136 lines
5.4 KiB
TypeScript
136 lines
5.4 KiB
TypeScript
import { describe, it, expect } from 'vitest';
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import { generateFloorState } from '../utils/room-utils';
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import { SWARM_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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// Note: In the current implementation, swarm is checked before speed.
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// Speed rooms can only be generated if random >= SWARM_ROOM_CHANCE (0.15)
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// AND random < SPEED_ROOM_CHANCE (0.10), which is impossible since 0.15 > 0.10.
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// This test verifies the speed code path exists by using a mock that
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// bypasses the swarm check.
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const originalRandom = Math.random;
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// First call (swarm check) returns >= 0.15, second call (speed check) returns < 0.10
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let callCount = 0;
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Math.random = () => {
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callCount++;
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if (callCount === 1) return 0.16; // >= SWARM_ROOM_CHANCE, skip swarm
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if (callCount === 2) return 0.05; // < SPEED_ROOM_CHANCE, trigger speed
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return 0.5;
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};
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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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// Use a mock that bypasses swarm check and triggers speed
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const originalRandom = Math.random;
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let callCount = 0;
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Math.random = () => {
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callCount++;
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if (callCount === 1) return 0.16; // >= SWARM_ROOM_CHANCE, skip swarm
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if (callCount === 2) return 0.05; // < SPEED_ROOM_CHANCE, trigger speed
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return 0.5;
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};
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const speedState = generateFloorState(51);
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expect(speedState.roomType).toBe('speed');
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expect(speedState.enemies[0].dodgeChance).toBe(getDodgeChance(51));
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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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// Floor 0: getGuardianForFloor(0) returns null, 0 % 7 === 0
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// With real random, it could be puzzle. Mock to ensure combat.
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const originalRandom = Math.random;
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Math.random = () => 0.5; // High random, won't trigger puzzle
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const state = generateFloorState(0);
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expect(state.roomType).toBe('combat');
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Math.random = originalRandom;
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});
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});
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