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scripts/smoke-content.ts Normal file
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import { buildCompanionState, ROLE_TEMPLATE_CHARACTERS, resolveEncounterRecruitCharacter } from '../src/data/characterPresets.ts';
import { activateRosterCompanion, benchActiveCompanion, recruitCompanionToParty } from '../src/data/companionRoster.ts';
import { getInventoryItemValue, getNpcPurchasePrice } from '../src/data/economy.ts';
import {
buildEncounterEntryState,
buildEncounterTransitionState,
interpolateEncounterTransitionState,
} from '../src/data/encounterTransition.ts';
import {
applyEquipmentLoadoutToState,
buildInitialEquipmentLoadout,
createEmptyEquipmentLoadout,
getEquipmentBonuses,
} from '../src/data/equipmentEffects.ts';
import { createSceneHostileNpcsFromIds } from '../src/data/hostileNpcs.ts';
import { isInventoryItemUsable, resolveInventoryItemUseEffect } from '../src/data/inventoryEffects.ts';
import { buildInitialNpcState, buildInitialPlayerInventory, buildNpcEncounterStoryMoment, checkTradeItem, createNpcBattleMonster } from '../src/data/npcInteractions.ts';
import {
acceptQuest,
applyQuestProgressFromHostileNpcDefeat,
applyQuestProgressFromNpcTalk,
buildQuestForEncounter,
findQuestById,
markQuestTurnedIn,
} from '../src/data/questFlow.ts';
import { createInitialGameRuntimeStats } from '../src/data/runtimeStats.ts';
import { createSceneCallOutEncounter, createSceneEncounterPreview, ensureSceneEncounterPreview } from '../src/data/sceneEncounterPreviews.ts';
import { getSceneHostileNpcPresetIds, getScenePresetsByWorld } from '../src/data/scenePresets.ts';
import { resolveFunctionOption } from '../src/data/stateFunctions.ts';
import { buildTreasureEncounterStoryMoment, buildTreasureResultText, resolveTreasureReward } from '../src/data/treasureInteractions.ts';
import { AnimationState, GameState, WorldType } from '../src/types.ts';
function assert(condition: unknown, message: string): asserts condition {
if (!condition) {
throw new Error(message);
}
}
function createBaseState(worldType: WorldType, sceneId?: string): GameState {
const playerCharacter = ROLE_TEMPLATE_CHARACTERS[0];
const currentScenePreset = sceneId
? getScenePresetsByWorld(worldType).find(scene => scene.id === sceneId) ?? null
: getScenePresetsByWorld(worldType)[0] ?? null;
return {
worldType,
customWorldProfile: null,
playerCharacter,
runtimeStats: createInitialGameRuntimeStats({ isActiveRun: true }),
currentScene: 'Story',
storyHistory: [],
characterChats: {},
ambientIdleMode: undefined,
animationState: AnimationState.IDLE,
currentEncounter: null,
npcInteractionActive: false,
currentScenePreset,
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
playerFacing: 'right',
playerActionMode: 'idle',
scrollWorld: false,
inBattle: false,
playerHp: 180,
playerMaxHp: 180,
playerMana: 100,
playerMaxMana: 100,
playerSkillCooldowns: {},
activeCombatEffects: [],
playerCurrency: 180,
playerInventory: [],
playerEquipment: createEmptyEquipmentLoadout(),
npcStates: {},
quests: [],
roster: [],
companions: [],
currentBattleNpcId: null,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
sparReturnEncounter: null,
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
};
}
function smokeScenePreviews() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const scene = getScenePresetsByWorld(worldType)[0];
assert(scene, `[preview] missing first scene for ${worldType}`);
const preview = createSceneEncounterPreview(createBaseState(worldType, scene.id));
assert(preview.currentEncounter?.kind !== 'treasure', `[preview] treasure encounter should be disabled for ${worldType}`);
assert(preview.currentEncounter || preview.sceneHostileNpcs.length > 0 || scene.treasureHints.length === 0, `[preview] ${scene.id} produced no preview entity`);
const ensured = ensureSceneEncounterPreview(createBaseState(worldType, scene.id));
assert(ensured.currentEncounter || ensured.sceneHostileNpcs.length > 0 || scene.treasureHints.length === 0, `[preview] ${scene.id} failed ensureSceneEncounterPreview`);
}
}
function smokeNpcStories() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithNpc = getScenePresetsByWorld(worldType).find(scene => scene.npcs.length > 0);
assert(sceneWithNpc, `[npc] missing npc scene for ${worldType}`);
const encounter = {
id: sceneWithNpc.npcs[0].id,
kind: 'npc' as const,
characterId: sceneWithNpc.npcs[0].characterId,
npcName: sceneWithNpc.npcs[0].name,
npcDescription: sceneWithNpc.npcs[0].description,
npcAvatar: sceneWithNpc.npcs[0].avatar,
context: sceneWithNpc.npcs[0].role,
xMeters: 3.2,
};
const playerCharacter = ROLE_TEMPLATE_CHARACTERS[0];
const npcState = buildInitialNpcState(encounter, worldType);
const story = buildNpcEncounterStoryMoment({
encounter,
npcState,
playerCharacter,
playerInventory: [],
activeQuests: [],
scene: sceneWithNpc,
worldType,
partySize: 0,
});
assert(story.options.length >= 3, `[npc] ${sceneWithNpc.id} npc story returned too few options`);
const battleMonster = createNpcBattleMonster(encounter, npcState, 'spar');
assert(battleMonster.hp >= 7 && battleMonster.hp <= 12, `[npc] spar hp for ${encounter.npcName} out of expected range`);
}
}
function smokeTreasureStories() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithTreasure = getScenePresetsByWorld(worldType).find(scene => scene.treasureHints.length > 0);
assert(sceneWithTreasure, `[treasure] missing treasure scene for ${worldType}`);
const state = createBaseState(worldType, sceneWithTreasure.id);
const encounter = {
id: `treasure-${sceneWithTreasure.id}`,
kind: 'treasure' as const,
npcName: '前方宝藏',
npcDescription: `你在前方发现了${sceneWithTreasure.treasureHints[0]}的痕迹。`,
npcAvatar: '/Icons/47_treasure.png',
context: '宝藏',
xMeters: 3.2,
};
const story = buildTreasureEncounterStoryMoment({
state,
encounter,
});
assert(story.options.length === 3, `[treasure] ${sceneWithTreasure.id} treasure story should provide exactly 3 options`);
const inspectReward = resolveTreasureReward(state, encounter, 'inspect');
assert(inspectReward.items.length >= 2, `[treasure] ${sceneWithTreasure.id} inspect reward should contain at least 2 items`);
assert(buildTreasureResultText(encounter, 'inspect', inspectReward).includes('收'), `[treasure] ${sceneWithTreasure.id} inspect result text should describe loot`);
}
}
function smokeMonsterCreation() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithMonster = getScenePresetsByWorld(worldType).find(scene => getSceneHostileNpcPresetIds(scene).length > 0);
assert(sceneWithMonster, `[monster] missing monster scene for ${worldType}`);
const hostileNpcPresetIds = getSceneHostileNpcPresetIds(sceneWithMonster);
const monsters = createSceneHostileNpcsFromIds(worldType, hostileNpcPresetIds, 0);
assert(monsters.length > 0, `[monster] ${sceneWithMonster.id} failed to create scene monsters`);
assert(
monsters.length === Math.min(hostileNpcPresetIds.length, 3),
`[monster] ${sceneWithMonster.id} should keep the full configured encounter group`,
);
const resolvedState = createBaseState(worldType, sceneWithMonster.id);
resolvedState.sceneHostileNpcs = monsters;
resolvedState.inBattle = true;
assert(
resolvedState.sceneHostileNpcs.length === monsters.length,
`[monster] ${sceneWithMonster.id} multi-enemy battle state lost monsters`,
);
}
}
function smokeRecruitmentData() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithCharacterNpc = getScenePresetsByWorld(worldType).find(scene => scene.npcs.some(npc => npc.characterId));
assert(sceneWithCharacterNpc, `[recruit] missing recruitable character npc scene for ${worldType}`);
const recruitableNpc = sceneWithCharacterNpc.npcs.find(npc => npc.characterId)!;
const recruitCharacter = resolveEncounterRecruitCharacter({
characterId: recruitableNpc.characterId,
context: recruitableNpc.role,
npcName: recruitableNpc.name,
});
assert(recruitCharacter, `[recruit] failed to resolve recruit character for ${recruitableNpc.id}`);
const companionState = buildCompanionState(recruitableNpc.id, recruitCharacter, 60);
assert(companionState.hp > 0 && companionState.maxHp >= companionState.hp, `[recruit] invalid hp for ${recruitableNpc.id}`);
assert(Object.keys(companionState.skillCooldowns).length === recruitCharacter.skills.length, `[recruit] cooldown map mismatch for ${recruitableNpc.id}`);
}
}
function smokeObserveAndCallOut() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const scene = getScenePresetsByWorld(worldType)[0];
assert(scene, `[idle] missing first scene for ${worldType}`);
const baseState = createBaseState(worldType, scene.id);
const callOutResult = createSceneCallOutEncounter(baseState);
assert(callOutResult.currentEncounter?.kind !== 'treasure', `[idle] treasure call_out should be disabled for ${worldType}`);
assert(callOutResult.currentEncounter || callOutResult.sceneHostileNpcs.length > 0 || getSceneHostileNpcPresetIds(scene).length === 0, `[idle] call_out failed for ${scene.id}`);
const observeOption = resolveFunctionOption(
'idle_observe_signs',
{
worldType,
playerCharacter: baseState.playerCharacter,
inBattle: false,
currentSceneId: scene.id,
currentSceneName: scene.name,
monsters: [],
playerHp: baseState.playerHp,
playerMaxHp: baseState.playerMaxHp,
playerMana: baseState.playerMana,
playerMaxMana: baseState.playerMaxMana,
},
'观察周围动静',
);
assert(observeOption?.functionId === 'idle_observe_signs', `[idle] observe_signs option missing for ${scene.id}`);
assert(Boolean(observeOption?.detailText?.trim()), `[idle] observe_signs detail missing for ${scene.id}`);
}
}
function smokeInventoryUseLoop() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const playerCharacter = ROLE_TEMPLATE_CHARACTERS[0];
const inventory = buildInitialPlayerInventory(playerCharacter, worldType);
const usableItem = inventory.find(item => isInventoryItemUsable(item));
assert(usableItem, `[inventory] missing usable starter item for ${worldType}`);
const effect = resolveInventoryItemUseEffect(usableItem, playerCharacter);
assert(effect, `[inventory] failed to resolve use effect for ${usableItem.name}`);
assert(
effect.hpRestore > 0 || effect.manaRestore > 0 || effect.cooldownReduction > 0,
`[inventory] ${usableItem.name} should provide at least one useful effect`,
);
}
}
function smokeEquipmentLoop() {
const playerCharacter = ROLE_TEMPLATE_CHARACTERS[0];
const starterLoadout = buildInitialEquipmentLoadout(playerCharacter);
const starterBonuses = getEquipmentBonuses(starterLoadout);
assert(starterBonuses.maxHpBonus > 0, '[equipment] starter loadout should provide HP bonus');
assert(starterBonuses.outgoingDamageMultiplier > 1, '[equipment] starter loadout should provide damage bonus');
const baseState = createBaseState(WorldType.WUXIA);
const equippedState = applyEquipmentLoadoutToState(baseState, starterLoadout);
assert(equippedState.playerMaxHp > baseState.playerMaxHp, '[equipment] applying loadout should increase max HP');
assert(equippedState.playerMaxMana > baseState.playerMaxMana, '[equipment] applying loadout should increase max mana');
}
function smokeTradeEconomyLoop() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithNpc = getScenePresetsByWorld(worldType).find(scene => scene.npcs.length > 0);
assert(sceneWithNpc, `[trade] missing npc scene for ${worldType}`);
const encounter = {
id: sceneWithNpc.npcs[0].id,
kind: 'npc' as const,
characterId: sceneWithNpc.npcs[0].characterId,
npcName: sceneWithNpc.npcs[0].name,
npcDescription: sceneWithNpc.npcs[0].description,
npcAvatar: sceneWithNpc.npcs[0].avatar,
context: sceneWithNpc.npcs[0].role,
xMeters: 3.2,
};
const npcState = buildInitialNpcState(encounter, worldType);
const npcItem = npcState.inventory[0];
const playerItem = buildInitialPlayerInventory(ROLE_TEMPLATE_CHARACTERS[0], worldType)[0];
assert(npcItem, `[trade] missing npc item for ${worldType}`);
assert(playerItem, `[trade] missing player item for ${worldType}`);
const npcItemValue = getInventoryItemValue(npcItem);
const playerItemValue = getInventoryItemValue(playerItem);
assert(npcItemValue > 0 && playerItemValue > 0, `[trade] item values should be positive for ${worldType}`);
const purchasePrice = getNpcPurchasePrice(npcItem, npcState.affinity);
assert(purchasePrice > 0, `[trade] purchase price should be positive for ${worldType}`);
const purchaseCheck = checkTradeItem(null, npcItem, npcState.affinity, purchasePrice);
assert(purchaseCheck.canPurchase, `[trade] direct purchase should succeed when currency matches price for ${worldType}`);
const barterCheck = checkTradeItem(playerItem, npcItem, npcState.affinity, 0);
assert(typeof barterCheck.canBarter === 'boolean', `[trade] barter check should return a boolean for ${worldType}`);
}
}
function smokeEncounterTransitionLoop() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithMonster = getScenePresetsByWorld(worldType).find(scene => getSceneHostileNpcPresetIds(scene).length >= 2);
assert(sceneWithMonster, `[transition] missing multi-monster scene for ${worldType}`);
const hostileNpcPresetIds = getSceneHostileNpcPresetIds(sceneWithMonster);
const finalMonsters = createSceneHostileNpcsFromIds(worldType, hostileNpcPresetIds, 0);
const finalState = {
...createBaseState(worldType, sceneWithMonster.id),
inBattle: true,
sceneHostileNpcs: finalMonsters,
};
const previewState = {
...finalState,
inBattle: false,
sceneHostileNpcs: finalMonsters.map((monster, index) => ({
...monster,
xMeters: 12 + (index * 1.8),
})),
};
const transitionState = buildEncounterTransitionState(finalState, previewState);
assert(
transitionState.sceneHostileNpcs[1]?.xMeters === previewState.sceneHostileNpcs[1]?.xMeters,
`[transition] second monster should keep its preview x during transition for ${worldType}`,
);
const halfwayState = interpolateEncounterTransitionState(transitionState, finalState, 0.5);
assert(
halfwayState.sceneHostileNpcs.every((monster, index) => {
const startX = transitionState.sceneHostileNpcs[index]?.xMeters ?? monster.xMeters;
const endX = finalState.sceneHostileNpcs[index]?.xMeters ?? monster.xMeters;
return monster.xMeters !== startX && monster.xMeters !== endX;
}),
`[transition] all monsters should interpolate instead of only the first one for ${worldType}`,
);
const offscreenState = buildEncounterEntryState(finalState, 18);
assert(
offscreenState.sceneHostileNpcs.every(monster => monster.xMeters >= 18),
`[transition] offscreen entry should place the entire encounter group offscreen for ${worldType}`,
);
}
}
function smokeRosterLoop() {
const playerCharacter = ROLE_TEMPLATE_CHARACTERS[0];
const reserveCharacter = ROLE_TEMPLATE_CHARACTERS[1];
const recruitCharacter = ROLE_TEMPLATE_CHARACTERS[2];
const activeCompanion = buildCompanionState('active-npc', playerCharacter, 68);
const reserveCompanion = buildCompanionState('reserve-npc', reserveCharacter, 62);
const recruitedCompanion = buildCompanionState('new-npc', recruitCharacter, 72);
const baseState = {
...createBaseState(WorldType.WUXIA),
companions: [activeCompanion],
roster: [reserveCompanion],
};
const benchedState = benchActiveCompanion(baseState, activeCompanion.npcId);
assert(benchedState.companions.length === 0, '[roster] active companion should move off active team');
assert(benchedState.roster.some(companion => companion.npcId === activeCompanion.npcId), '[roster] benched companion should enter reserve roster');
const activatedState = activateRosterCompanion(baseState, reserveCompanion.npcId);
assert(activatedState.companions.some(companion => companion.npcId === reserveCompanion.npcId), '[roster] reserve companion should be activatable');
assert(!activatedState.roster.some(companion => companion.npcId === reserveCompanion.npcId), '[roster] activated companion should leave reserve roster');
const swappedState = recruitCompanionToParty(
{
...baseState,
companions: [activeCompanion, reserveCompanion],
roster: [],
},
recruitedCompanion,
reserveCompanion.npcId,
);
assert(swappedState.companions.some(companion => companion.npcId === recruitedCompanion.npcId), '[roster] recruited companion should join active party');
assert(swappedState.roster.some(companion => companion.npcId === reserveCompanion.npcId), '[roster] replaced companion should move to reserve roster');
}
function smokeQuestLoop() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithNpcAndMonster = getScenePresetsByWorld(worldType).find(
scene => scene.npcs.length > 0 && getSceneHostileNpcPresetIds(scene).length > 0,
);
assert(sceneWithNpcAndMonster, `[quest] missing npc+monster scene for ${worldType}`);
const issuer = sceneWithNpcAndMonster.npcs[0];
const quest = buildQuestForEncounter({
issuerNpcId: issuer.id,
issuerNpcName: issuer.name,
roleText: issuer.role,
scene: sceneWithNpcAndMonster,
worldType,
});
assert(quest, `[quest] failed to build quest for ${sceneWithNpcAndMonster.id}`);
const accepted = acceptQuest([], quest);
assert(findQuestById(accepted, quest.id)?.status === 'active', `[quest] ${quest.id} should be active after accept`);
const afterBattle = applyQuestProgressFromHostileNpcDefeat(
accepted,
sceneWithNpcAndMonster.id,
quest.objective.targetHostileNpcId ? [quest.objective.targetHostileNpcId] : [],
);
assert(findQuestById(afterBattle, quest.id)?.status === 'active', `[quest] ${quest.id} should stay active until report back`);
const afterReport = applyQuestProgressFromNpcTalk(afterBattle, issuer.id);
assert(findQuestById(afterReport, quest.id)?.status === 'ready_to_turn_in', `[quest] ${quest.id} should become reward-ready after reporting back`);
const turnedIn = markQuestTurnedIn(afterReport, quest.id);
assert(findQuestById(turnedIn, quest.id)?.status === 'turned_in', `[quest] ${quest.id} should turn in successfully`);
}
}
function main() {
smokeScenePreviews();
smokeNpcStories();
smokeTreasureStories();
smokeMonsterCreation();
smokeRecruitmentData();
smokeObserveAndCallOut();
smokeInventoryUseLoop();
smokeEquipmentLoop();
smokeTradeEconomyLoop();
smokeEncounterTransitionLoop();
smokeRosterLoop();
smokeQuestLoop();
console.log('Content smoke checks passed.');
}
main();