Add more test coverage
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93
src/engine/__tests__/EntityManager.test.ts
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93
src/engine/__tests__/EntityManager.test.ts
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import { describe, it, expect, beforeEach } from 'vitest';
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import { EntityManager } from '../EntityManager';
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import { type World, type Actor } from '../../core/types';
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describe('EntityManager', () => {
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let mockWorld: World;
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let entityManager: EntityManager;
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beforeEach(() => {
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mockWorld = {
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width: 10,
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height: 10,
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tiles: new Array(100).fill(0),
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actors: new Map<number, Actor>(),
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exit: { x: 9, y: 9 }
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};
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entityManager = new EntityManager(mockWorld);
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});
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it('should add an actor and update the grid', () => {
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const actor: Actor = { id: 1, category: 'combatant', type: 'player', pos: { x: 2, y: 3 }, isPlayer: true } as any;
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entityManager.addActor(actor);
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expect(mockWorld.actors.has(1)).toBe(true);
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expect(entityManager.getActorsAt(2, 3).map(a => a.id)).toContain(1);
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expect(entityManager.isOccupied(2, 3)).toBe(true);
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});
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it('should remove an actor and update the grid', () => {
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const actor: Actor = { id: 1, category: 'combatant', type: 'player', pos: { x: 2, y: 3 }, isPlayer: true } as any;
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entityManager.addActor(actor);
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entityManager.removeActor(1);
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expect(mockWorld.actors.has(1)).toBe(false);
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expect(entityManager.getActorsAt(2, 3).map(a => a.id)).not.toContain(1);
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expect(entityManager.isOccupied(2, 3)).toBe(false);
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});
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it('should update the grid when an actor moves', () => {
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const actor: Actor = { id: 1, category: 'combatant', type: 'player', pos: { x: 2, y: 3 }, isPlayer: true } as any;
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entityManager.addActor(actor);
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entityManager.moveActor(1, { x: 2, y: 3 }, { x: 4, y: 5 });
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expect(actor.pos.x).toBe(4);
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expect(actor.pos.y).toBe(5);
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expect(entityManager.isOccupied(2, 3)).toBe(false);
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expect(entityManager.isOccupied(4, 5)).toBe(true);
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expect(entityManager.getActorsAt(4, 5).map(a => a.id)).toContain(1);
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});
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it('should correctly identify occupied tiles while ignoring specific types', () => {
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const orb: Actor = { id: 1, category: 'collectible', type: 'exp_orb', pos: { x: 2, y: 2 } } as any;
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const enemy: Actor = { id: 2, category: 'combatant', type: 'rat', pos: { x: 5, y: 5 } } as any;
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entityManager.addActor(orb);
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entityManager.addActor(enemy);
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expect(entityManager.isOccupied(2, 2)).toBe(true);
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expect(entityManager.isOccupied(2, 2, 'exp_orb')).toBe(false);
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expect(entityManager.isOccupied(5, 5)).toBe(true);
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expect(entityManager.isOccupied(5, 5, 'exp_orb')).toBe(true);
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});
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it('should generate the next available ID by scanning current actors', () => {
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mockWorld.actors.set(10, { id: 10, pos: { x: 0, y: 0 } } as any);
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mockWorld.actors.set(15, { id: 15, pos: { x: 1, y: 1 } } as any);
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// Create new manager to trigger scan since current one has stale lastId
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const manager = new EntityManager(mockWorld);
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expect(manager.getNextId()).toBe(16);
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});
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it('should handle multiple actors at the same position', () => {
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const actor1: Actor = { id: 1, pos: { x: 1, y: 1 } } as any;
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const actor2: Actor = { id: 2, pos: { x: 1, y: 1 } } as any;
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entityManager.addActor(actor1);
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entityManager.addActor(actor2);
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const atPos = entityManager.getActorsAt(1, 1);
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expect(atPos.length).toBe(2);
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expect(atPos.map(a => a.id)).toContain(1);
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expect(atPos.map(a => a.id)).toContain(2);
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entityManager.removeActor(1);
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expect(entityManager.getActorsAt(1, 1).map(a => a.id)).toEqual([2]);
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});
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});
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