aether-shards/test/core/GameLoop/combat-movement-highlights.test.js

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import { expect } from "@esm-bundle/chai";
import * as THREE from "three";
import { GameLoop } from "../../../src/core/GameLoop.js";
import {
createGameLoopSetup,
cleanupGameLoop,
createRunData,
createMockGameStateManagerForCombat,
setupCombatUnits,
cleanupTurnSystem,
} from "./helpers.js";
describe("Core: GameLoop - Combat Movement Highlights", 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;
if (gameLoop.turnSystemAbortController) {
gameLoop.turnSystemAbortController.abort();
}
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 });
gameLoop.updateCombatState = async () => Promise.resolve();
const units = setupCombatUnits(gameLoop);
playerUnit = units.playerUnit;
enemyUnit = units.enemyUnit;
});
afterEach(async () => {
// Clear highlights first to free Three.js resources
if (gameLoop.clearMovementHighlights) {
gameLoop.clearMovementHighlights();
}
if (gameLoop.clearSpawnZoneHighlights) {
gameLoop.clearSpawnZoneHighlights();
}
// Dispose of Three.js meshes manually if needed
if (gameLoop.movementHighlights) {
gameLoop.movementHighlights.forEach((mesh) => {
if (mesh.geometry) mesh.geometry.dispose();
if (mesh.material) {
if (Array.isArray(mesh.material)) {
mesh.material.forEach((mat) => mat.dispose());
} else {
mesh.material.dispose();
}
}
});
gameLoop.movementHighlights.clear();
}
cleanupTurnSystem(gameLoop);
cleanupGameLoop(gameLoop, container);
await new Promise((resolve) => setTimeout(resolve, 50));
});
it("CoA 6: should not show movement highlights for enemy units", () => {
mockGameStateManager.getCombatState.returns({
activeUnit: {
id: enemyUnit.id,
name: enemyUnit.name,
},
turnQueue: [],
});
gameLoop.updateMovementHighlights(enemyUnit);
expect(gameLoop.movementHighlights.size).to.equal(0);
});
it("CoA 7: should clear movement highlights when not in combat", () => {
mockGameStateManager.getCombatState.returns({
activeUnit: {
id: playerUnit.id,
name: playerUnit.name,
},
turnQueue: [],
});
gameLoop.updateMovementHighlights(playerUnit);
expect(gameLoop.movementHighlights.size).to.be.greaterThan(0);
mockGameStateManager.currentState = "STATE_DEPLOYMENT";
gameLoop.updateMovementHighlights(playerUnit);
expect(gameLoop.movementHighlights.size).to.equal(0);
});
});