init with react+axum+spacetimedb
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import { describe, expect, it } from 'vitest';
import { AnimationState, type ChapterState, type GameState } from '../../types';
import { buildJourneyBeatQueue, resolveCurrentJourneyBeat } from './journeyBeatPlanner';
const state = {
worldType: null,
customWorldProfile: null,
playerCharacter: null,
runtimeStats: {
playTimeMs: 0,
lastPlayTickAt: null,
hostileNpcsDefeated: 0,
questsAccepted: 0,
itemsUsed: 0,
scenesTraveled: 0,
},
currentScene: 'Story',
storyHistory: [],
storyEngineMemory: {
discoveredFactIds: [],
inferredFactIds: [],
activeThreadIds: ['thread-1'],
resolvedScarIds: [],
recentCarrierIds: [],
recentSignalIds: [],
recentCompanionReactions: [],
currentChapter: null,
currentJourneyBeatId: null,
companionArcStates: [],
worldMutations: [],
chronicle: [],
factionTensionStates: [],
currentCampEvent: null,
currentSetpieceDirective: null,
continueGameDigest: null,
},
chapterState: null,
characterChats: {},
animationState: AnimationState.IDLE,
currentEncounter: null,
npcInteractionActive: false,
currentScenePreset: { id: 'scene-1', name: '断桥旧哨', description: '', imageSrc: '' },
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
playerFacing: 'right',
playerActionMode: 'idle',
scrollWorld: false,
inBattle: false,
playerHp: 0,
playerMaxHp: 0,
playerMana: 0,
playerMaxMana: 0,
playerSkillCooldowns: {},
activeBuildBuffs: [],
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,
} satisfies GameState;
describe('journeyBeatPlanner', () => {
it('builds a beat queue and resolves the current beat', () => {
const chapterState: ChapterState = {
id: 'chapter-1',
title: '封桥旧案·展开',
theme: '封桥旧案',
primaryThreadIds: ['thread-1'],
stage: 'expansion',
chapterSummary: '旧案正在铺开。',
};
const queue = buildJourneyBeatQueue({ state, chapterState });
const beat = resolveCurrentJourneyBeat({ state, chapterState });
expect(queue).toHaveLength(3);
expect(beat?.beatType).toBe('investigation');
});
});