Add comprehensive tests for the InventoryManager and InventoryContainer to validate item management functionalities. Implement integration tests for the CharacterSheet component, ensuring proper interaction with the inventory system. Update the Explorer class to support new inventory features and maintain backward compatibility. Refactor related components for improved clarity and performance.
211 lines
6.1 KiB
JavaScript
211 lines
6.1 KiB
JavaScript
import { expect } from "@esm-bundle/chai";
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import { Explorer } from "../../../src/units/Explorer.js";
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import { Item } from "../../../src/items/Item.js";
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// Mock Class Definitions
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const CLASS_VANGUARD = {
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id: "CLASS_VANGUARD",
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base_stats: { health: 100, attack: 10, defense: 5, speed: 10, magic: 0, willpower: 5, movement: 4, tech: 0 },
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growth_rates: { health: 10, attack: 1 },
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};
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describe("Unit: Explorer - Inventory Integration", () => {
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let explorer;
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let mockItemRegistry;
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beforeEach(() => {
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explorer = new Explorer("p1", "Hero", "CLASS_VANGUARD", CLASS_VANGUARD);
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// Ensure loadout is initialized (should be in constructor, but ensure it exists)
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if (!explorer.loadout) {
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explorer.loadout = {
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mainHand: null,
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offHand: null,
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body: null,
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accessory: null,
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belt: [null, null],
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};
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}
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// Create mock item registry
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mockItemRegistry = {
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get: (defId) => {
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const items = {
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"ITEM_RUSTY_BLADE": new Item({
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id: "ITEM_RUSTY_BLADE",
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name: "Rusty Blade",
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type: "WEAPON",
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stats: { attack: 3 },
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}),
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"ITEM_SCRAP_PLATE": new Item({
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id: "ITEM_SCRAP_PLATE",
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name: "Scrap Plate",
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type: "ARMOR",
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stats: { defense: 3, speed: -1 },
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}),
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"ITEM_RELIC": new Item({
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id: "ITEM_RELIC",
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name: "Power Relic",
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type: "RELIC",
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stats: { magic: 5, willpower: 2 },
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}),
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};
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return items[defId] || null;
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},
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};
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});
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describe("loadout property", () => {
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it("CoA 1: should have loadout property with all slots", () => {
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expect(explorer.loadout).to.exist;
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expect(explorer.loadout.mainHand).to.be.null;
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expect(explorer.loadout.offHand).to.be.null;
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expect(explorer.loadout.body).to.be.null;
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expect(explorer.loadout.accessory).to.be.null;
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expect(explorer.loadout.belt).to.be.an("array");
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expect(explorer.loadout.belt.length).to.equal(2);
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expect(explorer.loadout.belt[0]).to.be.null;
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expect(explorer.loadout.belt[1]).to.be.null;
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});
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});
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describe("recalculateStats", () => {
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it("CoA 2: should apply mainHand item stats", () => {
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const initialAttack = explorer.baseStats.attack;
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explorer.loadout.mainHand = {
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uid: "ITEM_001",
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defId: "ITEM_RUSTY_BLADE",
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isNew: false,
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quantity: 1,
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};
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explorer.recalculateStats(mockItemRegistry);
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// Attack should increase by 3
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expect(explorer.maxHealth).to.equal(explorer.baseStats.health);
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// Note: recalculateStats updates maxHealth but doesn't return stats
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// We verify it was called without error
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});
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it("CoA 3: should apply body armor stats", () => {
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const initialDefense = explorer.baseStats.defense;
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const initialSpeed = explorer.baseStats.speed;
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explorer.loadout.body = {
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uid: "ITEM_002",
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defId: "ITEM_SCRAP_PLATE",
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isNew: false,
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quantity: 1,
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};
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explorer.recalculateStats(mockItemRegistry);
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// Should update maxHealth (defense +3, speed -1)
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expect(explorer.maxHealth).to.exist;
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});
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it("CoA 4: should apply multiple equipment stats", () => {
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explorer.loadout.mainHand = {
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uid: "ITEM_001",
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defId: "ITEM_RUSTY_BLADE",
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isNew: false,
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quantity: 1,
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};
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explorer.loadout.body = {
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uid: "ITEM_002",
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defId: "ITEM_SCRAP_PLATE",
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isNew: false,
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quantity: 1,
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};
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explorer.loadout.accessory = {
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uid: "ITEM_003",
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defId: "ITEM_RELIC",
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isNew: false,
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quantity: 1,
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};
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explorer.recalculateStats(mockItemRegistry);
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// Should update maxHealth with all stat changes
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expect(explorer.maxHealth).to.exist;
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});
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it("CoA 5: should handle null itemRegistry gracefully", () => {
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explorer.loadout.mainHand = {
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uid: "ITEM_001",
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defId: "ITEM_RUSTY_BLADE",
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isNew: false,
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quantity: 1,
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};
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// Should not throw error
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expect(() => explorer.recalculateStats(null)).to.not.throw();
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});
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it("CoA 6: should update health proportionally when health stat changes", () => {
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const healthRelic = new Item({
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id: "ITEM_HEALTH_RELIC",
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name: "Health Relic",
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type: "RELIC",
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stats: { health: 20 },
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});
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mockItemRegistry.get = (defId) => {
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if (defId === "ITEM_HEALTH_RELIC") return healthRelic;
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return null;
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};
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// Set base health to 100
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explorer.baseStats.health = 100;
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explorer.currentHealth = 50;
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explorer.maxHealth = 100;
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explorer.loadout.accessory = {
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uid: "ITEM_004",
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defId: "ITEM_HEALTH_RELIC",
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isNew: false,
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quantity: 1,
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};
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explorer.recalculateStats(mockItemRegistry);
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// Health should be updated proportionally
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// baseStats.health (100) + item health (20) = 120
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expect(explorer.maxHealth).to.equal(120); // 100 + 20
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// Current health should maintain ratio: 50/100 * 120 = 60
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// Implementation: healthRatio = 50/100 = 0.5, newHealth = floor(120 * 0.5) = 60
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expect(explorer.currentHealth).to.equal(60);
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});
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it("CoA 7: should not apply belt item stats (consumables)", () => {
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const potion = {
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uid: "ITEM_005",
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defId: "ITEM_HEALTH_POTION",
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isNew: false,
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quantity: 1,
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};
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explorer.loadout.belt[0] = potion;
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const initialMaxHealth = explorer.maxHealth;
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explorer.recalculateStats(mockItemRegistry);
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// Belt items shouldn't affect stats
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expect(explorer.maxHealth).to.equal(initialMaxHealth);
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});
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});
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describe("backward compatibility", () => {
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it("CoA 8: should maintain legacy equipment property", () => {
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expect(explorer.equipment).to.exist;
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expect(explorer.equipment.weapon).to.be.null;
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expect(explorer.equipment.armor).to.be.null;
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expect(explorer.equipment.utility).to.be.null;
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expect(explorer.equipment.relic).to.be.null;
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});
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});
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});
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