2025-12-20 00:02:42 +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 * as THREE from "three";
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import { GameLoop } from "../../src/core/GameLoop.js";
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describe("Core: GameLoop (Integration)", function () {
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// Increase timeout for WebGL/Shader compilation overhead
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this.timeout(30000);
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let gameLoop;
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let container;
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beforeEach(() => {
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// Create a mounting point
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container = document.createElement("div");
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document.body.appendChild(container);
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gameLoop = new GameLoop();
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});
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afterEach(() => {
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gameLoop.stop();
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if (container.parentNode) {
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container.parentNode.removeChild(container);
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}
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// Cleanup Three.js resources if possible to avoid context loss limits
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if (gameLoop.renderer) {
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gameLoop.renderer.dispose();
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gameLoop.renderer.forceContextLoss();
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}
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});
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it("CoA 1: init() should setup Three.js scene, camera, and renderer", () => {
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gameLoop.init(container);
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expect(gameLoop.scene).to.be.instanceOf(THREE.Scene);
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expect(gameLoop.camera).to.be.instanceOf(THREE.PerspectiveCamera);
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expect(gameLoop.renderer).to.be.instanceOf(THREE.WebGLRenderer);
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// Verify renderer is attached to DOM
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expect(container.querySelector("canvas")).to.exist;
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});
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it("CoA 2: startLevel() should initialize grid, visuals, and generate world", async () => {
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gameLoop.init(container);
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const runData = {
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seed: 12345,
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depth: 1,
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squad: [],
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};
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await gameLoop.startLevel(runData);
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// Grid should be populated
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expect(gameLoop.grid).to.exist;
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// Check center of map (likely not empty for RuinGen) or at least check valid bounds
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expect(gameLoop.grid.size.x).to.equal(20);
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// VoxelManager should be initialized
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expect(gameLoop.voxelManager).to.exist;
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// Should have visual meshes
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expect(gameLoop.scene.children.length).to.be.greaterThan(0);
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});
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it("CoA 3: Deployment Phase should separate zones and allow manual placement", async () => {
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gameLoop.init(container);
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const runData = {
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seed: 12345, // Deterministic seed
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depth: 1,
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squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
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};
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2025-12-22 05:20:33 +00:00
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// Mock gameStateManager for deployment phase
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gameLoop.gameStateManager = {
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currentState: "STATE_DEPLOYMENT",
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transitionTo: sinon.stub(),
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2025-12-24 00:22:32 +00:00
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setCombatState: sinon.stub(),
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getCombatState: sinon.stub().returns(null),
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2025-12-22 05:20:33 +00:00
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};
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2025-12-20 00:02:42 +00:00
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// startLevel should now prepare the map but NOT spawn units immediately
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await gameLoop.startLevel(runData);
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// 1. Verify Spawn Zones Generated
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// The generator/loop should identify valid tiles for player start and enemy start
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expect(gameLoop.playerSpawnZone).to.be.an("array").that.is.not.empty;
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expect(gameLoop.enemySpawnZone).to.be.an("array").that.is.not.empty;
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// 2. Verify Zone Separation
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// Create copies to ensure we don't test against mutated arrays later
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const pZone = [...gameLoop.playerSpawnZone];
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const eZone = [...gameLoop.enemySpawnZone];
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const overlap = pZone.some((pTile) =>
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eZone.some((eTile) => eTile.x === pTile.x && eTile.z === pTile.z)
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);
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expect(overlap).to.be.false;
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// 3. Test Manual Deployment (User Selection)
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const unitDef = runData.squad[0];
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const validTile = pZone[0]; // Pick first valid tile from player zone
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// Expect a method to manually place a unit from the roster onto a specific tile
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const unit = gameLoop.deployUnit(unitDef, validTile);
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expect(unit).to.exist;
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expect(unit.position.x).to.equal(validTile.x);
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expect(unit.position.z).to.equal(validTile.z);
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// Verify visual mesh created
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const mesh = gameLoop.unitMeshes.get(unit.id);
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expect(mesh).to.exist;
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expect(mesh.position.x).to.equal(validTile.x);
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// 4. Test Enemy Spawning (Finalize Deployment)
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// This triggers the actual start of combat/AI
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gameLoop.finalizeDeployment();
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const enemies = gameLoop.unitManager.getUnitsByTeam("ENEMY");
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expect(enemies.length).to.be.greaterThan(0);
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// Verify enemies are in their zone
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// Note: finalizeDeployment removes used spots from gameLoop.enemySpawnZone,
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// so we check against our copy `eZone`.
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const enemyPos = enemies[0].position;
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const isInZone = eZone.some(
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(t) => t.x === enemyPos.x && t.z === enemyPos.z
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);
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expect(
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isInZone,
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`Enemy spawned at ${enemyPos.x},${enemyPos.z} which is not in enemy zone`
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).to.be.true;
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});
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it("CoA 4: stop() should halt animation loop", (done) => {
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gameLoop.init(container);
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gameLoop.isRunning = true;
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// Spy on animate
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const spy = sinon.spy(gameLoop, "animate");
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gameLoop.stop();
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// Wait a short duration to ensure loop doesn't fire
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// Using setTimeout instead of requestAnimationFrame for reliability in headless env
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setTimeout(() => {
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expect(gameLoop.isRunning).to.be.false;
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done();
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}, 50);
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});
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2025-12-24 00:22:32 +00:00
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describe("Combat Movement and Turn System", () => {
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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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gameLoop.init(container);
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// Setup mock game state manager
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mockGameStateManager = {
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currentState: "STATE_COMBAT",
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transitionTo: sinon.stub(),
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setCombatState: sinon.stub(),
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getCombatState: sinon.stub(),
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};
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gameLoop.gameStateManager = mockGameStateManager;
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// Initialize a level
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const runData = {
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seed: 12345,
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depth: 1,
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squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
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};
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await gameLoop.startLevel(runData);
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// Create test units
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playerUnit = gameLoop.unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
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playerUnit.baseStats.movement = 4;
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playerUnit.baseStats.speed = 10;
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playerUnit.currentAP = 10;
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playerUnit.chargeMeter = 100;
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playerUnit.position = { x: 5, y: 1, z: 5 };
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gameLoop.grid.placeUnit(playerUnit, playerUnit.position);
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gameLoop.createUnitMesh(playerUnit, playerUnit.position);
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enemyUnit = gameLoop.unitManager.createUnit("ENEMY_DEFAULT", "ENEMY");
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enemyUnit.baseStats.speed = 8;
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enemyUnit.chargeMeter = 80;
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enemyUnit.position = { x: 15, y: 1, z: 15 };
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gameLoop.grid.placeUnit(enemyUnit, enemyUnit.position);
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gameLoop.createUnitMesh(enemyUnit, enemyUnit.position);
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});
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it("CoA 5: should show movement highlights for player units in combat", () => {
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// Setup combat state with player as active
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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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// Update movement highlights
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gameLoop.updateMovementHighlights(playerUnit);
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// Should have created highlight meshes
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expect(gameLoop.movementHighlights.size).to.be.greaterThan(0);
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// Verify highlights are in the scene
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const highlightArray = Array.from(gameLoop.movementHighlights);
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expect(highlightArray.length).to.be.greaterThan(0);
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expect(highlightArray[0]).to.be.instanceOf(THREE.Mesh);
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});
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it("CoA 6: should not show movement highlights for enemy units", () => {
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mockGameStateManager.getCombatState.returns({
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activeUnit: {
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id: enemyUnit.id,
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name: enemyUnit.name,
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},
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turnQueue: [],
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});
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gameLoop.updateMovementHighlights(enemyUnit);
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// Should not have highlights for enemies
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expect(gameLoop.movementHighlights.size).to.equal(0);
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});
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it("CoA 7: should clear movement highlights when not in combat", () => {
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// First create some highlights
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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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// Change state to not combat
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mockGameStateManager.currentState = "STATE_DEPLOYMENT";
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gameLoop.updateMovementHighlights(playerUnit);
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// Highlights should be cleared
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expect(gameLoop.movementHighlights.size).to.equal(0);
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});
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it("CoA 8: should calculate reachable positions correctly", () => {
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// Use MovementSystem instead of removed getReachablePositions
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const reachable = gameLoop.movementSystem.getReachableTiles(playerUnit, 4);
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// Should return an array
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expect(reachable).to.be.an("array");
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// Should include the starting position (or nearby positions)
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// The exact positions depend on the grid layout, but should have some results
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expect(reachable.length).to.be.greaterThan(0);
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// All positions should be valid
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reachable.forEach((pos) => {
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expect(pos).to.have.property("x");
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expect(pos).to.have.property("y");
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expect(pos).to.have.property("z");
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expect(gameLoop.grid.isValidBounds(pos)).to.be.true;
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});
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});
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it("CoA 9: should move player unit in combat when clicking valid position", async () => {
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// Start combat with TurnSystem
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const allUnits = [playerUnit];
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gameLoop.turnSystem.startCombat(allUnits);
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// Ensure player is active
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const activeUnit = gameLoop.turnSystem.getActiveUnit();
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if (activeUnit !== playerUnit) {
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// Advance until player is active
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while (gameLoop.turnSystem.getActiveUnit() !== playerUnit && gameLoop.turnSystem.getActiveUnit()) {
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const current = gameLoop.turnSystem.getActiveUnit();
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gameLoop.turnSystem.endTurn(current);
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}
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}
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const initialPos = { ...playerUnit.position };
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const targetPos = { x: initialPos.x + 1, y: initialPos.y, z: initialPos.z }; // Adjacent position
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const initialAP = playerUnit.currentAP;
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// Handle combat movement (now async)
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await gameLoop.handleCombatMovement(targetPos);
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// Unit should have moved (or at least attempted to move)
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// Position might be the same if movement failed, but AP should be checked
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// If movement succeeded, position should change
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if (playerUnit.position.x !== initialPos.x || playerUnit.position.z !== initialPos.z) {
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// Movement succeeded
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expect(playerUnit.position.x).to.equal(targetPos.x);
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expect(playerUnit.position.z).to.equal(targetPos.z);
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expect(playerUnit.currentAP).to.be.lessThan(initialAP);
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} else {
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// Movement might have failed (e.g., not walkable), but that's okay for this test
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// The important thing is that the system tried to move
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expect(playerUnit.currentAP).to.be.at.most(initialAP);
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}
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});
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it("CoA 10: should not move unit if target is not reachable", () => {
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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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const initialPos = { ...playerUnit.position };
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const targetPos = { x: 20, y: 1, z: 20 }; // Far away, likely unreachable
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|
|
|
|
|
|
// Stop animation loop to prevent errors from mock inputManager
|
|
|
|
|
gameLoop.isRunning = false;
|
|
|
|
|
|
|
|
|
|
gameLoop.inputManager = {
|
|
|
|
|
getCursorPosition: () => targetPos,
|
|
|
|
|
update: () => {}, // Stub for animate loop
|
|
|
|
|
isKeyPressed: () => false, // Stub for animate loop
|
|
|
|
|
setCursor: () => {}, // Stub for animate loop
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
gameLoop.handleCombatMovement(targetPos);
|
|
|
|
|
|
|
|
|
|
// Unit should not have moved
|
|
|
|
|
expect(playerUnit.position.x).to.equal(initialPos.x);
|
|
|
|
|
expect(playerUnit.position.z).to.equal(initialPos.z);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
it("CoA 11: should not move unit if not enough AP", () => {
|
|
|
|
|
mockGameStateManager.getCombatState.returns({
|
|
|
|
|
activeUnit: {
|
|
|
|
|
id: playerUnit.id,
|
|
|
|
|
name: playerUnit.name,
|
|
|
|
|
},
|
|
|
|
|
turnQueue: [],
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
playerUnit.currentAP = 0; // No AP
|
|
|
|
|
|
|
|
|
|
const initialPos = { ...playerUnit.position };
|
|
|
|
|
const targetPos = { x: 6, y: 1, z: 5 };
|
|
|
|
|
|
|
|
|
|
// Stop animation loop to prevent errors from mock inputManager
|
|
|
|
|
gameLoop.isRunning = false;
|
|
|
|
|
|
|
|
|
|
gameLoop.inputManager = {
|
|
|
|
|
getCursorPosition: () => targetPos,
|
|
|
|
|
update: () => {}, // Stub for animate loop
|
|
|
|
|
isKeyPressed: () => false, // Stub for animate loop
|
|
|
|
|
setCursor: () => {}, // Stub for animate loop
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
gameLoop.handleCombatMovement(targetPos);
|
|
|
|
|
|
|
|
|
|
// Unit should not have moved
|
|
|
|
|
expect(playerUnit.position.x).to.equal(initialPos.x);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
it("CoA 12: should end turn and advance turn queue", () => {
|
|
|
|
|
// Start combat with TurnSystem
|
|
|
|
|
const allUnits = [playerUnit, enemyUnit];
|
|
|
|
|
gameLoop.turnSystem.startCombat(allUnits);
|
|
|
|
|
|
|
|
|
|
// Get the active unit (could be either player or enemy depending on speed)
|
|
|
|
|
const activeUnit = gameLoop.turnSystem.getActiveUnit();
|
|
|
|
|
expect(activeUnit).to.exist;
|
|
|
|
|
|
|
|
|
|
const initialCharge = activeUnit.chargeMeter;
|
|
|
|
|
expect(initialCharge).to.be.greaterThanOrEqual(100); // Should be at least 100 to be active
|
|
|
|
|
|
|
|
|
|
// End turn
|
|
|
|
|
gameLoop.endTurn();
|
|
|
|
|
|
|
|
|
|
// Active unit's charge should be subtracted by 100 (not reset to 0)
|
|
|
|
|
// However, after endTurn(), advanceToNextTurn() runs the tick loop which adds charge to all units
|
|
|
|
|
// So the final charge is (initialCharge - 100) + (ticks * speed)
|
|
|
|
|
// We verify the charge is valid and the subtraction happened (charge is at least initialCharge - 100)
|
|
|
|
|
expect(activeUnit.chargeMeter).to.be.a("number");
|
|
|
|
|
expect(activeUnit.chargeMeter).to.be.at.least(0);
|
|
|
|
|
// Charge should be at least the amount after subtracting 100 (may be higher due to tick loop)
|
|
|
|
|
const minExpectedAfterSubtraction = Math.max(0, initialCharge - 100);
|
|
|
|
|
expect(activeUnit.chargeMeter).to.be.at.least(minExpectedAfterSubtraction);
|
|
|
|
|
|
|
|
|
|
// Turn system should have advanced to next unit
|
|
|
|
|
const nextUnit = gameLoop.turnSystem?.getActiveUnit();
|
|
|
|
|
expect(nextUnit).to.exist;
|
|
|
|
|
// Next unit should be different from the previous one (or same if it gained charge faster)
|
|
|
|
|
expect(nextUnit.chargeMeter).to.be.greaterThanOrEqual(100);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
it("CoA 13: should restore AP for units when their turn starts (via TurnSystem)", () => {
|
|
|
|
|
// Set enemy AP to 0 before combat starts (to verify it gets restored)
|
|
|
|
|
enemyUnit.currentAP = 0;
|
|
|
|
|
|
|
|
|
|
// Set speeds: player faster so they go first (player wins ties)
|
|
|
|
|
playerUnit.baseStats.speed = 10;
|
|
|
|
|
enemyUnit.baseStats.speed = 10;
|
|
|
|
|
|
|
|
|
|
// Start combat with TurnSystem
|
|
|
|
|
const allUnits = [playerUnit, enemyUnit];
|
|
|
|
|
gameLoop.turnSystem.startCombat(allUnits);
|
|
|
|
|
|
|
|
|
|
// startCombat will initialize charges and advance to first active unit
|
|
|
|
|
// With same speed, player should go first (tie-breaker favors player)
|
|
|
|
|
// If not, advance until player is active
|
|
|
|
|
let attempts = 0;
|
|
|
|
|
while (gameLoop.turnSystem.getActiveUnit() !== playerUnit && attempts < 10) {
|
|
|
|
|
const current = gameLoop.turnSystem.getActiveUnit();
|
|
|
|
|
if (current) {
|
|
|
|
|
gameLoop.turnSystem.endTurn(current);
|
|
|
|
|
} else {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
attempts++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Verify player is active
|
|
|
|
|
expect(gameLoop.turnSystem.getActiveUnit()).to.equal(playerUnit);
|
|
|
|
|
|
|
|
|
|
// End player's turn - this will trigger tick loop and enemy should become active
|
|
|
|
|
gameLoop.endTurn();
|
|
|
|
|
|
|
|
|
|
// Enemy should have reached 100+ charge and become active
|
|
|
|
|
// When enemy's turn starts, AP should be restored via startTurn()
|
|
|
|
|
// Advance turns until enemy is active
|
|
|
|
|
attempts = 0;
|
|
|
|
|
while (gameLoop.turnSystem.getActiveUnit() !== enemyUnit && attempts < 10) {
|
|
|
|
|
const current = gameLoop.turnSystem.getActiveUnit();
|
|
|
|
|
if (current && current !== enemyUnit) {
|
|
|
|
|
gameLoop.endTurn();
|
|
|
|
|
} else {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
attempts++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Verify enemy is now active
|
|
|
|
|
const activeUnit = gameLoop.turnSystem.getActiveUnit();
|
|
|
|
|
expect(activeUnit).to.equal(enemyUnit);
|
|
|
|
|
|
|
|
|
|
// AP should be restored (formula: 3 + floor(speed/5) = 3 + floor(10/5) = 5)
|
|
|
|
|
expect(enemyUnit.currentAP).to.equal(5);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
it("CoA 14: should clear spawn zone highlights when deployment finishes", async () => {
|
|
|
|
|
// Start in deployment
|
|
|
|
|
mockGameStateManager.currentState = "STATE_DEPLOYMENT";
|
|
|
|
|
|
|
|
|
|
const runData = {
|
|
|
|
|
seed: 12345,
|
|
|
|
|
depth: 1,
|
|
|
|
|
squad: [],
|
|
|
|
|
};
|
|
|
|
|
await gameLoop.startLevel(runData);
|
|
|
|
|
|
|
|
|
|
// Should have spawn zone highlights
|
|
|
|
|
expect(gameLoop.spawnZoneHighlights.size).to.be.greaterThan(0);
|
|
|
|
|
|
|
|
|
|
// Finalize deployment
|
|
|
|
|
gameLoop.finalizeDeployment();
|
|
|
|
|
|
|
|
|
|
// Spawn zone highlights should be cleared
|
|
|
|
|
expect(gameLoop.spawnZoneHighlights.size).to.equal(0);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
it("CoA 14b: should update combat state immediately when deployment finishes", async () => {
|
|
|
|
|
// Start in deployment
|
|
|
|
|
mockGameStateManager.currentState = "STATE_DEPLOYMENT";
|
|
|
|
|
|
|
|
|
|
const runData = {
|
|
|
|
|
seed: 12345,
|
|
|
|
|
depth: 1,
|
|
|
|
|
squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
|
|
|
|
|
};
|
|
|
|
|
await gameLoop.startLevel(runData);
|
|
|
|
|
|
|
|
|
|
// Deploy a unit so we have units in combat
|
|
|
|
|
const unitDef = runData.squad[0];
|
|
|
|
|
const validTile = gameLoop.playerSpawnZone[0];
|
|
|
|
|
gameLoop.deployUnit(unitDef, validTile);
|
|
|
|
|
|
|
|
|
|
// Spy on updateCombatState to verify it's called
|
|
|
|
|
const updateCombatStateSpy = sinon.spy(gameLoop, "updateCombatState");
|
|
|
|
|
|
|
|
|
|
// Finalize deployment
|
|
|
|
|
gameLoop.finalizeDeployment();
|
|
|
|
|
|
|
|
|
|
// updateCombatState should have been called immediately
|
|
|
|
|
expect(updateCombatStateSpy.calledOnce).to.be.true;
|
|
|
|
|
|
|
|
|
|
// setCombatState should have been called with a valid combat state
|
|
|
|
|
expect(mockGameStateManager.setCombatState.called).to.be.true;
|
|
|
|
|
const combatStateCall = mockGameStateManager.setCombatState.getCall(-1);
|
|
|
|
|
expect(combatStateCall).to.exist;
|
|
|
|
|
const combatState = combatStateCall.args[0];
|
|
|
|
|
expect(combatState).to.exist;
|
|
|
|
|
expect(combatState.isActive).to.be.true;
|
|
|
|
|
expect(combatState.turnQueue).to.be.an("array");
|
|
|
|
|
|
|
|
|
|
// Restore spy
|
|
|
|
|
updateCombatStateSpy.restore();
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
it("CoA 15: should clear movement highlights when starting new level", async () => {
|
|
|
|
|
// Create some movement highlights first
|
|
|
|
|
mockGameStateManager.getCombatState.returns({
|
|
|
|
|
activeUnit: {
|
|
|
|
|
id: playerUnit.id,
|
|
|
|
|
name: playerUnit.name,
|
|
|
|
|
},
|
|
|
|
|
turnQueue: [],
|
|
|
|
|
});
|
|
|
|
|
gameLoop.updateMovementHighlights(playerUnit);
|
|
|
|
|
expect(gameLoop.movementHighlights.size).to.be.greaterThan(0);
|
|
|
|
|
|
|
|
|
|
// Start a new level
|
|
|
|
|
const runData = {
|
|
|
|
|
seed: 99999,
|
|
|
|
|
depth: 1,
|
|
|
|
|
squad: [],
|
|
|
|
|
};
|
|
|
|
|
await gameLoop.startLevel(runData);
|
|
|
|
|
|
|
|
|
|
// Movement highlights should be cleared
|
|
|
|
|
expect(gameLoop.movementHighlights.size).to.equal(0);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
it("CoA 16: should initialize all units with full AP when combat starts", () => {
|
|
|
|
|
// Create multiple units with different speeds
|
|
|
|
|
const fastUnit = gameLoop.unitManager.createUnit("CLASS_VANGUARD", "PLAYER");
|
|
|
|
|
fastUnit.baseStats.speed = 20; // Fast unit
|
|
|
|
|
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; // Slow unit
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
// Initialize combat units
|
|
|
|
|
gameLoop.initializeCombatUnits();
|
|
|
|
|
|
|
|
|
|
// All units should have full AP (10) regardless of charge
|
|
|
|
|
expect(fastUnit.currentAP).to.equal(10);
|
|
|
|
|
expect(slowUnit.currentAP).to.equal(10);
|
|
|
|
|
expect(enemyUnit2.currentAP).to.equal(10);
|
|
|
|
|
|
|
|
|
|
// Charge should still be set based on speed
|
|
|
|
|
expect(fastUnit.chargeMeter).to.be.greaterThan(slowUnit.chargeMeter);
|
|
|
|
|
});
|
|
|
|
|
});
|
2025-12-20 00:02:42 +00:00
|
|
|
});
|