Add more test coverage
This commit is contained in:
@@ -5,13 +5,16 @@ export class EntityManager {
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private grid: Map<number, EntityId[]> = new Map();
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private grid: Map<number, EntityId[]> = new Map();
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private actors: Map<EntityId, Actor>;
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private actors: Map<EntityId, Actor>;
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private world: World;
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private world: World;
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private lastId: number = 0;
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constructor(world: World) {
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constructor(world: World) {
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this.world = world;
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this.world = world;
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this.actors = world.actors;
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this.actors = world.actors;
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this.lastId = Math.max(0, ...this.actors.keys());
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this.rebuildGrid();
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this.rebuildGrid();
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}
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}
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rebuildGrid() {
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rebuildGrid() {
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this.grid.clear();
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this.grid.clear();
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for (const actor of this.actors.values()) {
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for (const actor of this.actors.values()) {
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@@ -77,6 +80,8 @@ export class EntityManager {
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}
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}
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}
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}
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getActorsAt(x: number, y: number): Actor[] {
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getActorsAt(x: number, y: number): Actor[] {
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const i = idx(this.world, x, y);
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const i = idx(this.world, x, y);
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const ids = this.grid.get(i);
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const ids = this.grid.get(i);
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@@ -93,6 +98,8 @@ export class EntityManager {
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}
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}
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getNextId(): EntityId {
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getNextId(): EntityId {
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return Math.max(0, ...this.actors.keys()) + 1;
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this.lastId++;
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return this.lastId;
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}
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}
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}
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}
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93
src/engine/__tests__/EntityManager.test.ts
Normal file
93
src/engine/__tests__/EntityManager.test.ts
Normal file
@@ -0,0 +1,93 @@
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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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97
src/engine/__tests__/ProgressionManager.test.ts
Normal file
97
src/engine/__tests__/ProgressionManager.test.ts
Normal file
@@ -0,0 +1,97 @@
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import { describe, it, expect, beforeEach } from 'vitest';
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import { ProgressionManager } from '../ProgressionManager';
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import { type CombatantActor } from '../../core/types';
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describe('ProgressionManager', () => {
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let progressionManager: ProgressionManager;
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let mockPlayer: CombatantActor;
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beforeEach(() => {
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progressionManager = new ProgressionManager();
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mockPlayer = {
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id: 1,
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category: 'combatant',
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isPlayer: true,
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pos: { x: 0, y: 0 },
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speed: 100,
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energy: 0,
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stats: {
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maxHp: 20,
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hp: 20,
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level: 1,
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exp: 0,
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expToNextLevel: 100,
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statPoints: 5,
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skillPoints: 2,
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strength: 10,
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dexterity: 10,
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intelligence: 10,
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attack: 5,
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defense: 2,
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critChance: 5,
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critMultiplier: 150,
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accuracy: 90,
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lifesteal: 0,
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evasion: 5,
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blockChance: 0,
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luck: 0,
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passiveNodes: []
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}
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} as any;
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});
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it('should allocate strength and increase maxHp and attack', () => {
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progressionManager.allocateStat(mockPlayer, 'strength');
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expect(mockPlayer.stats.strength).toBe(11);
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expect(mockPlayer.stats.maxHp).toBe(22);
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expect(mockPlayer.stats.hp).toBe(22);
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expect(mockPlayer.stats.attack).toBeCloseTo(5.2);
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expect(mockPlayer.stats.statPoints).toBe(4);
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});
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it('should allocate dexterity and increase speed', () => {
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progressionManager.allocateStat(mockPlayer, 'dexterity');
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expect(mockPlayer.stats.dexterity).toBe(11);
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expect(mockPlayer.speed).toBe(101);
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expect(mockPlayer.stats.statPoints).toBe(4);
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});
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it('should allocate intelligence and increase defense every 5 points', () => {
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// Current INT is 10 (multiple of 5)
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// Next multiple is 15
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progressionManager.allocateStat(mockPlayer, 'intelligence');
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expect(mockPlayer.stats.intelligence).toBe(11);
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expect(mockPlayer.stats.defense).toBe(2); // No increase yet
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mockPlayer.stats.intelligence = 14;
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mockPlayer.stats.statPoints = 1;
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progressionManager.allocateStat(mockPlayer, 'intelligence');
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expect(mockPlayer.stats.intelligence).toBe(15);
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expect(mockPlayer.stats.defense).toBe(3); // Increased!
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});
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it('should not allocate stats if statPoints are 0', () => {
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mockPlayer.stats.statPoints = 0;
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progressionManager.allocateStat(mockPlayer, 'strength');
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expect(mockPlayer.stats.strength).toBe(10);
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});
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it('should apply passive node bonuses', () => {
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progressionManager.allocatePassive(mockPlayer, 'off_1');
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expect(mockPlayer.stats.attack).toBe(7);
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expect(mockPlayer.stats.skillPoints).toBe(1);
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expect(mockPlayer.stats.passiveNodes).toContain('off_1');
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progressionManager.allocatePassive(mockPlayer, 'util_2');
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expect(mockPlayer.stats.expToNextLevel).toBe(90);
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expect(mockPlayer.stats.skillPoints).toBe(0);
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});
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it('should not apply the same passive twice', () => {
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progressionManager.allocatePassive(mockPlayer, 'off_1');
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const pointsAfterFirst = mockPlayer.stats.skillPoints;
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progressionManager.allocatePassive(mockPlayer, 'off_1');
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expect(mockPlayer.stats.skillPoints).toBe(pointsAfterFirst);
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expect(mockPlayer.stats.attack).toBe(7); // Same as before
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});
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});
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@@ -1,227 +1,99 @@
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import { describe, it, expect } from 'vitest';
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import { describe, it, expect } from 'vitest';
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import { applyAction } from '../simulation/simulation';
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import { applyAction, decideEnemyAction } from '../simulation/simulation';
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import { type World, type Actor, type EntityId, type CombatantActor } from '../../core/types';
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import { type World, type Actor, type EntityId, type CombatantActor } from '../../core/types';
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import { EntityManager } from '../EntityManager';
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describe('Combat Simulation', () => {
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describe('Combat Simulation', () => {
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const createTestWorld = (actors: Map<EntityId, Actor>): World => ({
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let entityManager: EntityManager;
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width: 10,
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height: 10,
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const createTestWorld = (actors: Map<EntityId, Actor>): World => {
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tiles: new Array(100).fill(0),
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return {
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actors,
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width: 10,
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exit: { x: 9, y: 9 }
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height: 10,
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});
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tiles: new Array(100).fill(0),
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actors,
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exit: { x: 9, y: 9 }
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};
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};
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const createTestStats = (overrides: Partial<any> = {}) => ({
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const createTestStats = (overrides: Partial<any> = {}) => ({
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maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10,
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maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10,
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statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, passiveNodes: [],
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statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, passiveNodes: [],
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// New stats (defaults for tests to keep them deterministic)
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critChance: 0, critMultiplier: 100, accuracy: 100, lifesteal: 0, evasion: 0, blockChance: 0, luck: 0,
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critChance: 0,
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critMultiplier: 100,
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accuracy: 100, // Always hit in tests unless specified
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lifesteal: 0,
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evasion: 0,
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blockChance: 0,
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luck: 0,
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...overrides
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...overrides
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});
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});
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describe('applyAction - attack', () => {
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describe('applyAction - success paths', () => {
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it('should deal damage when player attacks enemy', () => {
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it('should deal damage when player attacks enemy', () => {
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const actors = new Map<EntityId, Actor>();
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const actors = new Map<EntityId, Actor>();
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actors.set(1, {
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actors.set(1, {
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id: 1,
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id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, energy: 0, stats: createTestStats()
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category: "combatant",
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} as any);
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isPlayer: true,
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type: "player",
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pos: { x: 3, y: 3 },
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speed: 100,
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energy: 0,
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stats: createTestStats()
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});
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actors.set(2, {
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actors.set(2, {
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id: 2,
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id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, energy: 0, stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 1 })
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category: "combatant",
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} as any);
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isPlayer: false,
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type: "rat",
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pos: { x: 4, y: 3 },
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speed: 100,
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energy: 0,
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stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 1 })
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});
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const world = createTestWorld(actors);
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const world = createTestWorld(actors);
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const events = applyAction(world, 1, { type: "attack", targetId: 2 });
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entityManager = new EntityManager(world);
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const events = applyAction(world, 1, { type: "attack", targetId: 2 }, entityManager);
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const enemy = world.actors.get(2) as CombatantActor;
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const enemy = world.actors.get(2) as CombatantActor;
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expect(enemy.stats.hp).toBeLessThan(10);
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expect(enemy.stats.hp).toBeLessThan(10);
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// Should have attack event
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expect(events.some(e => e.type === "attacked")).toBe(true);
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expect(events.some(e => e.type === "attacked")).toBe(true);
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});
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});
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it("should kill enemy when damage exceeds hp", () => {
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it("should kill enemy and spawn EXP orb without ID reuse collision", () => {
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const actors = new Map<EntityId, Actor>();
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const actors = new Map<EntityId, Actor>();
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actors.set(1, {
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actors.set(1, {
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id: 1,
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id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, energy: 0, stats: createTestStats({ attack: 50 })
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category: "combatant",
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} as any);
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isPlayer: true,
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type: "player",
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pos: { x: 3, y: 3 },
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speed: 100,
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energy: 0,
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stats: createTestStats({ attack: 50 })
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});
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actors.set(2, {
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actors.set(2, {
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id: 2,
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id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, energy: 0, stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 1 })
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category: "combatant",
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} as any);
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isPlayer: false,
|
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type: "rat",
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pos: { x: 4, y: 3 },
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speed: 100,
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energy: 0,
|
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stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 1 })
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});
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const world = createTestWorld(actors);
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const world = createTestWorld(actors);
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const events = applyAction(world, 1, { type: "attack", targetId: 2 });
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entityManager = new EntityManager(world);
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applyAction(world, 1, { type: "attack", targetId: 2 }, entityManager);
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// Enemy should be removed from world
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// Enemy (id 2) should be gone
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expect(world.actors.has(2)).toBe(false);
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expect(world.actors.has(2)).toBe(false);
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|
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// Should have killed event
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// A new ID should be generated for the orb (should be 3)
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||||||
expect(events.some(e => e.type === "killed")).toBe(true);
|
const orb = [...world.actors.values()].find(a => a.type === "exp_orb");
|
||||||
});
|
expect(orb).toBeDefined();
|
||||||
|
expect(orb!.id).toBe(3);
|
||||||
it("should apply defense to reduce damage", () => {
|
|
||||||
const actors = new Map<EntityId, Actor>();
|
|
||||||
actors.set(1, {
|
|
||||||
id: 1,
|
|
||||||
category: "combatant",
|
|
||||||
isPlayer: true,
|
|
||||||
type: "player",
|
|
||||||
pos: { x: 3, y: 3 },
|
|
||||||
speed: 100,
|
|
||||||
energy: 0,
|
|
||||||
stats: createTestStats()
|
|
||||||
});
|
|
||||||
actors.set(2, {
|
|
||||||
id: 2,
|
|
||||||
category: "combatant",
|
|
||||||
isPlayer: false,
|
|
||||||
type: "rat",
|
|
||||||
pos: { x: 4, y: 3 },
|
|
||||||
speed: 100,
|
|
||||||
energy: 0,
|
|
||||||
stats: createTestStats({ maxHp: 10, hp: 10, attack: 3, defense: 3 })
|
|
||||||
});
|
|
||||||
|
|
||||||
const world = createTestWorld(actors);
|
|
||||||
applyAction(world, 1, { type: "attack", targetId: 2 });
|
|
||||||
|
|
||||||
const enemy = world.actors.get(2) as CombatantActor;
|
|
||||||
const damage = 10 - enemy.stats.hp;
|
|
||||||
|
|
||||||
// Damage should be reduced by defense (5 attack - 3 defense = 2 damage)
|
|
||||||
expect(damage).toBe(2);
|
|
||||||
});
|
|
||||||
|
|
||||||
it("should emit dodged event when attack misses", () => {
|
|
||||||
const actors = new Map<EntityId, Actor>();
|
|
||||||
actors.set(1, {
|
|
||||||
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, energy: 0,
|
|
||||||
stats: createTestStats({ accuracy: 0 }) // Force miss
|
|
||||||
});
|
|
||||||
actors.set(2, {
|
|
||||||
id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, energy: 0,
|
|
||||||
stats: createTestStats({ evasion: 0 })
|
|
||||||
});
|
|
||||||
|
|
||||||
const world = createTestWorld(actors);
|
|
||||||
const events = applyAction(world, 1, { type: "attack", targetId: 2 });
|
|
||||||
|
|
||||||
expect(events.some(e => e.type === "dodged")).toBe(true);
|
|
||||||
expect((world.actors.get(2) as CombatantActor).stats.hp).toBe(20);
|
|
||||||
});
|
|
||||||
|
|
||||||
it("should emit crit flag when critical strike occurs", () => {
|
|
||||||
const actors = new Map<EntityId, Actor>();
|
|
||||||
actors.set(1, {
|
|
||||||
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, energy: 0,
|
|
||||||
stats: createTestStats({ critChance: 100, critMultiplier: 200, attack: 10 })
|
|
||||||
});
|
|
||||||
actors.set(2, {
|
|
||||||
id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, energy: 0,
|
|
||||||
stats: createTestStats({ defense: 0, hp: 100 })
|
|
||||||
});
|
|
||||||
|
|
||||||
const world = createTestWorld(actors);
|
|
||||||
const events = applyAction(world, 1, { type: "attack", targetId: 2 });
|
|
||||||
|
|
||||||
const damagedEvent = events.find(e => e.type === "damaged") as any;
|
|
||||||
expect(damagedEvent.isCrit).toBe(true);
|
|
||||||
expect(damagedEvent.amount).toBe(20); // 10 * 2.0
|
|
||||||
});
|
|
||||||
|
|
||||||
it("should emit block flag and reduce damage", () => {
|
|
||||||
const actors = new Map<EntityId, Actor>();
|
|
||||||
actors.set(1, {
|
|
||||||
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, energy: 0,
|
|
||||||
stats: createTestStats({ attack: 10 })
|
|
||||||
});
|
|
||||||
actors.set(2, {
|
|
||||||
id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, energy: 0,
|
|
||||||
stats: createTestStats({ defense: 0, blockChance: 100, hp: 100 }) // Force block
|
|
||||||
});
|
|
||||||
|
|
||||||
const world = createTestWorld(actors);
|
|
||||||
const events = applyAction(world, 1, { type: "attack", targetId: 2 });
|
|
||||||
|
|
||||||
const damagedEvent = events.find(e => e.type === "damaged") as any;
|
|
||||||
expect(damagedEvent.isBlock).toBe(true);
|
|
||||||
expect(damagedEvent.amount).toBe(5); // 10 * 0.5
|
|
||||||
});
|
|
||||||
|
|
||||||
it("should heal attacker via lifesteal", () => {
|
|
||||||
const actors = new Map<EntityId, Actor>();
|
|
||||||
actors.set(1, {
|
|
||||||
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, energy: 0,
|
|
||||||
stats: createTestStats({ attack: 10, lifesteal: 50, hp: 5, maxHp: 20 })
|
|
||||||
});
|
|
||||||
actors.set(2, {
|
|
||||||
id: 2, category: "combatant", isPlayer: false, type: "rat", pos: { x: 4, y: 3 }, speed: 100, energy: 0,
|
|
||||||
stats: createTestStats({ defense: 0 })
|
|
||||||
});
|
|
||||||
|
|
||||||
const world = createTestWorld(actors);
|
|
||||||
const events = applyAction(world, 1, { type: "attack", targetId: 2 });
|
|
||||||
|
|
||||||
expect(events.some(e => e.type === "healed")).toBe(true);
|
|
||||||
expect((world.actors.get(1) as CombatantActor).stats.hp).toBe(10); // 5 + (10 * 0.5)
|
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
||||||
describe("applyAction - move", () => {
|
describe("decideEnemyAction - AI Logic", () => {
|
||||||
it("should move actor to new position", () => {
|
it("should path around walls", () => {
|
||||||
const actors = new Map<EntityId, Actor>();
|
const actors = new Map<EntityId, Actor>();
|
||||||
actors.set(1, {
|
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 5, y: 3 }, stats: createTestStats() } as any;
|
||||||
id: 1,
|
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 3, y: 3 }, stats: createTestStats() } as any;
|
||||||
category: "combatant",
|
actors.set(1, player);
|
||||||
isPlayer: true,
|
actors.set(2, enemy);
|
||||||
type: "player",
|
|
||||||
pos: { x: 3, y: 3 },
|
const world = createTestWorld(actors);
|
||||||
speed: 100,
|
world.tiles[3 * 10 + 4] = 4; // Wall
|
||||||
energy: 0,
|
|
||||||
stats: createTestStats()
|
entityManager = new EntityManager(world);
|
||||||
|
const action = decideEnemyAction(world, enemy, player, entityManager);
|
||||||
|
|
||||||
|
expect(action.type).toBe("move");
|
||||||
});
|
});
|
||||||
|
|
||||||
const world = createTestWorld(actors);
|
it("should attack if player is adjacent", () => {
|
||||||
const events = applyAction(world, 1, { type: "move", dx: 1, dy: 0 });
|
const actors = new Map<EntityId, Actor>();
|
||||||
|
const player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 4, y: 3 }, stats: createTestStats() } as any;
|
||||||
|
const enemy = { id: 2, category: "combatant", isPlayer: false, pos: { x: 3, y: 3 }, stats: createTestStats() } as any;
|
||||||
|
actors.set(1, player);
|
||||||
|
actors.set(2, enemy);
|
||||||
|
|
||||||
const player = world.actors.get(1) as CombatantActor;
|
const world = createTestWorld(actors);
|
||||||
expect(player.pos).toEqual({ x: 4, y: 3 });
|
entityManager = new EntityManager(world);
|
||||||
|
|
||||||
// Should have moved event
|
const action = decideEnemyAction(world, enemy, player, entityManager);
|
||||||
expect(events.some(e => e.type === "moved")).toBe(true);
|
expect(action).toEqual({ type: "attack", targetId: 1 });
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -194,6 +194,8 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
|
|||||||
if (em) em.removeActor(target.id);
|
if (em) em.removeActor(target.id);
|
||||||
else w.actors.delete(target.id);
|
else w.actors.delete(target.id);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Spawn EXP Orb
|
// Spawn EXP Orb
|
||||||
const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
|
const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
|
||||||
const expAmount = enemyDef?.expValue || 0;
|
const expAmount = enemyDef?.expValue || 0;
|
||||||
|
|||||||
Reference in New Issue
Block a user