新增 PlatformUiKit 通用弹窗、按钮、状态、空态、媒体、表单和标签等公共组件 迁移结果页、创作工作台、认证入口、RPG 暗色面板和运行态弹窗的重复 UI chrome 补充组件测试、页面回归测试、技术文档和 Hermes 共享决策记录
450 lines
13 KiB
TypeScript
450 lines
13 KiB
TypeScript
/* @vitest-environment jsdom */
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import { fireEvent, render, screen, within } from '@testing-library/react';
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import { afterEach, expect, test, vi } from 'vitest';
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import {
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AnimationState,
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type Character,
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type CompanionRenderState,
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type Encounter,
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type EquipmentLoadout,
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type GameState,
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WorldType,
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} from '../types';
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import { AdventureEntityModal } from './AdventureEntityModal';
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vi.mock('./CharacterAnimator', () => ({
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CharacterAnimator: () => <div data-testid="character-portrait" />,
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}));
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vi.mock('./MedievalNpcAnimator', () => ({
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MedievalNpcAnimator: () => <div data-testid="medieval-npc-portrait" />,
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}));
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vi.mock('./HostileNpcAnimator', () => ({
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HostileNpcAnimator: () => <div data-testid="hostile-npc-portrait" />,
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}));
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function createGameState(overrides: Partial<GameState> = {}): GameState {
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return {
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worldType: WorldType.WUXIA,
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customWorldProfile: null,
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playerCharacter: null,
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runtimeStats: {
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playTimeMs: 0,
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lastPlayTickAt: null,
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hostileNpcsDefeated: 0,
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questsAccepted: 0,
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itemsUsed: 0,
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scenesTraveled: 0,
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},
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currentScene: 'test-scene',
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storyHistory: [],
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characterChats: {},
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animationState: AnimationState.IDLE,
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currentEncounter: null,
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npcInteractionActive: false,
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currentScenePreset: null,
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sceneHostileNpcs: [],
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playerX: 0,
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playerOffsetY: 0,
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playerFacing: 'right',
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playerActionMode: 'idle',
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scrollWorld: false,
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inBattle: false,
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playerHp: 100,
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playerMaxHp: 100,
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playerMana: 30,
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playerMaxMana: 30,
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playerSkillCooldowns: {},
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activeCombatEffects: [],
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playerCurrency: 0,
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playerInventory: [],
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playerEquipment: {} as EquipmentLoadout,
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npcStates: {},
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quests: [],
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roster: [],
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companions: [],
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currentBattleNpcId: null,
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currentNpcBattleMode: null,
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currentNpcBattleOutcome: null,
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sparReturnEncounter: null,
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sparPlayerHpBefore: null,
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sparPlayerMaxHpBefore: null,
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sparStoryHistoryBefore: null,
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...overrides,
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} as GameState;
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}
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function createEncounter(overrides: Partial<Encounter> = {}): Encounter {
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return {
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id: 'runtime-npc',
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kind: 'npc',
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npcName: '雾中来客',
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npcDescription: '带着临时生成形象的相遇者',
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npcAvatar: '/avatar.png',
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context: '桥边试探',
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...overrides,
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};
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}
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function createPlayerCharacter(): Character {
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return {
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id: 'player-1',
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name: '潮刃客',
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title: '试剑者',
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description: '测试主角',
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backstory: '测试背景',
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personality: '冷静',
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avatar: '',
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portrait: '',
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assetFolder: '',
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assetVariant: '',
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attributes: {
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strength: 5,
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agility: 5,
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intelligence: 5,
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spirit: 5,
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},
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skills: [
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{
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id: 'tide-slash',
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name: '潮刃突进',
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animation: AnimationState.ATTACK,
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damage: 16,
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manaCost: 5,
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cooldownTurns: 2,
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range: 1,
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style: 'burst',
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buildBuffs: [
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{
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id: 'wet-mark',
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sourceType: 'skill',
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sourceId: 'tide-slash',
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name: '潮湿',
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tags: ['控制', '潮汐'],
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durationTurns: 2,
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},
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],
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},
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],
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adventureOpenings: {},
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};
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}
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function createCompanionRenderState(
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character: Character,
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): CompanionRenderState {
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return {
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npcId: 'companion-1',
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character,
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hp: 100,
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maxHp: 100,
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mana: 20,
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maxMana: 20,
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skillCooldowns: {},
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animationState: AnimationState.IDLE,
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slot: 'upper',
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};
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}
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afterEach(() => {
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vi.restoreAllMocks();
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});
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test('NPC 详情立绘优先展示遭遇实例形象,而不是 characterId 对应预设', () => {
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const encounter = createEncounter({
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characterId: 'sword-princess',
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imageSrc: '/runtime-npc-preview.png',
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});
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render(
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<AdventureEntityModal
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selection={{ kind: 'npc', encounter }}
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gameState={createGameState()}
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onClose={() => undefined}
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/>,
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);
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const portrait = screen.getByAltText('雾中来客');
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expect(portrait.getAttribute('src')).toBe('/runtime-npc-preview.png');
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expect(screen.queryByTestId('character-portrait')).toBeNull();
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});
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test('NPC 背包物品空 id 会被规范成稳定渲染 id', () => {
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const consoleErrorSpy = vi
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.spyOn(console, 'error')
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.mockImplementation(() => undefined);
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const encounter = createEncounter();
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render(
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<AdventureEntityModal
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selection={{ kind: 'npc', encounter }}
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gameState={createGameState({
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npcStates: {
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'runtime-npc': {
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affinity: 0,
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relationState: { affinity: 0, stance: 'neutral' },
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helpUsed: false,
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chattedCount: 0,
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giftsGiven: 0,
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inventory: [
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{
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id: '',
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category: '材料',
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name: '裂纹石片',
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quantity: 1,
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rarity: 'common',
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tags: [],
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},
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{
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id: '',
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category: '材料',
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name: '裂纹石片',
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quantity: 2,
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rarity: 'common',
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tags: [],
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},
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],
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recruited: false,
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revealedFacts: [],
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knownAttributeRumors: [],
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firstMeaningfulContactResolved: false,
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seenBackstoryChapterIds: [],
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},
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},
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})}
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onClose={() => undefined}
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/>,
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);
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expect(screen.getAllByTitle(/裂纹石片 x/)).toHaveLength(2);
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expect(
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consoleErrorSpy.mock.calls.some((call) =>
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call.some(
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(arg) =>
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typeof arg === 'string' &&
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arg.includes('Encountered two children with the same key'),
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),
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),
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).toBe(false);
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});
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test('物品空态复用暗色 PlatformEmptyState chrome', () => {
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render(
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<AdventureEntityModal
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selection={{ kind: 'player' }}
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gameState={createGameState({
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playerCharacter: createPlayerCharacter(),
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playerInventory: [],
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})}
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onClose={() => undefined}
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/>,
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);
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const emptyState = screen.getByText('暂无物品');
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const attributeSection = screen.getByText('属性').closest('section');
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const itemSection = screen.getByText('物品').closest('section');
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expect(emptyState.className).toContain('platform-empty-state');
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expect(emptyState.className).toContain('border-dashed');
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expect(emptyState.className).toContain('bg-black/20');
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expect(attributeSection?.className).toContain('border-white/10');
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expect(attributeSection?.className).toContain('bg-black/25');
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expect(itemSection?.className).toContain('border-white/10');
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expect(itemSection?.className).toContain('bg-black/25');
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const levelPanel = screen.getByTestId('player-level-panel');
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expect(levelPanel.className).toContain('border-amber-300/18');
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expect(levelPanel.className).toContain('bg-amber-500/8');
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expect(levelPanel.className).toContain('rounded-xl');
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});
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test('最近回响纯展示小卡复用暗色 PlatformSubpanel chrome', () => {
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render(
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<AdventureEntityModal
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selection={{ kind: 'player' }}
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gameState={createGameState({
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playerCharacter: createPlayerCharacter(),
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playerInventory: [
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{
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id: 'echo-shell',
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category: '材料',
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name: '回声贝壳',
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quantity: 1,
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rarity: 'rare',
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tags: [],
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runtimeMetadata: {
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origin: 'procedural',
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generationChannel: 'discovery',
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seedKey: 'echo-shell-seed',
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sourceReason: '测试最近回响载体',
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storyFingerprint: {
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visibleClue: '贝壳里仍有潮声回响',
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witnessMark: '潮痕',
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unresolvedQuestion: '潮声为何未散',
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currentAppearanceReason: '被最近回响唤醒',
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relatedThreadIds: [],
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relatedScarIds: [],
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reactionHooks: [],
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},
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},
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},
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],
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currentScenePreset: {
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narrativeResidues: [
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{
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id: 'residue-1',
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title: '墙上残痕',
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visibleClue: '刻着潮汐暗号。',
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},
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],
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} as unknown as GameState['currentScenePreset'],
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storyEngineMemory: {
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chronicle: [
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{
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id: 'chronicle-1',
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title: '潮声编年',
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summary: '潮声把旧约刻回墙面。',
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},
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],
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recentCarrierIds: ['echo-shell'],
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consequenceLedger: [
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{
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id: 'consequence-1',
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title: '旧约后果',
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summary: '盟约开始反噬。',
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relatedIds: ['player-1'],
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},
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],
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} as unknown as GameState['storyEngineMemory'],
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})}
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onClose={() => undefined}
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/>,
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);
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[
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'recent-consequence-echo',
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'recent-chronicle-echo',
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'recent-carrier-echo',
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'recent-scene-residue-echo',
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].forEach((testId) => {
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const panel = screen.getByTestId(testId);
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expect(panel.className).toContain('border-white/10');
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expect(panel.className).toContain('bg-black/25');
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expect(panel.className).toContain('rounded-xl');
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});
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});
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test('私聊和队友收束复用暗色 tint PlatformSubpanel chrome', () => {
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const companionCharacter = createPlayerCharacter();
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render(
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<AdventureEntityModal
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selection={{
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kind: 'companion',
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companion: createCompanionRenderState(companionCharacter),
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}}
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gameState={createGameState({
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companions: [
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{
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npcId: 'companion-1',
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characterId: companionCharacter.id,
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joinedAtAffinity: 100,
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hp: 100,
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maxHp: 100,
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mana: 20,
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maxMana: 20,
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skillCooldowns: {},
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},
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],
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npcStates: {
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'companion-1': {
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affinity: 100,
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relationState: { affinity: 100, stance: 'bonded' },
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helpUsed: false,
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chattedCount: 0,
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giftsGiven: 0,
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inventory: [],
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recruited: true,
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revealedFacts: [],
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knownAttributeRumors: [],
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firstMeaningfulContactResolved: true,
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seenBackstoryChapterIds: [],
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},
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},
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storyEngineMemory: {
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companionResolutions: [
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{
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characterId: companionCharacter.id,
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resolutionType: 'bonded',
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summary: '潮声与同行者完成誓约。',
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relatedThreadIds: ['thread-1'],
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},
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],
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} as unknown as GameState['storyEngineMemory'],
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})}
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onClose={() => undefined}
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onOpenCharacterChat={() => undefined}
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/>,
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);
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const privateChatPanel = screen.getByTestId('private-chat-panel');
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const companionResolutionEcho = screen.getByTestId(
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'companion-resolution-echo',
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);
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expect(privateChatPanel.className).toContain('border-sky-400/18');
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expect(privateChatPanel.className).toContain('bg-sky-500/8');
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expect(privateChatPanel.className).toContain('rounded-[1.35rem]');
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expect(companionResolutionEcho.className).toContain('border-emerald-400/18');
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expect(companionResolutionEcho.className).toContain('bg-emerald-500/8');
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expect(companionResolutionEcho.className).toContain('rounded-xl');
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});
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test('技能详情静态标签复用暗色 PlatformPillBadge chrome', () => {
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render(
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<AdventureEntityModal
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selection={{ kind: 'player' }}
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gameState={createGameState({
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playerCharacter: createPlayerCharacter(),
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})}
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onClose={() => undefined}
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/>,
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);
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fireEvent.click(screen.getByRole('button', { name: /潮刃突进/u }));
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const skillPanel = screen
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.getByText('技能详情')
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.closest('.pixel-modal-shell') as HTMLElement;
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const deliveryBadge = within(skillPanel).getAllByText('近战')[0]!;
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const styleBadge = within(skillPanel).getAllByText('爆发')[0]!;
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const buffSummaryBadge = within(skillPanel).getByText('附带 1 个状态标签');
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const buffBadge = within(skillPanel).getByText('潮湿 / 控制、潮汐 / 2 回合');
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const damagePanel = within(skillPanel)
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.getByText('伤害')
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.closest('section') as HTMLElement;
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const descriptionPanel = within(skillPanel)
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.getByText(/潮刃突进 属于爆发路线/u)
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.closest('section') as HTMLElement;
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const buffPanel = within(skillPanel)
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.getByText('附带状态标签')
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.closest('section') as HTMLElement;
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expect(deliveryBadge.className).toContain('bg-white/6');
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expect(styleBadge.className).toContain('bg-sky-500/10');
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expect(buffSummaryBadge.className).toContain('bg-emerald-500/10');
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expect(buffBadge.className).toContain('rounded-full');
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expect(buffBadge.className).toContain('bg-sky-500/10');
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expect(damagePanel.className).toContain('bg-black/25');
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expect(damagePanel.className).toContain('border-white/10');
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expect(descriptionPanel.className).toContain('bg-black/25');
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expect(buffPanel.className).toContain('bg-black/25');
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});
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