Implement BarracksScreen for roster management and enhance game state integration
- Introduce the BarracksScreen component to manage the player roster, allowing for unit selection, healing, and dismissal. - Update GameStateManager to support roster persistence and integrate with the new BarracksScreen for seamless data handling. - Enhance UI components for improved user experience, including dynamic filtering and sorting of units. - Implement detailed unit information display and actions for healing and dismissing units. - Add comprehensive tests for the BarracksScreen to validate functionality and integration with the overall game architecture.
This commit is contained in:
parent
cc38ee2808
commit
45276d1bd4
16 changed files with 2240 additions and 105 deletions
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@ -129,22 +129,3 @@ The UI must filter the raw roster list locally.
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**CoA 4: Selection Persistence**
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- If the roster is re-sorted, the currently selected unit remains selected.
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---
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## **6. Prompt for Coding Agent**
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"Create `src/ui/screens/barracks-screen.js` as a LitElement.
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**Imports:**
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- `gameStateManager`, `rosterManager`.
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- `CharacterSheet` (for dynamic import).
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**Functionality:**
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1. **Load:** On `connectedCallback`, fetch `rosterManager.roster`.
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2. **Render:** > \* Left Column: `map` over filtered units to create `unit-card` buttons.
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- Right Column: Detail view. If `selectedUnit` is injured, show `Heal Button` with calculated cost.
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3. **Healing:** Implement `_handleHeal()`. access `gameStateManager.activeRunData` (or wallet state). Deduct funds, update unit HP, trigger save. Dispatch event to update Hub header.
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4. **Inspect:** Dispatch `open-character-sheet` event (handled by `index.html`) OR instantiate the modal internally if preferred for layout stacking."
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@ -2625,6 +2625,17 @@ export class GameLoop {
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if (unit.activeClassId) {
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rosterUnit.activeClassId = unit.activeClassId;
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}
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// Save equipment/loadout
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if (unit.loadout) {
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rosterUnit.loadout = JSON.parse(JSON.stringify(unit.loadout));
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}
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if (unit.equipment) {
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rosterUnit.equipment = JSON.parse(JSON.stringify(unit.equipment));
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}
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// Save current health
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if (unit.currentHealth !== undefined) {
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rosterUnit.currentHealth = unit.currentHealth;
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}
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console.log(`Saved progression for ${unit.name} (roster ID: ${rosterId})`);
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}
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}
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@ -54,7 +54,7 @@ class GameStateManagerClass {
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/** @type {RosterManager} */
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this.rosterManager = new RosterManager();
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/** @type {MissionManager} */
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this.missionManager = new MissionManager();
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this.missionManager = new MissionManager(this.persistence);
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/** @type {import("../managers/NarrativeManager.js").NarrativeManager} */
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this.narrativeManager = narrativeManager; // Track the singleton instance
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@ -117,7 +117,7 @@ class GameStateManagerClass {
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this.activeRunData = null;
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this.combatState = null;
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this.rosterManager = new RosterManager();
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this.missionManager = new MissionManager();
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this.missionManager = new MissionManager(this.persistence);
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// Recreate hub inventory and market manager
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this.hubStash = new InventoryContainer("HUB_VAULT");
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this.hubInventoryManager = new InventoryManager(
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@ -152,7 +152,7 @@ class GameStateManagerClass {
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}
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// 2. Load Hub Stash
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this._loadHubStash();
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await this._loadHubStash();
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// 3. Initialize Market Manager
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await this.marketManager.init();
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@ -535,11 +535,11 @@ class GameStateManagerClass {
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* Loads the hub stash from persistence.
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* @private
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*/
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_loadHubStash() {
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async _loadHubStash() {
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try {
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const saved = localStorage.getItem("aether_shards_hub_stash");
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if (saved) {
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const hubData = JSON.parse(saved);
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// Try IndexedDB first
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const hubData = await this.persistence.loadHubStash();
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if (hubData) {
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if (hubData.currency) {
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this.hubStash.currency.aetherShards =
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hubData.currency.aetherShards || 0;
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@ -551,7 +551,23 @@ class GameStateManagerClass {
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this.hubStash.addItem(item);
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});
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}
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console.log("Loaded hub stash from persistence");
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console.log("Loaded hub stash from IndexedDB");
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return;
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}
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// Fallback: migrate from localStorage if it exists
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const saved = localStorage.getItem("aether_shards_hub_stash");
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if (saved) {
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const legacyData = JSON.parse(saved);
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if (legacyData.currency || legacyData.items) {
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// Migrate to IndexedDB
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await this.persistence.saveHubStash(legacyData);
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// Load from IndexedDB
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await this._loadHubStash();
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// Remove legacy localStorage entry
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localStorage.removeItem("aether_shards_hub_stash");
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console.log("Migrated hub stash from localStorage to IndexedDB");
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}
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}
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} catch (error) {
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console.warn("Failed to load hub stash:", error);
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@ -563,15 +579,14 @@ class GameStateManagerClass {
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* @private
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*/
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async _saveHubStash() {
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// Save hub stash data to persistence
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// Save hub stash data to IndexedDB
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// This ensures rewards persist across sessions
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try {
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const hubData = {
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currency: this.hubStash.currency,
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items: this.hubStash.getAllItems(),
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};
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// Save hub stash to localStorage
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localStorage.setItem("aether_shards_hub_stash", JSON.stringify(hubData));
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await this.persistence.saveHubStash(hubData);
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} catch (error) {
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console.warn("Failed to save hub stash:", error);
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}
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@ -13,7 +13,9 @@ const RUN_STORE = "Runs";
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const ROSTER_STORE = "Roster";
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const MARKET_STORE = "Market";
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const CAMPAIGN_STORE = "Campaign";
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const VERSION = 4; // Bumped version to add Campaign store
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const HUB_STASH_STORE = "HubStash";
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const UNLOCKS_STORE = "Unlocks";
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const VERSION = 5; // Bumped version to add HubStash and Unlocks stores
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/**
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* Handles game data persistence using IndexedDB.
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@ -57,6 +59,16 @@ export class Persistence {
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if (!db.objectStoreNames.contains(CAMPAIGN_STORE)) {
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db.createObjectStore(CAMPAIGN_STORE, { keyPath: "id" });
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}
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// Create Hub Stash Store if missing
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if (!db.objectStoreNames.contains(HUB_STASH_STORE)) {
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db.createObjectStore(HUB_STASH_STORE, { keyPath: "id" });
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}
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// Create Unlocks Store if missing
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if (!db.objectStoreNames.contains(UNLOCKS_STORE)) {
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db.createObjectStore(UNLOCKS_STORE, { keyPath: "id" });
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}
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};
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request.onsuccess = (e) => {
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@ -163,6 +175,50 @@ export class Persistence {
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return result ? result.data : null;
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}
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// --- HUB STASH DATA ---
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/**
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* Saves hub stash data (currency and items).
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* @param {Object} hubStashData - Hub stash data with currency and items
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* @returns {Promise<void>}
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*/
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async saveHubStash(hubStashData) {
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if (!this.db) await this.init();
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return this._put(HUB_STASH_STORE, { id: "hub_stash", data: hubStashData });
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}
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/**
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* Loads hub stash data.
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* @returns {Promise<Object | null>} - Hub stash data with currency and items, or null
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*/
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async loadHubStash() {
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if (!this.db) await this.init();
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const result = await this._get(HUB_STASH_STORE, "hub_stash");
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return result ? result.data : null;
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}
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// --- UNLOCKS DATA ---
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/**
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* Saves unlocked classes.
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* @param {string[]} unlocks - Array of unlocked class IDs
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* @returns {Promise<void>}
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*/
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async saveUnlocks(unlocks) {
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if (!this.db) await this.init();
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return this._put(UNLOCKS_STORE, { id: "unlocks", data: unlocks });
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}
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/**
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* Loads unlocked classes.
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* @returns {Promise<string[]>} - Array of unlocked class IDs
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*/
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async loadUnlocks() {
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if (!this.db) await this.init();
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const result = await this._get(UNLOCKS_STORE, "unlocks");
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return result ? result.data : [];
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}
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// --- INTERNAL HELPERS ---
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/**
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28
src/index.js
28
src/index.js
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@ -25,7 +25,13 @@ const uiLayer = document.getElementById("ui-layer");
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let currentCharacterSheet = null;
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window.addEventListener("open-character-sheet", async (e) => {
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let { unit, unitId, readOnly = false, inventory = [] } = e.detail;
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let {
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unit,
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unitId,
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readOnly = false,
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inventory = [],
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skillTree = null,
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} = e.detail;
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// Resolve unit from ID if needed
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if (!unit && unitId && gameStateManager.gameLoop?.unitManager) {
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const { CharacterSheet } = await import("./ui/components/character-sheet.js");
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// Generate skill tree using SkillTreeFactory if available
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let skillTree = null;
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if (gameStateManager.gameLoop?.classRegistry && unit.activeClassId) {
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// Use provided skillTree if available (e.g., from barracks), otherwise generate
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if (
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!skillTree &&
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gameStateManager.gameLoop?.classRegistry &&
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unit.activeClassId
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) {
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try {
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const { SkillTreeFactory } = await import(
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"./factories/SkillTreeFactory.js"
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characterSheet.inventory = inventory;
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characterSheet.gameMode =
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gameStateManager.currentState === "STATE_COMBAT" ? "DUNGEON" : "HUB";
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characterSheet.treeDef = skillTree; // Pass generated tree
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// Pass inventoryManager from gameLoop if available
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if (gameStateManager.gameLoop?.inventoryManager) {
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// Use provided skillTree if available (from barracks), otherwise use generated one
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characterSheet.treeDef = skillTree || null; // Pass generated tree
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// Pass inventoryManager - use hubInventoryManager in Hub mode, gameLoop's in combat
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if (
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gameStateManager.currentState === "STATE_COMBAT" &&
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gameStateManager.gameLoop?.inventoryManager
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) {
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characterSheet.inventoryManager =
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gameStateManager.gameLoop.inventoryManager;
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} else if (gameStateManager.hubInventoryManager) {
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characterSheet.inventoryManager = gameStateManager.hubInventoryManager;
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}
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// Handle close event
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@ -120,11 +120,11 @@ export class InventoryManager {
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* @private
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*/
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_getStashForItem(itemInstance) {
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// Check both stashes
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if (this.runStash.findItem(itemInstance.uid)) {
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// Check both stashes (runStash may be null in Hub mode)
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if (this.runStash && this.runStash.findItem(itemInstance.uid)) {
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return this.runStash;
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}
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if (this.hubStash.findItem(itemInstance.uid)) {
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if (this.hubStash && this.hubStash.findItem(itemInstance.uid)) {
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return this.hubStash;
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}
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return null;
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@ -38,7 +38,12 @@ export class MarketManager {
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* @param {import("../managers/InventoryManager.js").InventoryManager} inventoryManager - Inventory manager (for hubStash access)
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* @param {import("../managers/MissionManager.js").MissionManager} [missionManager] - Mission manager (optional, for tier calculation)
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*/
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constructor(persistence, itemRegistry, inventoryManager, missionManager = null) {
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constructor(
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persistence,
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itemRegistry,
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inventoryManager,
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missionManager = null
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) {
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/** @type {import("../core/Persistence.js").Persistence} */
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this.persistence = persistence;
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/** @type {import("../managers/ItemRegistry.js").ItemRegistry} */
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@ -207,7 +212,9 @@ export class MarketManager {
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*/
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_generateMerchantStock(allItems, allowedTypes, rarityWeights, count) {
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// Filter by allowed types
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const filtered = allItems.filter((item) => allowedTypes.includes(item.type));
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const filtered = allItems.filter((item) =>
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allowedTypes.includes(item.type)
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);
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if (filtered.length === 0) return [];
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@ -328,9 +335,22 @@ export class MarketManager {
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// 4. Mark as purchased
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marketItem.purchased = true;
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// 5. Save state
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// 5. Save market state
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await this.persistence.saveMarketState(this.marketState);
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// 6. Save hub stash to localStorage (via GameStateManager)
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// Import GameStateManager to access _saveHubStash
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const { gameStateManager } = await import("../core/GameStateManager.js");
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await gameStateManager._saveHubStash();
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// 7. Dispatch wallet-updated event to refresh UI
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window.dispatchEvent(
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new CustomEvent("wallet-updated", {
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bubbles: true,
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composed: true,
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})
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);
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return true;
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} catch (error) {
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console.error("Error buying item:", error);
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@ -370,7 +390,19 @@ export class MarketManager {
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// 3. Add currency
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this.inventoryManager.hubStash.currency.aetherShards += sellPrice;
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// 4. Create buyback entry (limit 10)
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// 4. Save hub stash to localStorage (via GameStateManager)
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const { gameStateManager } = await import("../core/GameStateManager.js");
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await gameStateManager._saveHubStash();
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// 5. Dispatch wallet-updated event to refresh UI
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window.dispatchEvent(
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new CustomEvent("wallet-updated", {
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bubbles: true,
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composed: true,
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})
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);
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// 6. Create buyback entry (limit 10)
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if (this.marketState.buyback.length >= 10) {
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this.marketState.buyback.shift(); // Remove oldest
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}
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@ -388,7 +420,7 @@ export class MarketManager {
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this.marketState.buyback.push(buybackItem);
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// 5. Save state
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// 7. Save market state
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await this.persistence.saveMarketState(this.marketState);
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return true;
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@ -434,7 +466,9 @@ export class MarketManager {
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* Cleanup - remove event listeners.
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*/
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destroy() {
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window.removeEventListener("mission-victory", this._boundHandleMissionVictory);
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window.removeEventListener(
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"mission-victory",
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this._boundHandleMissionVictory
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);
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}
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}
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|
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@ -14,7 +14,13 @@ import { narrativeManager } from './NarrativeManager.js';
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* @class
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*/
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export class MissionManager {
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constructor() {
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/**
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* @param {import("../core/Persistence.js").Persistence} [persistence] - Persistence manager (optional)
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*/
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constructor(persistence = null) {
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/** @type {import("../core/Persistence.js").Persistence | null} */
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this.persistence = persistence;
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// Campaign State
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/** @type {string | null} */
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this.activeMissionId = null;
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@ -496,17 +502,22 @@ export class MissionManager {
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}
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/**
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* Unlocks classes and stores them in localStorage.
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* Unlocks classes and stores them in IndexedDB via Persistence.
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* @param {string[]} classIds - Array of class IDs to unlock
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*/
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unlockClasses(classIds) {
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const storageKey = 'aether_shards_unlocks';
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async unlockClasses(classIds) {
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let unlocks = [];
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try {
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const stored = localStorage.getItem(storageKey);
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if (stored) {
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unlocks = JSON.parse(stored);
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// Load from IndexedDB
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if (this.persistence) {
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unlocks = await this.persistence.loadUnlocks();
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} else {
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// Fallback: try localStorage migration
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const stored = localStorage.getItem('aether_shards_unlocks');
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if (stored) {
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unlocks = JSON.parse(stored);
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}
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}
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} catch (e) {
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console.error('Failed to load unlocks from storage:', e);
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@ -519,10 +530,22 @@ export class MissionManager {
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}
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});
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// Save back to storage
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// Save back to IndexedDB
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try {
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localStorage.setItem(storageKey, JSON.stringify(unlocks));
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console.log('Unlocked classes:', classIds);
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if (this.persistence) {
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await this.persistence.saveUnlocks(unlocks);
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console.log('Unlocked classes:', classIds);
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// Migrate from localStorage if it exists
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if (localStorage.getItem('aether_shards_unlocks')) {
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localStorage.removeItem('aether_shards_unlocks');
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console.log('Migrated unlocks from localStorage to IndexedDB');
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}
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} else {
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// Fallback to localStorage if persistence not available
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localStorage.setItem('aether_shards_unlocks', JSON.stringify(unlocks));
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console.log('Unlocked classes (localStorage fallback):', classIds);
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}
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} catch (e) {
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console.error('Failed to save unlocks to storage:', e);
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}
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|
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@ -598,6 +598,34 @@ export class CharacterSheet extends LitElement {
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transform: scale(1.1);
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}
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.item-card.can-equip {
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border-color: #00ff00;
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box-shadow: 0 0 10px rgba(0, 255, 0, 0.5);
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}
|
||||
|
||||
.item-card.can-equip:hover {
|
||||
border-color: #00ff00;
|
||||
box-shadow: 0 0 15px rgba(0, 255, 0, 0.8);
|
||||
transform: scale(1.15);
|
||||
}
|
||||
|
||||
.item-card.cannot-equip {
|
||||
opacity: 0.5;
|
||||
border-color: #ff6666;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
.item-card.cannot-equip:hover {
|
||||
border-color: #ff6666;
|
||||
box-shadow: 0 0 10px rgba(255, 102, 102, 0.5);
|
||||
transform: none;
|
||||
}
|
||||
|
||||
.item-card:disabled {
|
||||
opacity: 0.5;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
|
||||
.item-card img {
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
|
|
@ -1041,9 +1069,18 @@ export class CharacterSheet extends LitElement {
|
|||
return html`
|
||||
<button
|
||||
class="equipment-slot ${slotClass} ${isSelected ? "selected" : ""}"
|
||||
@click="${() => this._handleSlotClick(slotType)}"
|
||||
@click="${(e) => this._handleSlotClick(slotType, e)}"
|
||||
@contextmenu="${(e) => {
|
||||
e.preventDefault();
|
||||
this._handleUnequip(slotType);
|
||||
}}"
|
||||
?disabled="${this.readOnly}"
|
||||
aria-label="${label} slot${itemDef ? `: ${itemDef.name}` : " (empty)"}"
|
||||
aria-label="${label} slot${itemDef
|
||||
? `: ${itemDef.name}`
|
||||
: " (empty)"}${itemDef ? " - Right-click to unequip" : ""}"
|
||||
title="${itemDef
|
||||
? `${itemDef.name} - Right-click to unequip`
|
||||
: `${label} slot - Click to select, right-click to unequip`}"
|
||||
>
|
||||
${itemDef
|
||||
? html`<img
|
||||
|
|
@ -1072,11 +1109,18 @@ export class CharacterSheet extends LitElement {
|
|||
return html`
|
||||
<button
|
||||
class="equipment-slot belt${index + 1} ${isSelected ? "selected" : ""}"
|
||||
@click="${() => this._handleSlotClick(slotType)}"
|
||||
@click="${(e) => this._handleSlotClick(slotType, e)}"
|
||||
@contextmenu="${(e) => {
|
||||
e.preventDefault();
|
||||
this._handleUnequip(slotType);
|
||||
}}"
|
||||
?disabled="${this.readOnly}"
|
||||
aria-label="Belt slot ${index + 1}${itemDef
|
||||
? `: ${itemDef.name}`
|
||||
? `: ${itemDef.name} - Right-click to unequip`
|
||||
: " (empty)"}"
|
||||
title="${itemDef
|
||||
? `${itemDef.name} - Right-click to unequip`
|
||||
: `Belt slot ${index + 1} - Click to select, right-click to unequip`}"
|
||||
>
|
||||
${itemDef
|
||||
? html`<img
|
||||
|
|
@ -1093,10 +1137,18 @@ export class CharacterSheet extends LitElement {
|
|||
/**
|
||||
* Handles equipment slot click
|
||||
* @param {string} slotType - Type of slot clicked
|
||||
* @param {MouseEvent} event - Mouse event (for right-click detection)
|
||||
*/
|
||||
_handleSlotClick(slotType) {
|
||||
_handleSlotClick(slotType, event) {
|
||||
if (this.readOnly) return;
|
||||
|
||||
// Right-click to unequip
|
||||
if (event && event.button === 2) {
|
||||
event.preventDefault();
|
||||
this._handleUnequip(slotType);
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.selectedSlot === slotType) {
|
||||
this.selectedSlot = null;
|
||||
} else {
|
||||
|
|
@ -1106,6 +1158,55 @@ export class CharacterSheet extends LitElement {
|
|||
this.requestUpdate();
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles unequipping an item from a slot
|
||||
* @param {string} slotType - Type of slot to unequip
|
||||
*/
|
||||
_handleUnequip(slotType) {
|
||||
if (!this.inventoryManager || !this.unit) return;
|
||||
|
||||
// Map slot types to InventoryManager slot names
|
||||
const slotMap = {
|
||||
MAIN_HAND: "MAIN_HAND",
|
||||
OFF_HAND: "OFF_HAND",
|
||||
BODY: "BODY",
|
||||
ACCESSORY: "ACCESSORY",
|
||||
BELT_0: "BELT",
|
||||
BELT_1: "BELT",
|
||||
};
|
||||
|
||||
let slot = slotMap[slotType] || slotType;
|
||||
let beltIndex = undefined;
|
||||
|
||||
// Handle belt slots
|
||||
if (slotType === "BELT_0" || slotType === "BELT_1") {
|
||||
beltIndex = slotType === "BELT_0" ? 0 : 1;
|
||||
}
|
||||
|
||||
const success = this.inventoryManager.unequipItem(
|
||||
this.unit,
|
||||
slot,
|
||||
beltIndex
|
||||
);
|
||||
|
||||
if (success) {
|
||||
// Dispatch unequip event
|
||||
this.dispatchEvent(
|
||||
new CustomEvent("unequip-item", {
|
||||
detail: {
|
||||
unitId: this.unit.id,
|
||||
slot: slot,
|
||||
},
|
||||
bubbles: true,
|
||||
composed: true,
|
||||
})
|
||||
);
|
||||
|
||||
this.selectedSlot = null;
|
||||
this.requestUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles item click in inventory
|
||||
* @param {Object} item - Item to equip
|
||||
|
|
@ -1113,6 +1214,15 @@ export class CharacterSheet extends LitElement {
|
|||
_handleItemClick(item) {
|
||||
if (this.readOnly || !this.selectedSlot) return;
|
||||
|
||||
// Check if item can be equipped (class restrictions, etc.)
|
||||
if (item.canEquipCheck === false) {
|
||||
// Item cannot be equipped - show feedback
|
||||
console.warn(
|
||||
`Cannot equip ${item.name} - class restriction or requirements not met`
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
// Use inventoryManager if available
|
||||
if (this.inventoryManager && item.uid) {
|
||||
// Map slot types to InventoryManager slot names
|
||||
|
|
@ -1145,6 +1255,17 @@ export class CharacterSheet extends LitElement {
|
|||
quantity: item.quantity || 1,
|
||||
};
|
||||
|
||||
// Double-check with InventoryManager before equipping (safety check)
|
||||
if (!this.inventoryManager.canEquip(this.unit, itemInstance)) {
|
||||
console.warn(
|
||||
`Cannot equip ${item.name} - class restriction or requirements not met`
|
||||
);
|
||||
alert(
|
||||
`Cannot equip ${item.name} - This item has class restrictions or requirements you don't meet.`
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
// Use InventoryManager to equip
|
||||
const success = this.inventoryManager.equipItem(
|
||||
this.unit,
|
||||
|
|
@ -1251,6 +1372,12 @@ export class CharacterSheet extends LitElement {
|
|||
const itemDef = this.inventoryManager.itemRegistry?.get(
|
||||
itemInstance.defId
|
||||
);
|
||||
// Check if unit can equip this item using InventoryManager
|
||||
const canEquip =
|
||||
this.unit && this.inventoryManager
|
||||
? this.inventoryManager.canEquip(this.unit, itemInstance)
|
||||
: true; // Default to true if we can't check
|
||||
|
||||
return {
|
||||
uid: itemInstance.uid,
|
||||
defId: itemInstance.defId,
|
||||
|
|
@ -1258,8 +1385,10 @@ export class CharacterSheet extends LitElement {
|
|||
type: itemDef?.type || "UTILITY",
|
||||
stats: itemDef?.stats || {},
|
||||
canEquip: itemDef ? (unit) => itemDef.canEquip(unit) : () => true,
|
||||
canEquipCheck: canEquip, // Store the result of the check
|
||||
quantity: itemInstance.quantity,
|
||||
isNew: itemInstance.isNew,
|
||||
icon: itemDef?.icon || null,
|
||||
};
|
||||
});
|
||||
|
||||
|
|
@ -1329,6 +1458,27 @@ export class CharacterSheet extends LitElement {
|
|||
return mastery?.skillPoints || 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets a human-readable label for a slot type
|
||||
* @param {string} slotType - Slot type (MAIN_HAND, OFF_HAND, etc.)
|
||||
* @returns {string}
|
||||
*/
|
||||
_getSlotLabel(slotType) {
|
||||
const labels = {
|
||||
MAIN_HAND: "Main Hand",
|
||||
OFF_HAND: "Off Hand",
|
||||
BODY: "Body",
|
||||
ACCESSORY: "Accessory",
|
||||
BELT_0: "Belt Slot 1",
|
||||
BELT_1: "Belt Slot 2",
|
||||
WEAPON: "Weapon",
|
||||
ARMOR: "Armor",
|
||||
UTILITY: "Utility",
|
||||
RELIC: "Relic",
|
||||
};
|
||||
return labels[slotType] || slotType;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets class name from class ID
|
||||
* @returns {string}
|
||||
|
|
@ -1512,13 +1662,50 @@ export class CharacterSheet extends LitElement {
|
|||
role="tabpanel"
|
||||
aria-labelledby="inventory-tab"
|
||||
>
|
||||
${filteredInventory.map(
|
||||
(item) => html`
|
||||
${this.selectedSlot
|
||||
? html`
|
||||
<div
|
||||
class="equip-hint"
|
||||
style="grid-column: 1/-1; padding: 10px; background: rgba(0, 255, 0, 0.1); border: 1px solid #00ff00; border-radius: 4px; margin-bottom: 10px; text-align: center; color: #00ff00; font-size: 12px;"
|
||||
>
|
||||
<strong>Slot Selected:</strong>
|
||||
${this._getSlotLabel(this.selectedSlot)} - Click
|
||||
an item below to equip it
|
||||
</div>
|
||||
`
|
||||
: html`
|
||||
<div
|
||||
class="equip-hint"
|
||||
style="grid-column: 1/-1; padding: 10px; background: rgba(0, 255, 255, 0.1); border: 1px solid #00ffff; border-radius: 4px; margin-bottom: 10px; text-align: center; color: #00ffff; font-size: 12px;"
|
||||
>
|
||||
<strong>Tip:</strong> Click an equipment slot on
|
||||
the left, then click an item here to equip it
|
||||
</div>
|
||||
`}
|
||||
${filteredInventory.map((item) => {
|
||||
// Check if item can actually be equipped (class restrictions, etc.)
|
||||
const canEquipItem = item.canEquipCheck !== false;
|
||||
const isEquippable = this.selectedSlot && canEquipItem;
|
||||
|
||||
return html`
|
||||
<button
|
||||
class="item-card"
|
||||
class="item-card ${isEquippable
|
||||
? "can-equip"
|
||||
: ""} ${!canEquipItem && this.selectedSlot
|
||||
? "cannot-equip"
|
||||
: ""}"
|
||||
@click="${() => this._handleItemClick(item)}"
|
||||
title="${item.name}"
|
||||
aria-label="Equip ${item.name}"
|
||||
?disabled="${!canEquipItem && this.selectedSlot}"
|
||||
title="${item.name}${this.selectedSlot
|
||||
? ` - Click to equip to ${this._getSlotLabel(
|
||||
this.selectedSlot
|
||||
)}`
|
||||
: ""}${!canEquipItem && this.selectedSlot
|
||||
? " (Cannot equip - class restriction)"
|
||||
: ""}"
|
||||
aria-label="Equip ${item.name}${!canEquipItem
|
||||
? " (Cannot equip)"
|
||||
: ""}"
|
||||
>
|
||||
${item.icon
|
||||
? html`<img
|
||||
|
|
@ -1527,13 +1714,17 @@ export class CharacterSheet extends LitElement {
|
|||
/>`
|
||||
: html`<span aria-hidden="true">📦</span>`}
|
||||
</button>
|
||||
`
|
||||
)}
|
||||
`;
|
||||
})}
|
||||
${filteredInventory.length === 0
|
||||
? html`<p
|
||||
style="grid-column: 1/-1; text-align: center; color: #666;"
|
||||
>
|
||||
No items available
|
||||
${this.selectedSlot
|
||||
? `No items available for ${this._getSlotLabel(
|
||||
this.selectedSlot
|
||||
)}`
|
||||
: "No items available"}
|
||||
</p>`
|
||||
: ""}
|
||||
</div>
|
||||
|
|
|
|||
1028
src/ui/screens/BarracksScreen.js
Normal file
1028
src/ui/screens/BarracksScreen.js
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -215,10 +215,13 @@ export class HubScreen extends LitElement {
|
|||
super.connectedCallback();
|
||||
this._loadData();
|
||||
|
||||
// Bind the handler so we can remove it later
|
||||
// Bind the handlers so we can remove them later
|
||||
this._boundHandleStateChange = this._handleStateChange.bind(this);
|
||||
this._boundHandleWalletUpdate = this._handleWalletUpdate.bind(this);
|
||||
// Listen for state changes to update data
|
||||
window.addEventListener("gamestate-changed", this._boundHandleStateChange);
|
||||
// Listen for wallet updates from Barracks
|
||||
window.addEventListener("wallet-updated", this._boundHandleWalletUpdate);
|
||||
}
|
||||
|
||||
disconnectedCallback() {
|
||||
|
|
@ -229,6 +232,12 @@ export class HubScreen extends LitElement {
|
|||
this._boundHandleStateChange
|
||||
);
|
||||
}
|
||||
if (this._boundHandleWalletUpdate) {
|
||||
window.removeEventListener(
|
||||
"wallet-updated",
|
||||
this._boundHandleWalletUpdate
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
async _loadData() {
|
||||
|
|
@ -281,6 +290,17 @@ export class HubScreen extends LitElement {
|
|||
this._loadData();
|
||||
}
|
||||
|
||||
_handleWalletUpdate(e) {
|
||||
// Update wallet from event detail
|
||||
if (e.detail?.wallet) {
|
||||
this.wallet = e.detail.wallet;
|
||||
this.requestUpdate();
|
||||
} else {
|
||||
// Fallback: reload wallet data
|
||||
this._loadData();
|
||||
}
|
||||
}
|
||||
|
||||
_openOverlay(type) {
|
||||
this.activeOverlay = type;
|
||||
this.requestUpdate();
|
||||
|
|
@ -336,20 +356,9 @@ export class HubScreen extends LitElement {
|
|||
break;
|
||||
case "BARRACKS":
|
||||
overlayComponent = html`
|
||||
<div
|
||||
style="background: rgba(20, 20, 30, 0.95); padding: 30px; border: 2px solid #555; max-width: 800px;"
|
||||
>
|
||||
<h2 style="margin-top: 0; color: #00ffff;">BARRACKS</h2>
|
||||
<p>Total Units: ${this.rosterSummary.total}</p>
|
||||
<p>Ready: ${this.rosterSummary.ready}</p>
|
||||
<p>Injured: ${this.rosterSummary.injured}</p>
|
||||
<button
|
||||
@click=${this._closeOverlay}
|
||||
style="margin-top: 20px; padding: 10px 20px; background: #333; border: 2px solid #555; color: white; cursor: pointer;"
|
||||
>
|
||||
Close
|
||||
</button>
|
||||
</div>
|
||||
<barracks-screen
|
||||
@close-barracks=${this._closeOverlay}
|
||||
></barracks-screen>
|
||||
`;
|
||||
break;
|
||||
case "MARKET":
|
||||
|
|
@ -419,6 +428,10 @@ export class HubScreen extends LitElement {
|
|||
if (this.activeOverlay === "MARKET") {
|
||||
import("./marketplace-screen.js").catch(console.error);
|
||||
}
|
||||
// Trigger async import when BARRACKS overlay is opened
|
||||
if (this.activeOverlay === "BARRACKS") {
|
||||
import("./BarracksScreen.js").catch(console.error);
|
||||
}
|
||||
|
||||
return html`
|
||||
<div class="background"></div>
|
||||
|
|
|
|||
|
|
@ -25,6 +25,10 @@ describe("Core: GameStateManager (Singleton)", () => {
|
|||
saveCampaign: sinon.stub().resolves(),
|
||||
loadMarketState: sinon.stub().resolves(null),
|
||||
saveMarketState: sinon.stub().resolves(),
|
||||
loadHubStash: sinon.stub().resolves(null),
|
||||
saveHubStash: sinon.stub().resolves(),
|
||||
loadUnlocks: sinon.stub().resolves([]),
|
||||
saveUnlocks: sinon.stub().resolves(),
|
||||
};
|
||||
// Inject Mock (replacing the real Persistence instance)
|
||||
gameStateManager.persistence = mockPersistence;
|
||||
|
|
@ -80,6 +84,41 @@ describe("Core: GameStateManager (Singleton)", () => {
|
|||
);
|
||||
});
|
||||
|
||||
it("Should load hub stash from IndexedDB on init", async () => {
|
||||
const hubStashData = {
|
||||
currency: { aetherShards: 500, ancientCores: 10 },
|
||||
items: [
|
||||
{ uid: "ITEM_1", defId: "ITEM_RUSTY_BLADE", isNew: false, quantity: 1 },
|
||||
],
|
||||
};
|
||||
mockPersistence.loadHubStash.resolves(hubStashData);
|
||||
|
||||
await gameStateManager.init();
|
||||
|
||||
expect(mockPersistence.loadHubStash.calledOnce).to.be.true;
|
||||
expect(gameStateManager.hubStash.currency.aetherShards).to.equal(500);
|
||||
expect(gameStateManager.hubStash.currency.ancientCores).to.equal(10);
|
||||
expect(gameStateManager.hubStash.getAllItems()).to.have.length(1);
|
||||
});
|
||||
|
||||
it("Should save hub stash to IndexedDB", async () => {
|
||||
gameStateManager.hubStash.currency.aetherShards = 1000;
|
||||
gameStateManager.hubStash.addItem({
|
||||
uid: "ITEM_2",
|
||||
defId: "ITEM_SCRAP_PLATE",
|
||||
isNew: true,
|
||||
quantity: 1,
|
||||
});
|
||||
|
||||
await gameStateManager._saveHubStash();
|
||||
|
||||
expect(mockPersistence.saveHubStash.calledOnce).to.be.true;
|
||||
const savedData = mockPersistence.saveHubStash.firstCall.args[0];
|
||||
expect(savedData.currency.aetherShards).to.equal(1000);
|
||||
expect(savedData.items).to.have.length(1);
|
||||
expect(savedData.items[0].defId).to.equal("ITEM_SCRAP_PLATE");
|
||||
});
|
||||
|
||||
it("CoA 3: handleEmbark should initialize run, save, and start engine", async () => {
|
||||
// Mock RosterManager.recruitUnit to return async unit with generated name
|
||||
const mockRecruitedUnit = {
|
||||
|
|
|
|||
|
|
@ -22,6 +22,10 @@ describe("Core: GameStateManager - Hub Integration", () => {
|
|||
saveCampaign: sinon.stub().resolves(),
|
||||
loadMarketState: sinon.stub().resolves(null),
|
||||
saveMarketState: sinon.stub().resolves(),
|
||||
loadHubStash: sinon.stub().resolves(null),
|
||||
saveHubStash: sinon.stub().resolves(),
|
||||
loadUnlocks: sinon.stub().resolves([]),
|
||||
saveUnlocks: sinon.stub().resolves(),
|
||||
};
|
||||
gameStateManager.persistence = mockPersistence;
|
||||
|
||||
|
|
|
|||
|
|
@ -57,6 +57,10 @@ describe("Core: GameStateManager - Inventory Integration", () => {
|
|||
loadRun: sinon.stub().resolves(null),
|
||||
loadRoster: sinon.stub().resolves(null),
|
||||
saveRoster: sinon.stub().resolves(),
|
||||
loadHubStash: sinon.stub().resolves(null),
|
||||
saveHubStash: sinon.stub().resolves(),
|
||||
loadUnlocks: sinon.stub().resolves([]),
|
||||
saveUnlocks: sinon.stub().resolves(),
|
||||
};
|
||||
gameStateManager.persistence = mockPersistence;
|
||||
|
||||
|
|
|
|||
|
|
@ -6,9 +6,16 @@ import { narrativeManager } from "../../src/managers/NarrativeManager.js";
|
|||
describe("Manager: MissionManager", () => {
|
||||
let manager;
|
||||
let mockNarrativeManager;
|
||||
let mockPersistence;
|
||||
|
||||
beforeEach(() => {
|
||||
manager = new MissionManager();
|
||||
// Create mock persistence
|
||||
mockPersistence = {
|
||||
loadUnlocks: sinon.stub().resolves([]),
|
||||
saveUnlocks: sinon.stub().resolves(),
|
||||
};
|
||||
|
||||
manager = new MissionManager(mockPersistence);
|
||||
|
||||
// Mock narrativeManager
|
||||
mockNarrativeManager = {
|
||||
|
|
@ -530,30 +537,25 @@ describe("Manager: MissionManager", () => {
|
|||
window.removeEventListener("mission-rewards", rewardSpy);
|
||||
});
|
||||
|
||||
it("CoA 27: Should unlock classes and store in localStorage", () => {
|
||||
manager.unlockClasses(["CLASS_TINKER", "CLASS_SAPPER"]);
|
||||
it("CoA 27: Should unlock classes and store in IndexedDB", async () => {
|
||||
await manager.unlockClasses(["CLASS_TINKER", "CLASS_SAPPER"]);
|
||||
|
||||
const stored = localStorage.getItem("aether_shards_unlocks");
|
||||
expect(stored).to.exist;
|
||||
|
||||
const unlocks = JSON.parse(stored);
|
||||
expect(unlocks).to.include("CLASS_TINKER");
|
||||
expect(unlocks).to.include("CLASS_SAPPER");
|
||||
expect(mockPersistence.saveUnlocks.calledOnce).to.be.true;
|
||||
const savedUnlocks = mockPersistence.saveUnlocks.firstCall.args[0];
|
||||
expect(savedUnlocks).to.include("CLASS_TINKER");
|
||||
expect(savedUnlocks).to.include("CLASS_SAPPER");
|
||||
});
|
||||
|
||||
it("CoA 28: Should merge new unlocks with existing unlocks", () => {
|
||||
localStorage.setItem(
|
||||
"aether_shards_unlocks",
|
||||
JSON.stringify(["CLASS_VANGUARD"])
|
||||
);
|
||||
it("CoA 28: Should merge new unlocks with existing unlocks", async () => {
|
||||
// Set up existing unlocks
|
||||
mockPersistence.loadUnlocks.resolves(["CLASS_VANGUARD"]);
|
||||
|
||||
manager.unlockClasses(["CLASS_TINKER"]);
|
||||
await manager.unlockClasses(["CLASS_TINKER"]);
|
||||
|
||||
const unlocks = JSON.parse(
|
||||
localStorage.getItem("aether_shards_unlocks")
|
||||
);
|
||||
expect(unlocks).to.include("CLASS_VANGUARD");
|
||||
expect(unlocks).to.include("CLASS_TINKER");
|
||||
expect(mockPersistence.saveUnlocks.calledOnce).to.be.true;
|
||||
const savedUnlocks = mockPersistence.saveUnlocks.firstCall.args[0];
|
||||
expect(savedUnlocks).to.include("CLASS_VANGUARD");
|
||||
expect(savedUnlocks).to.include("CLASS_TINKER");
|
||||
});
|
||||
|
||||
it("CoA 29: Should distribute faction reputation rewards", () => {
|
||||
|
|
|
|||
718
test/ui/barracks-screen.test.js
Normal file
718
test/ui/barracks-screen.test.js
Normal file
|
|
@ -0,0 +1,718 @@
|
|||
import { expect } from "@esm-bundle/chai";
|
||||
import sinon from "sinon";
|
||||
// Import to register custom element
|
||||
import "../../src/ui/screens/BarracksScreen.js";
|
||||
import { gameStateManager } from "../../src/core/GameStateManager.js";
|
||||
import vanguardDef from "../../src/assets/data/classes/vanguard.json" with {
|
||||
type: "json",
|
||||
};
|
||||
|
||||
describe("UI: BarracksScreen", () => {
|
||||
let element;
|
||||
let container;
|
||||
let mockPersistence;
|
||||
let mockRosterManager;
|
||||
let mockHubStash;
|
||||
let mockGameLoop;
|
||||
|
||||
beforeEach(async () => {
|
||||
container = document.createElement("div");
|
||||
document.body.appendChild(container);
|
||||
element = document.createElement("barracks-screen");
|
||||
container.appendChild(element);
|
||||
|
||||
// Wait for element to be defined
|
||||
await element.updateComplete;
|
||||
|
||||
// Create mock hub stash
|
||||
mockHubStash = {
|
||||
currency: {
|
||||
aetherShards: 1000,
|
||||
ancientCores: 0,
|
||||
},
|
||||
};
|
||||
|
||||
// Create mock persistence
|
||||
mockPersistence = {
|
||||
loadRun: sinon.stub().resolves({
|
||||
inventory: {
|
||||
runStash: {
|
||||
currency: {
|
||||
aetherShards: 500,
|
||||
ancientCores: 0,
|
||||
},
|
||||
},
|
||||
},
|
||||
}),
|
||||
saveRoster: sinon.stub().resolves(),
|
||||
saveHubStash: sinon.stub().resolves(),
|
||||
};
|
||||
|
||||
// Create mock class registry
|
||||
const mockClassRegistry = new Map();
|
||||
mockClassRegistry.set("CLASS_VANGUARD", vanguardDef);
|
||||
|
||||
// Create mock game loop with class registry
|
||||
mockGameLoop = {
|
||||
classRegistry: mockClassRegistry,
|
||||
};
|
||||
|
||||
// Create mock roster with test units
|
||||
const testRoster = [
|
||||
{
|
||||
id: "UNIT_1",
|
||||
name: "Valerius",
|
||||
classId: "CLASS_VANGUARD",
|
||||
activeClassId: "CLASS_VANGUARD",
|
||||
status: "READY",
|
||||
classMastery: {
|
||||
CLASS_VANGUARD: {
|
||||
level: 3,
|
||||
xp: 150,
|
||||
skillPoints: 2,
|
||||
unlockedNodes: [],
|
||||
},
|
||||
},
|
||||
history: { missions: 2, kills: 5 },
|
||||
},
|
||||
{
|
||||
id: "UNIT_2",
|
||||
name: "Aria",
|
||||
classId: "CLASS_VANGUARD",
|
||||
activeClassId: "CLASS_VANGUARD",
|
||||
status: "INJURED",
|
||||
currentHealth: 60, // Injured unit with stored HP
|
||||
classMastery: {
|
||||
CLASS_VANGUARD: {
|
||||
level: 2,
|
||||
xp: 80,
|
||||
skillPoints: 1,
|
||||
unlockedNodes: [],
|
||||
},
|
||||
},
|
||||
history: { missions: 1, kills: 2 },
|
||||
},
|
||||
{
|
||||
id: "UNIT_3",
|
||||
name: "Kael",
|
||||
classId: "CLASS_VANGUARD",
|
||||
activeClassId: "CLASS_VANGUARD",
|
||||
status: "READY",
|
||||
classMastery: {
|
||||
CLASS_VANGUARD: {
|
||||
level: 5,
|
||||
xp: 300,
|
||||
skillPoints: 3,
|
||||
unlockedNodes: [],
|
||||
},
|
||||
},
|
||||
history: { missions: 5, kills: 12 },
|
||||
},
|
||||
];
|
||||
|
||||
// Create mock roster manager
|
||||
mockRosterManager = {
|
||||
roster: testRoster,
|
||||
rosterLimit: 12,
|
||||
getDeployableUnits: sinon.stub().returns(testRoster.filter((u) => u.status === "READY")),
|
||||
save: sinon.stub().returns({
|
||||
roster: testRoster,
|
||||
graveyard: [],
|
||||
}),
|
||||
};
|
||||
|
||||
// Replace gameStateManager properties with mocks
|
||||
gameStateManager.persistence = mockPersistence;
|
||||
gameStateManager.rosterManager = mockRosterManager;
|
||||
gameStateManager.hubStash = mockHubStash;
|
||||
gameStateManager.gameLoop = mockGameLoop;
|
||||
});
|
||||
|
||||
afterEach(() => {
|
||||
if (container && container.parentNode) {
|
||||
container.parentNode.removeChild(container);
|
||||
}
|
||||
});
|
||||
|
||||
// Helper to wait for LitElement update
|
||||
async function waitForUpdate() {
|
||||
await element.updateComplete;
|
||||
await new Promise((resolve) => setTimeout(resolve, 10));
|
||||
}
|
||||
|
||||
// Helper to query shadow DOM
|
||||
function queryShadow(selector) {
|
||||
return element.shadowRoot?.querySelector(selector);
|
||||
}
|
||||
|
||||
function queryShadowAll(selector) {
|
||||
return element.shadowRoot?.querySelectorAll(selector) || [];
|
||||
}
|
||||
|
||||
describe("CoA 1: Roster Synchronization", () => {
|
||||
it("should load roster from RosterManager on connectedCallback", async () => {
|
||||
await waitForUpdate();
|
||||
// Wait for async _loadRoster to complete
|
||||
let attempts = 0;
|
||||
while (element.units.length === 0 && attempts < 20) {
|
||||
await new Promise((resolve) => setTimeout(resolve, 50));
|
||||
attempts++;
|
||||
}
|
||||
|
||||
expect(element.units.length).to.equal(3);
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
expect(unitCards.length).to.equal(3);
|
||||
});
|
||||
|
||||
it("should display roster count correctly", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
const rosterCount = queryShadow(".roster-count");
|
||||
expect(rosterCount).to.exist;
|
||||
expect(rosterCount.textContent).to.include("3/12");
|
||||
});
|
||||
|
||||
it("should update roster when unit is dismissed", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
// Select a unit first
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
unitCards[0].click();
|
||||
await waitForUpdate();
|
||||
|
||||
// Mock confirm to return true
|
||||
const originalConfirm = window.confirm;
|
||||
window.confirm = sinon.stub().returns(true);
|
||||
|
||||
// Click dismiss button
|
||||
const dismissButton = queryShadow(".btn-danger");
|
||||
expect(dismissButton).to.exist;
|
||||
dismissButton.click();
|
||||
await waitForUpdate();
|
||||
|
||||
// Restore confirm
|
||||
window.confirm = originalConfirm;
|
||||
|
||||
// Verify unit was removed
|
||||
const updatedCards = queryShadowAll(".unit-card");
|
||||
expect(updatedCards).to.have.length(2);
|
||||
expect(mockRosterManager.roster).to.have.length(2);
|
||||
expect(mockPersistence.saveRoster.called).to.be.true;
|
||||
});
|
||||
});
|
||||
|
||||
describe("CoA 2: Healing Transaction", () => {
|
||||
it("should calculate heal cost correctly", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
// Select injured unit
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
const injuredCard = Array.from(unitCards).find((card) =>
|
||||
card.classList.contains("injured")
|
||||
);
|
||||
expect(injuredCard).to.exist;
|
||||
injuredCard.click();
|
||||
await waitForUpdate();
|
||||
|
||||
// Check heal button exists and shows cost
|
||||
const healButton = queryShadow(".btn-primary");
|
||||
expect(healButton).to.exist;
|
||||
expect(healButton.textContent).to.include("Treat Wounds");
|
||||
});
|
||||
|
||||
it("should heal unit when heal button is clicked", async () => {
|
||||
await waitForUpdate();
|
||||
await new Promise((resolve) => setTimeout(resolve, 50));
|
||||
|
||||
// Select injured unit (UNIT_2 with 60 HP)
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
const injuredCard = Array.from(unitCards).find((card) =>
|
||||
card.classList.contains("injured")
|
||||
);
|
||||
expect(injuredCard).to.exist;
|
||||
injuredCard.click();
|
||||
await waitForUpdate();
|
||||
|
||||
// Get the selected unit to check actual maxHp
|
||||
const selectedUnit = element._getSelectedUnit();
|
||||
expect(selectedUnit).to.exist;
|
||||
const expectedCost = Math.ceil((selectedUnit.maxHp - selectedUnit.currentHp) * 0.5);
|
||||
|
||||
const healButton = queryShadow(".btn-primary");
|
||||
expect(healButton).to.exist;
|
||||
expect(healButton.textContent).to.include(expectedCost.toString());
|
||||
|
||||
// Click heal
|
||||
healButton.click();
|
||||
await waitForUpdate();
|
||||
|
||||
// Verify unit was healed
|
||||
const injuredUnit = mockRosterManager.roster.find((u) => u.id === "UNIT_2");
|
||||
expect(injuredUnit.currentHealth).to.equal(selectedUnit.maxHp); // Max HP
|
||||
expect(injuredUnit.status).to.equal("READY");
|
||||
|
||||
// Verify currency was deducted
|
||||
const expectedRemaining = 1000 - expectedCost;
|
||||
expect(mockHubStash.currency.aetherShards).to.equal(expectedRemaining);
|
||||
|
||||
// Verify save was called
|
||||
expect(mockPersistence.saveRoster.called).to.be.true;
|
||||
expect(mockPersistence.saveHubStash.called).to.be.true;
|
||||
});
|
||||
|
||||
it("should disable heal button when unit has full HP", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
// Select healthy unit
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
const readyCard = Array.from(unitCards).find(
|
||||
(card) => !card.classList.contains("injured")
|
||||
);
|
||||
readyCard.click();
|
||||
await waitForUpdate();
|
||||
|
||||
// Check that heal button is disabled or shows "Full Health"
|
||||
const healButton = queryShadow(".btn:disabled");
|
||||
expect(healButton).to.exist;
|
||||
expect(healButton.textContent).to.include("Full Health");
|
||||
});
|
||||
|
||||
it("should show insufficient funds message when wallet is too low", async () => {
|
||||
// Set low wallet balance
|
||||
mockHubStash.currency.aetherShards = 10;
|
||||
element.wallet = { aetherShards: 10, ancientCores: 0 };
|
||||
await waitForUpdate();
|
||||
|
||||
// Select injured unit
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
const injuredCard = Array.from(unitCards).find((card) =>
|
||||
card.classList.contains("injured")
|
||||
);
|
||||
injuredCard.click();
|
||||
await waitForUpdate();
|
||||
|
||||
// Check for insufficient funds message
|
||||
const healCost = queryShadow(".heal-cost");
|
||||
expect(healCost).to.exist;
|
||||
expect(healCost.textContent).to.include("Insufficient funds");
|
||||
|
||||
// Heal button should be disabled
|
||||
const healButton = queryShadow(".btn-primary");
|
||||
expect(healButton).to.exist;
|
||||
expect(healButton.disabled).to.be.true;
|
||||
});
|
||||
|
||||
it("should dispatch wallet-updated event after healing", async () => {
|
||||
await waitForUpdate();
|
||||
// Wait for units to load
|
||||
let attempts = 0;
|
||||
while (element.units.length === 0 && attempts < 10) {
|
||||
await new Promise((resolve) => setTimeout(resolve, 50));
|
||||
attempts++;
|
||||
}
|
||||
|
||||
let walletUpdatedEvent = null;
|
||||
const handler = (e) => {
|
||||
walletUpdatedEvent = e;
|
||||
};
|
||||
window.addEventListener("wallet-updated", handler);
|
||||
|
||||
// Select injured unit and heal
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
const injuredCard = Array.from(unitCards).find((card) =>
|
||||
card.classList.contains("injured")
|
||||
);
|
||||
expect(injuredCard).to.exist;
|
||||
injuredCard.click();
|
||||
await waitForUpdate();
|
||||
|
||||
const healButton = queryShadow(".btn-primary");
|
||||
expect(healButton).to.exist;
|
||||
healButton.click();
|
||||
await waitForUpdate();
|
||||
|
||||
// Wait for event dispatch
|
||||
attempts = 0;
|
||||
while (!walletUpdatedEvent && attempts < 20) {
|
||||
await new Promise((resolve) => setTimeout(resolve, 50));
|
||||
attempts++;
|
||||
}
|
||||
|
||||
expect(walletUpdatedEvent).to.exist;
|
||||
expect(walletUpdatedEvent.detail.wallet).to.exist;
|
||||
expect(walletUpdatedEvent.detail.wallet.aetherShards).to.be.lessThan(1000);
|
||||
|
||||
window.removeEventListener("wallet-updated", handler);
|
||||
});
|
||||
});
|
||||
|
||||
describe("CoA 3: Navigation", () => {
|
||||
it("should dispatch open-character-sheet event when Inspect is clicked", async () => {
|
||||
await waitForUpdate();
|
||||
// Wait for units to load
|
||||
let attempts = 0;
|
||||
while (element.units.length === 0 && attempts < 10) {
|
||||
await new Promise((resolve) => setTimeout(resolve, 50));
|
||||
attempts++;
|
||||
}
|
||||
|
||||
let characterSheetEvent = null;
|
||||
const handler = (e) => {
|
||||
characterSheetEvent = e;
|
||||
};
|
||||
window.addEventListener("open-character-sheet", handler);
|
||||
|
||||
// Find UNIT_1 (Valerius) in the list
|
||||
const valeriusIndex = element.units.findIndex((u) => u.id === "UNIT_1");
|
||||
expect(valeriusIndex).to.be.greaterThan(-1);
|
||||
|
||||
// Select UNIT_1
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
expect(unitCards.length).to.be.greaterThan(0);
|
||||
// Find the card that contains "Valerius"
|
||||
const valeriusCard = Array.from(unitCards).find((card) =>
|
||||
card.textContent.includes("Valerius")
|
||||
);
|
||||
expect(valeriusCard).to.exist;
|
||||
valeriusCard.click();
|
||||
await waitForUpdate();
|
||||
|
||||
// Verify selection
|
||||
expect(element.selectedUnitId).to.equal("UNIT_1");
|
||||
|
||||
// Click inspect button (first action button)
|
||||
const actionButtons = queryShadowAll(".action-button");
|
||||
expect(actionButtons.length).to.be.greaterThan(0);
|
||||
actionButtons[0].click();
|
||||
await waitForUpdate();
|
||||
|
||||
// Wait for event
|
||||
attempts = 0;
|
||||
while (!characterSheetEvent && attempts < 20) {
|
||||
await new Promise((resolve) => setTimeout(resolve, 50));
|
||||
attempts++;
|
||||
}
|
||||
|
||||
expect(characterSheetEvent).to.exist;
|
||||
expect(characterSheetEvent.detail.unitId).to.equal("UNIT_1");
|
||||
expect(characterSheetEvent.detail.unit).to.exist;
|
||||
|
||||
window.removeEventListener("open-character-sheet", handler);
|
||||
});
|
||||
|
||||
it("should maintain selection state when character sheet is opened", async () => {
|
||||
await waitForUpdate();
|
||||
await new Promise((resolve) => setTimeout(resolve, 50));
|
||||
|
||||
// Find injured unit (UNIT_2) in the list
|
||||
const injuredUnitIndex = element.units.findIndex((u) => u.id === "UNIT_2");
|
||||
expect(injuredUnitIndex).to.be.greaterThan(-1);
|
||||
|
||||
// Select the injured unit
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
const injuredCard = Array.from(unitCards).find((card) =>
|
||||
card.classList.contains("injured")
|
||||
);
|
||||
expect(injuredCard).to.exist;
|
||||
injuredCard.click();
|
||||
await waitForUpdate();
|
||||
|
||||
expect(element.selectedUnitId).to.equal("UNIT_2");
|
||||
|
||||
// Open character sheet (doesn't change selection)
|
||||
const actionButtons = queryShadowAll(".action-button");
|
||||
expect(actionButtons.length).to.be.greaterThan(0);
|
||||
actionButtons[0].click(); // Inspect button
|
||||
|
||||
// Selection should remain
|
||||
expect(element.selectedUnitId).to.equal("UNIT_2");
|
||||
});
|
||||
});
|
||||
|
||||
describe("CoA 4: Selection Persistence", () => {
|
||||
it("should maintain selection when roster is re-sorted", async () => {
|
||||
await waitForUpdate();
|
||||
await new Promise((resolve) => setTimeout(resolve, 50));
|
||||
|
||||
// Find injured unit (UNIT_2) and select it
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
const injuredCard = Array.from(unitCards).find((card) =>
|
||||
card.classList.contains("injured")
|
||||
);
|
||||
expect(injuredCard).to.exist;
|
||||
injuredCard.click();
|
||||
await waitForUpdate();
|
||||
|
||||
expect(element.selectedUnitId).to.equal("UNIT_2");
|
||||
|
||||
// Change sort
|
||||
const sortButtons = queryShadowAll(".sort-button");
|
||||
expect(sortButtons.length).to.be.greaterThan(0);
|
||||
sortButtons[1].click(); // Name sort
|
||||
await waitForUpdate();
|
||||
await new Promise((resolve) => setTimeout(resolve, 50));
|
||||
|
||||
// Selection should persist
|
||||
expect(element.selectedUnitId).to.equal("UNIT_2");
|
||||
|
||||
// Verify selected card is still highlighted
|
||||
const selectedCard = queryShadow(".unit-card.selected");
|
||||
expect(selectedCard).to.exist;
|
||||
});
|
||||
});
|
||||
|
||||
describe("Filtering", () => {
|
||||
it("should filter units by READY status", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
const filterButtons = queryShadowAll(".filter-button");
|
||||
const readyFilter = Array.from(filterButtons).find((btn) =>
|
||||
btn.textContent.includes("Ready")
|
||||
);
|
||||
readyFilter.click();
|
||||
await waitForUpdate();
|
||||
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
expect(unitCards).to.have.length(2); // Only READY units
|
||||
});
|
||||
|
||||
it("should filter units by INJURED status", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
const filterButtons = queryShadowAll(".filter-button");
|
||||
const injuredFilter = Array.from(filterButtons).find((btn) =>
|
||||
btn.textContent.includes("Injured")
|
||||
);
|
||||
injuredFilter.click();
|
||||
await waitForUpdate();
|
||||
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
expect(unitCards).to.have.length(1); // Only INJURED unit
|
||||
expect(unitCards[0].classList.contains("injured")).to.be.true;
|
||||
});
|
||||
|
||||
it("should show all units when ALL filter is selected", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
// First filter to INJURED
|
||||
const filterButtons = queryShadowAll(".filter-button");
|
||||
const injuredFilter = Array.from(filterButtons).find((btn) =>
|
||||
btn.textContent.includes("Injured")
|
||||
);
|
||||
injuredFilter.click();
|
||||
await waitForUpdate();
|
||||
|
||||
// Then switch to ALL
|
||||
const allFilter = Array.from(filterButtons).find((btn) =>
|
||||
btn.textContent.includes("All")
|
||||
);
|
||||
allFilter.click();
|
||||
await waitForUpdate();
|
||||
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
expect(unitCards).to.have.length(3); // All units
|
||||
});
|
||||
});
|
||||
|
||||
describe("Sorting", () => {
|
||||
it("should sort units by level (descending)", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
// Default sort should be LEVEL_DESC
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
expect(unitCards.length).to.be.greaterThan(0);
|
||||
|
||||
// First unit should be highest level (UNIT_3, level 5)
|
||||
const firstCard = unitCards[0];
|
||||
expect(firstCard.textContent).to.include("Kael");
|
||||
});
|
||||
|
||||
it("should sort units by name (ascending)", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
const sortButtons = queryShadowAll(".sort-button");
|
||||
const nameSort = Array.from(sortButtons).find((btn) =>
|
||||
btn.textContent.includes("Name")
|
||||
);
|
||||
nameSort.click();
|
||||
await waitForUpdate();
|
||||
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
expect(unitCards.length).to.be.greaterThan(0);
|
||||
// First should be alphabetically first (Aria)
|
||||
expect(unitCards[0].textContent).to.include("Aria");
|
||||
});
|
||||
|
||||
it("should sort units by HP (ascending)", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
const sortButtons = queryShadowAll(".sort-button");
|
||||
const hpSort = Array.from(sortButtons).find((btn) =>
|
||||
btn.textContent.includes("HP")
|
||||
);
|
||||
hpSort.click();
|
||||
await waitForUpdate();
|
||||
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
expect(unitCards.length).to.be.greaterThan(0);
|
||||
// First should be lowest HP (injured unit)
|
||||
expect(unitCards[0].classList.contains("injured")).to.be.true;
|
||||
});
|
||||
});
|
||||
|
||||
describe("Unit Card Rendering", () => {
|
||||
it("should render unit cards with correct information", async () => {
|
||||
await waitForUpdate();
|
||||
await new Promise((resolve) => setTimeout(resolve, 50));
|
||||
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
expect(unitCards.length).to.equal(3);
|
||||
|
||||
// Check that all units are rendered (order may vary by sort)
|
||||
const allNames = Array.from(unitCards).map((card) => card.textContent);
|
||||
expect(allNames.some((text) => text.includes("Valerius"))).to.be.true;
|
||||
expect(allNames.some((text) => text.includes("Aria"))).to.be.true;
|
||||
expect(allNames.some((text) => text.includes("Kael"))).to.be.true;
|
||||
});
|
||||
|
||||
it("should show HP bar with correct percentage", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
// Find injured unit card
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
const injuredCard = Array.from(unitCards).find((card) =>
|
||||
card.classList.contains("injured")
|
||||
);
|
||||
|
||||
const hpBar = injuredCard.querySelector(".progress-bar-fill");
|
||||
expect(hpBar).to.exist;
|
||||
// Should be around 50% (60/120)
|
||||
const width = hpBar.style.width;
|
||||
expect(width).to.include("%");
|
||||
});
|
||||
|
||||
it("should highlight selected unit card", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
unitCards[0].click();
|
||||
await waitForUpdate();
|
||||
|
||||
const selectedCard = queryShadow(".unit-card.selected");
|
||||
expect(selectedCard).to.exist;
|
||||
expect(selectedCard).to.equal(unitCards[0]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("Detail Sidebar", () => {
|
||||
it("should show empty state when no unit is selected", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
const emptyState = queryShadow(".empty-state");
|
||||
expect(emptyState).to.exist;
|
||||
expect(emptyState.textContent).to.include("Select a unit");
|
||||
});
|
||||
|
||||
it("should display unit details when unit is selected", async () => {
|
||||
await waitForUpdate();
|
||||
await new Promise((resolve) => setTimeout(resolve, 50));
|
||||
|
||||
// Find Valerius unit
|
||||
const valeriusUnit = element.units.find((u) => u.name === "Valerius");
|
||||
expect(valeriusUnit).to.exist;
|
||||
|
||||
// Find and click the card for Valerius
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
const valeriusCard = Array.from(unitCards).find((card) =>
|
||||
card.textContent.includes("Valerius")
|
||||
);
|
||||
expect(valeriusCard).to.exist;
|
||||
valeriusCard.click();
|
||||
await waitForUpdate();
|
||||
|
||||
const detailSidebar = queryShadow(".detail-sidebar");
|
||||
expect(detailSidebar).to.exist;
|
||||
expect(detailSidebar.textContent).to.include("Valerius");
|
||||
expect(detailSidebar.textContent).to.include("Level");
|
||||
});
|
||||
|
||||
it("should show heal button for injured units", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
// Select injured unit
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
const injuredCard = Array.from(unitCards).find((card) =>
|
||||
card.classList.contains("injured")
|
||||
);
|
||||
injuredCard.click();
|
||||
await waitForUpdate();
|
||||
|
||||
const healButton = queryShadow(".btn-primary");
|
||||
expect(healButton).to.exist;
|
||||
expect(healButton.textContent).to.include("Treat Wounds");
|
||||
});
|
||||
|
||||
it("should show dismiss button", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
unitCards[0].click();
|
||||
await waitForUpdate();
|
||||
|
||||
const dismissButton = queryShadow(".btn-danger");
|
||||
expect(dismissButton).to.exist;
|
||||
expect(dismissButton.textContent).to.include("Dismiss");
|
||||
});
|
||||
});
|
||||
|
||||
describe("Close Functionality", () => {
|
||||
it("should dispatch close-barracks event when close button is clicked", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
let closeEvent = null;
|
||||
element.addEventListener("close-barracks", (e) => {
|
||||
closeEvent = e;
|
||||
});
|
||||
|
||||
const closeButton = queryShadow(".btn-close");
|
||||
expect(closeButton).to.exist;
|
||||
closeButton.click();
|
||||
|
||||
expect(closeEvent).to.exist;
|
||||
});
|
||||
});
|
||||
|
||||
describe("HP Calculation", () => {
|
||||
it("should calculate maxHp from class definition and level", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
// UNIT_1 is level 3, should have base + (3-1) * growth
|
||||
// Vanguard base health: 120, growth: 10
|
||||
// Expected: 120 + (3-1) * 10 = 140
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
unitCards[0].click();
|
||||
await waitForUpdate();
|
||||
|
||||
const detailSidebar = queryShadow(".detail-sidebar");
|
||||
// Should show HP values
|
||||
expect(detailSidebar.textContent).to.match(/\d+\s*\/\s*\d+/);
|
||||
});
|
||||
|
||||
it("should use stored currentHealth if available", async () => {
|
||||
await waitForUpdate();
|
||||
|
||||
// UNIT_2 has currentHealth: 60 stored
|
||||
const unitCards = queryShadowAll(".unit-card");
|
||||
const injuredCard = Array.from(unitCards).find((card) =>
|
||||
card.classList.contains("injured")
|
||||
);
|
||||
injuredCard.click();
|
||||
await waitForUpdate();
|
||||
|
||||
const detailSidebar = queryShadow(".detail-sidebar");
|
||||
// Should show 60 in HP display
|
||||
expect(detailSidebar.textContent).to.include("60");
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
Loading…
Reference in a new issue