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
2146 lines
67 KiB
TypeScript
2146 lines
67 KiB
TypeScript
/* @vitest-environment jsdom */
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import {
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cleanup,
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render,
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screen,
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waitFor,
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within,
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} from '@testing-library/react';
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import userEvent from '@testing-library/user-event';
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import { useState } from 'react';
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import { afterEach, expect, test, vi } from 'vitest';
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import * as customWorldCoverAssetService from '../services/customWorldCoverAssetService';
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import * as rpgCreationAssetClient from '../services/rpg-creation/rpgCreationAssetClient';
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import type {
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CustomWorldNpc,
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CustomWorldPlayableNpc,
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CustomWorldProfile,
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SceneActBlueprint,
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SceneChapterBlueprint,
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} from '../types';
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import { CustomWorldEntityCatalog } from './CustomWorldEntityCatalog';
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import {
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type RpgCreationEditorTarget,
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RpgCreationEntityEditorModal,
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} from './rpg-creation-editor/RpgCreationEntityEditorModal';
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afterEach(() => {
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cleanup();
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});
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vi.mock('../data/characterPresets', async () => {
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const actual = await vi.importActual<
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typeof import('../data/characterPresets')
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>('../data/characterPresets');
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return {
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...actual,
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buildCustomWorldPlayableCharacters: vi.fn(() => []),
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buildCustomWorldRuntimeCharacters: vi.fn(() => []),
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createCharacterSkillCooldowns: vi.fn(() => ({})),
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getCharacterMaxHp: vi.fn(() => 180),
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getCharacterMaxMana: vi.fn(() => 60),
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setRuntimeCharacterOverrides: vi.fn(),
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};
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});
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vi.mock('./CharacterAnimator', () => ({
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CharacterAnimator: () => <div>角色预览</div>,
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}));
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vi.mock('../services/rpg-creation/rpgCreationAssetClient', () => {
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const generateSceneImage = vi.fn();
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const generateSceneNpc = vi.fn();
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return {
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rpgCreationAssetClient: {
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generateSceneImage,
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generateSceneNpc,
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},
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generateCustomWorldSceneImage: generateSceneImage,
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generateCustomWorldSceneNpc: generateSceneNpc,
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};
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});
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const mockedRpgCreationAssetClient = vi.mocked(
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rpgCreationAssetClient.rpgCreationAssetClient,
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);
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vi.mock('./CustomWorldNpcVisualEditor', () => ({
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CustomWorldNpcPortrait: ({ npc }: { npc: { name: string } }) => (
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<div>{npc.name}</div>
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),
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CustomWorldNpcVisualEditor: () => <div>预设形象编辑器</div>,
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}));
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vi.mock('../hooks/useResolvedAssetReadUrl', () => ({
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useResolvedAssetReadUrl: (source: string | null | undefined) => ({
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resolvedUrl: source?.trim() ?? '',
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isResolving: false,
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shouldResolve: false,
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}),
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}));
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vi.mock('./rpg-runtime-shell', () => ({
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RpgRuntimeShell: ({
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session,
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chrome,
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}: {
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session: {
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gameState: {
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currentScenePreset?: { id?: string; name?: string } | null;
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playerCharacter?: { name?: string } | null;
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runtimeSessionId?: string | null;
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runtimeMode?: string;
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runtimePersistenceDisabled?: boolean;
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};
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currentStory?: { text?: string } | null;
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};
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chrome?: { hidePlayerLevelBadge?: boolean };
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}) => (
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<div>
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<div>幕预览运行时</div>
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{chrome?.hidePlayerLevelBadge ? <div>隐藏等级徽标</div> : null}
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<div>{session.gameState.currentScenePreset?.name ?? '未进入场景'}</div>
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<div>{session.gameState.currentScenePreset?.id ?? '未进入场景ID'}</div>
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<div>
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{session.gameState.playerCharacter ? '已选择预览角色' : '未选择角色'}
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</div>
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<div>{session.gameState.runtimeSessionId ?? '未设置预览会话'}</div>
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<div>{session.gameState.runtimeMode ?? '未设置运行模式'}</div>
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<div>
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{session.gameState.runtimePersistenceDisabled
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? '预览禁用持久化'
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: '预览允许持久化'}
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</div>
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<div>{session.currentStory?.text ?? '未生成当前故事'}</div>
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</div>
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),
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}));
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vi.mock('./asset-studio/characterAssetWorkflowPersistence', () => ({
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fetchCharacterWorkflowCache: vi.fn().mockResolvedValue({ cache: null }),
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saveCharacterWorkflowCache: vi.fn().mockResolvedValue(undefined),
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resolveCharacterRoleAssetWorkflow: vi.fn(({ role }) =>
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Promise.resolve({
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ok: true,
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cache: null,
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workflow: {
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role,
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defaultPromptBundle: {
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visualPromptText: '',
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animationPromptText: '',
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scenePromptText: '',
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},
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visualPromptText: '',
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animationPromptText: '',
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animationPromptTextByKey: {},
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visualDrafts: [],
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selectedVisualDraftId: '',
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selectedAnimation: 'idle',
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},
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}),
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),
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putCharacterRoleAssetWorkflow: vi.fn().mockResolvedValue({
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ok: true,
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cache: null,
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}),
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generateCharacterVisualCandidates: vi.fn(),
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publishCharacterVisualAsset: vi.fn(),
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generateCharacterAnimationDraft: vi.fn(),
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publishCharacterAnimationAssets: vi.fn(),
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}));
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vi.mock('../services/customWorldCoverAssetService', () => ({
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generateCustomWorldCoverImage: vi.fn(),
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uploadCustomWorldCoverImage: vi.fn(),
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}));
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function createBackstoryReveal() {
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return {
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publicSummary: '公开背景',
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chapters: [
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{
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id: 'surface',
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title: '表层来意',
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affinityRequired: 6,
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teaser: '表层来意',
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content: '表层来意内容',
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contextSnippet: '表层来意摘要',
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},
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{
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id: 'scar',
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title: '旧事裂痕',
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affinityRequired: 12,
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teaser: '旧事裂痕',
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content: '旧事裂痕内容',
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contextSnippet: '旧事裂痕摘要',
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},
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{
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id: 'hidden',
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title: '隐藏执念',
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affinityRequired: 18,
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teaser: '隐藏执念',
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content: '隐藏执念内容',
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contextSnippet: '隐藏执念摘要',
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},
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{
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id: 'final',
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title: '最终底牌',
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affinityRequired: 24,
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teaser: '最终底牌',
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content: '最终底牌内容',
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contextSnippet: '最终底牌摘要',
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},
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],
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};
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}
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function createPlayableRole(id: string, name: string): CustomWorldPlayableNpc {
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return {
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id,
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name,
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title: '同行者',
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role: '协作战力',
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description: `${name}的定位描述`,
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backstory: `${name}的背景`,
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personality: `${name}的性格`,
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motivation: `${name}的动机`,
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combatStyle: `${name}的战斗风格`,
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initialAffinity: 18,
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relationshipHooks: ['关系钩子'],
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relations: [],
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tags: ['测试'],
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backstoryReveal: createBackstoryReveal(),
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skills: [],
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initialItems: [],
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};
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}
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function createStoryRole(id: string, name: string): CustomWorldNpc {
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return {
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...createPlayableRole(id, name),
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initialAffinity: 6,
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visual: undefined,
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};
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}
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function createProfile(): CustomWorldProfile {
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return {
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id: 'world-1',
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settingText: '潮雾群岛上的禁制与旧航道正在一起失衡。',
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name: '潮雾群岛',
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subtitle: '旧航道与沉钟回响',
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summary: '一座正在被旧誓与新利益共同撕扯的群岛世界。',
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tone: '压抑、潮湿、带着未解旧伤。',
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playerGoal: '找到能让群岛重新稳定的关键节点。',
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templateWorldType: 'WUXIA',
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majorFactions: ['守潮盟', '沉钟会'],
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coreConflicts: ['旧航道归属', '沉钟遗产争夺'],
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attributeSchema: {
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id: 'schema-1',
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worldId: 'world-1',
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schemaVersion: 1,
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generatedFrom: {
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worldType: 'WUXIA',
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worldName: '潮雾群岛',
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settingSummary: '潮雾群岛上的禁制与旧航道正在一起失衡。',
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tone: '压抑、潮湿、带着未解旧伤。',
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conflictCore: '旧航道归属',
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},
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slots: [
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{
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slotId: 'axis_a',
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name: '骨势',
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},
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{
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slotId: 'axis_b',
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name: '身法',
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},
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{
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slotId: 'axis_c',
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name: '眼脉',
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},
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{
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slotId: 'axis_d',
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name: '心焰',
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},
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{
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slotId: 'axis_e',
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name: '尘缘',
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},
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{
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slotId: 'axis_f',
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name: '玄息',
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},
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],
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},
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playableNpcs: [createPlayableRole('playable-1', '沈砺')],
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storyNpcs: [createStoryRole('story-1', '顾潮音')],
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items: [],
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camp: {
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name: '潮灯居',
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description: '玩家最初落脚的旧灯塔内院。',
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},
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landmarks: [],
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creatorIntent: null,
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anchorPack: null,
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lockState: null,
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ownedSettingLayers: null,
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generationMode: 'full',
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generationStatus: 'complete',
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} as unknown as CustomWorldProfile;
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}
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function createProfileWithLandmark(): CustomWorldProfile {
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return {
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...createProfile(),
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storyNpcs: [
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createStoryRole('story-1', '顾潮音'),
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createStoryRole('story-2', '闻雪汀'),
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createStoryRole('story-3', '谢孤灯'),
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createStoryRole('story-4', '陆听潮'),
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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: '沉钟栈桥',
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description: '旧钟与潮声常年相撞的码头栈桥。',
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imageSrc: '/generated-custom-world-scenes/original-scene.png',
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sceneNpcIds: ['story-1', 'story-2', 'story-3'],
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connections: [],
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},
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],
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} as unknown as CustomWorldProfile;
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}
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function createProfileWithTwoLandmarks(): CustomWorldProfile {
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return {
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...createProfileWithLandmark(),
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landmarks: [
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{
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id: 'landmark-1',
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name: '沉钟栈桥',
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description: '旧钟与潮声常年相撞的码头栈桥。',
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imageSrc: '/generated-custom-world-scenes/original-scene.png',
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sceneNpcIds: ['story-1', 'story-2', 'story-3'],
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connections: [],
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},
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{
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id: 'landmark-2',
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name: '雾灯塔',
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description: '雾中仍在闪烁的旧灯塔。',
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sceneNpcIds: ['story-1', 'story-2', 'story-3'],
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connections: [],
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},
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],
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} as unknown as CustomWorldProfile;
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}
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function createSceneAct(
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sceneId: string,
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index: number,
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imageSrc: string,
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): SceneActBlueprint {
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return {
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id: `${sceneId}-act-${index + 1}`,
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sceneId,
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title: `第${index + 1}幕`,
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summary: `第${index + 1}幕摘要`,
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stageCoverage: index === 0 ? ['opening'] : ['expansion'],
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backgroundPromptText: '',
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backgroundImageSrc: imageSrc,
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encounterNpcIds: ['story-1'],
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primaryNpcId: 'story-1',
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oppositeNpcId: 'story-1',
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eventDescription: `第${index + 1}幕事件`,
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linkedThreadIds: [],
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advanceRule:
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index === 0
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? 'after_primary_contact'
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: index >= 2
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? 'after_chapter_resolution'
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: 'after_active_step_complete',
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actGoal: `第${index + 1}幕目标`,
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transitionHook: '',
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};
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}
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function createSceneChapter(
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sceneId: string,
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sceneName: string,
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imagePrefix: string,
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): SceneChapterBlueprint {
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return {
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id: `${sceneId}-chapter`,
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sceneId,
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title: sceneName,
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summary: `${sceneName}章节`,
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sceneTaskDescription: `${sceneName}任务`,
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linkedThreadIds: [],
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linkedLandmarkIds: [sceneId],
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acts: [0, 1, 2].map((index) =>
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createSceneAct(sceneId, index, `${imagePrefix}-act-${index + 1}.png`),
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),
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};
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}
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function createProfileWithSceneChapters(): CustomWorldProfile {
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return {
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...createProfileWithLandmark(),
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camp: {
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id: 'custom-scene-camp',
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name: '潮灯居',
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description: '玩家最初落脚的旧灯塔内院。',
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imageSrc: '/generated-custom-world-scenes/camp-main.png',
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sceneNpcIds: ['story-1'],
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connections: [],
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},
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sceneChapterBlueprints: [
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createSceneChapter(
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'custom-scene-camp',
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'潮灯居',
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'/generated-custom-world-scenes/camp',
|
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),
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createSceneChapter(
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'landmark-1',
|
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'沉钟栈桥',
|
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'/generated-custom-world-scenes/landmark',
|
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),
|
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],
|
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} as unknown as CustomWorldProfile;
|
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}
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function LandmarkEditorFlowHarness() {
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const [profile, setProfile] = useState(createProfileWithLandmark());
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const [target, setTarget] = useState<RpgCreationEditorTarget | null>({
|
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kind: 'landmark',
|
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mode: 'edit',
|
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id: 'landmark-1',
|
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});
|
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|
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return (
|
||
<>
|
||
<pre data-testid="landmark-profile-json" className="hidden">
|
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{JSON.stringify(profile)}
|
||
</pre>
|
||
<CustomWorldEntityCatalog
|
||
profile={profile}
|
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previewCharacters={[]}
|
||
activeTab="landmarks"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={setTarget}
|
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onProfileChange={setProfile}
|
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onDeleteStoryNpcs={() => {}}
|
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onDeleteLandmarks={() => {}}
|
||
/>
|
||
<RpgCreationEntityEditorModal
|
||
profile={profile}
|
||
target={target}
|
||
onClose={() => setTarget(null)}
|
||
onProfileChange={setProfile}
|
||
/>
|
||
</>
|
||
);
|
||
}
|
||
|
||
function TwoLandmarkEditorFlowHarness() {
|
||
const [profile, setProfile] = useState(createProfileWithTwoLandmarks());
|
||
const [target, setTarget] = useState<RpgCreationEditorTarget | null>({
|
||
kind: 'landmark',
|
||
mode: 'edit',
|
||
id: 'landmark-1',
|
||
});
|
||
|
||
return (
|
||
<RpgCreationEntityEditorModal
|
||
profile={profile}
|
||
target={target}
|
||
onClose={() => setTarget(null)}
|
||
onProfileChange={setProfile}
|
||
/>
|
||
);
|
||
}
|
||
|
||
function LandmarkEditorNoNpcFlowHarness() {
|
||
const [profile, setProfile] = useState<CustomWorldProfile>(() => ({
|
||
...createProfileWithLandmark(),
|
||
storyNpcs: [],
|
||
landmarks: [
|
||
{
|
||
id: 'landmark-1',
|
||
name: '空港栈桥',
|
||
description: '暂时没有角色驻留的场景。',
|
||
imageSrc: '/generated-custom-world-scenes/empty-scene.png',
|
||
sceneNpcIds: [],
|
||
connections: [],
|
||
},
|
||
],
|
||
sceneChapterBlueprints: [
|
||
{
|
||
...createSceneChapter(
|
||
'landmark-1',
|
||
'空港栈桥',
|
||
'/generated-custom-world-scenes/empty',
|
||
),
|
||
acts: [
|
||
{
|
||
...createSceneAct(
|
||
'landmark-1',
|
||
0,
|
||
'/generated-custom-world-scenes/empty-act-1.png',
|
||
),
|
||
encounterNpcIds: [],
|
||
primaryNpcId: '',
|
||
oppositeNpcId: '',
|
||
},
|
||
{
|
||
...createSceneAct(
|
||
'landmark-1',
|
||
1,
|
||
'/generated-custom-world-scenes/empty-act-2.png',
|
||
),
|
||
encounterNpcIds: [],
|
||
primaryNpcId: '',
|
||
oppositeNpcId: '',
|
||
},
|
||
],
|
||
},
|
||
],
|
||
}));
|
||
const [target, setTarget] = useState<RpgCreationEditorTarget | null>({
|
||
kind: 'landmark',
|
||
mode: 'edit',
|
||
id: 'landmark-1',
|
||
});
|
||
|
||
return (
|
||
<RpgCreationEntityEditorModal
|
||
profile={profile}
|
||
target={target}
|
||
onClose={() => setTarget(null)}
|
||
onProfileChange={setProfile}
|
||
/>
|
||
);
|
||
}
|
||
|
||
function readLandmarkHarnessProfile() {
|
||
const content = screen.getByTestId('landmark-profile-json').textContent;
|
||
return JSON.parse(content || '{}') as CustomWorldProfile;
|
||
}
|
||
|
||
function getSceneActCard(index: number) {
|
||
const card = screen.getAllByTestId('scene-act-card')[index];
|
||
if (!card) {
|
||
throw new Error(`未找到第 ${index + 1} 个幕卡片`);
|
||
}
|
||
return card;
|
||
}
|
||
|
||
function CampEditorFlowHarness() {
|
||
const [profile, setProfile] = useState<CustomWorldProfile>({
|
||
...createProfileWithLandmark(),
|
||
camp: {
|
||
id: 'custom-scene-camp',
|
||
name: '潮灯居',
|
||
description: '玩家最初落脚的旧灯塔内院。',
|
||
imageSrc: '/generated-custom-world-scenes/original-camp.png',
|
||
sceneNpcIds: ['story-1', 'story-2', 'story-3'],
|
||
connections: [
|
||
{
|
||
targetLandmarkId: 'landmark-1',
|
||
relativePosition: 'north',
|
||
summary: '北侧通往沉钟栈桥。',
|
||
},
|
||
],
|
||
},
|
||
});
|
||
const [target, setTarget] = useState<RpgCreationEditorTarget | null>({
|
||
kind: 'camp',
|
||
});
|
||
|
||
return (
|
||
<>
|
||
<pre data-testid="camp-profile-json" className="hidden">
|
||
{JSON.stringify(profile)}
|
||
</pre>
|
||
<CustomWorldEntityCatalog
|
||
profile={profile}
|
||
previewCharacters={[]}
|
||
activeTab="landmarks"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={setTarget}
|
||
onProfileChange={setProfile}
|
||
onDeleteStoryNpcs={() => {}}
|
||
onDeleteLandmarks={() => {}}
|
||
/>
|
||
<RpgCreationEntityEditorModal
|
||
profile={profile}
|
||
target={target}
|
||
onClose={() => setTarget(null)}
|
||
onProfileChange={setProfile}
|
||
/>
|
||
</>
|
||
);
|
||
}
|
||
|
||
function CoverEditorFlowHarness() {
|
||
const [profile, setProfile] = useState<CustomWorldProfile>({
|
||
...createProfileWithLandmark(),
|
||
cover: {
|
||
sourceType: 'default',
|
||
imageSrc: null,
|
||
characterRoleIds: ['playable-1'],
|
||
},
|
||
});
|
||
const [target, setTarget] = useState<RpgCreationEditorTarget | null>({
|
||
kind: 'cover',
|
||
});
|
||
|
||
return (
|
||
<>
|
||
<pre data-testid="cover-profile-json" className="hidden">
|
||
{JSON.stringify(profile)}
|
||
</pre>
|
||
<RpgCreationEntityEditorModal
|
||
profile={profile}
|
||
target={target}
|
||
onClose={() => setTarget(null)}
|
||
onProfileChange={setProfile}
|
||
/>
|
||
</>
|
||
);
|
||
}
|
||
|
||
function readCoverHarnessProfile() {
|
||
const content = screen.getByTestId('cover-profile-json').textContent;
|
||
return JSON.parse(content || '{}') as CustomWorldProfile;
|
||
}
|
||
|
||
function findNearestClassName(element: HTMLElement, className: string) {
|
||
let current: HTMLElement | null = element;
|
||
|
||
while (current) {
|
||
if (current.className.includes(className)) {
|
||
return current.className;
|
||
}
|
||
current = current.parentElement;
|
||
}
|
||
|
||
return '';
|
||
}
|
||
|
||
function readCampHarnessProfile() {
|
||
const content = screen.getByTestId('camp-profile-json').textContent;
|
||
return JSON.parse(content || '{}') 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(
|
||
<RpgCreationEntityEditorModal
|
||
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('可扮演角色技能动作状态复用暗色平台胶囊标签', () => {
|
||
const profile = createProfile();
|
||
profile.playableNpcs = [
|
||
{
|
||
...profile.playableNpcs[0]!,
|
||
imageSrc: '/generated-custom-world-roles/playable-1.png',
|
||
generatedVisualAssetId: 'visual-playable-1',
|
||
generatedAnimationSetId: 'animation-playable-1',
|
||
initialItems: [
|
||
{
|
||
id: 'starter-token',
|
||
name: '起始信物',
|
||
category: '道具',
|
||
quantity: 1,
|
||
rarity: 'rare',
|
||
description: '角色开局携带的测试道具。',
|
||
tags: ['开局', '信物'],
|
||
},
|
||
],
|
||
skills: [
|
||
{
|
||
id: 'tide-slash',
|
||
name: '潮刃突进',
|
||
summary: '向前突进并斩击。',
|
||
style: 'burst',
|
||
},
|
||
],
|
||
},
|
||
];
|
||
|
||
render(
|
||
<RpgCreationEntityEditorModal
|
||
profile={profile}
|
||
target={{ kind: 'playable', mode: 'edit', id: 'playable-1' }}
|
||
onClose={vi.fn()}
|
||
onProfileChange={vi.fn()}
|
||
/>,
|
||
);
|
||
|
||
const actionStatusBadge = screen.getByText('待生成动作');
|
||
const visualStatusBadge = screen.getByText('已应用主图');
|
||
const animationStatusBadge = screen.getByText('已应用动作');
|
||
const initialItemTagBadge = screen.getByText('开局');
|
||
const rolePreviewFrame = screen
|
||
.getByRole('img', { name: '沈砺' })
|
||
.closest('.platform-media-frame');
|
||
const skillPreviewFrame = screen
|
||
.getByRole('img', { name: '潮刃突进' })
|
||
.closest('.platform-media-frame');
|
||
const sectionPanels = ['背景故事', '与其他角色的关系', '技能', '物品'].map(
|
||
(title) => screen.getByText(title).closest('section'),
|
||
);
|
||
|
||
expect(actionStatusBadge.className).toContain('rounded-full');
|
||
expect(actionStatusBadge.className).toContain('font-black');
|
||
expect(actionStatusBadge.className).toContain('bg-black/20');
|
||
expect(actionStatusBadge.className).toContain('text-zinc-400');
|
||
expect(visualStatusBadge.className).toContain('rounded-full');
|
||
expect(visualStatusBadge.className).toContain('font-black');
|
||
expect(visualStatusBadge.className).toContain('bg-emerald-500/10');
|
||
expect(animationStatusBadge.className).toContain('rounded-full');
|
||
expect(animationStatusBadge.className).toContain('font-black');
|
||
expect(animationStatusBadge.className).toContain('bg-amber-500/10');
|
||
expect(initialItemTagBadge.className).toContain('rounded-full');
|
||
expect(initialItemTagBadge.className).toContain('font-black');
|
||
expect(initialItemTagBadge.className).toContain('bg-black/20');
|
||
expect(rolePreviewFrame?.className).toContain('platform-media-frame');
|
||
expect(rolePreviewFrame?.className).toContain('aspect-square');
|
||
expect(skillPreviewFrame?.className).toContain('platform-media-frame');
|
||
expect(skillPreviewFrame?.className).toContain('rounded-none');
|
||
for (const sectionPanel of sectionPanels) {
|
||
expect(sectionPanel?.className).toContain('border-white/10');
|
||
expect(sectionPanel?.className).toContain('bg-black/25');
|
||
expect(sectionPanel?.className).toContain('rounded-[1.25rem]');
|
||
}
|
||
});
|
||
|
||
test('可扮演角色空态复用暗色平台空态', () => {
|
||
render(
|
||
<RpgCreationEntityEditorModal
|
||
profile={createProfile()}
|
||
target={{ kind: 'playable', mode: 'edit', id: 'playable-1' }}
|
||
onClose={vi.fn()}
|
||
onProfileChange={vi.fn()}
|
||
/>,
|
||
);
|
||
|
||
for (const label of [
|
||
'还没有配置与其他角色的关系。',
|
||
'还没有配置角色技能。',
|
||
'还没有配置角色物品。',
|
||
]) {
|
||
const emptyState = screen.getByText(label);
|
||
expect(emptyState.className).toContain('platform-empty-state');
|
||
expect(emptyState.className).toContain('border-dashed');
|
||
expect(emptyState.className).toContain('bg-black/20');
|
||
}
|
||
});
|
||
|
||
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(
|
||
<RpgCreationEntityEditorModal
|
||
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();
|
||
});
|
||
|
||
test('可扮演角色未修改时右上角关闭不会弹确认', async () => {
|
||
const user = userEvent.setup();
|
||
const handleClose = vi.fn();
|
||
|
||
render(
|
||
<RpgCreationEntityEditorModal
|
||
profile={createProfile()}
|
||
target={{ kind: 'playable', mode: 'edit', id: 'playable-1' }}
|
||
onClose={handleClose}
|
||
onProfileChange={vi.fn()}
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '关闭' }));
|
||
|
||
expect(handleClose).toHaveBeenCalledTimes(1);
|
||
expect(screen.queryByText('确认关闭')).toBeNull();
|
||
});
|
||
|
||
test('可扮演角色修改后右上角关闭才弹确认', async () => {
|
||
const user = userEvent.setup();
|
||
const handleClose = vi.fn();
|
||
|
||
render(
|
||
<RpgCreationEntityEditorModal
|
||
profile={createProfile()}
|
||
target={{ kind: 'playable', mode: 'edit', id: 'playable-1' }}
|
||
onClose={handleClose}
|
||
onProfileChange={vi.fn()}
|
||
/>,
|
||
);
|
||
|
||
const nameInput = screen.getByDisplayValue('沈砺');
|
||
await user.clear(nameInput);
|
||
await user.type(nameInput, '沈砺·改');
|
||
await user.click(screen.getByRole('button', { name: '关闭' }));
|
||
|
||
expect(handleClose).not.toHaveBeenCalled();
|
||
const dialog = screen.getByRole('dialog', { name: '确认关闭' });
|
||
expect(
|
||
within(dialog).getByText('当前修改尚未保存,确认关闭吗?'),
|
||
).toBeTruthy();
|
||
|
||
await user.click(within(dialog).getByRole('button', { name: '继续编辑' }));
|
||
expect(handleClose).not.toHaveBeenCalled();
|
||
expect(screen.queryByRole('dialog', { name: '确认关闭' })).toBeNull();
|
||
|
||
await user.click(screen.getByRole('button', { name: '关闭' }));
|
||
await user.click(screen.getByRole('button', { name: '确认关闭' }));
|
||
|
||
expect(handleClose).toHaveBeenCalledTimes(1);
|
||
});
|
||
|
||
test('可扮演角色至少保留一个背景章节时使用统一提示弹窗', async () => {
|
||
const user = userEvent.setup();
|
||
const alertSpy = vi.spyOn(window, 'alert').mockImplementation(() => {});
|
||
|
||
render(
|
||
<RpgCreationEntityEditorModal
|
||
profile={createProfile()}
|
||
target={{ kind: 'playable', mode: 'edit', id: 'playable-1' }}
|
||
onClose={vi.fn()}
|
||
onProfileChange={vi.fn()}
|
||
/>,
|
||
);
|
||
|
||
const deleteChapterButtons = () =>
|
||
screen.getAllByRole('button', { name: '删除章节' });
|
||
|
||
await user.click(deleteChapterButtons()[0]!);
|
||
await user.click(deleteChapterButtons()[0]!);
|
||
await user.click(deleteChapterButtons()[0]!);
|
||
expect(deleteChapterButtons()).toHaveLength(1);
|
||
|
||
await user.click(deleteChapterButtons()[0]!);
|
||
|
||
const dialog = await screen.findByRole('dialog', { name: '提示' });
|
||
expect(within(dialog).getByText('至少保留一个背景章节。')).toBeTruthy();
|
||
expect(alertSpy).not.toHaveBeenCalled();
|
||
expect(screen.getByText('编辑角色:沈砺')).toBeTruthy();
|
||
|
||
await user.click(within(dialog).getByRole('button', { name: '知道了' }));
|
||
await waitFor(() => {
|
||
expect(screen.queryByRole('dialog', { name: '提示' })).toBeNull();
|
||
});
|
||
|
||
alertSpy.mockRestore();
|
||
});
|
||
|
||
test('场景角色未修改时右上角关闭不会弹确认', async () => {
|
||
const user = userEvent.setup();
|
||
const handleClose = vi.fn();
|
||
|
||
render(
|
||
<RpgCreationEntityEditorModal
|
||
profile={createProfile()}
|
||
target={{ kind: 'story', mode: 'edit', id: 'story-1' }}
|
||
onClose={handleClose}
|
||
onProfileChange={vi.fn()}
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '关闭' }));
|
||
|
||
expect(handleClose).toHaveBeenCalledTimes(1);
|
||
expect(screen.queryByText('确认关闭')).toBeNull();
|
||
});
|
||
|
||
test('场景角色修改后右上角关闭才弹确认', async () => {
|
||
const user = userEvent.setup();
|
||
const handleClose = vi.fn();
|
||
|
||
render(
|
||
<RpgCreationEntityEditorModal
|
||
profile={createProfile()}
|
||
target={{ kind: 'story', mode: 'edit', id: 'story-1' }}
|
||
onClose={handleClose}
|
||
onProfileChange={vi.fn()}
|
||
/>,
|
||
);
|
||
|
||
const nameInput = screen.getByDisplayValue('顾潮音');
|
||
await user.clear(nameInput);
|
||
await user.type(nameInput, '顾潮音·改');
|
||
await user.click(screen.getByRole('button', { name: '关闭' }));
|
||
|
||
expect(handleClose).not.toHaveBeenCalled();
|
||
const dialog = screen.getByRole('dialog', { name: '确认关闭' });
|
||
expect(
|
||
within(dialog).getByText('当前修改尚未保存,确认关闭吗?'),
|
||
).toBeTruthy();
|
||
|
||
await user.click(within(dialog).getByRole('button', { name: '继续编辑' }));
|
||
expect(handleClose).not.toHaveBeenCalled();
|
||
expect(screen.queryByRole('dialog', { name: '确认关闭' })).toBeNull();
|
||
|
||
await user.click(screen.getByRole('button', { name: '关闭' }));
|
||
await user.click(screen.getByRole('button', { name: '确认关闭' }));
|
||
|
||
expect(handleClose).toHaveBeenCalledTimes(1);
|
||
});
|
||
|
||
test('世界页基本设定编辑按钮打开基本设定编辑目标', async () => {
|
||
const user = userEvent.setup();
|
||
const handleEditTarget = vi.fn();
|
||
|
||
render(
|
||
<CustomWorldEntityCatalog
|
||
profile={createProfile()}
|
||
previewCharacters={[]}
|
||
activeTab="world"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={handleEditTarget}
|
||
onProfileChange={() => {}}
|
||
/>,
|
||
);
|
||
|
||
const editButtons = screen.getAllByRole('button', { name: '编辑' });
|
||
const foundationEditButton = editButtons[1];
|
||
expect(foundationEditButton).toBeDefined();
|
||
await user.click(foundationEditButton as HTMLElement);
|
||
|
||
expect(handleEditTarget).toHaveBeenCalledWith({ kind: 'foundation' });
|
||
});
|
||
|
||
test('基本设定用分号拆分成标签展示', () => {
|
||
const profile = {
|
||
...createProfile(),
|
||
anchorContent: {
|
||
worldPromise: '机械微生物吞并进化;角色被迫寄生改造;在失控系统里求生',
|
||
playerFantasy: null,
|
||
themeBoundary: null,
|
||
playerEntryPoint: null,
|
||
coreConflict: null,
|
||
keyRelationships: null,
|
||
hiddenLines: null,
|
||
iconicElements: null,
|
||
},
|
||
} as CustomWorldProfile;
|
||
|
||
render(
|
||
<CustomWorldEntityCatalog
|
||
profile={profile}
|
||
previewCharacters={[]}
|
||
activeTab="world"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={() => {}}
|
||
onProfileChange={() => {}}
|
||
/>,
|
||
);
|
||
|
||
const foundationSection = screen.getByText('世界承诺').closest('div');
|
||
|
||
expect(foundationSection).not.toBeNull();
|
||
expect(screen.getByText('机械微生物吞并进化')).toBeTruthy();
|
||
expect(screen.getByText('角色被迫寄生改造')).toBeTruthy();
|
||
expect(screen.getByText('在失控系统里求生')).toBeTruthy();
|
||
});
|
||
|
||
test('基本设定目标打开独立编辑面板', () => {
|
||
render(
|
||
<RpgCreationEntityEditorModal
|
||
profile={createProfile()}
|
||
target={{ kind: 'foundation' }}
|
||
onClose={vi.fn()}
|
||
onProfileChange={vi.fn()}
|
||
/>,
|
||
);
|
||
|
||
expect(screen.getByText('编辑基本设定')).toBeTruthy();
|
||
expect(screen.queryByText('编辑世界信息')).toBeNull();
|
||
});
|
||
|
||
test('基本设定面板只编辑六个角色维度名称', async () => {
|
||
const user = userEvent.setup();
|
||
const savedProfileRef: { current: CustomWorldProfile | null } = {
|
||
current: null,
|
||
};
|
||
|
||
render(
|
||
<RpgCreationEntityEditorModal
|
||
profile={createProfile()}
|
||
target={{ kind: 'foundation' }}
|
||
onClose={() => {}}
|
||
onProfileChange={(profile) => {
|
||
savedProfileRef.current = profile;
|
||
}}
|
||
/>,
|
||
);
|
||
|
||
expect(screen.getByText('角色维度')).toBeTruthy();
|
||
const nameInputs = screen.getAllByLabelText('维度名称');
|
||
await user.clear(nameInputs[0]!);
|
||
await user.type(nameInputs[0]!, '潮骨');
|
||
|
||
expect(screen.queryByLabelText('定义')).toBeNull();
|
||
expect(screen.queryByLabelText('正向信号')).toBeNull();
|
||
expect(screen.queryByLabelText('战斗体现')).toBeNull();
|
||
|
||
await user.click(screen.getByRole('button', { name: /保存修改/u }));
|
||
|
||
expect(savedProfileRef.current?.attributeSchema.slots[0]?.name).toBe('潮骨');
|
||
});
|
||
|
||
test('可扮演角色列表使用缩略卡片并点击进入编辑', async () => {
|
||
const user = userEvent.setup();
|
||
const handleEditTarget = vi.fn();
|
||
|
||
render(
|
||
<CustomWorldEntityCatalog
|
||
profile={createProfile()}
|
||
previewCharacters={[]}
|
||
activeTab="playable"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={handleEditTarget}
|
||
onProfileChange={vi.fn()}
|
||
onDeleteStoryNpcs={() => {}}
|
||
onDeleteLandmarks={() => {}}
|
||
/>,
|
||
);
|
||
|
||
expect(screen.queryByText(/公开背景/u)).toBeNull();
|
||
const playableCard = screen.getByRole('button', { name: /沈砺/u });
|
||
const playableMediaFrame = Array.from(
|
||
playableCard.querySelectorAll<HTMLElement>('.platform-subpanel'),
|
||
).find((element) => element.className.includes('h-[4.75rem]'));
|
||
|
||
expect(playableCard.tagName).toBe('BUTTON');
|
||
expect(playableCard.className).toContain('platform-subpanel');
|
||
expect(playableCard.className).toContain('rounded-[1.3rem]');
|
||
expect(playableMediaFrame).toBeTruthy();
|
||
expect(playableMediaFrame?.className).toContain('platform-subpanel');
|
||
expect(playableMediaFrame?.className).toContain('rounded-[1rem]');
|
||
expect(playableMediaFrame?.className).toContain('p-0');
|
||
|
||
await user.click(playableCard);
|
||
|
||
expect(handleEditTarget).toHaveBeenCalledWith({
|
||
kind: 'playable',
|
||
mode: 'edit',
|
||
id: 'playable-1',
|
||
});
|
||
});
|
||
|
||
test('实体目录批量选择卡片和选择徽标复用平台公共组件 chrome', async () => {
|
||
const user = userEvent.setup();
|
||
|
||
render(
|
||
<CustomWorldEntityCatalog
|
||
profile={createProfileWithLandmark()}
|
||
previewCharacters={[]}
|
||
activeTab="story"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={() => {}}
|
||
onProfileChange={() => {}}
|
||
onDeleteStoryNpcs={() => {}}
|
||
onDeleteLandmarks={() => {}}
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '批量删除' }));
|
||
|
||
const storyCard = screen.getByRole('button', { name: /顾潮音/u });
|
||
const idleBadge = within(storyCard).getByText('选择');
|
||
|
||
expect(storyCard.tagName).toBe('BUTTON');
|
||
expect(storyCard.className).toContain('platform-subpanel');
|
||
expect(storyCard.className).toContain('rounded-[1.3rem]');
|
||
expect(idleBadge.className).toContain('bg-[var(--platform-subpanel-fill)]');
|
||
expect(idleBadge.className).toContain('text-[var(--platform-text-soft)]');
|
||
|
||
await user.click(storyCard);
|
||
|
||
const selectedStoryCard = screen.getByRole('button', { name: /顾潮音/u });
|
||
const selectedBadge = within(selectedStoryCard).getByText('已选');
|
||
|
||
expect(selectedStoryCard.className).not.toContain('platform-subpanel');
|
||
expect(selectedStoryCard.className).toContain(
|
||
'border-[var(--platform-button-danger-border)]',
|
||
);
|
||
expect(selectedStoryCard.className).toContain(
|
||
'bg-[var(--platform-button-danger-fill)]',
|
||
);
|
||
expect(selectedBadge.className).toContain(
|
||
'border-[var(--platform-button-danger-border)]',
|
||
);
|
||
});
|
||
|
||
test('实体目录场景图片框复用平台媒体框 chrome', () => {
|
||
render(
|
||
<CustomWorldEntityCatalog
|
||
profile={createProfileWithLandmark()}
|
||
previewCharacters={[]}
|
||
activeTab="landmarks"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={() => {}}
|
||
onProfileChange={() => {}}
|
||
onDeleteStoryNpcs={() => {}}
|
||
onDeleteLandmarks={() => {}}
|
||
/>,
|
||
);
|
||
|
||
const sceneImage = screen.getByRole('img', { name: '沉钟栈桥' });
|
||
const mediaFrame = sceneImage.closest('div.relative');
|
||
|
||
expect(mediaFrame?.className).toContain('aspect-[16/9]');
|
||
expect(mediaFrame?.className).toContain(
|
||
'border-[var(--platform-subpanel-border)]',
|
||
);
|
||
expect(mediaFrame?.className).toContain('radial-gradient');
|
||
expect(sceneImage.className).toContain('object-cover');
|
||
});
|
||
|
||
test('实体目录搜索框和空态复用平台公共组件 chrome', async () => {
|
||
const user = userEvent.setup();
|
||
|
||
render(
|
||
<CustomWorldEntityCatalog
|
||
profile={createProfile()}
|
||
previewCharacters={[]}
|
||
activeTab="playable"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={() => {}}
|
||
onProfileChange={() => {}}
|
||
onDeleteStoryNpcs={() => {}}
|
||
onDeleteLandmarks={() => {}}
|
||
/>,
|
||
);
|
||
|
||
const searchInput = screen.getByPlaceholderText('搜索角色名称、称号、标签');
|
||
|
||
expect(searchInput.className).toContain(
|
||
'border-[var(--platform-subpanel-border)]',
|
||
);
|
||
expect(searchInput.className).toContain('focus:ring-2');
|
||
|
||
await user.type(searchInput, '没有这个角色');
|
||
|
||
const emptyState = screen
|
||
.getByText('当前没有符合搜索条件的可扮演角色。')
|
||
.closest('div.rounded-2xl');
|
||
|
||
expect(emptyState?.className).toContain('border-dashed');
|
||
expect(emptyState?.className).toContain('bg-white/52');
|
||
});
|
||
|
||
test('世界页统计和基本设定复用平台公共组件 chrome', () => {
|
||
render(
|
||
<CustomWorldEntityCatalog
|
||
profile={createProfile()}
|
||
previewCharacters={[]}
|
||
activeTab="world"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={() => {}}
|
||
onProfileChange={() => {}}
|
||
onDeleteStoryNpcs={() => {}}
|
||
onDeleteLandmarks={() => {}}
|
||
/>,
|
||
);
|
||
|
||
const archiveScaleSection = screen
|
||
.getByText('档案规模')
|
||
.closest('.platform-surface');
|
||
const playableStatCard = within(archiveScaleSection as HTMLElement).getByText(
|
||
'可扮演角色',
|
||
).parentElement;
|
||
const worldTonePanel = screen
|
||
.getByText(/世界基调:/u)
|
||
.closest('div.rounded-2xl');
|
||
const roleDimensionPanel = screen
|
||
.getByText('角色维度')
|
||
.closest('div.rounded-2xl');
|
||
const foundationPanel = screen
|
||
.getByText('玩家幻想')
|
||
.closest('div.rounded-2xl');
|
||
|
||
expect(playableStatCard?.className).toContain('platform-subpanel');
|
||
expect(playableStatCard?.className).toContain('bg-white/68');
|
||
expect(playableStatCard?.className).toContain('rounded-xl');
|
||
expect(worldTonePanel?.className).toContain('platform-subpanel');
|
||
expect(roleDimensionPanel?.className).toContain('platform-subpanel');
|
||
expect(foundationPanel?.className).toContain('platform-subpanel');
|
||
expect(screen.getByText('角色维度').className).toContain('tracking-[0.18em]');
|
||
});
|
||
|
||
test('可扮演角色删除改用统一确认弹窗', async () => {
|
||
const user = userEvent.setup();
|
||
const handleProfileChange = vi.fn();
|
||
|
||
render(
|
||
<CustomWorldEntityCatalog
|
||
profile={{
|
||
...createProfile(),
|
||
playableNpcs: [
|
||
createPlayableRole('playable-1', '沈砺'),
|
||
createPlayableRole('playable-2', '闻潮'),
|
||
],
|
||
}}
|
||
previewCharacters={[]}
|
||
activeTab="playable"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={() => {}}
|
||
onProfileChange={handleProfileChange}
|
||
onDeleteStoryNpcs={() => {}}
|
||
onDeleteLandmarks={() => {}}
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getAllByRole('button', { name: '删除' })[0]!);
|
||
|
||
const dialog = screen.getByRole('dialog', { name: '删除角色' });
|
||
expect(
|
||
within(dialog).getByText('确认删除可扮演角色「沈砺」吗?'),
|
||
).toBeTruthy();
|
||
|
||
await user.click(within(dialog).getByRole('button', { name: '取消' }));
|
||
expect(handleProfileChange).not.toHaveBeenCalled();
|
||
|
||
await user.click(screen.getAllByRole('button', { name: '删除' })[0]!);
|
||
await user.click(
|
||
screen.getByRole('button', {
|
||
name: '确认删除',
|
||
}),
|
||
);
|
||
|
||
expect(handleProfileChange).toHaveBeenCalledTimes(1);
|
||
expect(handleProfileChange.mock.calls[0]?.[0].playableNpcs).toHaveLength(1);
|
||
expect(handleProfileChange.mock.calls[0]?.[0].playableNpcs[0]?.name).toBe(
|
||
'闻潮',
|
||
);
|
||
});
|
||
|
||
test('最后一个可扮演角色不可删除时使用统一提示弹窗', async () => {
|
||
const user = userEvent.setup();
|
||
const handleProfileChange = vi.fn();
|
||
|
||
render(
|
||
<CustomWorldEntityCatalog
|
||
profile={createProfile()}
|
||
previewCharacters={[]}
|
||
activeTab="playable"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={() => {}}
|
||
onProfileChange={handleProfileChange}
|
||
onDeleteStoryNpcs={() => {}}
|
||
onDeleteLandmarks={() => {}}
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '删除' }));
|
||
|
||
const dialog = screen.getByRole('dialog', { name: '无法删除' });
|
||
expect(
|
||
within(dialog).getByText(
|
||
'至少保留一个可扮演角色,才能正常进入自定义世界。',
|
||
),
|
||
).toBeTruthy();
|
||
|
||
await user.click(within(dialog).getByRole('button', { name: '知道了' }));
|
||
|
||
expect(handleProfileChange).not.toHaveBeenCalled();
|
||
expect(screen.queryByRole('dialog', { name: '无法删除' })).toBeNull();
|
||
});
|
||
|
||
test('批量删除场景角色使用统一确认弹窗', async () => {
|
||
const user = userEvent.setup();
|
||
const handleDeleteStoryNpcs = vi.fn();
|
||
|
||
render(
|
||
<CustomWorldEntityCatalog
|
||
profile={createProfileWithLandmark()}
|
||
previewCharacters={[]}
|
||
activeTab="story"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={() => {}}
|
||
onProfileChange={() => {}}
|
||
onDeleteStoryNpcs={handleDeleteStoryNpcs}
|
||
onDeleteLandmarks={() => {}}
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '批量删除' }));
|
||
await user.click(screen.getByRole('button', { name: /顾潮音/u }));
|
||
await user.click(screen.getByRole('button', { name: /闻雪汀/u }));
|
||
await user.click(screen.getByRole('button', { name: '删除选中' }));
|
||
|
||
const dialog = screen.getByRole('dialog', { name: '批量删除' });
|
||
expect(
|
||
within(dialog).getByText('确认批量删除 2 个场景角色吗?'),
|
||
).toBeTruthy();
|
||
expect(handleDeleteStoryNpcs).not.toHaveBeenCalled();
|
||
|
||
await user.click(within(dialog).getByRole('button', { name: '确认删除' }));
|
||
|
||
expect(handleDeleteStoryNpcs).toHaveBeenCalledWith(['story-1', 'story-2']);
|
||
expect(screen.queryByRole('button', { name: '删除选中' })).toBeNull();
|
||
});
|
||
|
||
test('实体目录在空 id 列表项下不会触发重复 key 警告', () => {
|
||
const consoleErrorSpy = vi
|
||
.spyOn(console, 'error')
|
||
.mockImplementation(() => undefined);
|
||
|
||
render(
|
||
<CustomWorldEntityCatalog
|
||
profile={{
|
||
...createProfile(),
|
||
playableNpcs: [
|
||
createPlayableRole('', '沈砺'),
|
||
createPlayableRole('', '闻潮'),
|
||
],
|
||
}}
|
||
previewCharacters={[]}
|
||
activeTab="playable"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={() => {}}
|
||
onProfileChange={vi.fn()}
|
||
onDeleteStoryNpcs={() => {}}
|
||
onDeleteLandmarks={() => {}}
|
||
/>,
|
||
);
|
||
|
||
expect(screen.getByRole('button', { name: /沈砺/u })).toBeTruthy();
|
||
expect(screen.getByRole('button', { name: /闻潮/u })).toBeTruthy();
|
||
|
||
const duplicateKeyCalls = consoleErrorSpy.mock.calls.filter((call) =>
|
||
call.some(
|
||
(arg) =>
|
||
typeof arg === 'string' &&
|
||
arg.includes('Encountered two children with the same key'),
|
||
),
|
||
);
|
||
|
||
expect(duplicateKeyCalls).toHaveLength(0);
|
||
});
|
||
|
||
test('场景图片保存后会同步更新编辑页和场景列表', async () => {
|
||
mockedRpgCreationAssetClient.generateSceneImage.mockClear();
|
||
mockedRpgCreationAssetClient.generateSceneImage.mockResolvedValue({
|
||
imageSrc: '/generated-custom-world-scenes/updated-scene.png',
|
||
assetId: 'asset-1',
|
||
model: 'wan2.2-t2i-flash',
|
||
size: '1280*720',
|
||
taskId: 'task-1',
|
||
prompt: '更新后的场景图',
|
||
});
|
||
|
||
const user = userEvent.setup();
|
||
|
||
render(<LandmarkEditorFlowHarness />);
|
||
|
||
const initialListImage = screen.getByRole('img', { name: '沉钟栈桥' });
|
||
expect(initialListImage.getAttribute('src')).toBe(
|
||
'/generated-custom-world-scenes/original-scene.png',
|
||
);
|
||
|
||
const firstActCard = getSceneActCard(0);
|
||
await user.click(
|
||
within(firstActCard).getByRole('button', { name: '配置背景' }),
|
||
);
|
||
await waitFor(() => {
|
||
expect(screen.getByText('配置幕背景:第1幕')).toBeTruthy();
|
||
});
|
||
expect(screen.queryByText('场景图片')).toBeNull();
|
||
expect(screen.queryByText('场景内 NPC')).toBeNull();
|
||
|
||
await user.click(screen.getByRole('button', { name: 'AI生成' }));
|
||
await waitFor(() => {
|
||
expect(screen.getByText('智能生成:沉钟栈桥')).toBeTruthy();
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: '开始生成' }));
|
||
await waitFor(() => {
|
||
expect(
|
||
mockedRpgCreationAssetClient.generateSceneImage,
|
||
).toHaveBeenCalledTimes(1);
|
||
});
|
||
await waitFor(() => {
|
||
const generatedStatus = screen.getByText('已生成完毕,请保存后再退出页面');
|
||
expect(generatedStatus.className).toContain('platform-status-message');
|
||
expect(generatedStatus.className).toContain('text-emerald-50');
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: '保存' }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('智能生成:沉钟栈桥')).toBeNull();
|
||
});
|
||
|
||
await waitFor(() => {
|
||
expect(
|
||
screen.getByRole('img', { name: '第1幕背景预览' }).getAttribute('src'),
|
||
).toBe('/generated-custom-world-scenes/updated-scene.png');
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: '保存背景' }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('配置幕背景:第1幕')).toBeNull();
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: /保存修改/u }));
|
||
|
||
await waitFor(() => {
|
||
expect(
|
||
screen.getByRole('img', { name: '沉钟栈桥' }).getAttribute('src'),
|
||
).toBe('/generated-custom-world-scenes/updated-scene.png');
|
||
});
|
||
|
||
const savedProfile = readLandmarkHarnessProfile();
|
||
expect(savedProfile.landmarks[0]?.imageSrc).toBe(
|
||
'/generated-custom-world-scenes/updated-scene.png',
|
||
);
|
||
const savedSceneChapter = savedProfile.sceneChapterBlueprints?.find(
|
||
(entry) => entry.sceneId === 'landmark-1',
|
||
);
|
||
expect(savedSceneChapter?.acts[0]?.backgroundImageSrc).toBe(
|
||
'/generated-custom-world-scenes/updated-scene.png',
|
||
);
|
||
expect(savedSceneChapter?.acts[1]?.backgroundImageSrc).not.toBe(
|
||
'/generated-custom-world-scenes/updated-scene.png',
|
||
);
|
||
expect(savedSceneChapter?.acts[2]?.backgroundImageSrc).not.toBe(
|
||
'/generated-custom-world-scenes/updated-scene.png',
|
||
);
|
||
});
|
||
|
||
test('幕背景生成未保存时退出使用统一确认弹窗', async () => {
|
||
mockedRpgCreationAssetClient.generateSceneImage.mockClear();
|
||
mockedRpgCreationAssetClient.generateSceneImage.mockResolvedValue({
|
||
imageSrc: '/generated-custom-world-scenes/unsaved-scene.png',
|
||
assetId: 'asset-unsaved-1',
|
||
model: 'wan2.2-t2i-flash',
|
||
size: '1280*720',
|
||
taskId: 'task-unsaved-1',
|
||
prompt: '未保存的场景图',
|
||
});
|
||
|
||
const user = userEvent.setup();
|
||
|
||
render(<LandmarkEditorFlowHarness />);
|
||
|
||
await user.click(
|
||
within(getSceneActCard(0)).getByRole('button', { name: '配置背景' }),
|
||
);
|
||
await waitFor(() => {
|
||
expect(screen.getByText('配置幕背景:第1幕')).toBeTruthy();
|
||
});
|
||
await user.click(screen.getByRole('button', { name: 'AI生成' }));
|
||
await waitFor(() => {
|
||
expect(screen.getByText('智能生成:沉钟栈桥')).toBeTruthy();
|
||
});
|
||
await user.click(screen.getByRole('button', { name: '开始生成' }));
|
||
await waitFor(() => {
|
||
expect(
|
||
mockedRpgCreationAssetClient.generateSceneImage,
|
||
).toHaveBeenCalledTimes(1);
|
||
});
|
||
|
||
const closeButtons = screen.getAllByRole('button', { name: '关闭' });
|
||
await user.click(closeButtons[closeButtons.length - 1]!);
|
||
|
||
const exitDialog = screen.getByRole('dialog', { name: '确认退出' });
|
||
expect(
|
||
within(exitDialog).getByText(
|
||
'当前生成画面还未保存,退出后将丢失这次生成结果,仍然退出吗?',
|
||
),
|
||
).toBeTruthy();
|
||
|
||
await user.click(
|
||
within(exitDialog).getByRole('button', { name: '继续编辑' }),
|
||
);
|
||
expect(screen.getByText('智能生成:沉钟栈桥')).toBeTruthy();
|
||
|
||
const reopenedCloseButtons = screen.getAllByRole('button', { name: '关闭' });
|
||
await user.click(reopenedCloseButtons[reopenedCloseButtons.length - 1]!);
|
||
await user.click(screen.getByRole('button', { name: '仍然退出' }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('智能生成:沉钟栈桥')).toBeNull();
|
||
});
|
||
});
|
||
|
||
test('开局场景图片保存后会同步更新编辑页和场景列表', async () => {
|
||
mockedRpgCreationAssetClient.generateSceneImage.mockClear();
|
||
mockedRpgCreationAssetClient.generateSceneImage.mockResolvedValue({
|
||
imageSrc: '/generated-custom-world-scenes/updated-camp.png',
|
||
assetId: 'asset-camp-1',
|
||
model: 'wan2.2-t2i-flash',
|
||
size: '1280*720',
|
||
taskId: 'task-camp-1',
|
||
prompt: '更新后的开局场景图',
|
||
});
|
||
|
||
const user = userEvent.setup();
|
||
|
||
render(<CampEditorFlowHarness />);
|
||
|
||
const initialListImage = screen.getByRole('img', { name: '潮灯居' });
|
||
expect(initialListImage.getAttribute('src')).toBe(
|
||
'/generated-custom-world-scenes/original-camp.png',
|
||
);
|
||
|
||
const firstActCard = getSceneActCard(0);
|
||
await user.click(
|
||
within(firstActCard).getByRole('button', { name: '配置背景' }),
|
||
);
|
||
await waitFor(() => {
|
||
expect(screen.getByText('配置幕背景:第1幕')).toBeTruthy();
|
||
});
|
||
expect(screen.queryByText('场景图片')).toBeNull();
|
||
expect(screen.queryByText('场景内 NPC')).toBeNull();
|
||
|
||
await user.click(screen.getByRole('button', { name: 'AI生成' }));
|
||
await waitFor(() => {
|
||
expect(screen.getByText('智能生成:潮灯居')).toBeTruthy();
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: '开始生成' }));
|
||
await waitFor(() => {
|
||
expect(
|
||
mockedRpgCreationAssetClient.generateSceneImage,
|
||
).toHaveBeenCalledTimes(1);
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: '保存' }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('智能生成:潮灯居')).toBeNull();
|
||
});
|
||
|
||
await waitFor(() => {
|
||
expect(
|
||
screen.getByRole('img', { name: '第1幕背景预览' }).getAttribute('src'),
|
||
).toBe('/generated-custom-world-scenes/updated-camp.png');
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: '保存背景' }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('配置幕背景:第1幕')).toBeNull();
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: /保存修改/u }));
|
||
|
||
await waitFor(() => {
|
||
expect(
|
||
screen.getByRole('img', { name: '潮灯居' }).getAttribute('src'),
|
||
).toBe('/generated-custom-world-scenes/updated-camp.png');
|
||
});
|
||
|
||
const savedProfile = readCampHarnessProfile();
|
||
expect(savedProfile.camp?.imageSrc).toBe(
|
||
'/generated-custom-world-scenes/updated-camp.png',
|
||
);
|
||
const savedSceneChapter = savedProfile.sceneChapterBlueprints?.find(
|
||
(entry) => entry.sceneId === 'custom-scene-camp',
|
||
);
|
||
expect(savedSceneChapter?.acts[0]?.backgroundImageSrc).toBe(
|
||
'/generated-custom-world-scenes/updated-camp.png',
|
||
);
|
||
expect(savedSceneChapter?.acts[1]?.backgroundImageSrc).not.toBe(
|
||
'/generated-custom-world-scenes/updated-camp.png',
|
||
);
|
||
expect(savedSceneChapter?.acts[2]?.backgroundImageSrc).not.toBe(
|
||
'/generated-custom-world-scenes/updated-camp.png',
|
||
);
|
||
});
|
||
|
||
test('开局场景在场景配置面板中与普通场景使用同级参数并可保存', async () => {
|
||
const user = userEvent.setup();
|
||
|
||
render(<CampEditorFlowHarness />);
|
||
|
||
expect(screen.getByText('多幕配置')).toBeTruthy();
|
||
expect(screen.getByText('场景连接关系')).toBeTruthy();
|
||
expect(screen.queryByText('场景图片')).toBeNull();
|
||
expect(screen.queryByText('场景内 NPC')).toBeNull();
|
||
expect(screen.getAllByTestId('scene-act-card')).toHaveLength(3);
|
||
|
||
const firstActCard = getSceneActCard(0);
|
||
await user.click(
|
||
within(firstActCard).getAllByTestId('scene-act-slot-button')[0]!,
|
||
);
|
||
await waitFor(() => {
|
||
expect(screen.getByText('配置角色:第1幕 · 主角色槽位')).toBeTruthy();
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: /闻雪汀/u }));
|
||
await user.click(screen.getByRole('button', { name: '保存角色' }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('配置角色:第1幕 · 主角色槽位')).toBeNull();
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: /保存修改/u }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('编辑场景:潮灯居')).toBeNull();
|
||
});
|
||
|
||
const savedProfile = readCampHarnessProfile();
|
||
const openingSceneChapter = savedProfile.sceneChapterBlueprints?.find(
|
||
(entry) => entry.sceneId === 'custom-scene-camp',
|
||
);
|
||
|
||
expect(savedProfile.camp?.sceneNpcIds).toContain('story-2');
|
||
expect(savedProfile.camp?.connections).toEqual([
|
||
{
|
||
targetLandmarkId: 'landmark-1',
|
||
relativePosition: 'north',
|
||
summary: '北侧通往沉钟栈桥。',
|
||
},
|
||
]);
|
||
expect(openingSceneChapter).toBeTruthy();
|
||
expect(openingSceneChapter?.acts[0]?.encounterNpcIds[0]).toBe('story-2');
|
||
expect(openingSceneChapter?.acts[1]?.encounterNpcIds[0]).not.toBe('story-2');
|
||
expect(openingSceneChapter?.acts[1]?.primaryNpcId).not.toBe('story-2');
|
||
expect(openingSceneChapter?.acts[2]?.encounterNpcIds[0]).not.toBe('story-2');
|
||
expect(openingSceneChapter?.acts[2]?.primaryNpcId).not.toBe('story-2');
|
||
expect(openingSceneChapter?.linkedLandmarkIds).toContain('custom-scene-camp');
|
||
});
|
||
|
||
test('开局场景列表与详情幕预览复用同一套幕级图片', async () => {
|
||
const profile = createProfileWithSceneChapters();
|
||
profile.sceneChapterBlueprints![0]!.acts[1]!.backgroundPromptText =
|
||
'第二幕专属背景提示';
|
||
const user = userEvent.setup();
|
||
|
||
render(
|
||
<>
|
||
<CustomWorldEntityCatalog
|
||
profile={profile}
|
||
previewCharacters={[]}
|
||
activeTab="landmarks"
|
||
onActiveTabChange={() => {}}
|
||
onEditTarget={() => {}}
|
||
onProfileChange={() => {}}
|
||
onDeleteStoryNpcs={() => {}}
|
||
onDeleteLandmarks={() => {}}
|
||
/>
|
||
<RpgCreationEntityEditorModal
|
||
profile={profile}
|
||
target={{ kind: 'camp' }}
|
||
onClose={() => {}}
|
||
onProfileChange={() => {}}
|
||
/>
|
||
</>,
|
||
);
|
||
|
||
expect(
|
||
screen.getByRole('img', { name: '潮灯居-第2幕' }).getAttribute('src'),
|
||
).toBe('/generated-custom-world-scenes/camp-act-2.png');
|
||
const campSecondActPreview = screen
|
||
.getByLabelText('潮灯居-第2幕预览')
|
||
.closest('div');
|
||
expect(campSecondActPreview?.className).toContain('platform-subpanel');
|
||
expect(campSecondActPreview?.className).toContain('rounded-xl');
|
||
expect(campSecondActPreview?.className).toContain('p-0');
|
||
expect(
|
||
screen.getByRole('img', { name: '沉钟栈桥-第2幕' }).getAttribute('src'),
|
||
).toBe('/generated-custom-world-scenes/landmark-act-2.png');
|
||
expect(
|
||
screen.getByRole('img', { name: '第2幕幕背景' }).getAttribute('src'),
|
||
).toBe('/generated-custom-world-scenes/camp-act-2.png');
|
||
|
||
await user.click(
|
||
within(getSceneActCard(1)).getByRole('button', { name: '配置背景' }),
|
||
);
|
||
|
||
await waitFor(() => {
|
||
expect(screen.getByText('配置幕背景:第2幕')).toBeTruthy();
|
||
});
|
||
expect(
|
||
screen.getByRole('img', { name: '第2幕背景预览' }).getAttribute('src'),
|
||
).toBe('/generated-custom-world-scenes/camp-act-2.png');
|
||
});
|
||
|
||
test('开局场景幕背景智能生成复用当前幕图片和幕级提示词', async () => {
|
||
mockedRpgCreationAssetClient.generateSceneImage.mockClear();
|
||
mockedRpgCreationAssetClient.generateSceneImage.mockResolvedValue({
|
||
imageSrc: '/generated-custom-world-scenes/camp-act-2-ai.png',
|
||
assetId: 'asset-camp-act-2',
|
||
model: 'wan2.2-t2i-flash',
|
||
size: '1280*720',
|
||
taskId: 'task-camp-act-2',
|
||
prompt: '第二幕专属背景提示',
|
||
});
|
||
const profile = createProfileWithSceneChapters();
|
||
profile.sceneChapterBlueprints![0]!.acts[1]!.backgroundPromptText =
|
||
'第二幕专属背景提示';
|
||
const user = userEvent.setup();
|
||
|
||
render(
|
||
<RpgCreationEntityEditorModal
|
||
profile={profile}
|
||
target={{ kind: 'camp' }}
|
||
onClose={() => {}}
|
||
onProfileChange={() => {}}
|
||
/>,
|
||
);
|
||
|
||
await user.click(
|
||
within(getSceneActCard(1)).getByRole('button', { name: '配置背景' }),
|
||
);
|
||
await waitFor(() => {
|
||
expect(screen.getByText('配置幕背景:第2幕')).toBeTruthy();
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: 'AI生成' }));
|
||
await waitFor(() => {
|
||
expect(screen.getByText('智能生成:潮灯居')).toBeTruthy();
|
||
});
|
||
|
||
expect(screen.getByRole('img', { name: '潮灯居' }).getAttribute('src')).toBe(
|
||
'/generated-custom-world-scenes/camp-act-2.png',
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '开始生成' }));
|
||
await waitFor(() => {
|
||
expect(
|
||
mockedRpgCreationAssetClient.generateSceneImage,
|
||
).toHaveBeenCalledTimes(1);
|
||
});
|
||
|
||
const payload =
|
||
mockedRpgCreationAssetClient.generateSceneImage.mock.calls[0]?.[0];
|
||
expect(payload?.userPrompt).toBe('第二幕专属背景提示');
|
||
});
|
||
|
||
test('普通场景世界地图会包含开局场景并高亮当前场景', async () => {
|
||
const user = userEvent.setup();
|
||
|
||
render(<LandmarkEditorFlowHarness />);
|
||
|
||
await user.click(screen.getByRole('button', { name: '查看世界地图' }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.getByText('世界地图')).toBeTruthy();
|
||
});
|
||
expect(screen.getAllByText('潮灯居').length).toBeGreaterThan(0);
|
||
expect(screen.getAllByText('沉钟栈桥').length).toBeGreaterThan(0);
|
||
const currentBadge = screen.getByText('当前');
|
||
expect(currentBadge.className).toContain('rounded-full');
|
||
expect(currentBadge.className).toContain(
|
||
'bg-[var(--platform-subpanel-fill)]',
|
||
);
|
||
});
|
||
|
||
test('世界地图会展示当前未保存的场景连接', async () => {
|
||
const user = userEvent.setup();
|
||
|
||
render(<TwoLandmarkEditorFlowHarness />);
|
||
|
||
await user.click(screen.getByText('北'));
|
||
await user.click(screen.getByRole('button', { name: /雾灯塔/u }));
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('北侧连接')).toBeNull();
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: '查看世界地图' }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.getByText('世界地图')).toBeTruthy();
|
||
});
|
||
expect(screen.getAllByText('雾灯塔').length).toBeGreaterThan(0);
|
||
expect(screen.getAllByText('北').length).toBeGreaterThan(0);
|
||
});
|
||
|
||
test('场景连接缺少可连接目标时使用统一提示弹窗', async () => {
|
||
const user = userEvent.setup();
|
||
const alertSpy = vi.spyOn(window, 'alert').mockImplementation(() => {});
|
||
|
||
render(<LandmarkEditorFlowHarness />);
|
||
|
||
await user.click(screen.getByText('北'));
|
||
|
||
const dialog = await screen.findByRole('dialog', { name: '提示' });
|
||
expect(
|
||
within(dialog).getByText('请先保留至少一个其他场景,才能配置连接关系。'),
|
||
).toBeTruthy();
|
||
expect(alertSpy).not.toHaveBeenCalled();
|
||
|
||
await user.click(within(dialog).getByRole('button', { name: '知道了' }));
|
||
await waitFor(() => {
|
||
expect(screen.queryByRole('dialog', { name: '提示' })).toBeNull();
|
||
});
|
||
|
||
alertSpy.mockRestore();
|
||
});
|
||
|
||
test('场景编辑器会在场景内展示槽位化多幕配置并保存', async () => {
|
||
const user = userEvent.setup();
|
||
|
||
render(<LandmarkEditorFlowHarness />);
|
||
|
||
expect(screen.getByText('多幕配置')).toBeTruthy();
|
||
const connectionPanel = screen.getByText('场景连接关系').closest('section');
|
||
expect(connectionPanel).toBeTruthy();
|
||
expect(connectionPanel?.className).toContain('bg-black/25');
|
||
expect(connectionPanel?.className).toContain('rounded-[1.25rem]');
|
||
expect(screen.getAllByTestId('scene-act-card')).toHaveLength(3);
|
||
expect(screen.queryByText('幕标题')).toBeNull();
|
||
expect(screen.queryByText('幕摘要')).toBeNull();
|
||
expect(screen.queryByText('幕目标')).toBeNull();
|
||
expect(screen.queryByText('过渡铺垫')).toBeNull();
|
||
|
||
const firstActCard = getSceneActCard(0);
|
||
expect(
|
||
within(firstActCard).getAllByTestId('scene-act-slot-button'),
|
||
).toHaveLength(3);
|
||
|
||
await user.click(
|
||
within(firstActCard).getByRole('button', { name: '配置背景' }),
|
||
);
|
||
await waitFor(() => {
|
||
expect(screen.getByText('配置幕背景:第1幕')).toBeTruthy();
|
||
});
|
||
|
||
const presetImage = screen.getByRole('img', { name: '幕背景预设 1' });
|
||
const presetSrc = presetImage.getAttribute('src');
|
||
const presetFrame = presetImage.closest('.platform-media-frame');
|
||
const presetPanel = screen.getByText('预设背景').closest('section');
|
||
const presetButton = presetImage.closest('button');
|
||
expect(presetPanel?.className).toContain('bg-black/25');
|
||
expect(presetPanel?.className).toContain('rounded-[1.25rem]');
|
||
expect(presetFrame?.className).toContain('aspect-[16/9]');
|
||
expect(presetFrame?.className).toContain('rounded-none');
|
||
expect(presetButton).toBeTruthy();
|
||
if (!presetButton) {
|
||
throw new Error('未找到幕背景预设按钮');
|
||
}
|
||
await user.click(presetButton);
|
||
await user.click(screen.getByRole('button', { name: '保存背景' }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('配置幕背景:第1幕')).toBeNull();
|
||
});
|
||
|
||
await user.click(
|
||
within(getSceneActCard(0)).getAllByTestId('scene-act-slot-button')[0]!,
|
||
);
|
||
await waitFor(() => {
|
||
expect(screen.getByText('配置角色:第1幕 · 主角色槽位')).toBeTruthy();
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: /闻雪汀/u }));
|
||
await user.click(screen.getByRole('button', { name: '保存角色' }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('配置角色:第1幕 · 主角色槽位')).toBeNull();
|
||
});
|
||
|
||
expect(
|
||
within(getSceneActCard(0)).getByRole('button', {
|
||
name: '配置第1个角色:闻雪汀',
|
||
}),
|
||
).toBeTruthy();
|
||
|
||
await user.click(screen.getByRole('button', { name: /保存修改/u }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('编辑场景:沉钟栈桥')).toBeNull();
|
||
});
|
||
|
||
const savedProfile = readLandmarkHarnessProfile();
|
||
const savedSceneChapter = savedProfile.sceneChapterBlueprints?.find(
|
||
(entry) => entry.sceneId === 'landmark-1',
|
||
);
|
||
|
||
expect(savedSceneChapter).toBeTruthy();
|
||
expect(savedSceneChapter?.acts[0]?.backgroundImageSrc).toBe(presetSrc);
|
||
expect(savedSceneChapter?.acts[0]?.encounterNpcIds[0]).toBe('story-2');
|
||
expect(savedSceneChapter?.acts[0]?.primaryNpcId).toBe('story-2');
|
||
});
|
||
|
||
test('场景多幕支持新增删除和调序', async () => {
|
||
const user = userEvent.setup();
|
||
|
||
render(<LandmarkEditorFlowHarness />);
|
||
|
||
await user.click(screen.getByRole('button', { name: '新增一幕' }));
|
||
expect(screen.getAllByTestId('scene-act-card')).toHaveLength(4);
|
||
|
||
const secondActCard = getSceneActCard(1);
|
||
await user.click(
|
||
within(secondActCard).getAllByTestId('scene-act-slot-button')[0]!,
|
||
);
|
||
await waitFor(() => {
|
||
expect(screen.getByText('配置角色:第2幕 · 主角色槽位')).toBeTruthy();
|
||
});
|
||
await user.click(screen.getByRole('button', { name: /谢孤灯/u }));
|
||
await user.click(screen.getByRole('button', { name: '保存角色' }));
|
||
await user.click(within(secondActCard).getByRole('button', { name: '下移' }));
|
||
|
||
const fourthActCard = getSceneActCard(3);
|
||
await user.click(within(fourthActCard).getByRole('button', { name: '删除' }));
|
||
expect(screen.getAllByTestId('scene-act-card')).toHaveLength(3);
|
||
|
||
await user.click(screen.getByRole('button', { name: /保存修改/u }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('编辑场景:沉钟栈桥')).toBeNull();
|
||
});
|
||
|
||
const savedProfile = readLandmarkHarnessProfile();
|
||
const savedSceneChapter = savedProfile.sceneChapterBlueprints?.find(
|
||
(entry) => entry.sceneId === 'landmark-1',
|
||
);
|
||
|
||
expect(savedSceneChapter?.acts).toHaveLength(3);
|
||
expect(savedSceneChapter?.acts[2]?.primaryNpcId).toBe('story-3');
|
||
});
|
||
|
||
test('每幕角色槽位可以从当前世界所有 NPC 中选择', async () => {
|
||
const user = userEvent.setup();
|
||
|
||
render(<LandmarkEditorFlowHarness />);
|
||
|
||
await user.click(
|
||
within(getSceneActCard(0)).getAllByTestId('scene-act-slot-button')[0]!,
|
||
);
|
||
await waitFor(() => {
|
||
expect(screen.getByText('配置角色:第1幕 · 主角色槽位')).toBeTruthy();
|
||
});
|
||
|
||
const npcOption = screen.getByRole('button', { name: /陆听潮/u });
|
||
const selectBadge = within(npcOption).getByText('选择');
|
||
|
||
expect(npcOption).toBeTruthy();
|
||
expect(selectBadge.className).toContain('rounded-full');
|
||
expect(selectBadge.className).toContain('font-black');
|
||
expect(selectBadge.className).toContain('bg-black/20');
|
||
expect(selectBadge.className).toContain('text-zinc-400');
|
||
|
||
await user.click(npcOption);
|
||
await user.click(screen.getByRole('button', { name: '保存角色' }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('配置角色:第1幕 · 主角色槽位')).toBeNull();
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: /保存修改/u }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('编辑场景:沉钟栈桥')).toBeNull();
|
||
});
|
||
|
||
const savedProfile = readLandmarkHarnessProfile();
|
||
const savedSceneChapter = savedProfile.sceneChapterBlueprints?.find(
|
||
(entry) => entry.sceneId === 'landmark-1',
|
||
);
|
||
|
||
expect(savedSceneChapter?.acts[0]?.encounterNpcIds[0]).toBe('story-4');
|
||
expect(savedProfile.landmarks[0]?.sceneNpcIds).toContain('story-4');
|
||
});
|
||
|
||
test('作品封面来源状态复用暗色平台胶囊标签', () => {
|
||
render(<CoverEditorFlowHarness />);
|
||
|
||
const sourceBadge = screen.getByText('当前为默认封面');
|
||
|
||
expect(sourceBadge.className).toContain('rounded-full');
|
||
expect(sourceBadge.className).toContain('font-black');
|
||
expect(sourceBadge.className).toContain('bg-black/20');
|
||
});
|
||
|
||
test('场景保存缺少主角色时使用统一提示弹窗', async () => {
|
||
const user = userEvent.setup();
|
||
const alertSpy = vi.spyOn(window, 'alert').mockImplementation(() => {});
|
||
|
||
render(<LandmarkEditorNoNpcFlowHarness />);
|
||
|
||
await user.click(screen.getByRole('button', { name: /保存修改/u }));
|
||
|
||
const dialog = await screen.findByRole('dialog', { name: '提示' });
|
||
expect(within(dialog).getByText('请至少为一幕配置主角色。')).toBeTruthy();
|
||
expect(alertSpy).not.toHaveBeenCalled();
|
||
expect(screen.getByText('编辑场景:空港栈桥')).toBeTruthy();
|
||
|
||
alertSpy.mockRestore();
|
||
});
|
||
|
||
test('场景幕预览会打开当前幕运行时面板', async () => {
|
||
const user = userEvent.setup();
|
||
|
||
render(<LandmarkEditorFlowHarness />);
|
||
|
||
await user.click(
|
||
within(getSceneActCard(0)).getByRole('button', { name: '幕预览' }),
|
||
);
|
||
|
||
await waitFor(() => {
|
||
expect(screen.getByText('幕预览运行时')).toBeTruthy();
|
||
});
|
||
|
||
expect(screen.getAllByText('沉钟栈桥').length).toBeGreaterThan(0);
|
||
|
||
expect(screen.getByText('隐藏等级徽标')).toBeTruthy();
|
||
expect(screen.getByText('已选择预览角色')).toBeTruthy();
|
||
expect(screen.getByText('runtime-scene-act-preview')).toBeTruthy();
|
||
expect(screen.getByText('landmark-1')).toBeTruthy();
|
||
expect(screen.getByText('play')).toBeTruthy();
|
||
expect(screen.getByText('预览禁用持久化')).toBeTruthy();
|
||
expect(screen.getByText(/顾潮音已经在沉钟栈桥等你/u)).toBeTruthy();
|
||
expect(screen.queryByText('正在载入这一幕的游戏流程...')).toBeNull();
|
||
|
||
await user.click(screen.getByRole('button', { name: '结束预览' }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('幕预览运行时')).toBeNull();
|
||
});
|
||
});
|
||
|
||
test('作品封面上传会先进入 16:9 裁剪面板再提交到后端', async () => {
|
||
const uploadedCover = {
|
||
imageSrc: '/generated-custom-world-covers/world-1/uploaded/cover.webp',
|
||
assetId: 'custom-cover-upload-1',
|
||
sourceType: 'uploaded' as const,
|
||
};
|
||
let resolveUpload!: (value: typeof uploadedCover) => void;
|
||
const uploadPromise = new Promise<typeof uploadedCover>((resolve) => {
|
||
resolveUpload = resolve;
|
||
});
|
||
const uploadMock = vi
|
||
.mocked(customWorldCoverAssetService.uploadCustomWorldCoverImage)
|
||
.mockReturnValue(uploadPromise);
|
||
|
||
class MockFileReader {
|
||
result: string | null = null;
|
||
error: Error | null = null;
|
||
onload: null | (() => void) = null;
|
||
onerror: null | (() => void) = null;
|
||
|
||
readAsDataURL() {
|
||
this.result =
|
||
'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAQAAAC1HAwCAAAAC0lEQVR42mP8/x8AAwMCAO7+7aQAAAAASUVORK5CYII=';
|
||
this.onload?.();
|
||
}
|
||
}
|
||
|
||
class MockImage {
|
||
onload: null | (() => void) = null;
|
||
onerror: null | (() => void) = null;
|
||
naturalWidth = 1920;
|
||
naturalHeight = 1080;
|
||
|
||
set src(_value: string) {
|
||
this.onload?.();
|
||
}
|
||
}
|
||
|
||
vi.stubGlobal('FileReader', MockFileReader as unknown as typeof FileReader);
|
||
vi.stubGlobal('Image', MockImage as unknown as typeof Image);
|
||
|
||
const user = userEvent.setup();
|
||
render(<CoverEditorFlowHarness />);
|
||
|
||
const input = document.querySelector(
|
||
'input[type="file"]',
|
||
) as HTMLInputElement | null;
|
||
expect(input).toBeTruthy();
|
||
if (!input) {
|
||
throw new Error('未找到封面上传输入框');
|
||
}
|
||
|
||
const file = new File(['cover'], 'cover.png', { type: 'image/png' });
|
||
await user.upload(input, file);
|
||
|
||
await waitFor(() => {
|
||
expect(screen.getByText('裁剪上传封面')).toBeTruthy();
|
||
});
|
||
const cropPreviewFrame = screen
|
||
.getByRole('img', { name: '上传封面裁剪预览' })
|
||
.closest('.platform-media-frame');
|
||
const cropResultFrame = screen
|
||
.getByRole('img', { name: '上传封面裁剪结果预览' })
|
||
.closest('.platform-media-frame');
|
||
expect(cropPreviewFrame?.className).toContain('bg-black/40');
|
||
expect(cropResultFrame?.className).toContain('aspect-[16/9]');
|
||
expect(
|
||
screen.getByRole('button', { name: '拖拽右下角裁剪边界' }),
|
||
).toBeTruthy();
|
||
expect(screen.queryByText('左右位置')).toBeNull();
|
||
expect(screen.queryByText('上下位置')).toBeNull();
|
||
|
||
await user.click(screen.getByRole('button', { name: '确认裁剪并上传' }));
|
||
|
||
const uploadSavingPanelClassName = findNearestClassName(
|
||
await screen.findByText('正在保存封面资源,请稍候。'),
|
||
'bg-sky-500/8',
|
||
);
|
||
|
||
expect(uploadSavingPanelClassName).toContain('border-sky-400/18');
|
||
expect(uploadSavingPanelClassName).toContain('rounded-[1rem]');
|
||
|
||
await waitFor(() => {
|
||
expect(uploadMock).toHaveBeenCalledTimes(1);
|
||
});
|
||
|
||
const uploadPayload = uploadMock.mock.calls[0]?.[0];
|
||
expect(uploadPayload?.worldName).toBe('潮雾群岛');
|
||
expect(uploadPayload?.cropRect.width).toBeGreaterThan(0);
|
||
expect(uploadPayload?.cropRect.height).toBeGreaterThan(0);
|
||
|
||
resolveUpload(uploadedCover);
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('裁剪上传封面')).toBeNull();
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: /保存/u }));
|
||
|
||
await waitFor(() => {
|
||
expect(screen.queryByText('编辑作品封面')).toBeNull();
|
||
});
|
||
|
||
const savedProfile = readCoverHarnessProfile();
|
||
expect(savedProfile.cover?.sourceType).toBe('uploaded');
|
||
expect(savedProfile.cover?.imageSrc).toBe(
|
||
'/generated-custom-world-covers/world-1/uploaded/cover.webp',
|
||
);
|
||
});
|