Files
ChronicleOfTheImmortalClan/tests/audit.test.ts
T
thzxx ec25bf92fc v0.1.24: 寰宇初构——世界种子生成器 + 插件时轮锚点(1034 全绿)
【世界种子生成器(NPC 数量不再定死)】
- sim/worldgen.ts:generateWorld(seed) 确定性塑造天下——NPC 4~8 家随机
  (老牌世家模板 + 词库组合新贵,名字去重)、初始关系网(1-2世仇+1盟友)、
  开局 era 三态、区域风味、市场偏移 ±15%
- 独立派生 rng(seed::worldgen)——World.rng 主序列零消耗:同 seed 世界可重放、
  玩法随机序列不受生成器移动(金钟罩玩法序保护)
- state.worldGen 落档(normalize 旧档按 seed 重放=同世界,存档兼容)
- creation 初始化 npcFamilies/initSim 关系网/era/池偏置全走 worldgen——开局即恩怨
- 局内补位目标 = 开局家数(4~8),生灭闭环持续

【插件深化(0.1.24 第二组钩子)】
- PluginContext.beforePhase/afterPhase(时轮锚点:phase 前后挂勾,卸载全摘)
- PluginContext.addNpcTemplate(世界模板注入——词库插件化)
- plugin-public 文档同步;示例 Plugin 契约升级

【测试适配(世界名单随机化)】
- 静态 npc id 假设全面改动态取家(anyNpc helper 共享);
- 难度梯度用例改「同 seed 不同难度」比较;worldgen 确定性/范围/去重/关系对称 7 例

【测试】1034 全绿(45 套件);金钟罩 0.1.24 基线固化(worldgen 随机世界)+ worldAnnals 等;
build 通过
2026-08-23 16:15:22 +08:00

122 lines
5.0 KiB
TypeScript

import { describe, expect, it } from 'vitest'
import { World, normalizeGameState } from '../src/renderer/game/engine/runtime/World'
import {
marryNpcFamily,
makePeace
} from '../src/renderer/game/engine/runtime/Systems/diplomacy'
import { sendMission, recallAll } from '../src/renderer/game/engine/runtime/Systems/missions'
import { applyEventChoice } from '../src/renderer/game/engine/runtime/Systems/events'
import { GameState } from '../src/renderer/game/types/domain'
import { resetSaveBus, attachLogSink } from './world.helpers'
describe('0.1.3 audit regression', () => {
it('loads a 0.1.0-era save (missing finance/yearStats fields)', () => {
const w = World.create({ seed: 'legacy', surname: '崔', familyName: '崔家', motto: 'm', difficulty: 'normal' })
const legacy = JSON.parse(JSON.stringify(w.state)) as GameState
delete (legacy as Record<string, unknown>)['finance']
delete (legacy as Record<string, unknown>)['yearStats']
delete (legacy as Record<string, unknown>)['yearlyReports']
const w2 = new World(legacy)
for (let i = 0; i < 40; i++) w2.advanceMonth()
expect(w2.state.yearlyReports.length).toBeGreaterThan(0)
expect(Number.isNaN(w2.state.family.stones)).toBe(false)
})
it('marries a npc family once only (allied lock)', () => {
const w = World.create({ seed: 'hy', surname: '卫', familyName: '卫家', motto: 'm', difficulty: 'normal' })
const npcId = Object.keys(w.state.npcFamilies)[0]!
const npc = w.state.npcFamilies[npcId]
npc.relation = 60
// 姑且让长子成年(18岁可婚)
w.state.members['x3'].bornYear = 1 - 18
expect(marryNpcFamily(w, npcId)).toBe(true)
expect(npc.allied).toBe(true)
expect(marryNpcFamily(w, npcId)).toBe(false)
})
it('or same-mother siblings cannot marry (candidates + direct)', () => {
const w = World.create({ seed: 'kin', surname: '陆', familyName: '陆家', motto: 'm', difficulty: 'normal' })
const a = w.state.members['x3']
const b = w.state.members['x5']
// 人为制造同母异父关系
a.motherId = 'x2'
b.motherId = 'x2'
a.fatherId = undefined
b.fatherId = undefined
expect(w.marriageCandidatesOf(a.id).map((c) => c.id)).not.toContain(b.id)
expect(w.marryTo(a.id, b.id)).toBe(false)
})
it('peace cements relation to a floor above zero', () => {
const w = World.create({ seed: 'peace', surname: '华', familyName: '华家', motto: 'm', difficulty: 'normal' })
const npcId2 = Object.keys(w.state.npcFamilies)[0]!
const npc = w.state.npcFamilies[npcId2]
npc.relation = -80
w.state.family.stones = 900
expect(makePeace(w, npcId2)).toBe(true)
expect(npc.relation).toBeGreaterThanOrEqual(30)
})
it('event negative resource cannot sink stones below zero', () => {
const w = World.create({ seed: 'clamp', surname: '曾', familyName: '曾家', motto: 'm', difficulty: 'normal' })
const npcId2 = Object.keys(w.state.npcFamilies)[0]!
w.state.family.stones = 30
applyEventChoice(w, `ev-raid-${npcId2}`, 1) // 割地求和 -250
expect(w.state.family.stones).toBe(0)
})
it('expedition squad releases members and drops wounded', () => {
const w = World.create({ seed: 'exp', surname: '纪', familyName: '纪家', motto: 'm', difficulty: 'normal' })
resetSaveBus()
attachLogSink(w)
const ok = sendMission(w, 'm-anmoku', ['x1', 'x3'])
expect(ok).toBe(true)
const m = w.state.missions[0]
expect(m.memberIds.length).toBe(2)
// 制造重伤:让一人带伤退出
const c = w.state.members['x3']
c.health = 10
c.state = 'wounded'
w.advanceMonth()
expect(m.memberIds).not.toContain('x3')
expect(w.state.members['x3'].state).toBe('wounded')
// 剩余的 x1 一人 ≥ minMembers=1 可以继续;test recall releases
recallAll(w, m.id)
expect(w.state.members['x1'].state).toBe('idle')
})
it('squad disband when members run short', () => {
const w = World.create({ seed: 'exp2', surname: '窦', familyName: '窦家', motto: 'm', difficulty: 'normal' })
resetSaveBus()
attachLogSink(w)
const ok = sendMission(w, 'm-xuangu', ['x1', 'x3']) // minMembers 1
expect(ok).toBe(true)
const m = w.state.missions[0]
// 两人同时重伤离队
w.state.members['x1'].health = 10
w.state.members['x1'].state = 'wounded'
w.state.members['x3'].health = 10
w.state.members['x3'].state = 'wounded'
w.advanceMonth()
expect(m.done).toBe(true)
expect(m.result).toBe('disband')
})
it('long run 600 months stays sane', () => {
const w = World.create({ seed: 'long', surname: '丁', familyName: '丁家', motto: 'm', difficulty: 'normal' })
resetSaveBus()
attachLogSink(w)
for (let i = 0; i < 600; i++) {
if (w.state.gameOver) break
w.advanceMonth()
}
const s = w.state
expect(Number.isNaN(s.family.stones)).toBe(false)
expect(s.year).toBeGreaterThan(30)
for (const c of Object.values(s.members)) {
expect(Number.isNaN(c.realmProgress)).toBe(false)
expect(Number.isNaN(c.health)).toBe(false)
}
})
})