Add more test coverage

This commit is contained in:
Peter Stockings
2026-01-05 14:03:25 +11:00
parent ce68470ab1
commit f86daac9ac
5 changed files with 260 additions and 189 deletions

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@@ -5,13 +5,16 @@ export class EntityManager {
private grid: Map<number, EntityId[]> = new Map();
private actors: Map<EntityId, Actor>;
private world: World;
private lastId: number = 0;
constructor(world: World) {
this.world = world;
this.actors = world.actors;
this.lastId = Math.max(0, ...this.actors.keys());
this.rebuildGrid();
}
rebuildGrid() {
this.grid.clear();
for (const actor of this.actors.values()) {
@@ -77,6 +80,8 @@ export class EntityManager {
}
}
getActorsAt(x: number, y: number): Actor[] {
const i = idx(this.world, x, y);
const ids = this.grid.get(i);
@@ -93,6 +98,8 @@ export class EntityManager {
}
getNextId(): EntityId {
return Math.max(0, ...this.actors.keys()) + 1;
this.lastId++;
return this.lastId;
}
}

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

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@@ -0,0 +1,97 @@
import { describe, it, expect, beforeEach } from 'vitest';
import { ProgressionManager } from '../ProgressionManager';
import { type CombatantActor } from '../../core/types';
describe('ProgressionManager', () => {
let progressionManager: ProgressionManager;
let mockPlayer: CombatantActor;
beforeEach(() => {
progressionManager = new ProgressionManager();
mockPlayer = {
id: 1,
category: 'combatant',
isPlayer: true,
pos: { x: 0, y: 0 },
speed: 100,
energy: 0,
stats: {
maxHp: 20,
hp: 20,
level: 1,
exp: 0,
expToNextLevel: 100,
statPoints: 5,
skillPoints: 2,
strength: 10,
dexterity: 10,
intelligence: 10,
attack: 5,
defense: 2,
critChance: 5,
critMultiplier: 150,
accuracy: 90,
lifesteal: 0,
evasion: 5,
blockChance: 0,
luck: 0,
passiveNodes: []
}
} as any;
});
it('should allocate strength and increase maxHp and attack', () => {
progressionManager.allocateStat(mockPlayer, 'strength');
expect(mockPlayer.stats.strength).toBe(11);
expect(mockPlayer.stats.maxHp).toBe(22);
expect(mockPlayer.stats.hp).toBe(22);
expect(mockPlayer.stats.attack).toBeCloseTo(5.2);
expect(mockPlayer.stats.statPoints).toBe(4);
});
it('should allocate dexterity and increase speed', () => {
progressionManager.allocateStat(mockPlayer, 'dexterity');
expect(mockPlayer.stats.dexterity).toBe(11);
expect(mockPlayer.speed).toBe(101);
expect(mockPlayer.stats.statPoints).toBe(4);
});
it('should allocate intelligence and increase defense every 5 points', () => {
// Current INT is 10 (multiple of 5)
// Next multiple is 15
progressionManager.allocateStat(mockPlayer, 'intelligence');
expect(mockPlayer.stats.intelligence).toBe(11);
expect(mockPlayer.stats.defense).toBe(2); // No increase yet
mockPlayer.stats.intelligence = 14;
mockPlayer.stats.statPoints = 1;
progressionManager.allocateStat(mockPlayer, 'intelligence');
expect(mockPlayer.stats.intelligence).toBe(15);
expect(mockPlayer.stats.defense).toBe(3); // Increased!
});
it('should not allocate stats if statPoints are 0', () => {
mockPlayer.stats.statPoints = 0;
progressionManager.allocateStat(mockPlayer, 'strength');
expect(mockPlayer.stats.strength).toBe(10);
});
it('should apply passive node bonuses', () => {
progressionManager.allocatePassive(mockPlayer, 'off_1');
expect(mockPlayer.stats.attack).toBe(7);
expect(mockPlayer.stats.skillPoints).toBe(1);
expect(mockPlayer.stats.passiveNodes).toContain('off_1');
progressionManager.allocatePassive(mockPlayer, 'util_2');
expect(mockPlayer.stats.expToNextLevel).toBe(90);
expect(mockPlayer.stats.skillPoints).toBe(0);
});
it('should not apply the same passive twice', () => {
progressionManager.allocatePassive(mockPlayer, 'off_1');
const pointsAfterFirst = mockPlayer.stats.skillPoints;
progressionManager.allocatePassive(mockPlayer, 'off_1');
expect(mockPlayer.stats.skillPoints).toBe(pointsAfterFirst);
expect(mockPlayer.stats.attack).toBe(7); // Same as before
});
});

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@@ -1,227 +1,99 @@
import { describe, it, expect } from 'vitest';
import { applyAction } from '../simulation/simulation';
import { applyAction, decideEnemyAction } from '../simulation/simulation';
import { type World, type Actor, type EntityId, type CombatantActor } from '../../core/types';
import { EntityManager } from '../EntityManager';
describe('Combat Simulation', () => {
const createTestWorld = (actors: Map<EntityId, Actor>): World => ({
let entityManager: EntityManager;
const createTestWorld = (actors: Map<EntityId, Actor>): World => {
return {
width: 10,
height: 10,
tiles: new Array(100).fill(0),
actors,
exit: { x: 9, y: 9 }
});
};
};
const createTestStats = (overrides: Partial<any> = {}) => ({
maxHp: 20, hp: 20, attack: 5, defense: 2, level: 1, exp: 0, expToNextLevel: 10,
statPoints: 0, skillPoints: 0, strength: 10, dexterity: 10, intelligence: 10, passiveNodes: [],
// New stats (defaults for tests to keep them deterministic)
critChance: 0,
critMultiplier: 100,
accuracy: 100, // Always hit in tests unless specified
lifesteal: 0,
evasion: 0,
blockChance: 0,
luck: 0,
critChance: 0, critMultiplier: 100, accuracy: 100, lifesteal: 0, evasion: 0, blockChance: 0, luck: 0,
...overrides
});
describe('applyAction - attack', () => {
describe('applyAction - success paths', () => {
it('should deal damage when player attacks enemy', () => {
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()
});
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, energy: 0, stats: createTestStats()
} as any);
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: 1 })
});
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 })
} as any);
const world = createTestWorld(actors);
const events = applyAction(world, 1, { type: "attack", targetId: 2 });
entityManager = new EntityManager(world);
const events = applyAction(world, 1, { type: "attack", targetId: 2 }, entityManager);
const enemy = world.actors.get(2) as CombatantActor;
expect(enemy.stats.hp).toBeLessThan(10);
// Should have attack event
expect(events.some(e => e.type === "attacked")).toBe(true);
});
it("should kill enemy when damage exceeds hp", () => {
it("should kill enemy and spawn EXP orb without ID reuse collision", () => {
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: 50 })
});
id: 1, category: "combatant", isPlayer: true, type: "player", pos: { x: 3, y: 3 }, speed: 100, energy: 0, stats: createTestStats({ attack: 50 })
} as any);
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: 1 })
});
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 })
} as any);
const world = createTestWorld(actors);
const events = applyAction(world, 1, { type: "attack", targetId: 2 });
entityManager = new EntityManager(world);
applyAction(world, 1, { type: "attack", targetId: 2 }, entityManager);
// Enemy should be removed from world
// Enemy (id 2) should be gone
expect(world.actors.has(2)).toBe(false);
// Should have killed event
expect(events.some(e => e.type === "killed")).toBe(true);
// A new ID should be generated for the orb (should be 3)
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", () => {
describe("decideEnemyAction - AI Logic", () => {
it("should path around walls", () => {
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 player = { id: 1, category: "combatant", isPlayer: true, pos: { x: 5, 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 world = createTestWorld(actors);
applyAction(world, 1, { type: "attack", targetId: 2 });
world.tiles[3 * 10 + 4] = 4; // Wall
const enemy = world.actors.get(2) as CombatantActor;
const damage = 10 - enemy.stats.hp;
entityManager = new EntityManager(world);
const action = decideEnemyAction(world, enemy, player, entityManager);
// Damage should be reduced by defense (5 attack - 3 defense = 2 damage)
expect(damage).toBe(2);
expect(action.type).toBe("move");
});
it("should emit dodged event when attack misses", () => {
it("should attack if player is adjacent", () => {
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 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 world = createTestWorld(actors);
const events = applyAction(world, 1, { type: "attack", targetId: 2 });
entityManager = new EntityManager(world);
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", () => {
it("should move actor to new position", () => {
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()
});
const world = createTestWorld(actors);
const events = applyAction(world, 1, { type: "move", dx: 1, dy: 0 });
const player = world.actors.get(1) as CombatantActor;
expect(player.pos).toEqual({ x: 4, y: 3 });
// Should have moved event
expect(events.some(e => e.type === "moved")).toBe(true);
const action = decideEnemyAction(world, enemy, player, entityManager);
expect(action).toEqual({ type: "attack", targetId: 1 });
});
});
});

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@@ -194,6 +194,8 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em
if (em) em.removeActor(target.id);
else w.actors.delete(target.id);
// Spawn EXP Orb
const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
const expAmount = enemyDef?.expValue || 0;