401 lines
12 KiB
TypeScript
401 lines
12 KiB
TypeScript
/* @vitest-environment jsdom */
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import { render, screen, waitFor } 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 { expect, test, vi } from 'vitest';
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import type { CustomWorldPlayableNpc, CustomWorldProfile } from '../types';
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import { CustomWorldResultView } from './CustomWorldResultView';
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vi.mock('../services/aiService', () => ({
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generateCustomWorldPlayableNpc: vi.fn(),
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generateCustomWorldStoryNpc: vi.fn(),
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generateCustomWorldLandmark: vi.fn(),
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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('./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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}));
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vi.mock('./CustomWorldEntityEditorModal', () => ({
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CustomWorldEntityEditorModal: () => null,
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default: () => null,
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}));
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async function loadAiService() {
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return import('../services/aiService');
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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: `${name}的战斗风格`,
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initialAffinity: 18,
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relationshipHooks: ['关系钩子'],
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relations: [],
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tags: ['测试'],
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backstoryReveal: createBackstoryReveal(),
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skills: [
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{
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id: `${id}-skill-1`,
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name: '技能一',
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summary: '技能说明一',
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style: '起手压制',
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},
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{
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id: `${id}-skill-2`,
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name: '技能二',
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summary: '技能说明二',
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style: '机动周旋',
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},
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{
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id: `${id}-skill-3`,
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name: '技能三',
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summary: '技能说明三',
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style: '爆发终结',
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},
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],
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initialItems: [
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{
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id: `${id}-item-1`,
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name: '物品一',
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category: '武器',
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quantity: 1,
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rarity: 'rare',
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description: '物品说明一',
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tags: ['测试'],
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},
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{
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id: `${id}-item-2`,
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name: '物品二',
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category: '专属物品',
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quantity: 1,
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rarity: 'rare',
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description: '物品说明二',
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tags: ['测试'],
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},
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{
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id: `${id}-item-3`,
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name: '物品三',
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category: '消耗品',
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quantity: 2,
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rarity: 'uncommon',
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description: '物品说明三',
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tags: ['测试'],
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},
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],
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};
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}
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const baseProfile = {
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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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playableNpcs: [createPlayableRole('playable-1', '沈砺')],
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storyNpcs: [
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{
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...createPlayableRole('story-1', '顾潮音'),
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initialAffinity: 6,
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},
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],
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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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dangerLevel: 'medium',
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},
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anchorContent: {
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worldPromise: {
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hook: '被海雾反复改写航路的群岛世界。',
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differentiator: '旧灯塔与禁航令共同决定谁能活着穿过去。',
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desiredExperience: '压抑、悬疑、潮湿',
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},
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playerFantasy: {
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playerRole: '玩家是被迫返乡的守灯人继承者。',
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corePursuit: '查清沉钟异动与失控航路的真相。',
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fearOfLoss: '失去家族留下的最后航路坐标。',
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},
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themeBoundary: {
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toneKeywords: ['压抑', '悬疑'],
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aestheticDirectives: ['潮湿群岛', '冷雾港口'],
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forbiddenDirectives: ['热血少年漫'],
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},
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playerEntryPoint: {
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openingIdentity: '返乡守灯人继承者',
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openingProblem: '首夜就撞见禁航区假航灯重亮',
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entryMotivation: '阻止更多船只误入死潮',
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},
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coreConflict: {
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surfaceConflicts: ['守潮盟与沉钟会争夺航路解释权'],
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hiddenCrisis: '有人借假航灯持续清洗整片群岛的旧证据',
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firstTouchedConflict: '玩家回港当夜就被卷进禁航区封锁',
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},
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keyRelationships: [
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{
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pairs: '玩家 vs 沈砺',
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relationshipType: '旧友互疑',
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secretOrCost: '他掌握沉船夜的关键视角',
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},
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],
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hiddenLines: {
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hiddenTruths: ['沉钟异动和旧案灭口是同一条线'],
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misdirectionHints: ['表面看像海雾自然失控'],
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revealPacing: '先见异常,再见旧案,再见操盘者',
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},
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iconicElements: {
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iconicMotifs: ['假航灯', '沉钟回响'],
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institutionsOrArtifacts: ['旧灯塔', '禁航碑'],
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hardRules: ['错误航灯会把船引进必死水域'],
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},
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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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dangerLevel: 'medium',
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sceneNpcIds: ['story-1'],
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connections: [],
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},
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],
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sceneChapterBlueprints: [
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{
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id: 'scene-chapter-1',
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sceneId: 'landmark-1',
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title: '沉钟栈桥章节',
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summary: '围绕沉钟栈桥推进的三幕结构。',
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linkedThreadIds: [],
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linkedLandmarkIds: ['landmark-1'],
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acts: [
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{
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id: 'scene-act-1',
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sceneId: 'landmark-1',
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title: '潮声逼近',
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summary: '第一幕先把潮声与旧钟压上来。',
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stageCoverage: ['opening'],
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backgroundImageSrc: '/generated-custom-world-scenes/scene-act-1.png',
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backgroundAssetId: 'scene-asset-1',
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encounterNpcIds: ['story-1'],
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primaryNpcId: 'story-1',
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linkedThreadIds: [],
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advanceRule: 'after_primary_contact',
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actGoal: '接住首幕压力',
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transitionHook: '继续逼近钟楼深处。',
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},
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],
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},
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],
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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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function ResultViewHarness() {
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const [profile, setProfile] = useState(baseProfile);
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return (
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<CustomWorldResultView
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profile={profile}
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previewCharacters={[]}
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isGenerating={false}
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progress={0}
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progressLabel=""
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error={null}
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onBack={() => {}}
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onProfileChange={setProfile}
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/>
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);
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}
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test('clicking新增可扮演角色 shows pending item, disables button, and marks result as new', async () => {
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const aiService = await loadAiService();
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const user = userEvent.setup();
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let resolveGeneration: ((value: CustomWorldPlayableNpc) => void) | null = null;
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vi.mocked(aiService.generateCustomWorldPlayableNpc).mockImplementation(
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() =>
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new Promise<CustomWorldPlayableNpc>((resolve) => {
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resolveGeneration = resolve;
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}),
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);
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render(<ResultViewHarness />);
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await user.click(screen.getByRole('button', { name: /可扮演角色/u }));
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await user.click(screen.getByRole('button', { name: '新增可扮演角色' }));
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expect(screen.getByText('新可扮演角色')).toBeTruthy();
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expect(screen.getByText('正在整理世界上下文')).toBeTruthy();
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const createButton = screen.getByRole('button', { name: '新增可扮演角色' });
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expect((createButton as HTMLButtonElement).disabled).toBe(true);
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const finishGeneration = resolveGeneration;
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if (!finishGeneration) {
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throw new Error('expected pending playable generation resolver');
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}
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(finishGeneration as (value: CustomWorldPlayableNpc) => void)(
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createPlayableRole('playable-2', '云止'),
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);
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await waitFor(() => {
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expect(screen.getByRole('button', { name: /云止/u })).toBeTruthy();
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});
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await waitFor(() => {
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expect(screen.queryByText('新可扮演角色')).toBeNull();
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});
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expect(screen.getAllByText('新').length).toBeGreaterThan(0);
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});
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test('world basic setting renders eight anchor fields and hides legacy parsed/source copy', () => {
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render(<ResultViewHarness />);
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expect(screen.getByText('世界承诺')).toBeTruthy();
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expect(screen.getByText('玩家幻想')).toBeTruthy();
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expect(screen.getByText('主题边界')).toBeTruthy();
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expect(screen.getByText('玩家切入口')).toBeTruthy();
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expect(screen.getByText('核心冲突')).toBeTruthy();
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expect(screen.getByText('关键关系')).toBeTruthy();
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expect(screen.getByText('暗线与揭示')).toBeTruthy();
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expect(screen.getByText('标志元素')).toBeTruthy();
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expect(screen.queryByText('解析字段')).toBeNull();
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expect(screen.queryByText('锚点原文')).toBeNull();
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expect(screen.getByText(/被海雾反复改写航路的群岛世界/u)).toBeTruthy();
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expect(screen.getByText(/沉钟异动和旧案灭口是同一条线/u)).toBeTruthy();
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});
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test('playable tab prefers generated portrait over runtime preview placeholder', async () => {
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const user = userEvent.setup();
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const profile = {
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...baseProfile,
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playableNpcs: [
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{
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...createPlayableRole('playable-portrait', '云止'),
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imageSrc: '/generated-characters/playable-portrait/master.png',
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generatedVisualAssetId: 'visual-playable-portrait',
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},
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],
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} as CustomWorldProfile;
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render(
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<CustomWorldResultView
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profile={profile}
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previewCharacters={[
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{
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id: 'playable-portrait',
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name: '云止',
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title: '同行者',
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description: '预览角色',
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backstory: '预览背景',
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personality: '预览性格',
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portrait: '/template/portrait.png',
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avatar: '/template/avatar.png',
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assetFolder: 'test',
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assetVariant: 'Hero',
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combatTags: [],
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skills: [],
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adventureOpenings: {},
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} as never,
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]}
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isGenerating={false}
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progress={0}
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progressLabel=""
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error={null}
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onBack={() => {}}
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onProfileChange={() => {}}
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/>,
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);
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await user.click(screen.getByRole('button', { name: /可扮演角色/u }));
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const portrait = screen.getByRole('img', { name: '云止' });
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expect((portrait as HTMLImageElement).getAttribute('src')).toBe(
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'/generated-characters/playable-portrait/master.png',
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);
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expect(screen.getByText('已生成主图')).toBeTruthy();
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});
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test('landmark tab uses first act image as scene card preview and keeps chapter details out of list', async () => {
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const user = userEvent.setup();
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render(<ResultViewHarness />);
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await user.click(screen.getByRole('button', { name: /场景\s*2/u }));
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expect(screen.queryByText('沉钟栈桥章节')).toBeNull();
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expect(screen.queryByText('潮声逼近')).toBeNull();
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const sceneImage = screen.getByRole('img', { name: '沉钟栈桥' });
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expect((sceneImage as HTMLImageElement).getAttribute('src')).toBe(
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'/generated-custom-world-scenes/scene-act-1.png',
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);
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});
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