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This commit is contained in:
@@ -8,11 +8,14 @@ import { beforeEach, expect, test, vi } from 'vitest';
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import type { CustomWorldAgentSessionSnapshot } from '../../../packages/shared/src/contracts/customWorldAgent';
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import {
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createCustomWorldAgentSession,
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executeCustomWorldAgentAction,
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getCustomWorldAgentOperation,
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getCustomWorldAgentSession,
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} from '../../services/aiService';
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import {
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listCustomWorldGallery,
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listCustomWorldLibrary,
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upsertCustomWorldProfile,
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} from '../../services/storageService';
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import type { GameState } from '../../types';
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import {
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@@ -41,11 +44,23 @@ vi.mock('../../services/storageService', () => ({
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vi.mock('../custom-world-agent/CustomWorldAgentWorkspace', () => ({
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CustomWorldAgentWorkspace: ({
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session,
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onExecuteAction,
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}: {
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session: CustomWorldAgentSessionSnapshot | null;
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onExecuteAction: (payload: { action: string }) => void;
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}) => (
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<div className="agent-workspace-mock">
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Agent工作区:{session?.sessionId ?? 'missing-session'}
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<button
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type="button"
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onClick={() => {
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onExecuteAction({
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action: 'draft_foundation',
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});
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}}
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>
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开始生成草稿
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</button>
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</div>
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),
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}));
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@@ -117,9 +132,51 @@ beforeEach(() => {
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window.sessionStorage.clear();
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vi.mocked(listCustomWorldLibrary).mockResolvedValue([]);
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vi.mocked(listCustomWorldGallery).mockResolvedValue([]);
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vi.mocked(upsertCustomWorldProfile).mockResolvedValue({
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entry: {
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ownerUserId: 'user-1',
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profileId: 'agent-draft-custom-world-agent-session-1',
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profile: {
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id: 'agent-draft-custom-world-agent-session-1',
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name: '潮雾列岛',
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} as never,
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visibility: 'draft',
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publishedAt: null,
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updatedAt: '2026-04-14T12:00:00.000Z',
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authorDisplayName: '玩家',
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worldName: '潮雾列岛',
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subtitle: '旧灯塔与失控航路',
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summaryText: '第一版世界底稿已经整理完成。',
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coverImageSrc: null,
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themeMode: 'tide',
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playableNpcCount: 1,
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landmarkCount: 1,
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},
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entries: [],
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});
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vi.mocked(createCustomWorldAgentSession).mockResolvedValue({
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session: mockSession,
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});
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vi.mocked(executeCustomWorldAgentAction).mockResolvedValue({
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operation: {
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operationId: 'operation-draft-foundation-1',
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type: 'draft_foundation',
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status: 'queued',
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phaseLabel: '已接收请求',
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phaseDetail: '正在准备生成世界底稿。',
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progress: 10,
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error: null,
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},
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});
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vi.mocked(getCustomWorldAgentOperation).mockResolvedValue({
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operationId: 'operation-draft-foundation-1',
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type: 'draft_foundation',
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status: 'running',
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phaseLabel: '生成世界底稿',
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phaseDetail: '正在根据已确认锚点编译第一版世界结构。',
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progress: 38,
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error: null,
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});
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vi.mocked(getCustomWorldAgentSession).mockResolvedValue(mockSession);
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});
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@@ -151,3 +208,168 @@ test('create tab opens game type modal, keeps AIRP and visual novel locked, and
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await screen.findByText('Agent工作区:custom-world-agent-session-1'),
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).toBeTruthy();
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});
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test('starting draft generation leaves the agent workspace and shows the generation progress view', async () => {
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const user = userEvent.setup();
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render(<TestWrapper />);
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await user.click(screen.getByRole('button', { name: '创作' }));
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await user.click(screen.getByRole('button', { name: /开启新的创作/u }));
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await user.click(screen.getByRole('button', { name: /角色扮演 RPG/u }));
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expect(
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await screen.findByText('Agent工作区:custom-world-agent-session-1'),
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).toBeTruthy();
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await user.click(screen.getByRole('button', { name: '开始生成草稿' }));
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await waitFor(() => {
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expect(executeCustomWorldAgentAction).toHaveBeenCalledWith(
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'custom-world-agent-session-1',
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{
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action: 'draft_foundation',
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},
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);
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});
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expect(await screen.findByText('世界草稿生成进度')).toBeTruthy();
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expect(screen.queryByText(/Agent工作区/u)).toBeNull();
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expect(screen.getAllByText('生成世界底稿').length).toBeGreaterThan(0);
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});
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test('existing draft sessions enter the legacy result layout directly', async () => {
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const user = userEvent.setup();
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vi.mocked(getCustomWorldAgentOperation).mockResolvedValue({
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operationId: 'operation-draft-foundation-1',
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type: 'draft_foundation',
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status: 'completed',
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phaseLabel: '世界底稿已生成',
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phaseDetail: '第一版世界底稿和 4 张草稿卡已经整理完成。',
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progress: 100,
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error: null,
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});
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vi.mocked(getCustomWorldAgentSession).mockResolvedValue({
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...mockSession,
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stage: 'object_refining',
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creatorIntent: {
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sourceMode: 'card',
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worldHook: '被海雾吞没的旧航路群岛',
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playerPremise: '玩家回到群岛调查沉船真相。',
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themeKeywords: ['海雾', '旧航路'],
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toneDirectives: ['压抑', '悬疑'],
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openingSituation: '首夜就有陌生船只闯入禁航区。',
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coreConflicts: ['航运公会与守灯会争夺航路控制权'],
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keyFactions: [],
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keyCharacters: [],
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keyLandmarks: [],
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iconicElements: ['会移动的海雾'],
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forbiddenDirectives: [],
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rawSettingText: '',
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},
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draftProfile: {
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name: '潮雾列岛',
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subtitle: '旧灯塔与失控航路',
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summary: '第一版世界底稿已经整理完成。',
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tone: '压抑、潮湿、悬疑',
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playerGoal: '查清沉船与禁航区异动的真相。',
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majorFactions: ['守灯会', '航运公会'],
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coreConflicts: ['守灯会与航运公会争夺旧航路控制权'],
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playableNpcs: [
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{
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id: 'playable-1',
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name: '沈砺',
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title: '旧航路引路人',
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role: '关键同行者',
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publicIdentity: '最熟悉旧航路的人。',
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publicMask: '看上去像可靠旧友。',
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currentPressure: '他必须在两股势力间站队。',
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hiddenHook: '暗中替沉船商盟引路。',
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relationToPlayer: '旧友兼潜在背叛者',
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threadIds: ['thread-1'],
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summary: '他像旧友,但也像一把始终没收回鞘的刀。',
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},
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],
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storyNpcs: [
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{
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id: 'story-1',
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name: '顾潮音',
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title: '守灯会值夜人',
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role: '场景关键角色',
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publicIdentity: '负责夜间巡灯与封锁。',
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publicMask: '对外一直冷静克制。',
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currentPressure: '她知道更多禁航区真相。',
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hiddenHook: '曾亲眼见过失控海雾吞船。',
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relationToPlayer: '最早愿意交换线索的人',
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threadIds: ['thread-1'],
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summary: '她总像比所有人更早知道海雾会往哪一侧压下来。',
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},
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],
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landmarks: [
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{
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id: 'landmark-1',
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name: '回潮旧灯塔',
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purpose: '观察雾潮与往来船只',
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mood: '潮湿、压抑、风声不止',
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importance: '开局核心场景',
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characterIds: ['story-1'],
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threadIds: ['thread-1'],
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summary: '旧灯塔是整片群岛最先看见异动的地方。',
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},
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],
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factions: [],
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threads: [],
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chapters: [],
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worldHook: '被海雾吞没的旧航路群岛',
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playerPremise: '玩家回到群岛调查沉船真相。',
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openingSituation: '首夜就有陌生船只闯入禁航区。',
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iconicElements: ['会移动的海雾'],
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sourceAnchorSummary: '海雾、旧灯塔、失控航路。',
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},
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draftCards: [
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{
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id: 'world-foundation',
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kind: 'world',
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title: '潮雾列岛',
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subtitle: '旧灯塔与失控航路',
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summary: '第一版世界底稿已经整理完成。',
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status: 'warning',
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linkedIds: ['playable-1', 'story-1', 'landmark-1'],
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warningCount: 0,
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},
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],
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});
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render(<TestWrapper />);
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await user.click(screen.getByRole('button', { name: '创作' }));
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await user.click(screen.getByRole('button', { name: /开启新的创作/u }));
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await user.click(screen.getByRole('button', { name: /角色扮演 RPG/u }));
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await waitFor(
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async () => {
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expect(await screen.findByText('世界档案')).toBeTruthy();
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expect(
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screen.getByRole('button', {
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name: /保存到我的作品|自动保存中|已保存到我的作品/u,
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}),
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).toBeTruthy();
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},
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{ timeout: 2500 },
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);
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expect(screen.queryByText(/Agent工作区/u)).toBeNull();
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expect(screen.queryByRole('button', { name: /^锚点/u })).toBeNull();
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expect(screen.getByText(/原始设定/u)).toBeTruthy();
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await user.click(screen.getByRole('button', { name: /场景角色/u }));
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await user.click(screen.getByRole('button', { name: /顾潮音/u }));
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expect(await screen.findByText(/编辑场景角色:顾潮音/u)).toBeTruthy();
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expect(
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screen.getByRole('button', { name: /AI生成形象与动作/u }),
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).toBeTruthy();
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expect(screen.getByText('技能')).toBeTruthy();
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});
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