aether-shards/test/core/GameStateManager.test.js

97 lines
2.8 KiB
JavaScript

import { expect } from "@esm-bundle/chai";
import sinon from "sinon";
// Import the singleton instance AND the class for constants
import {
gameStateManager,
GameStateManager,
} from "../../src/core/GameStateManager.js";
describe("Core: GameStateManager (Singleton)", () => {
let mockPersistence;
let mockGameLoop;
beforeEach(() => {
// 1. Reset Singleton State
gameStateManager.reset();
// 2. Mock Persistence
mockPersistence = {
init: sinon.stub().resolves(),
saveRun: sinon.stub().resolves(),
loadRun: sinon.stub().resolves(null),
};
// Inject Mock (replacing the real Persistence instance)
gameStateManager.persistence = mockPersistence;
// 3. Mock GameLoop
mockGameLoop = {
init: sinon.spy(),
startLevel: sinon.spy(),
stop: sinon.spy(),
};
});
it("CoA 1: Should initialize and transition to MAIN_MENU", async () => {
const eventSpy = sinon.spy();
window.addEventListener("gamestate-changed", eventSpy);
await gameStateManager.init();
expect(mockPersistence.init.calledOnce).to.be.true;
expect(gameStateManager.currentState).to.equal(
GameStateManager.STATES.MAIN_MENU
);
expect(eventSpy.called).to.be.true;
});
it("CoA 2: startNewGame should transition to TEAM_BUILDER", async () => {
await gameStateManager.init();
gameStateManager.startNewGame();
expect(gameStateManager.currentState).to.equal(
GameStateManager.STATES.TEAM_BUILDER
);
});
it("CoA 3: handleEmbark should initialize run, save, and start engine", async () => {
gameStateManager.setGameLoop(mockGameLoop);
await gameStateManager.init();
const mockSquad = [{ id: "u1" }];
// Handle Async Chain
let resolveEngineStart;
const engineStartPromise = new Promise((r) => {
resolveEngineStart = r;
});
mockGameLoop.startLevel = sinon.stub().callsFake(() => {
resolveEngineStart();
});
gameStateManager.handleEmbark({ detail: { squad: mockSquad } });
await engineStartPromise;
expect(gameStateManager.currentState).to.equal(
GameStateManager.STATES.GAME_RUN
);
expect(mockPersistence.saveRun.calledWith(gameStateManager.activeRunData))
.to.be.true;
expect(mockGameLoop.startLevel.calledWith(gameStateManager.activeRunData))
.to.be.true;
});
it("CoA 4: continueGame should load save and resume engine", async () => {
gameStateManager.setGameLoop(mockGameLoop);
const savedData = { seed: 999, depth: 5, squad: [] };
mockPersistence.loadRun.resolves(savedData);
await gameStateManager.init();
await gameStateManager.continueGame();
expect(mockPersistence.loadRun.called).to.be.true;
expect(gameStateManager.activeRunData).to.deep.equal(savedData);
expect(mockGameLoop.startLevel.calledWith(savedData)).to.be.true;
});
});