies it
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const eZone = [...gameLoop.enemySpawnZone];
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// Finalize deployment should spawn enemies from mission definition
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gameLoop.finalizeDeployment();
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const enemies = gameLoop.unitManager.getUnitsByTeam("ENEMY");
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// Should have spawned 2 enemies (or as many as possible given spawn zone size)
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expect(enemies.length).to.be.greaterThan(0);
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expect(enemies.length).to.be.at.most(2);
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// Verify enemies are in their zone
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enemies.forEach((enemy) => {
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const enemyPos = enemy.position;
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const isInZone = eZone.some(
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(t) => t.x === enemyPos.x && t.z === enemyPos.z
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);
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expect(
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isInZone,
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`Enemy spawned at ${enemyPos.x},${enemyPos.z} which is not in enemy zone`
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).to.be.true;
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});
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});
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it("CoA 6: finalizeDeployment should fall back to default if no enemy_spawns", async () => {
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const runData = createRunData({
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squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
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});
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// Mock gameStateManager for deployment phase
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gameLoop.gameStateManager = createMockGameStateManagerForDeployment();
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// Mock MissionManager with no enemy_spawns
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gameLoop.missionManager = createMockMissionManager([]);
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await gameLoop.startLevel(runData, { startAnimation: false });
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// Finalize deployment should fall back to default behavior
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const consoleWarnSpy = sinon.spy(console, "warn");
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gameLoop.finalizeDeployment();
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// Should have warned about missing enemy_spawns
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expect(consoleWarnSpy.calledWith(sinon.match(/No enemy_spawns defined/))).to
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.be.true;
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const enemies = gameLoop.unitManager.getUnitsByTeam("ENEMY");
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// Should still spawn at least one enemy (default behavior)
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expect(enemies.length).to.be.greaterThan(0);
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consoleWarnSpy.restore();
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});
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});
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