- Introduce the Marketplace system, managed by MarketManager, to facilitate buying and selling items, enhancing player engagement and resource management. - Update GameStateManager to integrate the new MarketManager, ensuring seamless data handling and persistence for market transactions. - Add specifications for the Marketplace UI, detailing layout, functionality, and conditions of acceptance to ensure a robust user experience. - Refactor existing components to support the new marketplace features, including dynamic inventory updates and currency management. - Enhance testing coverage for the MarketManager and MarketplaceScreen to validate functionality and integration within the game architecture.
195 lines
6.7 KiB
JavaScript
195 lines
6.7 KiB
JavaScript
import { expect } from "@esm-bundle/chai";
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import { RosterManager } from "../../src/managers/RosterManager.js";
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describe("Manager: RosterManager", () => {
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let manager;
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beforeEach(() => {
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manager = new RosterManager();
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});
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it("CoA 1: Should initialize with empty roster and graveyard", () => {
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expect(manager.roster).to.be.an("array").that.is.empty;
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expect(manager.graveyard).to.be.an("array").that.is.empty;
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expect(manager.rosterLimit).to.equal(12);
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});
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it("CoA 2: recruitUnit should add unit to roster with generated ID and character name", async () => {
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const unitData = {
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classId: "CLASS_VANGUARD",
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name: "Vanguard", // This will become className
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stats: { hp: 100 },
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};
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const newUnit = await manager.recruitUnit(unitData);
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expect(newUnit).to.exist;
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expect(newUnit.id).to.match(/^UNIT_\d+_\d+$/);
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expect(newUnit.classId).to.equal("CLASS_VANGUARD");
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// Name should be a generated character name, not the class name
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expect(newUnit.name).to.be.a("string");
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expect(newUnit.name).to.not.equal("Vanguard");
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expect(newUnit.className).to.equal("Vanguard");
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expect(newUnit.status).to.equal("READY");
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expect(newUnit.history).to.deep.equal({ missions: 0, kills: 0 });
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expect(manager.roster).to.have.length(1);
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expect(manager.roster[0]).to.equal(newUnit);
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});
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it("CoA 3: recruitUnit should return false when roster is full", async () => {
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// Fill roster to limit
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for (let i = 0; i < manager.rosterLimit; i++) {
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await manager.recruitUnit({ classId: "CLASS_VANGUARD", name: `Unit ${i}` });
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}
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const result = await manager.recruitUnit({ classId: "CLASS_VANGUARD", name: "Extra" });
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expect(result).to.be.false;
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expect(manager.roster).to.have.length(manager.rosterLimit);
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});
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it("CoA 4: handleUnitDeath should move unit to graveyard and remove from roster", async () => {
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const unit = await manager.recruitUnit({
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classId: "CLASS_VANGUARD",
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name: "Vanguard",
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});
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const unitId = unit.id;
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manager.handleUnitDeath(unitId);
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expect(manager.roster).to.be.empty;
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expect(manager.graveyard).to.have.length(1);
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expect(manager.graveyard[0].id).to.equal(unitId);
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expect(manager.graveyard[0].status).to.equal("DEAD");
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});
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it("CoA 5: handleUnitDeath should do nothing if unit not found", async () => {
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await manager.recruitUnit({ classId: "CLASS_VANGUARD", name: "Vanguard" });
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manager.handleUnitDeath("NONEXISTENT_ID");
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expect(manager.roster).to.have.length(1);
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expect(manager.graveyard).to.be.empty;
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});
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it("CoA 6: getDeployableUnits should return only READY units", async () => {
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const ready1 = await manager.recruitUnit({
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classId: "CLASS_VANGUARD",
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name: "Vanguard",
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});
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const ready2 = await manager.recruitUnit({
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classId: "CLASS_TINKER",
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name: "Tinker",
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});
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// Manually set a unit to INJURED
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manager.roster[0].status = "INJURED";
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const deployable = manager.getDeployableUnits();
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expect(deployable).to.have.length(1);
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expect(deployable[0].id).to.equal(ready2.id);
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expect(deployable[0].status).to.equal("READY");
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});
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it("CoA 7: load should restore roster and graveyard from save data", () => {
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const saveData = {
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roster: [
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{ id: "UNIT_1", classId: "CLASS_VANGUARD", name: "Valerius", className: "Vanguard", status: "READY" },
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{ id: "UNIT_2", classId: "CLASS_TINKER", name: "Aria", className: "Tinker", status: "INJURED" },
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],
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graveyard: [{ id: "UNIT_3", classId: "CLASS_VANGUARD", name: "Kael", className: "Vanguard", status: "DEAD" }],
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};
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manager.load(saveData);
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expect(manager.roster).to.have.length(2);
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expect(manager.graveyard).to.have.length(1);
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expect(manager.roster[0].id).to.equal("UNIT_1");
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expect(manager.graveyard[0].id).to.equal("UNIT_3");
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});
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it("CoA 10: load should restore classMastery and activeClassId progression data", () => {
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const saveData = {
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roster: [
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{
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id: "UNIT_1",
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classId: "CLASS_VANGUARD",
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name: "Valerius",
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className: "Vanguard",
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status: "READY",
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activeClassId: "CLASS_VANGUARD",
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classMastery: {
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CLASS_VANGUARD: {
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level: 5,
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xp: 250,
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skillPoints: 3,
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unlockedNodes: ["ROOT", "NODE_1"],
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},
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},
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},
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],
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graveyard: [],
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};
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manager.load(saveData);
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expect(manager.roster[0].classMastery).to.exist;
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expect(manager.roster[0].classMastery.CLASS_VANGUARD.level).to.equal(5);
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expect(manager.roster[0].classMastery.CLASS_VANGUARD.xp).to.equal(250);
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expect(manager.roster[0].classMastery.CLASS_VANGUARD.skillPoints).to.equal(3);
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expect(manager.roster[0].classMastery.CLASS_VANGUARD.unlockedNodes).to.include("ROOT");
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expect(manager.roster[0].activeClassId).to.equal("CLASS_VANGUARD");
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});
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it("CoA 11: save should preserve classMastery and activeClassId progression data", async () => {
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const unit = await manager.recruitUnit({ classId: "CLASS_VANGUARD", name: "Vanguard" });
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// Add progression data
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unit.activeClassId = "CLASS_VANGUARD";
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unit.classMastery = {
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CLASS_VANGUARD: {
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level: 3,
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xp: 150,
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skillPoints: 2,
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unlockedNodes: ["ROOT"],
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},
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};
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const saved = manager.save();
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expect(saved.roster[0].classMastery).to.exist;
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expect(saved.roster[0].classMastery.CLASS_VANGUARD.level).to.equal(3);
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expect(saved.roster[0].classMastery.CLASS_VANGUARD.xp).to.equal(150);
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expect(saved.roster[0].classMastery.CLASS_VANGUARD.skillPoints).to.equal(2);
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expect(saved.roster[0].classMastery.CLASS_VANGUARD.unlockedNodes).to.include("ROOT");
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expect(saved.roster[0].activeClassId).to.equal("CLASS_VANGUARD");
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});
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it("CoA 8: save should serialize roster and graveyard", async () => {
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await manager.recruitUnit({ classId: "CLASS_VANGUARD", name: "Vanguard" });
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await manager.recruitUnit({ classId: "CLASS_TINKER", name: "Tinker" });
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const unitId = manager.roster[0].id;
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manager.handleUnitDeath(unitId);
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const saved = manager.save();
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expect(saved).to.have.property("roster");
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expect(saved).to.have.property("graveyard");
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expect(saved.roster).to.have.length(1);
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expect(saved.graveyard).to.have.length(1);
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expect(saved.roster[0].name).to.be.a("string"); // Generated character name
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expect(saved.graveyard[0].id).to.equal(unitId);
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});
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it("CoA 9: clear should reset roster and graveyard", async () => {
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await manager.recruitUnit({ classId: "CLASS_VANGUARD", name: "Vanguard" });
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manager.handleUnitDeath(manager.roster[0].id);
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manager.clear();
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expect(manager.roster).to.be.empty;
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expect(manager.graveyard).to.be.empty;
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});
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});
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