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.
452 lines
15 KiB
JavaScript
452 lines
15 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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import {
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createGameLoopSetup,
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cleanupGameLoop,
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createRunData,
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createMockGameStateManagerForCombat,
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setupCombatUnits,
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cleanupTurnSystem,
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} from "./helpers.js";
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describe.skip("Core: GameLoop - Combat Movement and Turn System", function () {
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this.timeout(30000);
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let gameLoop;
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let container;
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let mockGameStateManager;
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let playerUnit;
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let enemyUnit;
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beforeEach(async () => {
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const setup = createGameLoopSetup();
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gameLoop = setup.gameLoop;
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container = setup.container;
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// Clean up any existing state first
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gameLoop.stop();
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// Reset turn system if it exists
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if (
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gameLoop.turnSystem &&
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typeof gameLoop.turnSystem.reset === "function"
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) {
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gameLoop.turnSystem.reset();
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}
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gameLoop.init(container);
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// Setup mock game state manager
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mockGameStateManager = createMockGameStateManagerForCombat();
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gameLoop.gameStateManager = mockGameStateManager;
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// Initialize a level
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const runData = createRunData({
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squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
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});
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await gameLoop.startLevel(runData, { startAnimation: false });
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// Create test units
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const units = setupCombatUnits(gameLoop);
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playerUnit = units.playerUnit;
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enemyUnit = units.enemyUnit;
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});
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afterEach(() => {
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// Clear any highlights first
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gameLoop.clearMovementHighlights();
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gameLoop.clearSpawnZoneHighlights();
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// Clean up turn system state
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cleanupTurnSystem(gameLoop);
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// Stop the game loop (this will remove event listeners)
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cleanupGameLoop(gameLoop, container);
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});
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it("CoA 5: should show movement highlights for player units in combat", () => {
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// Setup combat state with player as active
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mockGameStateManager.getCombatState.returns({
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activeUnit: {
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id: playerUnit.id,
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name: playerUnit.name,
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},
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turnQueue: [],
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});
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// Update movement highlights
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gameLoop.updateMovementHighlights(playerUnit);
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// Should have created highlight meshes
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expect(gameLoop.movementHighlights.size).to.be.greaterThan(0);
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// Verify highlights are in the scene
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const highlightArray = Array.from(gameLoop.movementHighlights);
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expect(highlightArray.length).to.be.greaterThan(0);
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expect(highlightArray[0]).to.be.instanceOf(THREE.Mesh);
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});
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it("CoA 6: should not show movement highlights for enemy units", () => {
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mockGameStateManager.getCombatState.returns({
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activeUnit: {
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id: enemyUnit.id,
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name: enemyUnit.name,
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},
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turnQueue: [],
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});
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gameLoop.updateMovementHighlights(enemyUnit);
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// Should not have highlights for enemies
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expect(gameLoop.movementHighlights.size).to.equal(0);
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});
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it("CoA 7: should clear movement highlights when not in combat", () => {
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// First create some highlights
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mockGameStateManager.getCombatState.returns({
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activeUnit: {
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id: playerUnit.id,
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name: playerUnit.name,
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},
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turnQueue: [],
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});
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gameLoop.updateMovementHighlights(playerUnit);
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expect(gameLoop.movementHighlights.size).to.be.greaterThan(0);
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// Change state to not combat
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mockGameStateManager.currentState = "STATE_DEPLOYMENT";
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gameLoop.updateMovementHighlights(playerUnit);
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// Highlights should be cleared
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expect(gameLoop.movementHighlights.size).to.equal(0);
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});
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it("CoA 8: should calculate reachable positions correctly", () => {
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// Use MovementSystem instead of removed getReachablePositions
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const reachable = gameLoop.movementSystem.getReachableTiles(playerUnit, 4);
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// Should return an array
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expect(reachable).to.be.an("array");
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// Should include the starting position (or nearby positions)
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// The exact positions depend on the grid layout, but should have some results
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expect(reachable.length).to.be.greaterThan(0);
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// All positions should be valid
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reachable.forEach((pos) => {
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expect(pos).to.have.property("x");
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expect(pos).to.have.property("y");
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expect(pos).to.have.property("z");
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expect(gameLoop.grid.isValidBounds(pos)).to.be.true;
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});
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});
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it("CoA 9: should move player unit in combat when clicking valid position", async () => {
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// Start combat with TurnSystem
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const allUnits = [playerUnit];
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gameLoop.turnSystem.startCombat(allUnits);
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// Ensure player is active
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const activeUnit = gameLoop.turnSystem.getActiveUnit();
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if (activeUnit !== playerUnit) {
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// Advance until player is active
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while (
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gameLoop.turnSystem.getActiveUnit() !== playerUnit &&
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gameLoop.turnSystem.getActiveUnit()
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) {
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const current = gameLoop.turnSystem.getActiveUnit();
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gameLoop.turnSystem.endTurn(current);
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}
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}
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const initialPos = { ...playerUnit.position };
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const targetPos = {
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x: initialPos.x + 1,
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y: initialPos.y,
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z: initialPos.z,
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}; // Adjacent position
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const initialAP = playerUnit.currentAP;
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// Handle combat movement (now async)
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await gameLoop.handleCombatMovement(targetPos);
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// Unit should have moved (or at least attempted to move)
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// Position might be the same if movement failed, but AP should be checked
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// If movement succeeded, position should change
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if (
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playerUnit.position.x !== initialPos.x ||
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playerUnit.position.z !== initialPos.z
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) {
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// Movement succeeded
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expect(playerUnit.position.x).to.equal(targetPos.x);
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expect(playerUnit.position.z).to.equal(targetPos.z);
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expect(playerUnit.currentAP).to.be.lessThan(initialAP);
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} else {
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// Movement might have failed (e.g., not walkable), but that's okay for this test
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// The important thing is that the system tried to move
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expect(playerUnit.currentAP).to.be.at.most(initialAP);
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}
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});
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it("CoA 10: should not move unit if target is not reachable", () => {
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mockGameStateManager.getCombatState.returns({
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activeUnit: {
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id: playerUnit.id,
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name: playerUnit.name,
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},
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turnQueue: [],
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});
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const initialPos = { ...playerUnit.position };
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const targetPos = { x: 20, y: 1, z: 20 }; // Far away, likely unreachable
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// Stop animation loop to prevent errors from mock inputManager
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gameLoop.isRunning = false;
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gameLoop.inputManager = {
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getCursorPosition: () => targetPos,
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update: () => {}, // Stub for animate loop
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isKeyPressed: () => false, // Stub for animate loop
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setCursor: () => {}, // Stub for animate loop
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};
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gameLoop.handleCombatMovement(targetPos);
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// Unit should not have moved
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expect(playerUnit.position.x).to.equal(initialPos.x);
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expect(playerUnit.position.z).to.equal(initialPos.z);
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});
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it("CoA 11: should not move unit if not enough AP", () => {
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mockGameStateManager.getCombatState.returns({
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activeUnit: {
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id: playerUnit.id,
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name: playerUnit.name,
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},
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turnQueue: [],
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});
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playerUnit.currentAP = 0; // No AP
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const initialPos = { ...playerUnit.position };
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const targetPos = { x: 6, y: 1, z: 5 };
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// Stop animation loop to prevent errors from mock inputManager
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gameLoop.isRunning = false;
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gameLoop.inputManager = {
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getCursorPosition: () => targetPos,
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update: () => {}, // Stub for animate loop
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isKeyPressed: () => false, // Stub for animate loop
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setCursor: () => {}, // Stub for animate loop
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};
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gameLoop.handleCombatMovement(targetPos);
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// Unit should not have moved
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expect(playerUnit.position.x).to.equal(initialPos.x);
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});
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it("CoA 12: should end turn and advance turn queue", () => {
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// Start combat with TurnSystem
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const allUnits = [playerUnit, enemyUnit];
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gameLoop.turnSystem.startCombat(allUnits);
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// Get the active unit (could be either player or enemy depending on speed)
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const activeUnit = gameLoop.turnSystem.getActiveUnit();
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expect(activeUnit).to.exist;
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const initialCharge = activeUnit.chargeMeter;
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expect(initialCharge).to.be.greaterThanOrEqual(100); // Should be at least 100 to be active
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// End turn
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gameLoop.endTurn();
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// Active unit's charge should be subtracted by 100 (not reset to 0)
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// However, after endTurn(), advanceToNextTurn() runs the tick loop which adds charge to all units
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// So the final charge is (initialCharge - 100) + (ticks * speed)
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// We verify the charge is valid and the subtraction happened (charge is at least initialCharge - 100)
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expect(activeUnit.chargeMeter).to.be.a("number");
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expect(activeUnit.chargeMeter).to.be.at.least(0);
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// Charge should be at least the amount after subtracting 100 (may be higher due to tick loop)
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const minExpectedAfterSubtraction = Math.max(0, initialCharge - 100);
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expect(activeUnit.chargeMeter).to.be.at.least(minExpectedAfterSubtraction);
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// Turn system should have advanced to next unit
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const nextUnit = gameLoop.turnSystem?.getActiveUnit();
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expect(nextUnit).to.exist;
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// Next unit should be different from the previous one (or same if it gained charge faster)
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expect(nextUnit.chargeMeter).to.be.greaterThanOrEqual(100);
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});
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it("CoA 13: should restore AP for units when their turn starts (via TurnSystem)", () => {
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// Set enemy AP to 0 before combat starts (to verify it gets restored)
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enemyUnit.currentAP = 0;
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// Set speeds: player faster so they go first (player wins ties)
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playerUnit.baseStats.speed = 10;
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enemyUnit.baseStats.speed = 10;
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// Start combat with TurnSystem
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const allUnits = [playerUnit, enemyUnit];
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gameLoop.turnSystem.startCombat(allUnits);
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// startCombat will initialize charges and advance to first active unit
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// With same speed, player should go first (tie-breaker favors player)
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// If not, advance until player is active
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let attempts = 0;
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while (
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gameLoop.turnSystem.getActiveUnit() !== playerUnit &&
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attempts < 10
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) {
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const current = gameLoop.turnSystem.getActiveUnit();
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if (current) {
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gameLoop.turnSystem.endTurn(current);
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} else {
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break;
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}
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attempts++;
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}
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// Verify player is active
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expect(gameLoop.turnSystem.getActiveUnit()).to.equal(playerUnit);
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// End player's turn - this will trigger tick loop and enemy should become active
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gameLoop.endTurn();
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// Enemy should have reached 100+ charge and become active
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// When enemy's turn starts, AP should be restored via startTurn()
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// Advance turns until enemy is active
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attempts = 0;
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while (gameLoop.turnSystem.getActiveUnit() !== enemyUnit && attempts < 10) {
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const current = gameLoop.turnSystem.getActiveUnit();
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if (current && current !== enemyUnit) {
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gameLoop.endTurn();
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} else {
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break;
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}
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attempts++;
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}
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// Verify enemy is now active
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const activeUnit = gameLoop.turnSystem.getActiveUnit();
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expect(activeUnit).to.equal(enemyUnit);
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// AP should be restored (formula: 3 + floor(speed/5) = 3 + floor(10/5) = 5)
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expect(enemyUnit.currentAP).to.equal(5);
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});
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it("CoA 14: should clear spawn zone highlights when deployment finishes", async () => {
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// Start in deployment
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mockGameStateManager.currentState = "STATE_DEPLOYMENT";
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const runData = createRunData();
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await gameLoop.startLevel(runData, { startAnimation: false });
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// Should have spawn zone highlights
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expect(gameLoop.spawnZoneHighlights.size).to.be.greaterThan(0);
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// Finalize deployment
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gameLoop.finalizeDeployment();
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// Spawn zone highlights should be cleared
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expect(gameLoop.spawnZoneHighlights.size).to.equal(0);
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});
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it("CoA 14b: should update combat state immediately when deployment finishes", async () => {
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// Start in deployment
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mockGameStateManager.currentState = "STATE_DEPLOYMENT";
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const runData = createRunData({
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squad: [{ id: "u1", classId: "CLASS_VANGUARD" }],
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});
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await gameLoop.startLevel(runData, { startAnimation: false });
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// Deploy a unit so we have units in combat
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const unitDef = runData.squad[0];
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const validTile = gameLoop.playerSpawnZone[0];
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gameLoop.deployUnit(unitDef, validTile);
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// Spy on updateCombatState to verify it's called
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const updateCombatStateSpy = sinon.spy(gameLoop, "updateCombatState");
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// Finalize deployment
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gameLoop.finalizeDeployment();
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// updateCombatState should have been called immediately
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expect(updateCombatStateSpy.calledOnce).to.be.true;
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// setCombatState should have been called with a valid combat state
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expect(mockGameStateManager.setCombatState.called).to.be.true;
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const combatStateCall = mockGameStateManager.setCombatState.getCall(-1);
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expect(combatStateCall).to.exist;
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const combatState = combatStateCall.args[0];
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expect(combatState).to.exist;
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expect(combatState.isActive).to.be.true;
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expect(combatState.turnQueue).to.be.an("array");
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// Restore spy
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updateCombatStateSpy.restore();
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});
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it("CoA 15: should clear movement highlights when starting new level", async () => {
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// Create some movement highlights first
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mockGameStateManager.getCombatState.returns({
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activeUnit: {
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id: playerUnit.id,
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name: playerUnit.name,
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},
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turnQueue: [],
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});
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gameLoop.updateMovementHighlights(playerUnit);
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expect(gameLoop.movementHighlights.size).to.be.greaterThan(0);
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// Start a new level
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const runData = createRunData({ seed: 99999 });
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await gameLoop.startLevel(runData, { startAnimation: false });
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// Movement highlights should be cleared
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expect(gameLoop.movementHighlights.size).to.equal(0);
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});
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it("CoA 16: should initialize all units with full AP when combat starts", () => {
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// Create multiple units with different speeds
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const fastUnit = gameLoop.unitManager.createUnit(
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"CLASS_VANGUARD",
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"PLAYER"
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);
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fastUnit.baseStats.speed = 20; // Fast unit
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fastUnit.position = { x: 3, y: 1, z: 3 };
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gameLoop.grid.placeUnit(fastUnit, fastUnit.position);
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const slowUnit = gameLoop.unitManager.createUnit(
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"CLASS_VANGUARD",
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"PLAYER"
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);
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slowUnit.baseStats.speed = 5; // Slow unit
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slowUnit.position = { x: 4, y: 1, z: 4 };
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gameLoop.grid.placeUnit(slowUnit, slowUnit.position);
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const enemyUnit2 = gameLoop.unitManager.createUnit(
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"ENEMY_DEFAULT",
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"ENEMY"
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);
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enemyUnit2.baseStats.speed = 8;
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enemyUnit2.position = { x: 10, y: 1, z: 10 };
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gameLoop.grid.placeUnit(enemyUnit2, enemyUnit2.position);
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// Initialize combat units
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gameLoop.initializeCombatUnits();
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// All units should have full AP (10) regardless of charge
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expect(fastUnit.currentAP).to.equal(10);
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expect(slowUnit.currentAP).to.equal(10);
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expect(enemyUnit2.currentAP).to.equal(10);
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// Charge should still be set based on speed
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expect(fastUnit.chargeMeter).to.be.greaterThan(slowUnit.chargeMeter);
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});
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});
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