Files
ChronicleOfTheImmortalClan/tests/matrix-mission-combat-0.1.27.test.ts
T
thzxx ba02dde1a5 test: 测试规模 1054→2000(达成目标)
新增 11 个矩阵测试域(198 个 it.each / 946 例),全部真实语义断言:
- matrix-probability(40):rng 序列/分布/范围/挑池/突破概率/境界矩
- matrix-world(55):worldgen 12seed(家数/去重/对称/era)/市场实体化 5 商品 × 深浅池/断供/超卖/潮汐/era
- matrix-engine(51):事件闸优先级矩阵/normalize 十类篡改/时轮锚点/插件协议与 MOD 校验/Kernel
- matrix-save-num(33):配方/铸器门缺/灵石 clamp/难度初始/快照往返/库存矩阵
- matrix-npc(23):姿态域/景气网/关系漂移/换代/互攻/快照
- matrix-production-cult(35):四季产出/建筑等级/修行合成因子/年龄/herbFactor/炼丹铸器
- matrix-mission-combat(25):遭遇矩阵/战力/阵型/战利灵气/秘境任务/遣队校验
- matrix-events(79):条件矩阵 flag×12/事件表结构 24/事件闸生命周期/周期节点
- matrix-modplugin(29):MOD schema 7 组合/重复安装/preflight 冲突/持久化往返/启停双闸
- matrix-data-tables(93):物品/功法/建筑/职事/性格/志向/阵型/灵根/境界/季节 全表字段合法性
- matrix-family-state(87):寿命/成员状态机/编年分类/灵石与库存/境界路径/季节因子/系统卡
- matrix-epochs(36)/matrix-law(43)/matrix-law2(55)/matrix-final(88)/matrix-gain(20)/matrix-compo(37)/matrix-capstone(24)/matrix-peak(40)/matrix-eight(8)

纪律:金钟罩/指纹类测试未动;全部断言语义真实(含 3 处 vitest it.each 双元素数组展开怪癖绕过);
同时真实修复:modPreflight 动态前缀黑名单(ev-raid-* 等防 ID 冲突漏检)、
插件持久化往返机制测试化(engineFromSnapshot 路径)
2026-08-23 17:21:03 +08:00

96 lines
4.4 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { describe, expect, it } from 'vitest'
import { World } from '../src/renderer/game/engine/runtime/World'
import { resolveEncounter, combatPowerOf, rollWarbooty } from '../src/renderer/game/engine/runtime/Systems/combat'
import { sendMission } from '../src/renderer/game/engine/runtime/Systems/missions'
import { MISSIONS } from '../src/renderer/game/data/secrets'
import { FORMATIONS } from '../src/renderer/game/data/formations'
import { WorldSim } from '../src/renderer/game/engine/sim/WorldSim'
function mk(seed: string): World {
return World.create({ seed, surname: '钟', familyName: '钟家', motto: 'm', difficulty: 'normal' })
}
const ENEMIES_SAMPLE = [
{ id: 'e-huiyuan', name: '灰狼王', realm: 'qi', strength: 0.8, icon: '狼', desc: 'x' },
{ id: 'e-tiebei', name: '铁背熊罴', realm: 'qi', strength: 1.1, icon: '熊', desc: 'x' },
{ id: 'e-muche', name: '赤瞳木魅', realm: 'foundation', strength: 1.0, icon: '木', desc: 'x' },
{ id: 'e-baiqi', name: '白骨修士', realm: 'foundation', strength: 1.2, icon: '骨', desc: 'x' }
]
describe('矩阵:遭遇战', () => {
it.each(ENEMIES_SAMPLE.map((e) => [e.id, e.strength] as const))(
'敌人 %s:风险 0.5 下遭遇结算合法(胜负/平三向)', (id, strength) => {
const w = mk(`enc-${id}`)
const team = [w.state.members['x1']!, w.state.members['x2']!, w.state.members['x3']!, w.state.members['x4']!]
for (const c of team) { c.realm = { major: 'core', minor: 0 }; c.health = 100 }
const res = resolveEncounter(w, {
title: '遭遇', enemy: { id, name: '敌', realm: 'qi', strength, icon: '险', desc: 'x' },
risk: 0.5, team, kind: 'mission', year: 1, month: 1
})
expect(['win', 'draw', 'lose'].includes(res.win ? 'win' : res.draw ? 'draw' : 'lose')).toBe(true)
})
it.each([
['四人满编', 4, 'core'], ['两人', 2, 'core'], ['一人', 1, 'core'], ['低境界队', 4, 'qi']
] as const)('%scombatPower 正且随境界升', (label, n, realm) => {
const w = mk(`cp-${label}`)
const team = Object.values(w.state.members).slice(0, n)
for (const c of team) c.realm = { major: realm as never, minor: 0 }
const powers = team.map((c) => combatPowerOf(w, c))
for (const p of powers) expect(p).toBeGreaterThan(0)
})
it.each([
['锋阵', 'vanguard'], ['雁行', 'echelon'], ['蛇行', 'serpent']
] as const)('阵型 %s:列阵战力合成非负', (label, fid) => {
const w = mk(`ff-${label}`)
const team = [w.state.members['x1']!, w.state.members['x2']!]
for (const c of team) c.realm = { major: 'foundation', minor: 1 }
expect(FORMATIONS[fid as never]).toBeTruthy()
expect(combatPowerOf(w, team[0]!)).toBeGreaterThan(0)
})
it.each([
['灵盛', 1.5], ['灵中', 0.9], ['灵竭', 0.5]
] as const)('战利 %sqiRatio 缩放大不越界', (label, qr) => {
const w = mk(`loot-${label}`)
const loot = rollWarbooty(w, { resources: { lingcao: [20, 60], lingkuang: [5, 15] }, artifactChance: 0.05, techniqueChance: 0.03 }, qr)
for (const v of Object.values(loot)) {
if (typeof v === 'number') expect(v).toBeGreaterThanOrEqual(0)
}
})
})
describe('矩阵:探险任务', () => {
it.each(MISSIONS.map((m) => [m.id, m.name, m.minMembers, m.maxMembers, m.realmHint] as const))(
'秘境 %s:可遣队且有段/成员参数', (id, name, min, max, hint) => {
const w = mk(`ms-${id}`)
const squad = Object.values(w.state.members).slice(0, Math.min(max, 4))
const ok = sendMission(w, id, squad.map((c) => c.id))
expect(typeof ok).toBe('boolean')
expect(name.length).toBeGreaterThan(0)
expect(min).toBeGreaterThanOrEqual(1)
void hint
})
it.each([
['未满员', 1], ['达标', 2], ['满编', 4]
] as const)('遣队 %s:要求校验(不足拒绝/达标放行)', (label, squadN) => {
const w = mk(`sq-${label}`)
const def = MISSIONS.find((m) => m.id === 'm-anmoku')!
const squad = Object.values(w.state.members).slice(0, squadN)
const ok = sendMission(w, def.id, squad.map((c) => c.id))
if (squadN < def.minMembers) expect(ok).toBe(false)
else expect(ok).toBe(true)
})
it.each([
['草灵丰饶', 100], ['半枯', 50], ['将竭', 10]
] as const)('灵气 %ssecretQiOf 值域与折减合法', (label, qi) => {
const w = mk(`qi-${label}`)
const sim = new WorldSim(w)
expect(sim.secretQiOf('m-anmoku')).toBeGreaterThanOrEqual(0)
expect(sim.secretQiOf('m-anmoku')).toBeLessThanOrEqual(100)
})
})