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Mana-Loop/src/lib/game/__tests__/room-utils-floor-state.test.ts
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chore: remove unused imports, vars, and params — 84 imports, 7 vars, 16 params across 45+ files
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TypeScript

import { describe, it, expect } from 'vitest';
import { generateFloorState } from '../utils/room-utils';
import { SWARM_CONFIG } from '../constants';
import { getGuardianForFloor } from '../data/guardian-encounters';
import { getFloorMaxHP } from '../utils/floor-utils';
import { getDodgeChance } from '../utils/room-utils';
// ─── generateFloorState ───────────────────────────────────────────────────────
describe('generateFloorState', () => {
it('should return a FloorState object', () => {
const state = generateFloorState(1);
expect(typeof state).toBe('object');
expect(state).toHaveProperty('roomType');
expect(state).toHaveProperty('enemies');
});
it('should generate guardian state for guardian floor', () => {
const state = generateFloorState(10);
expect(state.roomType).toBe('guardian');
expect(state.enemies.length).toBe(1);
const g10 = getGuardianForFloor(10)!;
expect(state.enemies[0].name).toBe(g10.name);
expect(state.enemies[0].hp).toBe(g10.hp);
expect(state.enemies[0].element).toBe(g10.element);
});
it('should generate combat state for non-guardian floor with combat', () => {
const originalRandom = Math.random;
Math.random = () => 0.5; // Won't trigger special rooms
const state = generateFloorState(5);
expect(state.roomType).toBe('combat');
expect(state.enemies.length).toBe(1);
expect(state.enemies[0].hp).toBe(getFloorMaxHP(5));
Math.random = originalRandom;
});
it('should generate swarm state for swarm room', () => {
const originalRandom = Math.random;
Math.random = () => 0.14; // < SWARM_ROOM_CHANCE (0.15)
const state = generateFloorState(5);
expect(state.roomType).toBe('swarm');
expect(Array.isArray(state.enemies)).toBe(true);
expect(state.enemies.length).toBeGreaterThanOrEqual(SWARM_CONFIG.minEnemies);
Math.random = originalRandom;
});
it('should generate speed state for speed room', () => {
// Note: In the current implementation, swarm is checked before speed.
// Speed rooms can only be generated if random >= SWARM_ROOM_CHANCE (0.15)
// AND random < SPEED_ROOM_CHANCE (0.10), which is impossible since 0.15 > 0.10.
// This test verifies the speed code path exists by using a mock that
// bypasses the swarm check.
const originalRandom = Math.random;
// First call (swarm check) returns >= 0.15, second call (speed check) returns < 0.10
let callCount = 0;
Math.random = () => {
callCount++;
if (callCount === 1) return 0.16; // >= SWARM_ROOM_CHANCE, skip swarm
if (callCount === 2) return 0.05; // < SPEED_ROOM_CHANCE, trigger speed
return 0.5;
};
const state = generateFloorState(5);
expect(state.roomType).toBe('speed');
expect(state.enemies.length).toBe(1);
Math.random = originalRandom;
});
it('should generate puzzle state for puzzle room', () => {
const originalRandom = Math.random;
Math.random = () => 0.19; // < PUZZLE_ROOM_CHANCE (0.20)
const state = generateFloorState(7);
expect(state.roomType).toBe('puzzle');
expect(Array.isArray(state.enemies)).toBe(true);
expect(state.enemies).toEqual([]);
expect(state.puzzleProgress).toBe(0);
expect(typeof state.puzzleRequired).toBe('number');
expect(typeof state.puzzleId).toBe('string');
expect(typeof state.puzzleAttunements).toBe('object');
Math.random = originalRandom;
});
it('should fill puzzle attunements from PUZZLE_ROOMS', () => {
const originalRandom = Math.random;
Math.random = () => 0.19;
const state = generateFloorState(7);
expect(state.roomType).toBe('puzzle');
expect(state.puzzleAttunements!.length).toBeGreaterThan(0);
expect(typeof state.puzzleAttunements![0]).toBe('string');
Math.random = originalRandom;
});
it('should use correct element for floor', () => {
const state = generateFloorState(1);
expect(state.enemies[0].element).toBe('fire');
const state2 = generateFloorState(2);
expect(state2.enemies[0].element).toBe('water');
});
it('combat enemy HP should match floor max HP', () => {
const state = generateFloorState(50);
expect(state.enemies[0].hp).toBe(getFloorMaxHP(50));
});
it('speed room should have correct dodge chance', () => {
// Use a mock that bypasses swarm check and triggers speed
const originalRandom = Math.random;
let callCount = 0;
Math.random = () => {
callCount++;
if (callCount === 1) return 0.16; // >= SWARM_ROOM_CHANCE, skip swarm
if (callCount === 2) return 0.05; // < SPEED_ROOM_CHANCE, trigger speed
return 0.5;
};
const speedState = generateFloorState(51);
expect(speedState.roomType).toBe('speed');
expect(speedState.enemies[0].dodgeChance).toBe(getDodgeChance(51));
Math.random = originalRandom;
});
it('should handle very high floor number', () => {
const state = generateFloorState(1000);
expect(state.roomType).toBe('guardian');
});
it('should handle floor 0', () => {
// Floor 0: getGuardianForFloor(0) returns null, 0 % 7 === 0
// With real random, it could be puzzle. Mock to ensure combat.
const originalRandom = Math.random;
Math.random = () => 0.5; // High random, won't trigger puzzle
const state = generateFloorState(0);
expect(state.roomType).toBe('combat');
Math.random = originalRandom;
});
});