147 lines
4.6 KiB
JavaScript
147 lines
4.6 KiB
JavaScript
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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// 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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});
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