165 lines
4.2 KiB
TypeScript
165 lines
4.2 KiB
TypeScript
import { describe, expect, it, vi } from 'vitest';
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import {
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AnimationState,
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type Character,
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type Encounter,
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type GameState,
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type StoryMoment,
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} from '../../types';
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import { createStoryStateResolvers } from './storyEncounterState';
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function createCharacter(): Character {
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return {
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id: 'hero',
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name: '沈行',
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title: '试剑客',
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description: '测试主角',
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personality: 'calm',
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skills: [],
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} as unknown as Character;
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}
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function createGameState(overrides: Partial<GameState> = {}): GameState {
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return {
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worldType: null,
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customWorldProfile: null,
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playerCharacter: createCharacter(),
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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: 'Story',
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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: 20,
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playerMaxMana: 20,
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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: {
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weapon: null,
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armor: null,
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relic: null,
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},
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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 createNpcEncounter(
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overrides: Partial<Encounter> = {},
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): Encounter {
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return {
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id: 'npc-guard',
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kind: 'npc',
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npcName: '山道客',
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npcDescription: '守在路口的陌生人',
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npcAvatar: '/npc.png',
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context: '山道相遇',
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...overrides,
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} as Encounter;
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}
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describe('storyEncounterState', () => {
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it('uses preview talk options for regular npc encounters before formal interaction starts', () => {
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const character = createCharacter();
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const state = createGameState({
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currentEncounter: createNpcEncounter(),
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});
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const buildNpcStory = vi.fn();
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const { getAvailableOptionsForState } = createStoryStateResolvers({
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buildNpcStory,
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});
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expect(getAvailableOptionsForState(state, character)).toEqual([
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expect.objectContaining({
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functionId: 'npc_preview_talk',
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}),
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]);
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expect(buildNpcStory).not.toHaveBeenCalled();
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});
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it('uses normal npc story options after the npc interaction has started', () => {
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const character = createCharacter();
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const npcStory: StoryMoment = {
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text: '普通 NPC 正常对话',
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options: [
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{
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functionId: 'npc_chat',
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actionText: '继续交谈',
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text: '继续交谈',
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visuals: {
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playerAnimation: AnimationState.IDLE,
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playerMoveMeters: 0,
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playerOffsetY: 0,
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playerFacing: 'right',
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scrollWorld: false,
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monsterChanges: [],
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},
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},
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],
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};
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const state = createGameState({
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currentEncounter: createNpcEncounter(),
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npcInteractionActive: true,
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});
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const buildNpcStory = vi.fn(() => npcStory);
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const { getAvailableOptionsForState } = createStoryStateResolvers({
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buildNpcStory,
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});
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expect(getAvailableOptionsForState(state, character)).toEqual(
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npcStory.options,
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);
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expect(buildNpcStory).toHaveBeenCalledWith(
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state,
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character,
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state.currentEncounter,
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undefined,
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);
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});
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it('preserves explicit fallback text when the state falls back to the generic story moment', () => {
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const state = createGameState();
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const character = createCharacter();
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const { buildFallbackStoryForState } = createStoryStateResolvers({
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buildNpcStory: vi.fn(),
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});
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const story = buildFallbackStoryForState(state, character, '手动兜底文本');
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expect(story.text).toBe('手动兜底文本');
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expect(story.options.length).toBeGreaterThan(0);
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});
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});
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