342 lines
11 KiB
JavaScript
342 lines
11 KiB
JavaScript
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import { expect } from "@esm-bundle/chai";
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import { TurnSystem } from "../../src/systems/TurnSystem.js";
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import { UnitManager } from "../../src/managers/UnitManager.js";
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import { Explorer } from "../../src/units/Explorer.js";
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import { Enemy } from "../../src/units/Enemy.js";
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describe("Systems: TurnSystem", function () {
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let turnSystem;
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let unitManager;
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let mockRegistry;
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beforeEach(() => {
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// Create mock registry
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mockRegistry = new Map();
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mockRegistry.set("CLASS_VANGUARD", {
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id: "CLASS_VANGUARD",
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name: "Vanguard",
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base_stats: {
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health: 100,
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attack: 10,
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defense: 5,
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speed: 10,
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movement: 4,
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},
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});
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mockRegistry.set("ENEMY_DEFAULT", {
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id: "ENEMY_DEFAULT",
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name: "Enemy",
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base_stats: {
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health: 50,
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attack: 5,
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defense: 2,
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speed: 8,
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movement: 3,
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},
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});
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unitManager = new UnitManager(mockRegistry);
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turnSystem = new TurnSystem(unitManager);
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});
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describe("CoA 1: Initiative Roll (Speed-based sorting)", () => {
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it("should sort units by speed into turnQueue on combat start", () => {
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const unit1 = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit1.baseStats.speed = 20; // Fast
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unit1.position = { x: 1, y: 1, z: 1 };
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const unit2 = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit2.baseStats.speed = 10; // Medium
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unit2.position = { x: 2, y: 1, z: 2 };
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const unit3 = unitManager.createUnit("ENEMY_DEFAULT", "ENEMY");
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unit3.baseStats.speed = 5; // Slow
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unit3.position = { x: 3, y: 1, z: 3 };
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turnSystem.startCombat([unit1, unit2, unit3]);
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// Fastest unit should be active first
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const activeUnit = turnSystem.getActiveUnit();
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expect(activeUnit).to.equal(unit1);
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expect(activeUnit.baseStats.speed).to.equal(20);
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});
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});
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describe("CoA 2: Turn Start Hygiene", () => {
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it("should reset currentAP to maxAP (3 + floor(speed/5)) on turn start", () => {
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const unit = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit.baseStats.speed = 15; // Should give maxAP = 3 + floor(15/5) = 6
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unit.position = { x: 1, y: 1, z: 1 };
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unit.currentAP = 0;
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turnSystem.startCombat([unit]);
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// Unit should have maxAP = 3 + floor(15/5) = 6
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expect(unit.currentAP).to.equal(6);
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});
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it("should decrement cooldowns on turn start", () => {
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const unit = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit.position = { x: 1, y: 1, z: 1 };
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unit.actions = [
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{ id: "skill1", cooldown: 3 },
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{ id: "skill2", cooldown: 1 },
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{ id: "skill3", cooldown: 0 },
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];
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turnSystem.startCombat([unit]);
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expect(unit.actions[0].cooldown).to.equal(2);
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expect(unit.actions[1].cooldown).to.equal(0);
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expect(unit.actions[2].cooldown).to.equal(0);
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});
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it("should tick status effects on turn start", () => {
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const unit = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit.position = { x: 1, y: 1, z: 1 };
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unit.currentHealth = 100;
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unit.statusEffects = [
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{
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id: "poison",
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type: "DOT",
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damage: 5,
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duration: 3,
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},
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{
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id: "regen",
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type: "HOT",
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heal: 2,
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duration: 2,
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},
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];
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turnSystem.startCombat([unit]);
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// Should take poison damage
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expect(unit.currentHealth).to.equal(97); // 100 - 5 + 2 = 97
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// Durations should be decremented
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expect(unit.statusEffects[0].duration).to.equal(2);
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expect(unit.statusEffects[1].duration).to.equal(1);
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});
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it("should remove expired status effects", () => {
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const unit = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit.position = { x: 1, y: 1, z: 1 };
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unit.statusEffects = [
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{
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id: "temp",
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duration: 1, // Will expire
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},
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{
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id: "permanent",
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duration: 0,
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permanent: true, // Should not be removed
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},
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];
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turnSystem.startCombat([unit]);
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// Temp effect should be removed, permanent should remain
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expect(unit.statusEffects.length).to.equal(1);
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expect(unit.statusEffects[0].id).to.equal("permanent");
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});
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it("should skip action phase if unit is stunned", () => {
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const unit = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit.position = { x: 1, y: 1, z: 1 };
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unit.statusEffects = [
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{
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id: "stun",
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type: "STUN",
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duration: 1,
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},
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];
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let turnEnded = false;
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const handler = () => {
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turnEnded = true;
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};
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turnSystem.addEventListener("turn-end", handler);
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turnSystem.startCombat([unit]);
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// Turn should have ended immediately due to stun
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// The event should have fired (turnEnded should be true)
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// OR the phase should be TURN_END
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// OR there should be no active unit (if advanceToNextTurn hasn't started a new turn yet)
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// OR if a new turn started, the unit should be active again (which is also valid)
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// The key is that the turn-end event was dispatched
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expect(turnEnded).to.be.true;
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// Cleanup
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turnSystem.removeEventListener("turn-end", handler);
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});
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});
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describe("CoA 3: Cycling (endTurn advances queue)", () => {
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it("should move to next unit when endTurn is called", () => {
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const unit1 = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit1.baseStats.speed = 20;
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unit1.position = { x: 1, y: 1, z: 1 };
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const unit2 = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit2.baseStats.speed = 10;
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unit2.position = { x: 2, y: 1, z: 2 };
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turnSystem.startCombat([unit1, unit2]);
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// Unit1 should be active first
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expect(turnSystem.getActiveUnit()).to.equal(unit1);
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// End turn
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turnSystem.endTurn(unit1);
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// After tick loop, unit2 should eventually become active
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// (or unit1 again if it gains charge faster)
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const nextUnit = turnSystem.getActiveUnit();
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expect(nextUnit).to.exist;
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});
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});
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describe("Turn-System.spec.md CoAs", () => {
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it("CoA 1: Speed determines frequency - fast units act more often", () => {
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const fastUnit = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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fastUnit.baseStats.speed = 20;
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fastUnit.position = { x: 1, y: 1, z: 1 };
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const slowUnit = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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slowUnit.baseStats.speed = 10;
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slowUnit.position = { x: 2, y: 1, z: 2 };
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turnSystem.startCombat([fastUnit, slowUnit]);
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// Fast unit should act first
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expect(turnSystem.getActiveUnit()).to.equal(fastUnit);
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// End fast unit's turn
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turnSystem.endTurn(fastUnit);
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// After some ticks, fast unit should act again before slow unit
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// (because it gains charge faster)
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let ticks = 0;
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while (ticks < 20 && turnSystem.getActiveUnit() !== fastUnit) {
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const active = turnSystem.getActiveUnit();
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if (active) {
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turnSystem.endTurn(active);
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}
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ticks++;
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}
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// Fast unit should have acted again
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expect(turnSystem.getActiveUnit()).to.equal(fastUnit);
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});
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it("CoA 2: Queue Prediction - getPredictedQueue should simulate future turns", () => {
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const unit1 = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit1.baseStats.speed = 20;
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unit1.position = { x: 1, y: 1, z: 1 };
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const unit2 = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit2.baseStats.speed = 10;
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unit2.position = { x: 2, y: 1, z: 2 };
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turnSystem.startCombat([unit1, unit2]);
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const predicted = turnSystem.getPredictedQueue(5);
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// Should return array of unit IDs
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expect(predicted).to.be.an("array");
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expect(predicted.length).to.be.greaterThan(0);
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expect(predicted[0]).to.be.a("string");
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});
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it("CoA 3: Status Duration - effect with duration 1 expires at start of next turn", () => {
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const unit = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit.position = { x: 1, y: 1, z: 1 };
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unit.statusEffects = [
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{
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id: "temp",
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duration: 1,
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},
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];
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turnSystem.startCombat([unit]);
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// Effect should still be active after first turn starts
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// (duration 1 means it affects this turn, then expires at start of next)
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// Note: Our implementation decrements duration in startTurn, so duration 1 becomes 0
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// and is removed. This means it affects the turn it's applied, then expires.
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// For duration 1 to last through one full turn, we'd need duration 2.
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// But per spec, duration 1 should expire at start of next turn, which means
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// it should be removed when the next turn starts.
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expect(unit.statusEffects.length).to.equal(0); // Already expired in startTurn
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// End turn and advance to next
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turnSystem.endTurn(unit);
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// Effect should be gone (already removed in previous startTurn)
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const nextUnit = turnSystem.getActiveUnit();
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if (nextUnit === unit) {
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// If it's the same unit's turn again, effect should be gone
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expect(unit.statusEffects.length).to.equal(0);
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}
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});
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});
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describe("TurnLifecycle.spec.md - Charge Meter", () => {
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it("should subtract 100 from charge meter, not reset to 0", () => {
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const unit = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit.baseStats.speed = 20;
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unit.position = { x: 1, y: 1, z: 1 };
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turnSystem.startCombat([unit]);
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// Unit should be active
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const activeUnit = turnSystem.getActiveUnit();
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expect(activeUnit).to.equal(unit);
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// Set charge to over 100 (simulating a fast unit that gained extra charge)
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// Do this after startCombat so it doesn't get reset
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activeUnit.chargeMeter = 115;
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const chargeBefore = activeUnit.chargeMeter;
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// End turn - this will subtract 100 and then advanceToNextTurn() runs
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// synchronously, adding speed until charge reaches 100 again
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turnSystem.endTurn(activeUnit);
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// Since advanceToNextTurn runs synchronously, the charge will be >= 100 now
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// But we can verify the subtraction happened by checking:
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// 1. The charge was 115 before
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// 2. After subtraction it would be 15 (115 - 100)
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// 3. With speed 20, it takes 5 ticks to go from 15 to 115 (>= 100)
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// 4. So the final charge should be 115 (15 + 20*5)
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// The key test: if we reset to 0, it would take 6 ticks (0 + 20*6 = 120)
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// But with subtraction, it takes 5 ticks (15 + 20*5 = 115)
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// So the charge should be exactly 115, not 120
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const newActiveUnit = turnSystem.getActiveUnit();
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expect(newActiveUnit).to.equal(unit);
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expect(newActiveUnit.chargeMeter).to.equal(115); // 15 + 20*5 = 115
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// If it were reset to 0, it would be 120 (0 + 20*6)
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expect(newActiveUnit.chargeMeter).to.not.equal(120);
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});
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});
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describe("CombatState.spec.md - CombatPhase", () => {
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it("should track combat phase correctly", () => {
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const unit = unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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unit.position = { x: 1, y: 1, z: 1 };
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expect(turnSystem.phase).to.equal("INIT");
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turnSystem.startCombat([unit]);
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expect(turnSystem.phase).to.equal("WAITING_FOR_INPUT");
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const state = turnSystem.getCombatState();
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expect(state.phase).to.equal("WAITING_FOR_INPUT");
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expect(state.isActive).to.be.true;
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expect(state.activeUnitId).to.equal(unit.id);
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});
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});
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});
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