2025-12-28 00:54:03 +00:00
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import { expect } from "@esm-bundle/chai";
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import sinon from "sinon";
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import { GameLoop } from "../../../src/core/GameLoop.js";
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import {
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createGameLoopSetup,
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cleanupGameLoop,
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createRunData,
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createMockGameStateManagerForCombat,
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setupCombatUnits,
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cleanupTurnSystem,
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} from "./helpers.js";
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describe("Core: GameLoop - Combat Deployment Integration", function () {
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this.timeout(30000);
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let gameLoop;
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let container;
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let mockGameStateManager;
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let playerUnit;
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let enemyUnit;
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beforeEach(async () => {
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const setup = createGameLoopSetup();
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gameLoop = setup.gameLoop;
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container = setup.container;
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gameLoop.stop();
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if (
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gameLoop.turnSystem &&
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typeof gameLoop.turnSystem.reset === "function"
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) {
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gameLoop.turnSystem.reset();
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}
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gameLoop.init(container);
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mockGameStateManager = createMockGameStateManagerForCombat();
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2025-12-31 21:52:59 +00:00
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// Ensure rosterManager exists
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if (!mockGameStateManager.rosterManager) {
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mockGameStateManager.rosterManager = { roster: [] };
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}
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2025-12-28 00:54:03 +00:00
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gameLoop.gameStateManager = mockGameStateManager;
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const runData = createRunData({
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squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
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});
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await gameLoop.startLevel(runData, { startAnimation: false });
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const units = setupCombatUnits(gameLoop);
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playerUnit = units.playerUnit;
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enemyUnit = units.enemyUnit;
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});
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afterEach(() => {
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gameLoop.clearMovementHighlights();
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gameLoop.clearSpawnZoneHighlights();
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cleanupTurnSystem(gameLoop);
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cleanupGameLoop(gameLoop, container);
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});
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it("CoA 14: should clear spawn zone highlights when deployment finishes", async () => {
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mockGameStateManager.currentState = "STATE_DEPLOYMENT";
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const runData = createRunData();
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await gameLoop.startLevel(runData, { startAnimation: false });
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expect(gameLoop.spawnZoneHighlights.size).to.be.greaterThan(0);
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gameLoop.finalizeDeployment();
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expect(gameLoop.spawnZoneHighlights.size).to.equal(0);
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});
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it("CoA 14b: should update combat state immediately when deployment finishes", async () => {
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mockGameStateManager.currentState = "STATE_DEPLOYMENT";
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const runData = createRunData({
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squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
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});
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await gameLoop.startLevel(runData, { startAnimation: false });
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const unitDef = runData.squad[0];
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const validTile = gameLoop.playerSpawnZone[0];
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gameLoop.deployUnit(unitDef, validTile);
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const updateCombatStateSpy = sinon.spy(gameLoop, "updateCombatState");
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gameLoop.finalizeDeployment();
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expect(updateCombatStateSpy.calledOnce).to.be.true;
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expect(mockGameStateManager.setCombatState.called).to.be.true;
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const combatStateCall = mockGameStateManager.setCombatState.getCall(-1);
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expect(combatStateCall).to.exist;
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const combatState = combatStateCall.args[0];
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expect(combatState).to.exist;
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expect(combatState.isActive).to.be.true;
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expect(combatState.turnQueue).to.be.an("array");
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updateCombatStateSpy.restore();
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});
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it("CoA 15: should clear movement highlights when starting new level", async () => {
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mockGameStateManager.getCombatState.returns({
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activeUnit: {
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id: playerUnit.id,
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name: playerUnit.name,
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},
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turnQueue: [],
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});
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gameLoop.updateMovementHighlights(playerUnit);
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expect(gameLoop.movementHighlights.size).to.be.greaterThan(0);
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const runData = createRunData({ seed: 99999 });
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await gameLoop.startLevel(runData, { startAnimation: false });
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expect(gameLoop.movementHighlights.size).to.equal(0);
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});
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});
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