23a83a04cf
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m17s
- Fixed DisciplinesAttunementType enum usage in discipline data files - Fixed EquipmentSlot import in equipment/types.ts - Fixed enchantment-effects.ts export/import chain - Fixed safe-persist.ts StateStorage type compatibility - Fixed store persist partial return types for all stores - Fixed gameStore.ts ElementState type and error handling - Fixed useGameDerived.ts missing properties on GameCoordinatorStore - Added SkillUpgradeChoice type to types.ts - Fixed ActionButtons.tsx optional currentStudyTarget prop - Fixed GameToast.tsx Toast type compatibility - Fixed EnchantmentDesigner sub-component type mismatches - Fixed SpireCombatPage equippedInstances/equipmentInstances types - Fixed page.tsx computeClickMana argument - Added baseCastTime to SpellDef type - Fixed golem/types.ts and loot-drops.ts import paths - Fixed craftingStore.ts missing lastError in initial state and actions - Fixed store-actions-combat-prestige.test.ts Memory type usage - Fixed floor-utils.upgraded.test.ts array type annotation - Fixed computed-stats.test.ts state type assertions - Fixed activity-log.test.ts state type annotation - Fixed discipline-math.test.ts enum value usage - Fixed game-loop.test.ts vitest mock import - Various other test file type fixes
112 lines
4.3 KiB
TypeScript
112 lines
4.3 KiB
TypeScript
import { describe, it, expect } from 'vitest';
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import { generateFloorState } from '../utils/room-utils';
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import { PUZZLE_ROOMS, SWARM_CONFIG, SPEED_ROOM_CONFIG } from '../constants';
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import { getGuardianForFloor } from '../data/guardian-encounters';
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import { getFloorMaxHP } from '../utils/floor-utils';
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import { getDodgeChance } from '../utils/room-utils';
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// ─── generateFloorState ───────────────────────────────────────────────────────
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describe('generateFloorState', () => {
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it('should return a FloorState object', () => {
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const state = generateFloorState(1);
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expect(typeof state).toBe('object');
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expect(state).toHaveProperty('roomType');
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expect(state).toHaveProperty('enemies');
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});
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it('should generate guardian state for guardian floor', () => {
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const state = generateFloorState(10);
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expect(state.roomType).toBe('guardian');
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expect(state.enemies.length).toBe(1);
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const g10 = getGuardianForFloor(10)!;
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expect(state.enemies[0].name).toBe(g10.name);
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expect(state.enemies[0].hp).toBe(g10.hp);
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expect(state.enemies[0].element).toBe(g10.element);
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});
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it('should generate combat state for non-guardian floor with combat', () => {
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const originalRandom = Math.random;
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Math.random = () => 0.5; // Won't trigger special rooms
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const state = generateFloorState(5);
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expect(state.roomType).toBe('combat');
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expect(state.enemies.length).toBe(1);
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expect(state.enemies[0].hp).toBe(getFloorMaxHP(5));
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Math.random = originalRandom;
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});
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it('should generate swarm state for swarm room', () => {
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const originalRandom = Math.random;
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Math.random = () => 0.14; // < SWARM_ROOM_CHANCE (0.15)
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const state = generateFloorState(5);
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expect(state.roomType).toBe('swarm');
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expect(Array.isArray(state.enemies)).toBe(true);
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expect(state.enemies.length).toBeGreaterThanOrEqual(SWARM_CONFIG.minEnemies);
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Math.random = originalRandom;
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});
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it('should generate speed state for speed room', () => {
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const originalRandom = Math.random;
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Math.random = () => 0.09; // < SPEED_ROOM_CHANCE (0.10)
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const state = generateFloorState(5);
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expect(state.roomType).toBe('speed');
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expect(state.enemies.length).toBe(1);
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Math.random = originalRandom;
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});
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it('should generate puzzle state for puzzle room', () => {
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const originalRandom = Math.random;
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Math.random = () => 0.19; // < PUZZLE_ROOM_CHANCE (0.20)
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const state = generateFloorState(7);
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expect(state.roomType).toBe('puzzle');
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expect(Array.isArray(state.enemies)).toBe(true);
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expect(state.enemies).toEqual([]);
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expect(state.puzzleProgress).toBe(0);
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expect(typeof state.puzzleRequired).toBe('number');
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expect(typeof state.puzzleId).toBe('string');
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expect(typeof state.puzzleAttunements).toBe('object');
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Math.random = originalRandom;
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});
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it('should fill puzzle attunements from PUZZLE_ROOMS', () => {
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const originalRandom = Math.random;
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Math.random = () => 0.19;
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const state = generateFloorState(7);
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expect(state.roomType).toBe('puzzle');
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expect(state.puzzleAttunements!.length).toBeGreaterThan(0);
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expect(typeof state.puzzleAttunements![0]).toBe('string');
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Math.random = originalRandom;
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});
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it('should use correct element for floor', () => {
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const state = generateFloorState(1);
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expect(state.enemies[0].element).toBe('fire');
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const state2 = generateFloorState(2);
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expect(state2.enemies[0].element).toBe('water');
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});
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it('combat enemy HP should match floor max HP', () => {
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const state = generateFloorState(50);
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expect(state.enemies[0].hp).toBe(getFloorMaxHP(50));
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});
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it('speed room should have correct dodge chance', () => {
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const originalRandom = Math.random;
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Math.random = () => 0.09; // Speed room
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const speedState = generateFloorState(50);
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expect(speedState.roomType).toBe('speed');
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expect(speedState.enemies[0].dodgeChance).toBe(getDodgeChance(50));
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Math.random = originalRandom;
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});
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it('should handle very high floor number', () => {
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const state = generateFloorState(1000);
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expect(state.roomType).toBe('guardian');
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});
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it('should handle floor 0', () => {
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const state = generateFloorState(0);
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expect(state.roomType).toBe('combat');
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});
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});
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