aether-shards/test/core/GameLoop/combat-movement-execution.test.js
Matthew Mone 63bfb7da31 Add agent instructions and NPC personality specifications
- Introduce AGENTS.md to outline agent behavior, quality standards, and self-improvement guidelines.
- Create AI-AGENTS.md for internal agent use, ensuring clarity in agent operations.
- Add NPC_Personalities.md to define character traits, speech patterns, and writing guidelines for major NPCs, enhancing narrative consistency.
- Update mission JSON files to include new narrative elements and unlock conditions for procedural missions.
- Enhance GameLoop and MissionManager to support new mission features and procedural generation.
- Implement tests for new functionalities to ensure integration and reliability within the game architecture.
2026-01-01 17:57:06 -08:00

153 lines
4.2 KiB
JavaScript

import { expect } from "@esm-bundle/chai";
import { GameLoop } from "../../../src/core/GameLoop.js";
import {
createGameLoopSetup,
cleanupGameLoop,
createRunData,
createMockGameStateManagerForCombat,
setupCombatUnits,
cleanupTurnSystem,
} from "./helpers.js";
describe("Core: GameLoop - Combat Movement Execution", function () {
this.timeout(30000);
let gameLoop;
let container;
let playerUnit;
beforeEach(async () => {
const setup = createGameLoopSetup();
gameLoop = setup.gameLoop;
container = setup.container;
if (gameLoop.turnSystemAbortController) {
gameLoop.turnSystemAbortController.abort();
}
gameLoop.stop();
if (
gameLoop.turnSystem &&
typeof gameLoop.turnSystem.reset === "function"
) {
gameLoop.turnSystem.reset();
}
gameLoop.init(container);
const mockGameStateManager = createMockGameStateManagerForCombat();
gameLoop.gameStateManager = mockGameStateManager;
const runData = createRunData({
squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
});
await gameLoop.startLevel(runData, { startAnimation: false });
gameLoop.updateCombatState = async () => Promise.resolve();
const units = setupCombatUnits(gameLoop);
playerUnit = units.playerUnit;
});
afterEach(async () => {
// Ensure combat is ended before cleanup
if (
gameLoop.turnSystem &&
gameLoop.turnSystem.phase !== "INIT" &&
gameLoop.turnSystem.phase !== "COMBAT_END"
) {
try {
gameLoop.turnSystem.endCombat();
} catch (e) {
// Ignore errors during cleanup
}
}
gameLoop.clearMovementHighlights();
gameLoop.clearSpawnZoneHighlights();
cleanupTurnSystem(gameLoop);
cleanupGameLoop(gameLoop, container);
await new Promise((resolve) => setTimeout(resolve, 50));
});
it("CoA 9: should move player unit in combat when clicking valid position", async () => {
playerUnit.chargeMeter = 100;
playerUnit.baseStats.speed = 20;
const allUnits = [playerUnit];
gameLoop.turnSystem.startCombat(allUnits);
const activeUnit = gameLoop.turnSystem.getActiveUnit();
expect(activeUnit).to.equal(playerUnit);
const initialPos = { ...playerUnit.position };
const targetPos = {
x: initialPos.x + 1,
y: initialPos.y,
z: initialPos.z,
};
const initialAP = playerUnit.currentAP;
await gameLoop.handleCombatMovement(targetPos);
if (
playerUnit.position.x !== initialPos.x ||
playerUnit.position.z !== initialPos.z
) {
expect(playerUnit.position.x).to.equal(targetPos.x);
expect(playerUnit.position.z).to.equal(targetPos.z);
expect(playerUnit.currentAP).to.be.lessThan(initialAP);
} else {
expect(playerUnit.currentAP).to.be.at.most(initialAP);
}
});
it("CoA 10: should not move unit if target is not reachable", async () => {
playerUnit.chargeMeter = 100;
playerUnit.baseStats.speed = 20;
const allUnits = [playerUnit];
gameLoop.turnSystem.startCombat(allUnits);
expect(gameLoop.turnSystem.getActiveUnit()).to.equal(playerUnit);
const initialPos = { ...playerUnit.position };
const targetPos = { x: 20, y: 1, z: 20 };
gameLoop.isRunning = false;
gameLoop.inputManager = {
getCursorPosition: () => targetPos,
update: () => {},
isKeyPressed: () => false,
setCursor: () => {},
};
await gameLoop.handleCombatMovement(targetPos);
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", async () => {
playerUnit.chargeMeter = 100;
playerUnit.baseStats.speed = 20;
const allUnits = [playerUnit];
gameLoop.turnSystem.startCombat(allUnits);
expect(gameLoop.turnSystem.getActiveUnit()).to.equal(playerUnit);
playerUnit.currentAP = 0;
const initialPos = { ...playerUnit.position };
const targetPos = { x: 6, y: 1, z: 5 };
gameLoop.isRunning = false;
gameLoop.inputManager = {
getCursorPosition: () => targetPos,
update: () => {},
isKeyPressed: () => false,
setCursor: () => {},
};
await gameLoop.handleCombatMovement(targetPos);
expect(playerUnit.position.x).to.equal(initialPos.x);
});
});