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Genarrative/src/components/puzzle-runtime/PuzzleRuntimeShell.test.tsx
2026-05-02 17:56:42 +08:00

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/* @vitest-environment jsdom */
import { act, fireEvent, render, screen, within } from '@testing-library/react';
import { expect, test, vi } from 'vitest';
import type { PuzzleRunSnapshot } from '../../../packages/shared/src/contracts/puzzleRuntimeSession';
import { AuthUiContext } from '../auth/AuthUiContext';
import {
buildMergedGroupOutlinePath,
resolveDraggedMergedGroupLayer,
resolveDraggedPieceCellLayer,
resolveDraggedPieceLayer,
} from './puzzleRuntimeShape';
import { PuzzleRuntimeShell } from './PuzzleRuntimeShell';
vi.mock('../../hooks/useResolvedAssetReadUrl', () => ({
useResolvedAssetReadUrl: (src: string | null) => ({
resolvedUrl: src ?? '',
isResolving: false,
shouldResolve: false,
}),
}));
vi.mock('../ResolvedAssetImage', () => ({
ResolvedAssetImage: () => null,
}));
function createAuthValue() {
return {
user: null,
canAccessProtectedData: false,
openLoginModal: () => {},
requireAuth: (action: () => void) => action(),
openSettingsModal: () => {},
openAccountModal: () => {},
setCurrentUser: vi.fn(),
logout: async () => {},
musicVolume: 0.42,
setMusicVolume: vi.fn(),
platformTheme: 'light' as const,
setPlatformTheme: vi.fn(),
isHydratingSettings: false,
isPersistingSettings: false,
settingsError: null,
};
}
function renderPuzzleRuntime(
ui: React.ReactElement,
authValue = createAuthValue(),
) {
return render(
<AuthUiContext.Provider value={authValue}>{ui}</AuthUiContext.Provider>,
);
}
function dispatchPointerEvent(
target: HTMLElement,
type: string,
options: { pointerId: number; clientX: number; clientY: number },
) {
const event = new Event(type, { bubbles: true, cancelable: true });
Object.assign(event, options);
target.dispatchEvent(event);
}
const clearedRun: PuzzleRunSnapshot = {
runId: 'run-1',
entryProfileId: 'profile-1',
clearedLevelCount: 1,
currentLevelIndex: 1,
currentGridSize: 3,
playedProfileIds: ['profile-1'],
previousLevelTags: ['奇幻'],
recommendedNextProfileId: 'profile-2',
leaderboardEntries: [
{
rank: 1,
nickname: '测试作者',
elapsedMs: 12_340,
isCurrentPlayer: true,
},
{
rank: 2,
nickname: '星桥旅人',
elapsedMs: 18_120,
},
],
currentLevel: {
runId: 'run-1',
levelIndex: 1,
levelId: 'puzzle-level-1',
gridSize: 3,
profileId: 'profile-1',
levelName: '潮雾拼图',
authorDisplayName: '测试作者',
themeTags: ['奇幻'],
coverImageSrc: null,
status: 'cleared',
startedAtMs: 1000,
clearedAtMs: 13_340,
elapsedMs: 12_340,
timeLimitMs: 300_000,
remainingMs: 287_660,
pausedAccumulatedMs: 0,
pauseStartedAtMs: null,
freezeAccumulatedMs: 0,
freezeStartedAtMs: null,
freezeUntilMs: null,
leaderboardEntries: [
{
rank: 1,
nickname: '测试作者',
elapsedMs: 12_340,
isCurrentPlayer: true,
},
{
rank: 2,
nickname: '星桥旅人',
elapsedMs: 18_120,
},
],
board: {
rows: 3,
cols: 3,
selectedPieceId: null,
allTilesResolved: true,
mergedGroups: [],
pieces: Array.from({ length: 9 }, (_, index) => ({
pieceId: `piece-${index}`,
correctRow: Math.floor(index / 3),
correctCol: index % 3,
currentRow: Math.floor(index / 3),
currentCol: index % 3,
mergedGroupId: null,
})),
},
},
};
test('通关后显示结算弹窗、排行榜和下一关按钮', () => {
vi.useFakeTimers();
const onAdvanceNextLevel = vi.fn();
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={clearedRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={onAdvanceNextLevel}
/>,
);
expect(screen.queryByRole('dialog', { name: '通关完成' })).toBeNull();
expect(screen.getByTestId('puzzle-clear-flash')).toBeTruthy();
act(() => {
vi.advanceTimersByTime(1_400);
});
const dialog = screen.getByRole('dialog', { name: '通关完成' });
expect(within(dialog).getAllByText('0:12.34').length).toBeGreaterThan(0);
expect(within(dialog).getByText('排行榜')).toBeTruthy();
expect(within(dialog).getByText('#1')).toBeTruthy();
expect(within(dialog).getByText('测试作者')).toBeTruthy();
fireEvent.click(within(dialog).getByRole('button', { name: '下一关' }));
expect(onAdvanceNextLevel).toHaveBeenCalledTimes(1);
vi.useRealTimers();
});
test('首次点击左上返回弹出作品改造引导,保存并退出后不再重复弹出', () => {
const onBack = vi.fn();
const onRemodelWork = vi.fn();
window.localStorage.clear();
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={clearedRun}
onBack={onBack}
onRemodelWork={onRemodelWork}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
/>,
);
fireEvent.click(screen.getByRole('button', { name: '返回上一页' }));
const dialog = screen.getByRole('dialog', {
name: /\s*!/u,
});
expect(dialog).toBeTruthy();
expect(onBack).not.toHaveBeenCalled();
fireEvent.click(within(dialog).getByRole('button', { name: '保存并退出' }));
expect(onBack).toHaveBeenCalledTimes(1);
expect(
window.localStorage.getItem(
'genarrative.puzzle-runtime.exit-remodel-prompt.v1:profile-1',
),
).toBe('1');
fireEvent.click(screen.getByRole('button', { name: '返回上一页' }));
expect(screen.queryByRole('dialog')).toBeNull();
expect(onBack).toHaveBeenCalledTimes(2);
expect(onRemodelWork).not.toHaveBeenCalled();
});
test('首次退出引导的作品改造按钮进入改造流程', () => {
const onRemodelWork = vi.fn();
window.localStorage.clear();
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={{
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
profileId: 'profile-remodel',
},
}}
onBack={vi.fn()}
onRemodelWork={onRemodelWork}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
/>,
);
fireEvent.click(screen.getByRole('button', { name: '返回上一页' }));
fireEvent.click(screen.getByRole('button', { name: '作品改造' }));
expect(onRemodelWork).toHaveBeenCalledTimes(1);
expect(onRemodelWork).toHaveBeenCalledWith('profile-remodel');
expect(screen.queryByRole('dialog')).toBeNull();
});
test('顶部作者显示头像昵称,底部功能居中放大且不显示等待候选', () => {
const runWithoutNext: PuzzleRunSnapshot = {
...clearedRun,
recommendedNextProfileId: null,
};
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={runWithoutNext}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
/>,
);
const avatar = screen.getByText('测');
const timer = screen.getByText('4:48');
const hintButton = screen.getByRole('button', { name: '提示' });
const referenceButton = screen.getByRole('button', { name: '原图' });
const freezeButton = screen.getByRole('button', { name: '冻结' });
expect(avatar.className).toContain('rounded-full');
expect(screen.getByText('测试作者')).toBeTruthy();
expect(timer.className).toContain('text-2xl');
expect(hintButton.className).toContain('h-16');
expect(referenceButton.className).toContain('h-16');
expect(freezeButton.className).toContain('h-16');
expect(screen.queryByText('等待下一关候选')).toBeNull();
});
test('关闭通关弹窗后保留底部下一关入口', () => {
vi.useFakeTimers();
const onAdvanceNextLevel = vi.fn();
const runWithoutRecommendedNextProfile: PuzzleRunSnapshot = {
...clearedRun,
recommendedNextProfileId: null,
nextLevelMode: 'sameWork',
nextLevelProfileId: 'profile-1',
nextLevelId: 'puzzle-level-2',
recommendedNextWorks: [],
};
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={runWithoutRecommendedNextProfile}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={onAdvanceNextLevel}
/>,
);
act(() => {
vi.advanceTimersByTime(1_400);
});
fireEvent.click(screen.getByRole('button', { name: '关闭通关弹窗' }));
expect(screen.queryByRole('dialog', { name: '通关完成' })).toBeNull();
const nextButton = screen.getByRole('button', { name: //u });
expect(nextButton).toBeTruthy();
fireEvent.click(nextButton);
expect(onAdvanceNextLevel).toHaveBeenCalledTimes(1);
expect(onAdvanceNextLevel).toHaveBeenCalledWith({
profileId: 'profile-1',
levelId: 'puzzle-level-2',
});
vi.useRealTimers();
});
test('当前作品没有下一关时展示三个相似作品并可选择进入', () => {
vi.useFakeTimers();
const onAdvanceNextLevel = vi.fn();
const similarWorksRun: PuzzleRunSnapshot = {
...clearedRun,
recommendedNextProfileId: 'profile-similar-1',
nextLevelMode: 'similarWorks',
nextLevelProfileId: 'profile-similar-1',
nextLevelId: null,
recommendedNextWorks: [
{
profileId: 'profile-similar-1',
levelName: '雾海遗迹',
authorDisplayName: '星桥旅人',
themeTags: ['奇幻', '遗迹'],
coverImageSrc: null,
similarityScore: 0.91,
},
{
profileId: 'profile-similar-2',
levelName: '风塔试炼',
authorDisplayName: '晨风',
themeTags: ['奇幻', '机关'],
coverImageSrc: null,
similarityScore: 0.84,
},
{
profileId: 'profile-similar-3',
levelName: '月井秘路',
authorDisplayName: '月井守望',
themeTags: ['秘境', '魔法'],
coverImageSrc: null,
similarityScore: 0.79,
},
],
};
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={similarWorksRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={onAdvanceNextLevel}
/>,
);
act(() => {
vi.advanceTimersByTime(1_400);
});
const dialog = screen.getByRole('dialog', { name: '通关完成' });
expect(within(dialog).getByText('雾海遗迹')).toBeTruthy();
expect(within(dialog).getByText('风塔试炼')).toBeTruthy();
expect(within(dialog).getByText('月井秘路')).toBeTruthy();
expect(within(dialog).queryByRole('button', { name: '下一关' })).toBeNull();
fireEvent.click(within(dialog).getByRole('button', { name: //u }));
expect(onAdvanceNextLevel).toHaveBeenCalledTimes(1);
expect(onAdvanceNextLevel).toHaveBeenCalledWith({
profileId: 'profile-similar-2',
});
vi.useRealTimers();
});
test('当前作品没有下一关时底部入口打开相似作品选择', () => {
vi.useFakeTimers();
const similarWorksRun: PuzzleRunSnapshot = {
...clearedRun,
recommendedNextProfileId: 'profile-similar-1',
nextLevelMode: 'similarWorks',
nextLevelProfileId: 'profile-similar-1',
nextLevelId: null,
recommendedNextWorks: [
{
profileId: 'profile-similar-1',
levelName: '雾海遗迹',
authorDisplayName: '星桥旅人',
themeTags: ['奇幻', '遗迹'],
coverImageSrc: null,
similarityScore: 0.91,
},
],
};
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={similarWorksRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
/>,
);
act(() => {
vi.advanceTimersByTime(1_400);
});
fireEvent.click(screen.getByRole('button', { name: '关闭通关弹窗' }));
fireEvent.click(screen.getByRole('button', { name: //u }));
expect(screen.getByRole('dialog', { name: '通关完成' })).toBeTruthy();
expect(screen.getByRole('button', { name: //u })).toBeTruthy();
vi.useRealTimers();
});
test('右上角设置按钮打开拼图设置并支持音量调节', () => {
const authValue = createAuthValue();
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={clearedRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
/>,
authValue,
);
fireEvent.click(screen.getByRole('button', { name: '打开拼图设置' }));
const dialog = screen.getByRole('dialog', { name: '拼图设置' });
const slider = within(dialog).getByRole('slider', { name: '拼图音乐音量' });
fireEvent.change(slider, { target: { value: '77' } });
expect(within(dialog).getByText('第 1 关')).toBeTruthy();
expect(authValue.setMusicVolume).toHaveBeenCalledWith(0.77);
});
test('拼图棋盘使用贴近移动端边缘的正方形舞台承载切块', () => {
const { container } = renderPuzzleRuntime(
<PuzzleRuntimeShell
run={{
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'playing',
startedAtMs: Date.now(),
board: {
...clearedRun.currentLevel!.board,
allTilesResolved: false,
},
},
}}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
/>,
);
const board = screen.getByTestId('puzzle-board');
expect(board.className).toContain('aspect-square');
expect(board.className).toContain('max-w-[min(99vw,calc(100vh_-_16.5rem))]');
expect(board.className).not.toContain('aspect-video');
expect(board.className).not.toContain('aspect-[9/16]');
expect(board.getAttribute('style')).toContain('grid-template-rows');
expect(container.querySelector('.min-h-\\[4\\.5rem\\]')).toBeNull();
});
test('合并块按实际拼块外轮廓描边', () => {
const mergedRun: PuzzleRunSnapshot = {
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'playing',
startedAtMs: Date.now(),
board: {
...clearedRun.currentLevel!.board,
allTilesResolved: false,
mergedGroups: [
{
groupId: 'group-l',
pieceIds: ['piece-0', 'piece-1', 'piece-3'],
occupiedCells: [
{ row: 0, col: 0 },
{ row: 0, col: 1 },
{ row: 1, col: 0 },
],
},
],
pieces: clearedRun.currentLevel!.board.pieces.map((piece) =>
['piece-0', 'piece-1', 'piece-3'].includes(piece.pieceId)
? { ...piece, mergedGroupId: 'group-l' }
: piece,
),
},
},
};
const { container } = renderPuzzleRuntime(
<PuzzleRuntimeShell
run={mergedRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
/>,
);
const outlinedPieces = container.querySelectorAll(
'[data-merged-piece-outline="true"]',
);
expect(outlinedPieces).toHaveLength(3);
expect(container.querySelector('.ring-2.ring-emerald-100\\/58')).toBeNull();
expect(
container.querySelector('[data-merged-group-outline="true"]'),
).toBeTruthy();
const outlineStroke = container.querySelector(
'[data-merged-group-outline-stroke="true"]',
);
expect(outlineStroke).toBeTruthy();
expect(outlineStroke?.getAttribute('d')).toContain('Q 2 1 1.84 1');
expect(outlineStroke?.getAttribute('d')).toContain('Q 1 1 1 1.16');
expect((outlinedPieces[0] as HTMLElement).style.clipPath).toBe('');
const clippedLayer = container.querySelector(
'[style*="clip-path"]',
) as HTMLElement | null;
expect(clippedLayer?.style.clipPath).toContain('url(#');
});
test('合并块轮廓路径为内凹角生成圆角曲线', () => {
const outlinePath = buildMergedGroupOutlinePath({
rowSpan: 2,
colSpan: 2,
pieces: [
{
localRow: 0,
localCol: 0,
},
{
localRow: 0,
localCol: 1,
},
{
localRow: 1,
localCol: 0,
},
],
});
expect(outlinePath).toContain('Q 2 1 1.84 1');
expect(outlinePath).toContain('Q 1 1 1 1.16');
});
test('基础单块使用圆角裁剪图片', () => {
const playingRun: PuzzleRunSnapshot = {
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'playing',
startedAtMs: Date.now(),
coverImageSrc: '/puzzle.png',
board: {
...clearedRun.currentLevel!.board,
allTilesResolved: false,
},
},
};
const { container } = renderPuzzleRuntime(
<PuzzleRuntimeShell
run={playingRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
/>,
);
const basePiece = container.querySelector(
'[data-piece-id="piece-0"]',
) as HTMLElement | null;
expect(basePiece?.className).toContain('overflow-hidden');
expect(basePiece?.className).toContain('rounded-[0.85rem]');
});
test('移动端点击拼图片时立即触发一次震动反馈', () => {
const originalVibrate = navigator.vibrate;
const originalRequestAnimationFrame = window.requestAnimationFrame;
const originalCancelAnimationFrame = window.cancelAnimationFrame;
const vibrate = vi.fn();
const playingRun: PuzzleRunSnapshot = {
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'playing',
startedAtMs: Date.now(),
board: {
...clearedRun.currentLevel!.board,
allTilesResolved: false,
},
},
};
Object.defineProperty(navigator, 'vibrate', {
configurable: true,
value: vibrate,
});
Object.defineProperty(window, 'requestAnimationFrame', {
configurable: true,
value: vi.fn(() => 1),
});
Object.defineProperty(window, 'cancelAnimationFrame', {
configurable: true,
value: vi.fn(),
});
const { container, unmount } = renderPuzzleRuntime(
<PuzzleRuntimeShell
run={playingRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
/>,
);
const piece = container.querySelector(
'[data-piece-id="piece-0"]',
) as HTMLElement | null;
if (!piece) {
throw new Error('缺少测试拼图片');
}
act(() => {
dispatchPointerEvent(piece, 'pointerdown', {
pointerId: 1,
clientX: 100,
clientY: 100,
});
});
expect(vibrate).toHaveBeenCalledTimes(1);
expect(vibrate).toHaveBeenCalledWith([12]);
act(() => {
dispatchPointerEvent(piece, 'pointermove', {
pointerId: 1,
clientX: 104,
clientY: 104,
});
});
expect(vibrate).toHaveBeenCalledTimes(1);
act(() => {
dispatchPointerEvent(piece, 'pointermove', {
pointerId: 1,
clientX: 112,
clientY: 100,
});
});
act(() => {
dispatchPointerEvent(piece, 'pointermove', {
pointerId: 1,
clientX: 132,
clientY: 100,
});
});
expect(vibrate).toHaveBeenCalledTimes(1);
unmount();
Object.defineProperty(navigator, 'vibrate', {
configurable: true,
value: originalVibrate,
});
Object.defineProperty(window, 'requestAnimationFrame', {
configurable: true,
value: originalRequestAnimationFrame,
});
Object.defineProperty(window, 'cancelAnimationFrame', {
configurable: true,
value: originalCancelAnimationFrame,
});
});
test('道具确认弹窗暂停时间,提示只演示不直接移动拼块', async () => {
const onPauseChange = vi.fn();
const onUseProp = vi.fn().mockResolvedValue(clearedRun);
const playingRun: PuzzleRunSnapshot = {
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'playing',
startedAtMs: Date.now(),
remainingMs: 180_000,
board: {
...clearedRun.currentLevel!.board,
allTilesResolved: false,
pieces: clearedRun.currentLevel!.board.pieces.map((piece, index) => {
if (index === 0) {
return { ...piece, currentRow: 2, currentCol: 2 };
}
if (index === 8) {
return { ...piece, currentRow: 0, currentCol: 0 };
}
return piece;
}),
},
},
};
const { container } = renderPuzzleRuntime(
<PuzzleRuntimeShell
run={playingRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
onPauseChange={onPauseChange}
onUseProp={onUseProp}
/>,
);
fireEvent.click(screen.getByRole('button', { name: '提示' }));
expect(screen.getByRole('dialog', { name: '使用提示' })).toBeTruthy();
expect(screen.getByText('消耗 1 光点')).toBeTruthy();
expect(onPauseChange).toHaveBeenLastCalledWith(true);
await act(async () => {
fireEvent.click(screen.getByRole('button', { name: '确定' }));
});
expect(onUseProp).toHaveBeenCalledWith('hint');
expect(onPauseChange).toHaveBeenLastCalledWith(false);
expect(
(container.querySelector('[data-piece-cell-id="piece-0"]') as HTMLElement)
.style.transform,
).toBe('translate(-66.66666666666666%, -66.66666666666666%) scale(1.03)');
});
test('道具使用失败时保留确认弹窗和暂停态', async () => {
const onPauseChange = vi.fn();
const onUseProp = vi.fn().mockRejectedValue(new Error('光点余额不足'));
const playingRun: PuzzleRunSnapshot = {
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'playing',
startedAtMs: Date.now(),
remainingMs: 180_000,
board: {
...clearedRun.currentLevel!.board,
allTilesResolved: false,
},
},
};
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={playingRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
onPauseChange={onPauseChange}
onUseProp={onUseProp}
/>,
);
fireEvent.click(screen.getByRole('button', { name: '冻结' }));
await act(async () => {
fireEvent.click(screen.getByRole('button', { name: '确定' }));
});
expect(screen.getByRole('dialog', { name: '冻结时间' })).toBeTruthy();
expect(screen.getByText('光点余额不足')).toBeTruthy();
expect(onPauseChange).toHaveBeenLastCalledWith(true);
});
test('冻结确认期间后端同步失败态时关闭确认窗并展示失败面板', async () => {
const onUseProp = vi.fn().mockResolvedValue({
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'failed',
elapsedMs: 180_000,
remainingMs: 0,
board: {
...clearedRun.currentLevel!.board,
allTilesResolved: false,
},
},
});
const playingRun: PuzzleRunSnapshot = {
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'playing',
startedAtMs: Date.now(),
remainingMs: 180_000,
board: {
...clearedRun.currentLevel!.board,
allTilesResolved: false,
},
},
};
const { rerender } = renderPuzzleRuntime(
<PuzzleRuntimeShell
run={playingRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
onUseProp={onUseProp}
/>,
);
fireEvent.click(screen.getByRole('button', { name: '冻结' }));
await act(async () => {
fireEvent.click(screen.getByRole('button', { name: '确定' }));
});
rerender(
<AuthUiContext.Provider value={createAuthValue()}>
<PuzzleRuntimeShell
run={{
...playingRun,
currentLevel: {
...playingRun.currentLevel!,
status: 'failed',
elapsedMs: 180_000,
remainingMs: 0,
},
}}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
onUseProp={onUseProp}
/>
</AuthUiContext.Provider>,
);
expect(screen.queryByRole('dialog', { name: '冻结时间' })).toBeNull();
expect(screen.getByRole('dialog', { name: '关卡失败' })).toBeTruthy();
expect(screen.queryByTestId('puzzle-freeze-effect')).toBeNull();
});
test('倒计时归零时通知父层同步失败态', () => {
vi.useFakeTimers();
const onTimeExpired = vi.fn();
const playingRun: PuzzleRunSnapshot = {
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'playing',
startedAtMs: Date.now() - 181_000,
timeLimitMs: 180_000,
remainingMs: 0,
board: {
...clearedRun.currentLevel!.board,
allTilesResolved: false,
},
},
};
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={playingRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
onTimeExpired={onTimeExpired}
/>,
);
expect(screen.getByRole('dialog', { name: '关卡失败' })).toBeTruthy();
expect(onTimeExpired).toHaveBeenCalledTimes(1);
vi.useRealTimers();
});
test('失败弹窗支持重开当前关和续时确认', async () => {
const onRestartLevel = vi.fn();
const onUseProp = vi.fn().mockResolvedValue({
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'playing',
remainingMs: 60_000,
},
});
const failedRun: PuzzleRunSnapshot = {
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'failed',
elapsedMs: 180_000,
remainingMs: 0,
board: {
...clearedRun.currentLevel!.board,
allTilesResolved: false,
},
},
};
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={failedRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
onRestartLevel={onRestartLevel}
onUseProp={onUseProp}
/>,
);
const failedDialog = screen.getByRole('dialog', { name: '关卡失败' });
fireEvent.click(within(failedDialog).getByRole('button', { name: '重新开始' }));
expect(onRestartLevel).toHaveBeenCalledTimes(1);
fireEvent.click(
within(failedDialog).getByRole('button', { name: '继续1分钟' }),
);
expect(screen.getByRole('dialog', { name: '继续1分钟' })).toBeTruthy();
expect(screen.getByText('消耗 1 光点')).toBeTruthy();
await act(async () => {
fireEvent.click(screen.getByRole('button', { name: '确定' }));
});
expect(onUseProp).toHaveBeenCalledWith('extendTime');
});
test('失败续时扣费失败时保留确认弹窗', async () => {
const onUseProp = vi.fn().mockRejectedValue(new Error('光点余额不足'));
const failedRun: PuzzleRunSnapshot = {
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'failed',
elapsedMs: 180_000,
remainingMs: 0,
board: {
...clearedRun.currentLevel!.board,
allTilesResolved: false,
},
},
};
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={failedRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
onUseProp={onUseProp}
/>,
);
fireEvent.click(screen.getByRole('button', { name: '继续1分钟' }));
await act(async () => {
fireEvent.click(screen.getByRole('button', { name: '确定' }));
});
expect(screen.getByRole('dialog', { name: '继续1分钟' })).toBeTruthy();
expect(screen.getByText('光点余额不足')).toBeTruthy();
});
test('查看原图开关打开覆盖层并在关闭后恢复计时', async () => {
const onPauseChange = vi.fn();
const onUseProp = vi.fn().mockResolvedValue(clearedRun);
const playingRun: PuzzleRunSnapshot = {
...clearedRun,
currentLevel: {
...clearedRun.currentLevel!,
status: 'playing',
startedAtMs: Date.now(),
remainingMs: 180_000,
coverImageSrc: '/puzzle.png',
board: {
...clearedRun.currentLevel!.board,
allTilesResolved: false,
},
},
};
renderPuzzleRuntime(
<PuzzleRuntimeShell
run={playingRun}
onBack={vi.fn()}
onSwapPieces={vi.fn()}
onDragPiece={vi.fn()}
onAdvanceNextLevel={vi.fn()}
onPauseChange={onPauseChange}
onUseProp={onUseProp}
/>,
);
fireEvent.click(screen.getByRole('button', { name: '原图' }));
await act(async () => {
fireEvent.click(screen.getByRole('button', { name: '确定' }));
});
expect(onUseProp).toHaveBeenCalledWith('reference');
expect(screen.getByTestId('puzzle-original-overlay')).toBeTruthy();
expect(onPauseChange).toHaveBeenLastCalledWith(true);
fireEvent.click(screen.getByRole('button', { name: '原图' }));
expect(screen.queryByTestId('puzzle-original-overlay')).toBeNull();
expect(onPauseChange).toHaveBeenLastCalledWith(false);
});
test('拖拽层级辅助函数只提升当前被拖动对象', () => {
expect(resolveDraggedPieceCellLayer('piece-0', 'piece-0', false)).toBe(80);
expect(
resolveDraggedPieceCellLayer('piece-0', 'piece-1', false),
).toBeUndefined();
expect(
resolveDraggedPieceCellLayer('piece-0', 'piece-0', true),
).toBeUndefined();
expect(resolveDraggedPieceLayer('piece-0', 'piece-0', false)).toBe(81);
expect(resolveDraggedPieceLayer('piece-0', null, false)).toBeUndefined();
expect(resolveDraggedPieceLayer('piece-0', 'piece-0', true)).toBeUndefined();
expect(resolveDraggedMergedGroupLayer('group-1', 'group-1')).toBe(90);
expect(resolveDraggedMergedGroupLayer('group-1', 'group-2')).toBeUndefined();
});