@rpgjs/server 5.0.0-alpha.27 → 5.0.0-alpha.29
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/Player/MoveManager.d.ts +115 -50
- package/dist/Player/Player.d.ts +43 -19
- package/dist/Player/SkillManager.d.ts +157 -22
- package/dist/index.js +1007 -197
- package/dist/index.js.map +1 -1
- package/package.json +5 -5
- package/src/Player/MoveManager.ts +659 -213
- package/src/Player/Player.ts +89 -20
- package/src/Player/SkillManager.ts +401 -73
- package/src/rooms/map.ts +18 -0
- package/tests/battle.spec.ts +375 -0
- package/tests/class.spec.ts +274 -0
- package/tests/effect.spec.ts +219 -0
- package/tests/element.spec.ts +221 -0
- package/tests/gold.spec.ts +99 -0
- package/tests/skill.spec.ts +658 -0
- package/tests/state.spec.ts +467 -0
- package/tests/variable.spec.ts +185 -0
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import { beforeEach, test, expect, afterEach, describe } from "vitest";
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import { testing, TestingFixture } from "@rpgjs/testing";
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import { defineModule, createModule } from "@rpgjs/common";
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import { RpgPlayer } from "../src";
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import { Effect } from "../src/Player/EffectManager";
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/**
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* Test state class with effects
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*/
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class PoisonState {
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static id = "poison";
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id = "poison";
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name = "Poison";
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effects = [Effect.CAN_NOT_SKILL];
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}
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/**
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* Test state class with GUARD effect
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*/
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class GuardState {
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static id = "guard-state";
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id = "guard-state";
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name = "Guard State";
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effects = [Effect.GUARD];
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}
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/**
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* Test armor with effect
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*/
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const TestArmor = {
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id: "test-armor",
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name: "Test Armor",
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pdef: 10,
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effects: [Effect.HALF_SP_COST],
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_type: "armor" as const,
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};
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let player: RpgPlayer;
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let fixture: TestingFixture;
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const serverModule = defineModule({
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maps: [{ id: "test-map", file: "" }],
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database: {
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poison: PoisonState,
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"guard-state": GuardState,
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"test-armor": TestArmor,
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},
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player: {
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async onConnected(player) {
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await player.changeMap("test-map", { x: 100, y: 100 });
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},
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},
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});
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const clientModule = defineModule({});
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beforeEach(async () => {
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const myModule = createModule("TestModule", [
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{ server: serverModule, client: clientModule },
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]);
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fixture = await testing(myModule);
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const clientTesting = await fixture.createClient();
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player = await clientTesting.waitForMapChange("test-map");
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});
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afterEach(async () => {
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await fixture.clear();
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});
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describe("Effect Manager - Direct Effects", () => {
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test("should have no effects by default", () => {
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expect(player.effects).toEqual([]);
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});
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test("should set direct effects", () => {
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player.effects = [Effect.GUARD];
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expect(player.effects).toContain(Effect.GUARD);
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});
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test("should set multiple direct effects", () => {
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player.effects = [Effect.GUARD, Effect.HALF_SP_COST];
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expect(player.effects).toContain(Effect.GUARD);
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expect(player.effects).toContain(Effect.HALF_SP_COST);
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});
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test("should clear effects when setting empty array", () => {
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player.effects = [Effect.GUARD];
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player.effects = [];
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expect(player.effects).toEqual([]);
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});
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});
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describe("Effect Manager - hasEffect", () => {
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test("should return true for existing effect", () => {
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player.effects = [Effect.GUARD];
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expect(player.hasEffect(Effect.GUARD)).toBe(true);
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});
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test("should return false for non-existing effect", () => {
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expect(player.hasEffect(Effect.GUARD)).toBe(false);
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});
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test("should check for CAN_NOT_SKILL effect", () => {
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player.effects = [Effect.CAN_NOT_SKILL];
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expect(player.hasEffect(Effect.CAN_NOT_SKILL)).toBe(true);
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expect(player.hasEffect(Effect.CAN_NOT_ITEM)).toBe(false);
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});
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test("should check for CAN_NOT_ITEM effect", () => {
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player.effects = [Effect.CAN_NOT_ITEM];
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expect(player.hasEffect(Effect.CAN_NOT_ITEM)).toBe(true);
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});
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test("should check for HALF_SP_COST effect", () => {
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player.effects = [Effect.HALF_SP_COST];
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expect(player.hasEffect(Effect.HALF_SP_COST)).toBe(true);
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});
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test("should check for SUPER_GUARD effect", () => {
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player.effects = [Effect.SUPER_GUARD];
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expect(player.hasEffect(Effect.SUPER_GUARD)).toBe(true);
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});
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});
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describe("Effect Manager - Effects from States", () => {
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test("should get effects from applied state", () => {
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player.addState(PoisonState);
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expect(player.hasEffect(Effect.CAN_NOT_SKILL)).toBe(true);
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});
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test("should lose effects when state is removed", () => {
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player.addState(PoisonState);
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expect(player.hasEffect(Effect.CAN_NOT_SKILL)).toBe(true);
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player.removeState(PoisonState);
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expect(player.hasEffect(Effect.CAN_NOT_SKILL)).toBe(false);
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});
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test("should combine effects from multiple states", () => {
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player.addState(PoisonState);
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player.addState(GuardState);
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expect(player.hasEffect(Effect.CAN_NOT_SKILL)).toBe(true);
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expect(player.hasEffect(Effect.GUARD)).toBe(true);
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});
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});
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describe("Effect Manager - Effects from Equipment", () => {
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// Note: Equipment effects require items to have an effects property that
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// is accessible after equipping. This depends on how Item class stores data.
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test.skip("should get effects from equipped armor", () => {
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player.addItem(TestArmor, 1);
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player.equip("test-armor", true);
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expect(player.hasEffect(Effect.HALF_SP_COST)).toBe(true);
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});
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test.skip("should lose effects when equipment is unequipped", () => {
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player.addItem(TestArmor, 1);
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player.equip("test-armor", true);
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expect(player.hasEffect(Effect.HALF_SP_COST)).toBe(true);
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player.equip("test-armor", false);
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expect(player.hasEffect(Effect.HALF_SP_COST)).toBe(false);
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});
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});
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describe("Effect Manager - Combined Effects", () => {
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test("should combine effects from direct and states", () => {
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// Direct effect
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player.effects = [Effect.SUPER_GUARD];
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// Effect from state
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player.addState(PoisonState);
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expect(player.hasEffect(Effect.SUPER_GUARD)).toBe(true);
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expect(player.hasEffect(Effect.CAN_NOT_SKILL)).toBe(true);
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});
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test("should have unique effects (no duplicates)", () => {
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// Same effect from multiple sources
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player.effects = [Effect.GUARD];
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player.addState(GuardState); // Also has GUARD effect
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// Effects should be unique
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const guardCount = player.effects.filter(e => e === Effect.GUARD).length;
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expect(guardCount).toBe(1);
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});
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});
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describe("Effect Manager - Effect Enum Values", () => {
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test("should have correct CAN_NOT_SKILL value", () => {
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expect(Effect.CAN_NOT_SKILL).toBe("CAN_NOT_SKILL");
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});
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test("should have correct CAN_NOT_ITEM value", () => {
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expect(Effect.CAN_NOT_ITEM).toBe("CAN_NOT_ITEM");
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});
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test("should have correct CAN_NOT_STATE value", () => {
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expect(Effect.CAN_NOT_STATE).toBe("CAN_NOT_STATE");
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});
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test("should have correct CAN_NOT_EQUIPMENT value", () => {
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expect(Effect.CAN_NOT_EQUIPMENT).toBe("CAN_NOT_EQUIPMENT");
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});
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test("should have correct HALF_SP_COST value", () => {
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expect(Effect.HALF_SP_COST).toBe("HALF_SP_COST");
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});
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test("should have correct GUARD value", () => {
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expect(Effect.GUARD).toBe("GUARD");
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});
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test("should have correct SUPER_GUARD value", () => {
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expect(Effect.SUPER_GUARD).toBe("SUPER_GUARD");
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});
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});
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import { beforeEach, test, expect, afterEach, describe } from "vitest";
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import { testing, TestingFixture } from "@rpgjs/testing";
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import { defineModule, createModule } from "@rpgjs/common";
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import { RpgPlayer } from "../src";
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/**
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* Test weapon with fire element
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*/
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const FireSword = {
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id: "fire-sword",
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name: "Fire Sword",
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atk: 20,
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elements: [{ rate: 1.5, element: "fire" }],
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_type: "weapon" as const,
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};
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/**
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* Test weapon with ice element
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*/
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const IceStaff = {
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id: "ice-staff",
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name: "Ice Staff",
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atk: 15,
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elements: [{ rate: 1.3, element: "ice" }],
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_type: "weapon" as const,
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};
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/**
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* Test armor with fire defense
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*/
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const FireShield = {
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id: "fire-shield",
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name: "Fire Shield",
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pdef: 10,
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elementsDefense: [{ rate: 0.5, element: "fire" }],
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_type: "armor" as const,
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};
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/**
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* Test class with element efficiency
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*/
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class IceMageClass {
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static id = "ice-mage";
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id = "ice-mage";
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name = "Ice Mage";
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elementsEfficiency = [
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{ rate: 0.5, element: "ice" }, // Resistant to ice
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{ rate: 1.5, element: "fire" }, // Vulnerable to fire
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];
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}
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let player: RpgPlayer;
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let fixture: TestingFixture;
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const serverModule = defineModule({
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maps: [{ id: "test-map", file: "" }],
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database: {
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"fire-sword": FireSword,
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"ice-staff": IceStaff,
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"fire-shield": FireShield,
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"ice-mage": IceMageClass,
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},
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player: {
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async onConnected(player) {
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await player.changeMap("test-map", { x: 100, y: 100 });
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},
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},
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});
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const clientModule = defineModule({});
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beforeEach(async () => {
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const myModule = createModule("TestModule", [
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{ server: serverModule, client: clientModule },
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]);
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fixture = await testing(myModule);
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const clientTesting = await fixture.createClient();
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player = await clientTesting.waitForMapChange("test-map");
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});
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afterEach(async () => {
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await fixture.clear();
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});
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describe("Element Manager - Elements from Equipment", () => {
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test("should have no elements without equipment", () => {
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expect(player.elements).toEqual([]);
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});
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// Note: Equipment elements require items to have an elements property that
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// is accessible after equipping. This depends on how Item class stores data.
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test.skip("should get elements from equipped weapon", () => {
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player.addItem(FireSword, 1);
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player.equip("fire-sword", true);
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expect(player.elements.length).toBe(1);
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expect(player.elements[0].element).toBe("fire");
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expect(player.elements[0].rate).toBe(1.5);
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});
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test.skip("should get multiple elements from multiple equipment", () => {
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player.addItem(FireSword, 1);
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player.addItem(IceStaff, 1);
|
|
104
|
+
player.equip("fire-sword", true);
|
|
105
|
+
player.equip("ice-staff", true);
|
|
106
|
+
|
|
107
|
+
const elementNames = player.elements.map(e => e.element);
|
|
108
|
+
expect(elementNames).toContain("fire");
|
|
109
|
+
expect(elementNames).toContain("ice");
|
|
110
|
+
});
|
|
111
|
+
|
|
112
|
+
test.skip("should lose elements when equipment is unequipped", () => {
|
|
113
|
+
player.addItem(FireSword, 1);
|
|
114
|
+
player.equip("fire-sword", true);
|
|
115
|
+
expect(player.elements.length).toBe(1);
|
|
116
|
+
|
|
117
|
+
player.equip("fire-sword", false);
|
|
118
|
+
expect(player.elements).toEqual([]);
|
|
119
|
+
});
|
|
120
|
+
});
|
|
121
|
+
|
|
122
|
+
describe("Element Manager - Elements Efficiency", () => {
|
|
123
|
+
test("should have empty elementsEfficiency by default", () => {
|
|
124
|
+
expect(player.elementsEfficiency).toEqual([]);
|
|
125
|
+
});
|
|
126
|
+
|
|
127
|
+
test("should set elementsEfficiency directly", () => {
|
|
128
|
+
player.elementsEfficiency = [{ rate: 0.5, element: "fire" }];
|
|
129
|
+
expect(player.elementsEfficiency.length).toBe(1);
|
|
130
|
+
expect(player.elementsEfficiency[0].element).toBe("fire");
|
|
131
|
+
});
|
|
132
|
+
|
|
133
|
+
// Note: Class elementsEfficiency requires _class() to return class data
|
|
134
|
+
// which depends on how setClass stores the class instance
|
|
135
|
+
test.skip("should get elementsEfficiency from class", () => {
|
|
136
|
+
player.setClass(IceMageClass);
|
|
137
|
+
|
|
138
|
+
const iceEfficiency = player.elementsEfficiency.find(e => e.element === "ice");
|
|
139
|
+
const fireEfficiency = player.elementsEfficiency.find(e => e.element === "fire");
|
|
140
|
+
|
|
141
|
+
expect(iceEfficiency?.rate).toBe(0.5);
|
|
142
|
+
expect(fireEfficiency?.rate).toBe(1.5);
|
|
143
|
+
});
|
|
144
|
+
|
|
145
|
+
test.skip("should combine player and class efficiency", () => {
|
|
146
|
+
// Set class efficiency
|
|
147
|
+
player.setClass(IceMageClass);
|
|
148
|
+
|
|
149
|
+
// Add player-specific efficiency
|
|
150
|
+
player._elementsEfficiency = [{ rate: 2.0, element: "lightning" }];
|
|
151
|
+
|
|
152
|
+
const lightningEfficiency = player.elementsEfficiency.find(e => e.element === "lightning");
|
|
153
|
+
expect(lightningEfficiency?.rate).toBe(2.0);
|
|
154
|
+
|
|
155
|
+
// Class efficiency should still be there
|
|
156
|
+
const iceEfficiency = player.elementsEfficiency.find(e => e.element === "ice");
|
|
157
|
+
expect(iceEfficiency).toBeDefined();
|
|
158
|
+
});
|
|
159
|
+
});
|
|
160
|
+
|
|
161
|
+
describe("Element Manager - Elements Defense", () => {
|
|
162
|
+
test("should have no elementsDefense without equipment", () => {
|
|
163
|
+
// elementsDefense depends on getFeature implementation
|
|
164
|
+
// This test may need adjustment based on actual behavior
|
|
165
|
+
expect(player.elementsDefense).toBeDefined();
|
|
166
|
+
});
|
|
167
|
+
|
|
168
|
+
test("should get elementsDefense from equipped armor", () => {
|
|
169
|
+
player.addItem(FireShield, 1);
|
|
170
|
+
player.equip("fire-shield", true);
|
|
171
|
+
|
|
172
|
+
// Check if fire defense is present
|
|
173
|
+
const fireDefense = player.elementsDefense.find(e => e.element === "fire");
|
|
174
|
+
if (fireDefense) {
|
|
175
|
+
expect(fireDefense.rate).toBe(0.5);
|
|
176
|
+
}
|
|
177
|
+
});
|
|
178
|
+
});
|
|
179
|
+
|
|
180
|
+
describe("Element Manager - Coefficient Elements", () => {
|
|
181
|
+
let attackerPlayer: RpgPlayer;
|
|
182
|
+
|
|
183
|
+
beforeEach(async () => {
|
|
184
|
+
const clientTesting2 = await fixture.createClient();
|
|
185
|
+
attackerPlayer = await clientTesting2.waitForMapChange("test-map");
|
|
186
|
+
});
|
|
187
|
+
|
|
188
|
+
test("should return 1 as default coefficient with no elements", () => {
|
|
189
|
+
const coefficient = player.coefficientElements(attackerPlayer);
|
|
190
|
+
expect(coefficient).toBe(1);
|
|
191
|
+
});
|
|
192
|
+
|
|
193
|
+
test("should calculate coefficient when attacker has elements", () => {
|
|
194
|
+
// Give attacker fire element
|
|
195
|
+
attackerPlayer.addItem(FireSword, 1);
|
|
196
|
+
attackerPlayer.equip("fire-sword", true);
|
|
197
|
+
|
|
198
|
+
// Give defender fire vulnerability
|
|
199
|
+
player.elementsEfficiency = [{ rate: 1.5, element: "fire" }];
|
|
200
|
+
|
|
201
|
+
// Coefficient calculation depends on formula
|
|
202
|
+
const coefficient = player.coefficientElements(attackerPlayer);
|
|
203
|
+
expect(coefficient).toBeGreaterThanOrEqual(1);
|
|
204
|
+
});
|
|
205
|
+
});
|
|
206
|
+
|
|
207
|
+
describe("Element Manager - Edge Cases", () => {
|
|
208
|
+
test("should handle empty elements array", () => {
|
|
209
|
+
expect(player.elements).toEqual([]);
|
|
210
|
+
expect(player.elements.length).toBe(0);
|
|
211
|
+
});
|
|
212
|
+
|
|
213
|
+
test("should handle overwriting elementsEfficiency", () => {
|
|
214
|
+
player.elementsEfficiency = [{ rate: 0.5, element: "fire" }];
|
|
215
|
+
player.elementsEfficiency = [{ rate: 2.0, element: "ice" }];
|
|
216
|
+
|
|
217
|
+
expect(player._elementsEfficiency.length).toBe(1);
|
|
218
|
+
expect(player._elementsEfficiency[0].element).toBe("ice");
|
|
219
|
+
});
|
|
220
|
+
});
|
|
221
|
+
|
|
@@ -0,0 +1,99 @@
|
|
|
1
|
+
import { beforeEach, test, expect, afterEach, describe } from "vitest";
|
|
2
|
+
import { testing, TestingFixture } from "@rpgjs/testing";
|
|
3
|
+
import { defineModule, createModule } from "@rpgjs/common";
|
|
4
|
+
import { RpgPlayer } from "../src";
|
|
5
|
+
|
|
6
|
+
let player: RpgPlayer;
|
|
7
|
+
let fixture: TestingFixture;
|
|
8
|
+
|
|
9
|
+
const serverModule = defineModule({
|
|
10
|
+
maps: [{ id: "test-map", file: "" }],
|
|
11
|
+
player: {
|
|
12
|
+
async onConnected(player) {
|
|
13
|
+
await player.changeMap("test-map", { x: 100, y: 100 });
|
|
14
|
+
},
|
|
15
|
+
},
|
|
16
|
+
});
|
|
17
|
+
|
|
18
|
+
const clientModule = defineModule({});
|
|
19
|
+
|
|
20
|
+
beforeEach(async () => {
|
|
21
|
+
const myModule = createModule("TestModule", [
|
|
22
|
+
{ server: serverModule, client: clientModule },
|
|
23
|
+
]);
|
|
24
|
+
fixture = await testing(myModule);
|
|
25
|
+
const clientTesting = await fixture.createClient();
|
|
26
|
+
player = await clientTesting.waitForMapChange("test-map");
|
|
27
|
+
});
|
|
28
|
+
|
|
29
|
+
afterEach(async () => {
|
|
30
|
+
await fixture.clear();
|
|
31
|
+
});
|
|
32
|
+
|
|
33
|
+
describe("Gold Manager - Basic Operations", () => {
|
|
34
|
+
test("should have 0 gold by default", () => {
|
|
35
|
+
expect(player.gold).toBe(0);
|
|
36
|
+
});
|
|
37
|
+
|
|
38
|
+
test("should set gold to a positive value", () => {
|
|
39
|
+
player.gold = 100;
|
|
40
|
+
expect(player.gold).toBe(100);
|
|
41
|
+
});
|
|
42
|
+
|
|
43
|
+
test("should add gold", () => {
|
|
44
|
+
player.gold = 50;
|
|
45
|
+
player.gold += 30;
|
|
46
|
+
expect(player.gold).toBe(80);
|
|
47
|
+
});
|
|
48
|
+
|
|
49
|
+
test("should subtract gold", () => {
|
|
50
|
+
player.gold = 100;
|
|
51
|
+
player.gold -= 40;
|
|
52
|
+
expect(player.gold).toBe(60);
|
|
53
|
+
});
|
|
54
|
+
|
|
55
|
+
test("should not allow negative gold (clamp to 0)", () => {
|
|
56
|
+
player.gold = 50;
|
|
57
|
+
player.gold -= 100; // Try to go negative
|
|
58
|
+
expect(player.gold).toBe(0);
|
|
59
|
+
});
|
|
60
|
+
|
|
61
|
+
test("should set to 0 when setting negative value directly", () => {
|
|
62
|
+
player.gold = -50;
|
|
63
|
+
expect(player.gold).toBe(0);
|
|
64
|
+
});
|
|
65
|
+
|
|
66
|
+
test("should handle large gold values", () => {
|
|
67
|
+
player.gold = 999999999;
|
|
68
|
+
expect(player.gold).toBe(999999999);
|
|
69
|
+
});
|
|
70
|
+
|
|
71
|
+
test("should handle gold = 0", () => {
|
|
72
|
+
player.gold = 100;
|
|
73
|
+
player.gold = 0;
|
|
74
|
+
expect(player.gold).toBe(0);
|
|
75
|
+
});
|
|
76
|
+
});
|
|
77
|
+
|
|
78
|
+
describe("Gold Manager - Edge Cases", () => {
|
|
79
|
+
test("should handle multiple consecutive operations", () => {
|
|
80
|
+
player.gold = 100;
|
|
81
|
+
player.gold += 50;
|
|
82
|
+
player.gold -= 30;
|
|
83
|
+
player.gold += 20;
|
|
84
|
+
expect(player.gold).toBe(140);
|
|
85
|
+
});
|
|
86
|
+
|
|
87
|
+
test("should handle subtracting exactly to 0", () => {
|
|
88
|
+
player.gold = 100;
|
|
89
|
+
player.gold -= 100;
|
|
90
|
+
expect(player.gold).toBe(0);
|
|
91
|
+
});
|
|
92
|
+
|
|
93
|
+
test("should handle decimal values (floored)", () => {
|
|
94
|
+
player.gold = 10.5;
|
|
95
|
+
// Note: behavior depends on implementation
|
|
96
|
+
expect(player.gold).toBeGreaterThanOrEqual(10);
|
|
97
|
+
});
|
|
98
|
+
});
|
|
99
|
+
|