aether-shards/test/managers/RosterManager.test.js

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import { expect } from "@esm-bundle/chai";
import { RosterManager } from "../../src/managers/RosterManager.js";
describe("Manager: RosterManager", () => {
let manager;
beforeEach(() => {
manager = new RosterManager();
});
it("CoA 1: Should initialize with empty roster and graveyard", () => {
expect(manager.roster).to.be.an("array").that.is.empty;
expect(manager.graveyard).to.be.an("array").that.is.empty;
expect(manager.rosterLimit).to.equal(12);
});
it("CoA 2: recruitUnit should add unit to roster with generated ID and character name", async () => {
const unitData = {
classId: "CLASS_VANGUARD",
name: "Vanguard", // This will become className
stats: { hp: 100 },
};
const newUnit = await manager.recruitUnit(unitData);
expect(newUnit).to.exist;
expect(newUnit.id).to.match(/^UNIT_\d+_\d+$/);
expect(newUnit.classId).to.equal("CLASS_VANGUARD");
// Name should be a generated character name, not the class name
expect(newUnit.name).to.be.a("string");
expect(newUnit.name).to.not.equal("Vanguard");
expect(newUnit.className).to.equal("Vanguard");
expect(newUnit.status).to.equal("READY");
expect(newUnit.history).to.deep.equal({ missions: 0, kills: 0 });
expect(manager.roster).to.have.length(1);
expect(manager.roster[0]).to.equal(newUnit);
});
it("CoA 3: recruitUnit should return false when roster is full", async () => {
// Fill roster to limit
for (let i = 0; i < manager.rosterLimit; i++) {
await manager.recruitUnit({ classId: "CLASS_VANGUARD", name: `Unit ${i}` });
}
const result = await manager.recruitUnit({ classId: "CLASS_VANGUARD", name: "Extra" });
expect(result).to.be.false;
expect(manager.roster).to.have.length(manager.rosterLimit);
});
it("CoA 4: handleUnitDeath should move unit to graveyard and remove from roster", async () => {
const unit = await manager.recruitUnit({
classId: "CLASS_VANGUARD",
name: "Vanguard",
});
const unitId = unit.id;
manager.handleUnitDeath(unitId);
expect(manager.roster).to.be.empty;
expect(manager.graveyard).to.have.length(1);
expect(manager.graveyard[0].id).to.equal(unitId);
expect(manager.graveyard[0].status).to.equal("DEAD");
});
it("CoA 5: handleUnitDeath should do nothing if unit not found", async () => {
await manager.recruitUnit({ classId: "CLASS_VANGUARD", name: "Vanguard" });
manager.handleUnitDeath("NONEXISTENT_ID");
expect(manager.roster).to.have.length(1);
expect(manager.graveyard).to.be.empty;
});
it("CoA 6: getDeployableUnits should return only READY units", async () => {
const ready1 = await manager.recruitUnit({
classId: "CLASS_VANGUARD",
name: "Vanguard",
});
const ready2 = await manager.recruitUnit({
classId: "CLASS_TINKER",
name: "Tinker",
});
// Manually set a unit to INJURED
manager.roster[0].status = "INJURED";
const deployable = manager.getDeployableUnits();
expect(deployable).to.have.length(1);
expect(deployable[0].id).to.equal(ready2.id);
expect(deployable[0].status).to.equal("READY");
});
it("CoA 7: load should restore roster and graveyard from save data", () => {
const saveData = {
roster: [
{ id: "UNIT_1", classId: "CLASS_VANGUARD", name: "Valerius", className: "Vanguard", status: "READY" },
{ id: "UNIT_2", classId: "CLASS_TINKER", name: "Aria", className: "Tinker", status: "INJURED" },
],
graveyard: [{ id: "UNIT_3", classId: "CLASS_VANGUARD", name: "Kael", className: "Vanguard", status: "DEAD" }],
};
manager.load(saveData);
expect(manager.roster).to.have.length(2);
expect(manager.graveyard).to.have.length(1);
expect(manager.roster[0].id).to.equal("UNIT_1");
expect(manager.graveyard[0].id).to.equal("UNIT_3");
});
it("CoA 10: load should restore classMastery and activeClassId progression data", () => {
const saveData = {
roster: [
{
id: "UNIT_1",
classId: "CLASS_VANGUARD",
name: "Valerius",
className: "Vanguard",
status: "READY",
activeClassId: "CLASS_VANGUARD",
classMastery: {
CLASS_VANGUARD: {
level: 5,
xp: 250,
skillPoints: 3,
unlockedNodes: ["ROOT", "NODE_1"],
},
},
},
],
graveyard: [],
};
manager.load(saveData);
expect(manager.roster[0].classMastery).to.exist;
expect(manager.roster[0].classMastery.CLASS_VANGUARD.level).to.equal(5);
expect(manager.roster[0].classMastery.CLASS_VANGUARD.xp).to.equal(250);
expect(manager.roster[0].classMastery.CLASS_VANGUARD.skillPoints).to.equal(3);
expect(manager.roster[0].classMastery.CLASS_VANGUARD.unlockedNodes).to.include("ROOT");
expect(manager.roster[0].activeClassId).to.equal("CLASS_VANGUARD");
});
it("CoA 11: save should preserve classMastery and activeClassId progression data", async () => {
const unit = await manager.recruitUnit({ classId: "CLASS_VANGUARD", name: "Vanguard" });
// Add progression data
unit.activeClassId = "CLASS_VANGUARD";
unit.classMastery = {
CLASS_VANGUARD: {
level: 3,
xp: 150,
skillPoints: 2,
unlockedNodes: ["ROOT"],
},
};
const saved = manager.save();
expect(saved.roster[0].classMastery).to.exist;
expect(saved.roster[0].classMastery.CLASS_VANGUARD.level).to.equal(3);
expect(saved.roster[0].classMastery.CLASS_VANGUARD.xp).to.equal(150);
expect(saved.roster[0].classMastery.CLASS_VANGUARD.skillPoints).to.equal(2);
expect(saved.roster[0].classMastery.CLASS_VANGUARD.unlockedNodes).to.include("ROOT");
expect(saved.roster[0].activeClassId).to.equal("CLASS_VANGUARD");
});
it("CoA 8: save should serialize roster and graveyard", async () => {
await manager.recruitUnit({ classId: "CLASS_VANGUARD", name: "Vanguard" });
await manager.recruitUnit({ classId: "CLASS_TINKER", name: "Tinker" });
const unitId = manager.roster[0].id;
manager.handleUnitDeath(unitId);
const saved = manager.save();
expect(saved).to.have.property("roster");
expect(saved).to.have.property("graveyard");
expect(saved.roster).to.have.length(1);
expect(saved.graveyard).to.have.length(1);
expect(saved.roster[0].name).to.be.a("string"); // Generated character name
expect(saved.graveyard[0].id).to.equal(unitId);
});
it("CoA 9: clear should reset roster and graveyard", async () => {
await manager.recruitUnit({ classId: "CLASS_VANGUARD", name: "Vanguard" });
manager.handleUnitDeath(manager.roster[0].id);
manager.clear();
expect(manager.roster).to.be.empty;
expect(manager.graveyard).to.be.empty;
});
});