Files
rogue/src/scenes/systems/__tests__/TargetingSystem.test.ts
2026-02-07 12:54:25 +11:00

228 lines
7.2 KiB
TypeScript

import { describe, it, expect, vi, beforeEach } from 'vitest';
// Mock Phaser
vi.mock('phaser', () => {
const mockGraphics = {
setDepth: vi.fn().mockReturnThis(),
clear: vi.fn().mockReturnThis(),
lineStyle: vi.fn().mockReturnThis(),
lineBetween: vi.fn().mockReturnThis(),
};
const mockSprite = {
setDepth: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(),
setAlpha: vi.fn().mockReturnThis(),
setPosition: vi.fn().mockReturnThis(),
};
return {
default: {
GameObjects: {
Sprite: vi.fn(() => mockSprite),
Graphics: vi.fn(() => mockGraphics),
},
Scene: class {
add = {
graphics: vi.fn(() => mockGraphics),
sprite: vi.fn(() => mockSprite),
};
}
}
};
});
// Mock CombatLogic
vi.mock('../../../engine/gameplay/CombatLogic', () => ({
traceProjectile: vi.fn(),
getClosestVisibleEnemy: vi.fn(),
}));
import { TargetingSystem } from '../TargetingSystem';
import { traceProjectile, getClosestVisibleEnemy } from '../../../engine/gameplay/CombatLogic';
import { TILE_SIZE } from '../../../core/constants';
import type { EntityId } from '../../../core/types';
describe('TargetingSystem', () => {
let targetingSystem: TargetingSystem;
let mockWorld: any;
let mockScene: any;
let mockGraphics: any;
let mockSprite: any;
beforeEach(() => {
vi.clearAllMocks();
mockGraphics = {
setDepth: vi.fn().mockReturnThis(),
clear: vi.fn().mockReturnThis(),
lineStyle: vi.fn().mockReturnThis(),
lineBetween: vi.fn().mockReturnThis(),
};
mockSprite = {
setDepth: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(),
setAlpha: vi.fn().mockReturnThis(),
setPosition: vi.fn().mockReturnThis(),
};
mockScene = {
add: {
graphics: vi.fn(() => mockGraphics),
sprite: vi.fn(() => mockSprite),
},
} as any;
targetingSystem = new TargetingSystem(mockScene);
mockWorld = { width: 10, height: 10 };
// Default return for traceProjectile
(traceProjectile as any).mockReturnValue({
blockedPos: { x: 0, y: 0 },
hitActorId: undefined,
path: []
});
});
it('should initialize with graphics and crosshair sprite hidden', () => {
expect(mockScene.add.graphics).toHaveBeenCalled();
expect(mockScene.add.sprite).toHaveBeenCalled();
expect(mockSprite.setVisible).toHaveBeenCalledWith(false);
});
it('should start targeting and auto-select closest enemy', () => {
const playerPos = { x: 1, y: 1 };
const enemyPos = { x: 3, y: 3 };
(getClosestVisibleEnemy as any).mockReturnValue(enemyPos);
const mockAccessor = {
getCombatant: vi.fn().mockReturnValue({
pos: playerPos,
inventory: { items: [{ id: 'item-1' }] }
}),
context: {}
};
targetingSystem.startTargeting(
'item-1',
playerPos,
mockWorld,
mockAccessor as any,
1 as EntityId, // playerId
new Uint8Array(100),
10
);
expect(targetingSystem.isActive).toBe(true);
expect(targetingSystem.itemId).toBe('item-1');
expect(targetingSystem.cursorPos).toEqual(enemyPos);
expect(mockSprite.setVisible).toHaveBeenCalledWith(true);
});
it('should fallback to mouse position if no enemy found', () => {
const playerPos = { x: 1, y: 1 };
const mousePos = { x: 5, y: 5 };
(getClosestVisibleEnemy as any).mockReturnValue(null);
const mockAccessor = {
getCombatant: vi.fn().mockReturnValue({
pos: playerPos,
inventory: { items: [{ id: 'item-1' }] }
}),
context: {}
};
targetingSystem.startTargeting(
'item-1',
playerPos,
mockWorld,
mockAccessor as any,
1 as EntityId, // playerId
new Uint8Array(100),
10,
mousePos
);
expect(targetingSystem.cursorPos).toEqual(mousePos);
});
it('should update visuals with predictive impact point', () => {
const playerPos = { x: 1, y: 1 };
const targetPos = { x: 5, y: 1 };
const blockedPos = { x: 3, y: 1 }; // Wall at 3,1
(traceProjectile as any).mockReturnValue({
blockedPos: blockedPos,
hitActorId: undefined,
path: []
});
const mockAccessor = {
getCombatant: vi.fn().mockReturnValue({
pos: playerPos,
inventory: { items: [{ id: 'item-1' }] }
}),
context: {}
};
// Start targeting
targetingSystem.startTargeting(
'item-1',
playerPos,
mockWorld,
mockAccessor as any,
1 as EntityId,
new Uint8Array(100),
10,
targetPos
);
// The crosshair should be at blockedPos, not targetPos
const expectedX = blockedPos.x * TILE_SIZE + TILE_SIZE / 2;
const expectedY = blockedPos.y * TILE_SIZE + TILE_SIZE / 2;
expect(mockSprite.setPosition).toHaveBeenCalledWith(expectedX, expectedY);
// Verify dashed line was drawn (multiple lineBetween calls)
expect(mockGraphics.lineBetween).toHaveBeenCalled();
expect(mockGraphics.lineBetween.mock.calls.length).toBeGreaterThan(1);
});
it('should clear visuals on cancel', () => {
targetingSystem.cancel();
expect(targetingSystem.isActive).toBe(false);
expect(mockGraphics.clear).toHaveBeenCalled();
expect(mockSprite.setVisible).toHaveBeenCalledWith(false);
});
it('should prevent targeting self', () => {
const playerPos = { x: 1, y: 1 };
// Setup targeting
targetingSystem.startTargeting(
'item-1',
playerPos,
mockWorld,
{ getCombatant: vi.fn().mockReturnValue({ pos: playerPos, inventory: { items: [{ id: 'item-1' }] } }) } as any,
1 as EntityId,
new Uint8Array(100),
10
);
// Manually set cursor to player pos (startTargeting might do it, but we ensure it)
targetingSystem.updateCursor(playerPos, playerPos);
const callback = vi.fn();
const result = targetingSystem.executeThrow(
mockWorld,
1 as EntityId,
{ getCombatant: vi.fn().mockReturnValue({ pos: playerPos, inventory: { items: [{ id: 'item-1' }] } }) } as any,
callback
);
expect(result).toBe(false);
expect(callback).not.toHaveBeenCalled();
});
});