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Genarrative/src/components/CustomWorldEntityEditorModal.test.tsx
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2026-04-16 21:47:20 +08:00

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TypeScript

/* @vitest-environment jsdom */
import { render, screen, waitFor } from '@testing-library/react';
import userEvent from '@testing-library/user-event';
import { expect, test, vi } from 'vitest';
import type {
CustomWorldNpc,
CustomWorldPlayableNpc,
CustomWorldProfile,
} from '../types';
import { CustomWorldEntityEditorModal } from './CustomWorldEntityEditorModal';
vi.mock('./CharacterAnimator', () => ({
CharacterAnimator: () => <div></div>,
}));
vi.mock('./CustomWorldNpcVisualEditor', () => ({
CustomWorldNpcPortrait: ({ npc }: { npc: { name: string } }) => (
<div>{npc.name}</div>
),
CustomWorldNpcVisualEditor: () => <div></div>,
}));
vi.mock('./asset-studio/characterAssetWorkflowPersistence', () => ({
fetchCharacterWorkflowCache: vi.fn().mockResolvedValue({ cache: null }),
generateCharacterPromptBundle: vi.fn().mockResolvedValue({
visualPromptText: '自动生成的形象提示词',
animationPromptText: '自动生成的动作提示词',
}),
saveCharacterWorkflowCache: vi.fn().mockResolvedValue(undefined),
generateCharacterVisualCandidates: vi.fn(),
publishCharacterVisualAsset: vi.fn(),
generateCharacterAnimationDraft: vi.fn(),
publishCharacterAnimationAssets: vi.fn(),
}));
function createBackstoryReveal() {
return {
publicSummary: '公开背景',
chapters: [
{
id: 'surface',
title: '表层来意',
affinityRequired: 6,
teaser: '表层来意',
content: '表层来意内容',
contextSnippet: '表层来意摘要',
},
{
id: 'scar',
title: '旧事裂痕',
affinityRequired: 12,
teaser: '旧事裂痕',
content: '旧事裂痕内容',
contextSnippet: '旧事裂痕摘要',
},
{
id: 'hidden',
title: '隐藏执念',
affinityRequired: 18,
teaser: '隐藏执念',
content: '隐藏执念内容',
contextSnippet: '隐藏执念摘要',
},
{
id: 'final',
title: '最终底牌',
affinityRequired: 24,
teaser: '最终底牌',
content: '最终底牌内容',
contextSnippet: '最终底牌摘要',
},
],
};
}
function createPlayableRole(id: string, name: string): CustomWorldPlayableNpc {
return {
id,
name,
title: '同行者',
role: '协作战力',
description: `${name}的定位描述`,
backstory: `${name}的背景`,
personality: `${name}的性格`,
motivation: `${name}的动机`,
combatStyle: `${name}的战斗风格`,
initialAffinity: 18,
relationshipHooks: ['关系钩子'],
relations: [],
tags: ['测试'],
backstoryReveal: createBackstoryReveal(),
skills: [],
initialItems: [],
templateCharacterId: 'knight-female-1',
};
}
function createStoryRole(id: string, name: string): CustomWorldNpc {
return {
...createPlayableRole(id, name),
initialAffinity: 6,
visual: undefined,
};
}
function createProfile(): CustomWorldProfile {
return {
id: 'world-1',
settingText: '潮雾群岛上的禁制与旧航道正在一起失衡。',
name: '潮雾群岛',
subtitle: '旧航道与沉钟回响',
summary: '一座正在被旧誓与新利益共同撕扯的群岛世界。',
tone: '压抑、潮湿、带着未解旧伤。',
playerGoal: '找到能让群岛重新稳定的关键节点。',
templateWorldType: 'WUXIA',
majorFactions: ['守潮盟', '沉钟会'],
coreConflicts: ['旧航道归属', '沉钟遗产争夺'],
attributeSchema: {},
playableNpcs: [createPlayableRole('playable-1', '沈砺')],
storyNpcs: [createStoryRole('story-1', '顾潮音')],
items: [],
camp: {
name: '潮灯居',
description: '玩家最初落脚的旧灯塔内院。',
dangerLevel: 'medium',
},
landmarks: [],
creatorIntent: null,
anchorPack: null,
lockState: null,
ownedSettingLayers: null,
generationMode: 'full',
generationStatus: 'complete',
} as unknown as CustomWorldProfile;
}
test('playable角色打开AI工坊后不会自动关闭', async () => {
const user = userEvent.setup();
const handleClose = vi.fn();
render(
<CustomWorldEntityEditorModal
profile={createProfile()}
target={{ kind: 'playable', mode: 'edit', id: 'playable-1' }}
onClose={handleClose}
onProfileChange={vi.fn()}
/>,
);
await user.click(screen.getByRole('button', { name: 'AI生成' }));
await waitFor(() => {
expect(screen.getByText('AI角色形象生成')).toBeTruthy();
});
expect(handleClose).not.toHaveBeenCalled();
});
test('场景角色打开AI工坊后不会自动关闭', async () => {
const user = userEvent.setup();
const handleClose = vi.fn();
render(
<CustomWorldEntityEditorModal
profile={createProfile()}
target={{ kind: 'story', mode: 'edit', id: 'story-1' }}
onClose={handleClose}
onProfileChange={vi.fn()}
/>,
);
await user.click(screen.getByRole('button', { name: 'AI生成' }));
await waitFor(() => {
expect(screen.getByText('AI角色形象生成')).toBeTruthy();
});
expect(handleClose).not.toHaveBeenCalled();
});