aether-shards/test/core/GameLoop/deployment.test.js

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import { expect } from "@esm-bundle/chai";
import sinon from "sinon";
import { GameLoop } from "../../../src/core/GameLoop.js";
import {
createGameLoopSetup,
cleanupGameLoop,
createRunData,
createMockGameStateManagerForDeployment,
createMockMissionManager,
} from "./helpers.js";
describe("Core: GameLoop - Deployment", function () {
this.timeout(30000);
let gameLoop;
let container;
beforeEach(() => {
const setup = createGameLoopSetup();
gameLoop = setup.gameLoop;
container = setup.container;
gameLoop.init(container);
});
afterEach(() => {
cleanupGameLoop(gameLoop, container);
});
it("CoA 3: Deployment Phase should separate zones and allow manual placement", async () => {
const runData = createRunData({
squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
});
// Mock gameStateManager for deployment phase
const mockGameStateManager = createMockGameStateManagerForDeployment();
if (!mockGameStateManager.rosterManager) {
mockGameStateManager.rosterManager = { roster: [] };
}
gameLoop.gameStateManager = mockGameStateManager;
// Mock MissionManager with no enemy_spawns (will use default)
const mockMissionManager = createMockMissionManager([]);
mockMissionManager.setUnitManager = sinon.stub();
mockMissionManager.setTurnSystem = sinon.stub();
mockMissionManager.setupActiveMission = sinon.stub();
gameLoop.missionManager = mockMissionManager;
// startLevel should now prepare the map but NOT spawn units immediately
await gameLoop.startLevel(runData, { startAnimation: false });
// 1. Verify Spawn Zones Generated
// The generator/loop should identify valid tiles for player start and enemy start
expect(gameLoop.playerSpawnZone).to.be.an("array").that.is.not.empty;
expect(gameLoop.enemySpawnZone).to.be.an("array").that.is.not.empty;
// 2. Verify Zone Separation
// Create copies to ensure we don't test against mutated arrays later
const pZone = [...gameLoop.playerSpawnZone];
const eZone = [...gameLoop.enemySpawnZone];
const overlap = pZone.some((pTile) =>
eZone.some((eTile) => eTile.x === pTile.x && eTile.z === pTile.z)
);
expect(overlap).to.be.false;
// 3. Test Manual Deployment (User Selection)
const unitDef = runData.squad[0];
const validTile = pZone[0]; // Pick first valid tile from player zone
// Expect a method to manually place a unit from the roster onto a specific tile
const unit = gameLoop.deployUnit(unitDef, validTile);
expect(unit).to.exist;
expect(unit.position.x).to.equal(validTile.x);
expect(unit.position.z).to.equal(validTile.z);
// Verify visual mesh created
const mesh = gameLoop.unitMeshes.get(unit.id);
expect(mesh).to.exist;
expect(mesh.position.x).to.equal(validTile.x);
// 4. Test Enemy Spawning (Finalize Deployment)
// This triggers the actual start of combat/AI
await gameLoop.finalizeDeployment();
const enemies = gameLoop.unitManager.getUnitsByTeam("ENEMY");
expect(enemies.length).to.be.greaterThan(0);
// Verify enemies are in their zone
// Note: finalizeDeployment removes used spots from gameLoop.enemySpawnZone,
// so we check against our copy `eZone`.
const enemyPos = enemies[0].position;
const isInZone = eZone.some(
(t) => t.x === enemyPos.x && t.z === enemyPos.z
);
expect(
isInZone,
`Enemy spawned at ${enemyPos.x},${enemyPos.z} which is not in enemy zone`
).to.be.true;
});
it("CoA 5: finalizeDeployment should spawn enemies from mission enemy_spawns", async () => {
const runData = createRunData({
squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
});
// Mock gameStateManager for deployment phase
const mockGameStateManager = createMockGameStateManagerForDeployment();
if (!mockGameStateManager.rosterManager) {
mockGameStateManager.rosterManager = { roster: [] };
}
gameLoop.gameStateManager = mockGameStateManager;
// Mock MissionManager with enemy_spawns and required methods
// Use ENEMY_DEFAULT which exists in the test environment
const mockMissionManager = createMockMissionManager([
{ enemy_def_id: "ENEMY_DEFAULT", count: 2 },
]);
mockMissionManager.setUnitManager = sinon.stub();
mockMissionManager.setTurnSystem = sinon.stub();
mockMissionManager.setupActiveMission = sinon.stub();
gameLoop.missionManager = mockMissionManager;
await gameLoop.startLevel(runData, { startAnimation: false });
// Copy enemy spawn zone before finalizeDeployment modifies it
const eZone = [...gameLoop.enemySpawnZone];
// Finalize deployment should spawn enemies from mission definition
await gameLoop.finalizeDeployment();
const enemies = gameLoop.unitManager.getUnitsByTeam("ENEMY");
// Should have spawned 2 enemies (or as many as possible given spawn zone size)
expect(enemies.length).to.be.greaterThan(0);
expect(enemies.length).to.be.at.most(2);
// Verify enemies are in their zone
enemies.forEach((enemy) => {
const enemyPos = enemy.position;
const isInZone = eZone.some(
(t) => t.x === enemyPos.x && t.z === enemyPos.z
);
expect(
isInZone,
`Enemy spawned at ${enemyPos.x},${enemyPos.z} which is not in enemy zone`
).to.be.true;
});
});
it("CoA 6: finalizeDeployment should fall back to default if no enemy_spawns", async () => {
const runData = createRunData({
squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
});
// Mock gameStateManager for deployment phase
const mockGameStateManager = createMockGameStateManagerForDeployment();
if (!mockGameStateManager.rosterManager) {
mockGameStateManager.rosterManager = { roster: [] };
}
gameLoop.gameStateManager = mockGameStateManager;
// Mock MissionManager with no enemy_spawns and required methods
const mockMissionManager = createMockMissionManager([]);
mockMissionManager.setUnitManager = sinon.stub();
mockMissionManager.setTurnSystem = sinon.stub();
mockMissionManager.setupActiveMission = sinon.stub();
gameLoop.missionManager = mockMissionManager;
await gameLoop.startLevel(runData, { startAnimation: false });
// Finalize deployment should fall back to default behavior
const consoleWarnSpy = sinon.spy(console, "warn");
await gameLoop.finalizeDeployment();
// Should have warned about missing enemy_spawns
expect(consoleWarnSpy.calledWith(sinon.match(/No enemy_spawns defined/))).to
.be.true;
const enemies = gameLoop.unitManager.getUnitsByTeam("ENEMY");
// Should still spawn at least one enemy (default behavior)
expect(enemies.length).to.be.greaterThan(0);
consoleWarnSpy.restore();
});
it("CoA 7: deployUnit should restore Explorer progression from roster", async () => {
const runData = createRunData({
squad: [{ id: "u1", classId: "CLASS_VANGUARD", name: "Test Explorer" }],
});
// Mock gameStateManager with roster containing progression data
const mockGameStateManager = createMockGameStateManagerForDeployment();
// Ensure rosterManager exists
if (!mockGameStateManager.rosterManager) {
mockGameStateManager.rosterManager = { roster: [] };
}
mockGameStateManager.rosterManager.roster = [
{
id: "u1",
classId: "CLASS_VANGUARD",
name: "Test Explorer",
status: "READY",
activeClassId: "CLASS_VANGUARD",
classMastery: {
CLASS_VANGUARD: {
level: 5,
xp: 250,
skillPoints: 3,
unlockedNodes: ["ROOT", "NODE_1"],
},
},
},
];
gameLoop.gameStateManager = mockGameStateManager;
await gameLoop.startLevel(runData, { startAnimation: false });
const unitDef = runData.squad[0];
const validTile = gameLoop.playerSpawnZone[0];
const unit = gameLoop.deployUnit(unitDef, validTile);
expect(unit).to.exist;
expect(unit.type).to.equal("EXPLORER");
expect(unit.rosterId).to.equal("u1");
// Verify progression was restored
expect(unit.classMastery).to.exist;
expect(unit.classMastery.CLASS_VANGUARD).to.exist;
expect(unit.classMastery.CLASS_VANGUARD.level).to.equal(5);
expect(unit.classMastery.CLASS_VANGUARD.xp).to.equal(250);
expect(unit.classMastery.CLASS_VANGUARD.skillPoints).to.equal(3);
expect(unit.classMastery.CLASS_VANGUARD.unlockedNodes).to.include("ROOT");
expect(unit.classMastery.CLASS_VANGUARD.unlockedNodes).to.include("NODE_1");
expect(unit.activeClassId).to.equal("CLASS_VANGUARD");
// Verify stats were recalculated based on level
// Level 5 means 4 level-ups, so health should be higher than base
expect(unit.baseStats.health).to.be.greaterThan(100); // Base is 100
});
it("CoA 8: finalizeDeployment should spawn mission objects with placement_strategy", async () => {
const runData = createRunData({
squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
});
// Mock gameStateManager for deployment phase
const mockGameStateManager = createMockGameStateManagerForDeployment();
if (!mockGameStateManager.rosterManager) {
mockGameStateManager.rosterManager = { roster: [] };
}
gameLoop.gameStateManager = mockGameStateManager;
// Mock MissionManager with mission_objects
const mockMissionManager = createMockMissionManager([]);
mockMissionManager.getActiveMission = sinon.stub().resolves({
enemy_spawns: [],
mission_objects: [
{
object_id: "OBJ_SIGNAL_RELAY",
placement_strategy: "center_of_enemy_room",
},
],
});
mockMissionManager.setUnitManager = sinon.stub();
mockMissionManager.setTurnSystem = sinon.stub();
mockMissionManager.setupActiveMission = sinon.stub();
gameLoop.missionManager = mockMissionManager;
await gameLoop.startLevel(runData, { startAnimation: false });
// Finalize deployment should spawn mission objects
await gameLoop.finalizeDeployment();
// Verify mission object was spawned
expect(gameLoop.missionObjects.has("OBJ_SIGNAL_RELAY")).to.be.true;
const objPos = gameLoop.missionObjects.get("OBJ_SIGNAL_RELAY");
expect(objPos).to.exist;
expect(objPos).to.have.property("x");
expect(objPos).to.have.property("y");
expect(objPos).to.have.property("z");
// Verify visual mesh was created
const mesh = gameLoop.missionObjectMeshes.get("OBJ_SIGNAL_RELAY");
expect(mesh).to.exist;
expect(mesh.position.x).to.equal(objPos.x);
expect(mesh.position.z).to.equal(objPos.z);
});
it("CoA 9: finalizeDeployment should spawn mission objects with explicit position", async () => {
const runData = createRunData({
squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
});
// Mock gameStateManager for deployment phase
const mockGameStateManager = createMockGameStateManagerForDeployment();
if (!mockGameStateManager.rosterManager) {
mockGameStateManager.rosterManager = { roster: [] };
}
gameLoop.gameStateManager = mockGameStateManager;
await gameLoop.startLevel(runData, { startAnimation: false });
// Find a valid walkable position
const validTile = gameLoop.enemySpawnZone[0];
const walkableY = gameLoop.movementSystem.findWalkableY(
validTile.x,
validTile.z,
validTile.y
);
// Mock MissionManager with mission_objects using explicit position
const mockMissionManager = createMockMissionManager([]);
mockMissionManager.getActiveMission = sinon.stub().resolves({
enemy_spawns: [],
mission_objects: [
{
object_id: "OBJ_DATA_TERMINAL",
position: { x: validTile.x, y: walkableY, z: validTile.z },
},
],
});
mockMissionManager.setUnitManager = sinon.stub();
mockMissionManager.setTurnSystem = sinon.stub();
mockMissionManager.setupActiveMission = sinon.stub();
gameLoop.missionManager = mockMissionManager;
// Finalize deployment should spawn mission objects
await gameLoop.finalizeDeployment();
// Verify mission object was spawned at the specified position
expect(gameLoop.missionObjects.has("OBJ_DATA_TERMINAL")).to.be.true;
const objPos = gameLoop.missionObjects.get("OBJ_DATA_TERMINAL");
expect(objPos.x).to.equal(validTile.x);
expect(objPos.z).to.equal(validTile.z);
});
it("CoA 10: checkMissionObjectInteraction should dispatch INTERACT event when unit moves to object", async () => {
const runData = createRunData({
squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
});
// Mock gameStateManager for deployment phase
const mockGameStateManager = createMockGameStateManagerForDeployment();
if (!mockGameStateManager.rosterManager) {
mockGameStateManager.rosterManager = { roster: [] };
}
gameLoop.gameStateManager = mockGameStateManager;
await gameLoop.startLevel(runData, { startAnimation: false });
// Use a player spawn zone position so we can deploy a unit there
const validTile = gameLoop.playerSpawnZone[0];
const walkableY = gameLoop.movementSystem.findWalkableY(
validTile.x,
validTile.z,
validTile.y
);
// Manually add a mission object for testing at the same position
const objPos = { x: validTile.x, y: walkableY, z: validTile.z };
gameLoop.missionObjects.set("OBJ_TEST_RELAY", objPos);
gameLoop.createMissionObjectMesh("OBJ_TEST_RELAY", objPos);
// Create a unit at the object position (in player spawn zone, so deployUnit will work)
const unitDef = runData.squad[0];
const unit = gameLoop.deployUnit(unitDef, validTile);
expect(unit).to.exist; // Ensure unit was deployed
// Mock MissionManager to spy on onGameEvent
const mockMissionManager = createMockMissionManager([]);
const interactSpy = sinon.spy();
mockMissionManager.onGameEvent = interactSpy;
gameLoop.missionManager = mockMissionManager;
// Check interaction (simulating movement to object position)
gameLoop.checkMissionObjectInteraction(unit);
// Verify INTERACT event was dispatched
expect(interactSpy.calledOnce).to.be.true;
expect(interactSpy.firstCall.args[0]).to.equal("INTERACT");
expect(interactSpy.firstCall.args[1].objectId).to.equal("OBJ_TEST_RELAY");
expect(interactSpy.firstCall.args[1].unitId).to.equal(unit.id);
});
it("CoA 11: findObjectPlacement should find valid positions for different strategies", async () => {
const runData = createRunData({
squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
});
// Mock gameStateManager for deployment phase
const mockGameStateManager = createMockGameStateManagerForDeployment();
if (!mockGameStateManager.rosterManager) {
mockGameStateManager.rosterManager = { roster: [] };
}
gameLoop.gameStateManager = mockGameStateManager;
await gameLoop.startLevel(runData, { startAnimation: false });
// Test center_of_enemy_room strategy
const enemyPos = gameLoop.findObjectPlacement("center_of_enemy_room");
expect(enemyPos).to.exist;
expect(enemyPos).to.have.property("x");
expect(enemyPos).to.have.property("y");
expect(enemyPos).to.have.property("z");
// Test center_of_player_room strategy
const playerPos = gameLoop.findObjectPlacement("center_of_player_room");
expect(playerPos).to.exist;
expect(playerPos).to.have.property("x");
expect(playerPos).to.have.property("y");
expect(playerPos).to.have.property("z");
// Test middle_room strategy
const middlePos = gameLoop.findObjectPlacement("middle_room");
expect(middlePos).to.exist;
expect(middlePos).to.have.property("x");
expect(middlePos).to.have.property("y");
expect(middlePos).to.have.property("z");
// Test random_walkable strategy
const randomPos = gameLoop.findObjectPlacement("random_walkable");
expect(randomPos).to.exist;
expect(randomPos).to.have.property("x");
expect(randomPos).to.have.property("y");
expect(randomPos).to.have.property("z");
// Test invalid strategy (should return null or fallback)
const invalidPos = gameLoop.findObjectPlacement("invalid_strategy");
// Should either return null or fallback to random_walkable
if (invalidPos) {
expect(invalidPos).to.have.property("x");
expect(invalidPos).to.have.property("y");
expect(invalidPos).to.have.property("z");
}
});
});