aether-shards/test/core/GameLoop/combat-turns.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 Turn System", 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;
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(() => {
gameLoop.clearMovementHighlights();
gameLoop.clearSpawnZoneHighlights();
cleanupTurnSystem(gameLoop);
cleanupGameLoop(gameLoop, container);
});
it("CoA 12: should end turn and advance turn queue", () => {
const allUnits = [playerUnit, enemyUnit];
gameLoop.turnSystem.startCombat(allUnits);
const activeUnit = gameLoop.turnSystem.getActiveUnit();
expect(activeUnit).to.exist;
const initialCharge = activeUnit.chargeMeter;
expect(initialCharge).to.be.greaterThanOrEqual(100);
gameLoop.endTurn();
expect(activeUnit.chargeMeter).to.be.a("number");
expect(activeUnit.chargeMeter).to.be.at.least(0);
const minExpectedAfterSubtraction = Math.max(0, initialCharge - 100);
expect(activeUnit.chargeMeter).to.be.at.least(minExpectedAfterSubtraction);
const nextUnit = gameLoop.turnSystem?.getActiveUnit();
expect(nextUnit).to.exist;
expect(nextUnit.chargeMeter).to.be.greaterThanOrEqual(100);
});
it("CoA 13: should restore AP for units when their turn starts (via TurnSystem)", () => {
enemyUnit.currentAP = 0;
playerUnit.baseStats.speed = 10;
enemyUnit.baseStats.speed = 10;
const allUnits = [playerUnit, enemyUnit];
gameLoop.turnSystem.startCombat(allUnits);
let attempts = 0;
while (
gameLoop.turnSystem.getActiveUnit() !== playerUnit &&
attempts < 10
) {
const current = gameLoop.turnSystem.getActiveUnit();
if (current) {
gameLoop.turnSystem.endTurn(current);
} else {
break;
}
attempts++;
}
expect(gameLoop.turnSystem.getActiveUnit()).to.equal(playerUnit);
gameLoop.endTurn();
attempts = 0;
while (gameLoop.turnSystem.getActiveUnit() !== enemyUnit && attempts < 10) {
const current = gameLoop.turnSystem.getActiveUnit();
if (current && current !== enemyUnit) {
gameLoop.endTurn();
} else {
break;
}
attempts++;
}
const activeUnit = gameLoop.turnSystem.getActiveUnit();
expect(activeUnit).to.equal(enemyUnit);
expect(enemyUnit.currentAP).to.equal(5);
});
it("CoA 16: should initialize all units with full AP when combat starts", () => {
const fastUnit = gameLoop.unitManager.createUnit(
"CLASS_VANGUARD",
"PLAYER"
);
fastUnit.baseStats.speed = 20;
fastUnit.position = { x: 3, y: 1, z: 3 };
gameLoop.grid.placeUnit(fastUnit, fastUnit.position);
const slowUnit = gameLoop.unitManager.createUnit(
"CLASS_VANGUARD",
"PLAYER"
);
slowUnit.baseStats.speed = 5;
slowUnit.position = { x: 4, y: 1, z: 4 };
gameLoop.grid.placeUnit(slowUnit, slowUnit.position);
const enemyUnit2 = gameLoop.unitManager.createUnit(
"ENEMY_DEFAULT",
"ENEMY"
);
enemyUnit2.baseStats.speed = 8;
enemyUnit2.position = { x: 10, y: 1, z: 10 };
gameLoop.grid.placeUnit(enemyUnit2, enemyUnit2.position);
gameLoop.initializeCombatUnits();
expect(fastUnit.currentAP).to.equal(10);
expect(slowUnit.currentAP).to.equal(10);
expect(enemyUnit2.currentAP).to.equal(10);
expect(fastUnit.chargeMeter).to.be.greaterThan(slowUnit.chargeMeter);
});
});