aether-shards/test/core/GameLoop/combat-movement.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

244 lines
7.7 KiB
JavaScript

// This test file has been split into smaller, more focused test files for better reliability:
// - combat-movement-highlights.test.js (CoA 6, 7) - Tests highlight behavior
// - combat-movement-highlights-5.test.js (CoA 5) - Tests mesh creation (currently hangs, needs investigation)
// - combat-movement-calculation.test.js (CoA 8) - Tests reachable tile calculation
// - combat-movement-execution.test.js (CoA 9, 10, 11) - Tests actual movement execution
//
// The split improves test reliability and performance by avoiding resource accumulation issues.
// CoA 5 hangs even in isolation, suggesting an issue with THREE.js mesh creation/cleanup.
import { expect } from "@esm-bundle/chai";
import * as THREE from "three";
import { GameLoop } from "../../../src/core/GameLoop.js";
import {
createGameLoopSetup,
cleanupGameLoop,
createRunData,
createMockGameStateManagerForCombat,
setupCombatUnits,
cleanupTurnSystem,
} from "./helpers.js";
describe.skip("Core: GameLoop - Combat Movement (Legacy - Split into separate files)", function () {
this.timeout(30000);
let gameLoop;
let container;
let mockGameStateManager;
let playerUnit;
let enemyUnit;
beforeEach(async () => {
const setup = createGameLoopSetup();
gameLoop = setup.gameLoop;
container = setup.container;
// Clean up any existing state first
if (gameLoop.turnSystemAbortController) {
gameLoop.turnSystemAbortController.abort();
}
gameLoop.stop();
if (
gameLoop.turnSystem &&
typeof gameLoop.turnSystem.reset === "function"
) {
gameLoop.turnSystem.reset();
}
gameLoop.init(container);
mockGameStateManager = createMockGameStateManagerForCombat();
gameLoop.gameStateManager = mockGameStateManager;
const runData = createRunData({
squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
});
await gameLoop.startLevel(runData, { startAnimation: false });
// Mock updateCombatState to avoid slow file fetches that can cause hangs
// Replace with a no-op that resolves immediately
gameLoop.updateCombatState = async () => Promise.resolve();
const units = setupCombatUnits(gameLoop);
playerUnit = units.playerUnit;
enemyUnit = units.enemyUnit;
});
afterEach(async () => {
// Clear highlights first to free Three.js resources
if (gameLoop.clearMovementHighlights) {
gameLoop.clearMovementHighlights();
}
if (gameLoop.clearSpawnZoneHighlights) {
gameLoop.clearSpawnZoneHighlights();
}
// Ensure turn system is properly cleaned up
if (gameLoop.turnSystem) {
try {
if (
gameLoop.turnSystem.phase !== "INIT" &&
gameLoop.turnSystem.phase !== "COMBAT_END"
) {
gameLoop.turnSystem.endCombat();
}
} catch (e) {
// Ignore errors during cleanup
}
}
cleanupTurnSystem(gameLoop);
cleanupGameLoop(gameLoop, container);
// Small delay to allow cleanup to complete
await new Promise((resolve) => setTimeout(resolve, 50));
});
it("CoA 5: should show movement highlights for player units in combat", () => {
mockGameStateManager.getCombatState.returns({
activeUnit: {
id: playerUnit.id,
name: playerUnit.name,
},
turnQueue: [],
});
gameLoop.updateMovementHighlights(playerUnit);
expect(gameLoop.movementHighlights.size).to.be.greaterThan(0);
const highlightArray = Array.from(gameLoop.movementHighlights);
expect(highlightArray.length).to.be.greaterThan(0);
expect(highlightArray[0]).to.be.instanceOf(THREE.Mesh);
});
it("CoA 6: should not show movement highlights for enemy units", () => {
mockGameStateManager.getCombatState.returns({
activeUnit: {
id: enemyUnit.id,
name: enemyUnit.name,
},
turnQueue: [],
});
gameLoop.updateMovementHighlights(enemyUnit);
expect(gameLoop.movementHighlights.size).to.equal(0);
});
it("CoA 7: should clear movement highlights when not in combat", () => {
mockGameStateManager.getCombatState.returns({
activeUnit: {
id: playerUnit.id,
name: playerUnit.name,
},
turnQueue: [],
});
gameLoop.updateMovementHighlights(playerUnit);
expect(gameLoop.movementHighlights.size).to.be.greaterThan(0);
mockGameStateManager.currentState = "STATE_DEPLOYMENT";
gameLoop.updateMovementHighlights(playerUnit);
expect(gameLoop.movementHighlights.size).to.equal(0);
});
it("CoA 8: should calculate reachable positions correctly", () => {
const reachable = gameLoop.movementSystem.getReachableTiles(playerUnit, 4);
expect(reachable).to.be.an("array");
expect(reachable.length).to.be.greaterThan(0);
reachable.forEach((pos) => {
expect(pos).to.have.property("x");
expect(pos).to.have.property("y");
expect(pos).to.have.property("z");
expect(gameLoop.grid.isValidBounds(pos)).to.be.true;
});
});
it("CoA 9: should move player unit in combat when clicking valid position", async () => {
// Set player unit to have high charge so it becomes active immediately
playerUnit.chargeMeter = 100;
playerUnit.baseStats.speed = 20; // High speed to ensure it goes first
const allUnits = [playerUnit];
gameLoop.turnSystem.startCombat(allUnits);
// Verify player is active (should be after startCombat with high charge)
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 () => {
// Set player unit to have high charge so it becomes active immediately
playerUnit.chargeMeter = 100;
playerUnit.baseStats.speed = 20;
const allUnits = [playerUnit];
gameLoop.turnSystem.startCombat(allUnits);
// Verify player is active
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 () => {
// Set player unit to have high charge so it becomes active immediately
playerUnit.chargeMeter = 100;
playerUnit.baseStats.speed = 20;
const allUnits = [playerUnit];
gameLoop.turnSystem.startCombat(allUnits);
// Verify player is active
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);
});
});