v0.1.0: 仙途家族志 · Chronicle of the Immortal Clan
家族模拟器首版:修仙/经营/战斗/外交/叙事全套系统 - Electron + React + TS + MetonaSqlark(aria+OPFS) - 水墨中国风 UI - 引擎种子随机、确定性可回放 - 19 项单元测试、端到端冒烟验证
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import { describe, expect, it } from 'vitest'
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import { World } from '../src/renderer/game/engine/world'
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import { resetSaveBus, attachLogSink } from './world.helpers'
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describe('World engine', () => {
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it('creates a valid starting family', () => {
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const w = World.create({ seed: 't1', surname: '林', familyName: '林家', motto: 'm', difficulty: 'normal' })
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expect(Object.values(w.state.members).length).toBe(5)
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expect(w.aliveMembers().length).toBe(5)
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expect(w.state.family.headId).toBe('x1')
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expect(w.ageOf(w.head())).toBe(35)
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})
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it('survives 20 years (240 months) without NaN or throws', () => {
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const w = World.create({ seed: 'smoke', surname: '沈', familyName: '沈氏', motto: 'x', difficulty: 'normal' })
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resetSaveBus()
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attachLogSink(w)
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for (let i = 0; i < 240; i++) {
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if (w.state.gameOver) break
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w.advanceMonth()
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}
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const s = w.state
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expect(Number.isNaN(s.family.stones)).toBe(false)
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expect(s.year).toBeGreaterThan(10)
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for (const c of Object.values(s.members)) {
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expect(Number.isNaN(c.realmProgress)).toBe(false)
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expect(Number.isNaN(c.health)).toBe(false)
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}
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})
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it('same seed plays identically (deterministic)', () => {
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const a = World.create({ seed: 'det', surname: '苏', familyName: '苏家', motto: 'm', difficulty: 'easy' })
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const b = World.create({ seed: 'det', surname: '苏', familyName: '苏家', motto: 'm', difficulty: 'easy' })
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resetSaveBus()
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attachLogSink(a)
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resetSaveBus()
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attachLogSink(b)
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const ignoreRng = (state: { rng: unknown }) => JSON.parse(JSON.stringify(state))
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for (let i = 0; i < 60; i++) {
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a.advanceMonth()
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b.advanceMonth()
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}
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a.state.pendingEvent && (a.state.pendingEvent = undefined)
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b.state.pendingEvent && (b.state.pendingEvent = undefined)
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const x = ignoreRng({ ...a.state, pendingEvent: undefined })
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const y = ignoreRng({ ...b.state, pendingEvent: undefined })
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expect(JSON.stringify(x)).toBe(JSON.stringify(y))
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})
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it('families grow over time (births occur)', () => {
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const w = World.create({ seed: 'grow', surname: '叶', familyName: '叶家', motto: 'm', difficulty: 'easy' })
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resetSaveBus()
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attachLogSink(w)
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for (let i = 0; i < 240; i++) {
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if (w.state.gameOver) break
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w.advanceMonth()
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}
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expect(Object.keys(w.state.members).length).toBeGreaterThan(5)
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})
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it('game over when everyone dies', () => {
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const w = World.create({ seed: 'diehard', surname: '麦', familyName: '麦家', motto: 'm', difficulty: 'hard' })
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resetSaveBus()
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attachLogSink(w)
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for (const c of Object.values(w.state.members)) {
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c.alive = false
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}
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for (let i = 0; i < 5; i++) w.advanceMonth()
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expect(w.state.gameOver).toBeTruthy()
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})
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it('building upgrade consumes resources', () => {
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const w = World.create({ seed: 'bld', surname: '金', familyName: '金家', motto: 'm', difficulty: 'easy' })
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const before = w.state.family.inventory['lingkuang'] ?? 0
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w.state.family.inventory['lingkuang'] = (w.state.family.inventory['lingkuang'] ?? 0) + 100
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const ok = w.build('fangshi')
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expect(ok).toBe(true)
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const upgraded = w.upgrade('fangshi')
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expect(upgraded).toBe(true)
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expect(w.state.family.buildings['fangshi']).toBe(2)
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expect((w.state.family.inventory['lingkuang'] ?? 0) - before).toBeLessThan(100)
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})
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})
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