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@@ -88,6 +88,7 @@ const clearedRun: PuzzleRunSnapshot = {
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currentLevel: {
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runId: 'run-1',
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levelIndex: 1,
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levelId: 'puzzle-level-1',
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gridSize: 3,
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profileId: 'profile-1',
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levelName: '潮雾拼图',
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@@ -307,6 +308,48 @@ test('当前作品没有下一关时展示三个相似作品并可选择进入',
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vi.useRealTimers();
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});
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test('当前作品没有下一关时底部入口打开相似作品选择', () => {
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vi.useFakeTimers();
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const similarWorksRun: PuzzleRunSnapshot = {
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...clearedRun,
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recommendedNextProfileId: 'profile-similar-1',
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nextLevelMode: 'similarWorks',
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nextLevelProfileId: 'profile-similar-1',
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nextLevelId: null,
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recommendedNextWorks: [
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{
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profileId: 'profile-similar-1',
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levelName: '雾海遗迹',
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authorDisplayName: '星桥旅人',
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themeTags: ['奇幻', '遗迹'],
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coverImageSrc: null,
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similarityScore: 0.91,
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},
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],
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};
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renderPuzzleRuntime(
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<PuzzleRuntimeShell
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run={similarWorksRun}
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onBack={vi.fn()}
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onSwapPieces={vi.fn()}
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onDragPiece={vi.fn()}
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onAdvanceNextLevel={vi.fn()}
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/>,
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);
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act(() => {
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vi.advanceTimersByTime(1_400);
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});
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fireEvent.click(screen.getByRole('button', { name: '关闭通关弹窗' }));
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fireEvent.click(screen.getByRole('button', { name: /换个作品/u }));
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expect(screen.getByRole('dialog', { name: '通关完成' })).toBeTruthy();
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expect(screen.getByRole('button', { name: /雾海遗迹/u })).toBeTruthy();
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vi.useRealTimers();
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});
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test('右上角设置按钮打开拼图设置并支持音量调节', () => {
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const authValue = createAuthValue();
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@@ -679,6 +722,95 @@ test('倒计时归零时通知父层同步失败态', () => {
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vi.useRealTimers();
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});
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test('失败弹窗支持重开当前关和续时确认', async () => {
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const onRestartLevel = vi.fn();
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const onUseProp = vi.fn().mockResolvedValue({
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...clearedRun,
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currentLevel: {
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...clearedRun.currentLevel!,
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status: 'playing',
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remainingMs: 60_000,
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},
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});
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const failedRun: PuzzleRunSnapshot = {
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...clearedRun,
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currentLevel: {
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...clearedRun.currentLevel!,
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status: 'failed',
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elapsedMs: 180_000,
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remainingMs: 0,
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board: {
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...clearedRun.currentLevel!.board,
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allTilesResolved: false,
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},
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},
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};
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renderPuzzleRuntime(
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<PuzzleRuntimeShell
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run={failedRun}
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onBack={vi.fn()}
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onSwapPieces={vi.fn()}
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onDragPiece={vi.fn()}
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onAdvanceNextLevel={vi.fn()}
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onRestartLevel={onRestartLevel}
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onUseProp={onUseProp}
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/>,
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);
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const failedDialog = screen.getByRole('dialog', { name: '关卡失败' });
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fireEvent.click(within(failedDialog).getByRole('button', { name: '重新开始' }));
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expect(onRestartLevel).toHaveBeenCalledTimes(1);
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fireEvent.click(
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within(failedDialog).getByRole('button', { name: '继续1分钟' }),
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);
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expect(screen.getByRole('dialog', { name: '继续1分钟' })).toBeTruthy();
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expect(screen.getByText('消耗 1 陶泥币')).toBeTruthy();
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await act(async () => {
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fireEvent.click(screen.getByRole('button', { name: '确定' }));
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});
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expect(onUseProp).toHaveBeenCalledWith('extendTime');
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});
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test('失败续时扣费失败时保留确认弹窗', async () => {
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const onUseProp = vi.fn().mockRejectedValue(new Error('陶泥币余额不足'));
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const failedRun: PuzzleRunSnapshot = {
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...clearedRun,
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currentLevel: {
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...clearedRun.currentLevel!,
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status: 'failed',
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elapsedMs: 180_000,
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remainingMs: 0,
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board: {
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...clearedRun.currentLevel!.board,
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allTilesResolved: false,
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},
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},
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};
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renderPuzzleRuntime(
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<PuzzleRuntimeShell
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run={failedRun}
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onBack={vi.fn()}
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onSwapPieces={vi.fn()}
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onDragPiece={vi.fn()}
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onAdvanceNextLevel={vi.fn()}
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onUseProp={onUseProp}
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/>,
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);
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fireEvent.click(screen.getByRole('button', { name: '继续1分钟' }));
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await act(async () => {
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fireEvent.click(screen.getByRole('button', { name: '确定' }));
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});
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expect(screen.getByRole('dialog', { name: '继续1分钟' })).toBeTruthy();
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expect(screen.getByText('陶泥币余额不足')).toBeTruthy();
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});
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test('查看原图开关打开覆盖层并在关闭后恢复计时', async () => {
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const onPauseChange = vi.fn();
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const onUseProp = vi.fn().mockResolvedValue(clearedRun);
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@@ -756,7 +756,7 @@ export function PuzzleRuntimeShell({
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}, [currentLevel?.levelIndex, currentLevel?.runId, currentLevel?.status]);
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useEffect(() => {
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if (!run || !currentLevel || currentLevel.status !== 'playing') {
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if (!run || !currentLevel || currentLevel.status === 'cleared') {
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return;
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}
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if (displayRemainingMs > 0) {
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