- Introduce methods for loading and saving campaign data in GameStateManager, improving state management for player progress. - Update Persistence layer to handle campaign data storage and retrieval, ensuring data integrity and availability. - Add comprehensive tests for campaign data handling, including scenarios for loading existing data and managing data changes through events. - Refactor related components to support new campaign features, enhancing overall game state management.
197 lines
6.4 KiB
JavaScript
197 lines
6.4 KiB
JavaScript
import { expect } from "@esm-bundle/chai";
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import sinon from "sinon";
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// Import the singleton instance AND the class for constants
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import {
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gameStateManager,
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GameStateManager,
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} from "../../src/core/GameStateManager.js";
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describe("Core: GameStateManager (Singleton)", () => {
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let mockPersistence;
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let mockGameLoop;
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beforeEach(() => {
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// 1. Reset Singleton State
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gameStateManager.reset();
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// 2. Mock Persistence
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mockPersistence = {
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init: sinon.stub().resolves(),
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saveRun: sinon.stub().resolves(),
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loadRun: sinon.stub().resolves(null),
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loadRoster: sinon.stub().resolves(null),
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saveRoster: sinon.stub().resolves(),
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loadCampaign: sinon.stub().resolves(null),
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saveCampaign: sinon.stub().resolves(),
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loadMarketState: sinon.stub().resolves(null),
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saveMarketState: sinon.stub().resolves(),
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};
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// Inject Mock (replacing the real Persistence instance)
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gameStateManager.persistence = mockPersistence;
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// 3. Mock GameLoop
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mockGameLoop = {
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init: sinon.spy(),
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startLevel: sinon.spy(),
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stop: sinon.spy(),
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};
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// 4. Mock MissionManager
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gameStateManager.missionManager = {
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setupActiveMission: sinon.stub(),
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getActiveMission: sinon.stub().returns({
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id: "MISSION_TUTORIAL_01",
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config: { title: "Test Mission" },
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biome: {
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generator_config: {
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seed_type: "RANDOM",
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seed: 12345,
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},
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},
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objectives: [],
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}),
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playIntro: sinon.stub().resolves(),
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load: sinon.stub(),
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save: sinon.stub().returns({ completedMissions: [] }),
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completedMissions: new Set(),
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};
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});
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it("CoA 1: Should initialize and transition to MAIN_MENU", async () => {
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const eventSpy = sinon.spy();
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window.addEventListener("gamestate-changed", eventSpy);
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await gameStateManager.init();
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expect(mockPersistence.init.calledOnce).to.be.true;
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expect(gameStateManager.currentState).to.equal(
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GameStateManager.STATES.MAIN_MENU
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);
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expect(eventSpy.called).to.be.true;
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});
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it("CoA 2: startNewGame should transition to TEAM_BUILDER", async () => {
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await gameStateManager.init();
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gameStateManager.startNewGame();
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expect(gameStateManager.currentState).to.equal(
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GameStateManager.STATES.TEAM_BUILDER
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);
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});
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it("CoA 3: handleEmbark should initialize run, save, and start engine", async () => {
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// Mock RosterManager.recruitUnit to return async unit with generated name
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const mockRecruitedUnit = {
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id: "UNIT_123",
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name: "Valerius", // Generated character name
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className: "Vanguard", // Class name
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classId: "CLASS_VANGUARD",
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};
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gameStateManager.rosterManager.recruitUnit = sinon.stub().resolves(mockRecruitedUnit);
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gameStateManager.setGameLoop(mockGameLoop);
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await gameStateManager.init();
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const mockSquad = [{ id: "u1", isNew: false }]; // Existing unit, not new
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// Mock startLevel to resolve immediately
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mockGameLoop.startLevel = sinon.stub().resolves();
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// Await the full async chain
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await gameStateManager.handleEmbark({ detail: { squad: mockSquad, mode: "SELECT" } });
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expect(gameStateManager.currentState).to.equal(
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GameStateManager.STATES.DEPLOYMENT
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);
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expect(mockPersistence.saveRun.calledWith(gameStateManager.activeRunData))
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.to.be.true;
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expect(mockGameLoop.startLevel.calledWith(gameStateManager.activeRunData))
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.to.be.true;
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});
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it("CoA 3b: handleEmbark should dispatch run-data-updated event", async () => {
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// Mock RosterManager.recruitUnit
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const mockRecruitedUnit = {
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id: "UNIT_123",
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name: "Valerius",
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className: "Vanguard",
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classId: "CLASS_VANGUARD",
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};
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gameStateManager.rosterManager.recruitUnit = sinon.stub().resolves(mockRecruitedUnit);
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gameStateManager.setGameLoop(mockGameLoop);
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await gameStateManager.init();
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const mockSquad = [{ id: "u1", isNew: true, name: "Vanguard", classId: "CLASS_VANGUARD" }];
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mockGameLoop.startLevel = sinon.stub().resolves();
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let eventDispatched = false;
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let eventData = null;
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window.addEventListener("run-data-updated", (e) => {
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eventDispatched = true;
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eventData = e.detail.runData;
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});
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await gameStateManager.handleEmbark({ detail: { squad: mockSquad, mode: "DRAFT" } });
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expect(eventDispatched).to.be.true;
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expect(eventData).to.exist;
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expect(eventData.squad).to.exist;
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expect(eventData.squad[0].name).to.equal("Valerius");
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expect(eventData.squad[0].className).to.equal("Vanguard");
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});
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it("CoA 4: continueGame should load save and resume engine", async () => {
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gameStateManager.setGameLoop(mockGameLoop);
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const savedData = { seed: 999, depth: 5, squad: [] };
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mockPersistence.loadRun.resolves(savedData);
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await gameStateManager.init();
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await gameStateManager.continueGame();
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expect(mockPersistence.loadRun.called).to.be.true;
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expect(gameStateManager.activeRunData).to.deep.equal(savedData);
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expect(mockGameLoop.startLevel.calledWith(savedData)).to.be.true;
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});
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it("CoA 5: init should load campaign data if available", async () => {
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const savedCampaignData = {
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completedMissions: ["MISSION_TUTORIAL_01"],
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};
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mockPersistence.loadCampaign.resolves(savedCampaignData);
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await gameStateManager.init();
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expect(mockPersistence.loadCampaign.called).to.be.true;
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expect(gameStateManager.missionManager.load.calledWith(savedCampaignData)).to.be.true;
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});
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it("CoA 6: init should handle missing campaign data gracefully", async () => {
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mockPersistence.loadCampaign.resolves(null);
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await gameStateManager.init();
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expect(mockPersistence.loadCampaign.called).to.be.true;
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expect(gameStateManager.missionManager.load.called).to.be.false;
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});
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it("CoA 7: campaign-data-changed event should trigger save", async () => {
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await gameStateManager.init();
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// Clear any previous calls
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mockPersistence.saveCampaign.resetHistory();
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// Dispatch campaign-data-changed event
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window.dispatchEvent(new CustomEvent("campaign-data-changed", {
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detail: { missionCompleted: "MISSION_TUTORIAL_01" }
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}));
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// Wait for async save (event listener is synchronous but save is async)
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await new Promise((resolve) => setTimeout(resolve, 50));
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expect(mockPersistence.saveCampaign.called).to.be.true;
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const savedData = mockPersistence.saveCampaign.firstCall.args[0];
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expect(savedData).to.exist;
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expect(savedData.completedMissions).to.be.an("array");
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});
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});
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