Files
Genarrative/src/components/AdventurePanel.test.tsx
高物 75944b1f1f
Some checks failed
CI / verify (push) Has been cancelled
1
2026-04-20 21:06:48 +08:00

267 lines
8.4 KiB
TypeScript

import { renderToStaticMarkup } from 'react-dom/server';
import { expect, test } from 'vitest';
import { AnimationState, type Character, type StoryMoment, type StoryOption, WorldType } from '../types';
import { AdventurePanel } from './AdventurePanel';
function createCharacter(): Character {
return {
id: 'hero',
name: '沈行',
title: '试剑客',
description: '测试主角',
backstory: '测试背景',
avatar: '/hero.png',
portrait: '/hero.png',
assetFolder: 'hero',
assetVariant: 'default',
attributes: {
strength: 10,
agility: 10,
intelligence: 8,
spirit: 9,
},
personality: 'calm',
skills: [],
adventureOpenings: {},
} as Character;
}
function createOption(functionId: string, actionText: string): StoryOption {
return {
functionId,
actionText,
text: actionText,
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
},
};
}
function renderPanel(
currentStory: StoryMoment,
displayedOptions: StoryOption[],
overrides: {
canRefreshOptions?: boolean;
hideOptions?: boolean;
isLoading?: boolean;
onSubmitNpcChatInput?: (input: string) => boolean;
onExitNpcChat?: () => boolean;
} = {},
) {
return renderToStaticMarkup(
<AdventurePanel
aiError={null}
currentStory={currentStory}
isLoading={overrides.isLoading ?? false}
displayedOptions={displayedOptions}
hideOptions={overrides.hideOptions ?? false}
canRefreshOptions={overrides.canRefreshOptions ?? false}
onRefreshOptions={() => undefined}
onChoice={() => undefined}
onSubmitNpcChatInput={overrides.onSubmitNpcChatInput}
onExitNpcChat={overrides.onExitNpcChat}
onOpenCharacter={() => undefined}
onOpenInventory={() => undefined}
playerCharacter={createCharacter()}
worldType={WorldType.WUXIA}
quests={[]}
questUi={{
acknowledgeQuestCompletion: () => undefined,
claimQuestReward: () => null,
}}
npcChatQuestOfferUi={{
replacePendingOffer: async () => false,
abandonPendingOffer: () => false,
acceptPendingOffer: () => null,
}}
goalStack={{
northStarGoal: null,
activeGoal: null,
immediateStepGoal: null,
supportGoals: [],
}}
goalPulse={null}
onDismissGoalPulse={() => undefined}
battleRewardUi={{
reward: null,
dismiss: () => undefined,
}}
playerHp={100}
playerMaxHp={100}
playerMana={20}
playerMaxMana={20}
playerSkillCooldowns={{}}
inBattle={false}
currentNpcBattleMode={null}
statistics={{
playTimeMs: 0,
hostileNpcsDefeated: 0,
questsAccepted: 0,
questsCompleted: 0,
questsTurnedIn: 0,
itemsUsed: 0,
scenesTraveled: 0,
currentSceneName: '竹林古道',
playerCurrency: 0,
inventoryItemCount: 0,
inventoryStackCount: 0,
activeCompanionCount: 0,
rosterCompanionCount: 0,
}}
musicVolume={0.6}
onMusicVolumeChange={() => undefined}
onSaveAndExit={() => undefined}
/>,
);
}
test('adventure panel recognizes story_continue_adventure by function id instead of action text', () => {
const continueOption = createOption('story_continue_adventure', '查看后续');
const currentStory: StoryMoment = {
text: '你们交换完这一轮判断。',
options: [continueOption],
deferredOptions: [createOption('idle_explore_forward', '继续向前探索')],
};
const html = renderPanel(currentStory, [continueOption]);
expect(html).toContain('剧情推理完成,继续后显示新的冒险选项');
});
test('adventure panel does not show deferred hint for non-continue options with the same text', () => {
const misleadingOption = createOption('npc_chat', '查看后续');
const currentStory: StoryMoment = {
text: '你们交换完这一轮判断。',
options: [misleadingOption],
deferredOptions: [createOption('idle_explore_forward', '继续向前探索')],
};
const html = renderPanel(currentStory, [misleadingOption]);
expect(html).not.toContain('剧情推理完成,继续后显示新的冒险选项');
});
test('adventure panel shows npc chat custom input and exit button in chat mode', () => {
const optionA = createOption('npc_chat', '先听对方把话说完');
const optionB = createOption('npc_chat', '顺着这个问题继续追问');
const optionC = createOption('npc_chat', '换个更轻松的语气回应');
const currentStory: StoryMoment = {
text: '你们的对话正在继续。',
displayMode: 'dialogue',
dialogue: [
{ speaker: 'player', text: '你刚才那句话是什么意思?' },
{ speaker: 'npc', speakerName: '柳无声', text: '意思是这件事还没结束。' },
],
options: [optionA, optionB, optionC],
npcAffinityEffect: {
eventId: 'effect-liu-1',
npcId: 'npc-liu',
delta: 3,
},
npcChatState: {
npcId: 'npc-liu',
npcName: '柳无声',
turnCount: 2,
customInputPlaceholder: '输入你想对 TA 说的话',
},
};
const html = renderPanel(currentStory, [optionA, optionB, optionC], {
canRefreshOptions: true,
onSubmitNpcChatInput: () => true,
onExitNpcChat: () => true,
});
expect(html).toContain('退出聊天');
expect(html).toContain('输入你想对 TA 说的话');
expect(html).toContain('发送');
expect(html).not.toContain('换一换');
expect(html).not.toContain('关系升温');
});
test('adventure panel hides custom input and shows quest offer actions during npc quest offer mode', () => {
const viewOption = createOption('npc_chat_quest_offer_view', '查看任务');
viewOption.runtimePayload = {
npcChatQuestOfferAction: 'view',
};
const replaceOption = createOption('npc_chat_quest_offer_replace', '更换任务');
replaceOption.runtimePayload = {
npcChatQuestOfferAction: 'replace',
};
const abandonOption = createOption('npc_chat_quest_offer_abandon', '放弃任务');
abandonOption.runtimePayload = {
npcChatQuestOfferAction: 'abandon',
};
const currentStory: StoryMoment = {
text: '柳无声把真正的委托说了出来。',
displayMode: 'dialogue',
dialogue: [
{ speaker: 'player', text: '你像是还有别的话想说。' },
{ speaker: 'npc', speakerName: '柳无声', text: '确实有一件事想正式托付给你。' },
],
options: [viewOption, replaceOption, abandonOption],
npcChatState: {
npcId: 'npc-liu',
npcName: '柳无声',
turnCount: 2,
customInputPlaceholder: '输入你想对 TA 说的话',
pendingQuestOffer: {
quest: {
id: 'quest-liu-1',
issuerNpcId: 'npc-liu',
issuerNpcName: '柳无声',
sceneId: 'scene-bamboo',
title: '竹林密信',
description: '替柳无声查清竹林中的密信来源。',
summary: '去竹林查清密信来源。',
objective: {
kind: 'inspect_treasure',
requiredCount: 1,
},
progress: 0,
status: 'active',
reward: {
affinityBonus: 5,
currency: 10,
items: [],
},
rewardText: '完成后可获得报酬。',
},
},
},
};
const html = renderPanel(currentStory, [viewOption, replaceOption, abandonOption], {
onSubmitNpcChatInput: () => true,
onExitNpcChat: () => true,
});
expect(html).toContain('查看任务');
expect(html).toContain('更换任务');
expect(html).toContain('放弃任务');
expect(html).not.toContain('发送');
expect(html).not.toContain('输入你想对 TA 说的话');
});
test('adventure panel renders narrative story text without italics and hides option detail text', () => {
const option = createOption('idle_observe_signs', '观察风里残下的痕迹');
option.detailText = '这段说明不应该继续出现在 UI 里。';
const currentStory: StoryMoment = {
text: '风从桥洞里灌过来,你把注意力重新放回脚下与前路。',
options: [option],
};
const html = renderPanel(currentStory, [option]);
expect(html).toContain('font-serif');
expect(html).not.toContain('italic');
expect(html).toContain('text-[15px]');
expect(html).not.toContain('这段说明不应该继续出现在 UI 里。');
});