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/* @vitest-environment jsdom */
import { act, renderHook } from '@testing-library/react';
import { afterEach, describe, expect, it, vi } from 'vitest';
import {
AnimationState,
type GameState,
type StoryMoment,
type StoryOption,
WorldType,
} from '../../types';
import { useRpgSceneTransitionModel } from './useRpgSceneTransitionModel';
function createGameState(actId: string): GameState {
return {
worldType: WorldType.WUXIA,
customWorldProfile: null,
playerCharacter: {
id: 'hero',
name: '测试主角',
title: '游侠',
description: '测试角色',
backstory: '测试背景',
avatar: '',
portrait: '',
assetFolder: '',
assetVariant: '',
attributes: {
strength: 10,
agility: 10,
intelligence: 10,
spirit: 10,
},
personality: '沉稳',
skills: [],
adventureOpenings: {},
},
runtimeStats: {
playTimeMs: 0,
lastPlayTickAt: null,
hostileNpcsDefeated: 0,
questsAccepted: 0,
itemsUsed: 0,
scenesTraveled: 0,
},
currentScene: 'Story',
storyHistory: [{ text: '旧幕', options: [] }],
storyEngineMemory: {
discoveredFactIds: [],
activeThreadIds: [],
resolvedScarIds: [],
recentCarrierIds: [],
currentSceneActState: {
sceneId: 'scene-1',
chapterId: 'chapter-1',
currentActId: actId,
currentActIndex: actId === 'act-1' ? 0 : 1,
completedActIds: actId === 'act-1' ? [] : ['act-1'],
visitedActIds: [actId],
},
},
characterChats: {},
animationState: AnimationState.IDLE,
currentEncounter: null,
npcInteractionActive: false,
currentScenePreset: {
id: 'scene-1',
name: '断桥旧哨',
description: '测试场景',
imageSrc: '/scene.png',
treasureHints: [],
npcs: [],
},
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
playerFacing: 'right',
playerActionMode: 'idle',
scrollWorld: false,
inBattle: false,
playerHp: 100,
playerMaxHp: 100,
playerMana: 20,
playerMaxMana: 20,
playerSkillCooldowns: {},
activeCombatEffects: [],
playerCurrency: 0,
playerInventory: [],
playerEquipment: {
weapon: null,
armor: null,
relic: null,
},
npcStates: {},
quests: [],
roster: [],
companions: [],
currentBattleNpcId: null,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
sparReturnEncounter: null,
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
};
}
function createStory(
text: string,
options: StoryOption[] = [],
deferredAutoChoice?: StoryOption,
): StoryMoment {
return {
text,
options,
deferredAutoChoice,
};
}
describe('useRpgSceneTransitionModel', () => {
afterEach(() => {
vi.useRealTimers();
});
it('fires deferred auto choice only after entry and through the latest callback', () => {
vi.useFakeTimers();
const autoChoice: StoryOption = {
functionId: 'npc_preview_talk',
actionText: '与新角色交谈',
text: '与新角色交谈',
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
},
};
const firstCallback = vi.fn();
const latestCallback = vi.fn();
const initialState = createGameState('act-1');
const initialStory = createStory('旧幕收束', [
{
functionId: 'story_continue_adventure',
actionText: '继续冒险',
text: '继续冒险',
visuals: autoChoice.visuals,
},
]);
const nextStory = createStory('新幕入口', [autoChoice], autoChoice);
const { result, rerender } = renderHook(
(props: {
gameState: GameState;
currentStory: StoryMoment;
onDeferredAutoChoice: (option: StoryOption) => void;
}) =>
useRpgSceneTransitionModel({
gameState: props.gameState,
currentStory: props.currentStory,
openingCampSceneId: null,
onDeferredAutoChoice: props.onDeferredAutoChoice,
}),
{
initialProps: {
gameState: initialState,
currentStory: initialStory,
onDeferredAutoChoice: firstCallback,
},
},
);
act(() => {
result.current.setSceneTransitionDurations({ exitMs: 20, entryMs: 30 });
});
act(() => {
result.current.beginSceneTransition('content-change');
});
expect(result.current.sceneTransitionPhase).toBe('exiting');
rerender({
gameState: createGameState('act-2'),
currentStory: nextStory,
onDeferredAutoChoice: latestCallback,
});
act(() => {
vi.advanceTimersByTime(20);
});
expect(result.current.sceneTransitionPhase).toBe('entering');
expect(latestCallback).not.toHaveBeenCalled();
act(() => {
vi.advanceTimersByTime(30);
});
expect(result.current.sceneTransitionPhase).toBe('idle');
expect(firstCallback).not.toHaveBeenCalled();
expect(latestCallback).toHaveBeenCalledWith(autoChoice);
});
});