结构(旧 game/core+engine → 新 engine/ 域): - engine/kernel/ 时钟/随机/插件协议/fxqueue/timesense/format/urgency/guide/names(原 core) - engine/narrative/ legacy/报告/列传/谱系/年轴(原 core 叙事族) - engine/runtime/ World/creation/pcgen/ApiFacade/capabilities/pluginManager/boot/clocks + Systems/*(12 系统) - engine/sim/ Market(未来 WorldSim 同行) - 旧 game/core、engine/systems、engine/world.ts 等路径全部废弃(无 re-export 兼容层) 验证:35 套件/967 测试全绿(金钟罩三档零漂移=纯搬迁无行为变化) typecheck 0 error
118 lines
4.3 KiB
TypeScript
118 lines
4.3 KiB
TypeScript
import { describe, expect, it } from 'vitest'
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import { World, normalizeGameState } from '../src/renderer/game/engine/runtime/World'
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import { EVENTS, EffectDef } from '../src/renderer/game/data/events'
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import { applyEventChoice } from '../src/renderer/game/engine/runtime/Systems/events'
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import { POSTS } from '../src/renderer/game/data/posts'
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import { ASPIRATIONS } from '../src/renderer/game/data/aspirations'
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import { resetSaveBus, attachLogSink } from './world.helpers'
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function baseWorld(seed: string): World {
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const w = World.create({ seed, surname: '萧', familyName: '萧家', motto: 'm', difficulty: 'normal' })
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resetSaveBus()
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attachLogSink(w)
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return w
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}
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describe('事件选项应用矩阵(逐事件逐选项)', () => {
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it.each(EVENTS.flatMap((e) => e.options.map((o, idx) => [e.id, idx, o.label] as const)))(
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'事件 %s 选%i(%s)应用后世界不破',
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(id, idx) => {
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const w = baseWorld('ev-app-' + id)
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applyEventChoice(w, id, idx)
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expect(w.state.family.stones).toBeGreaterThanOrEqual(0)
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for (const inv of Object.values(w.state.family.inventory)) {
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if (typeof inv === 'number') expect(inv).toBeGreaterThanOrEqual(0)
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}
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}
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)
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})
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describe('effect 结构合法矩阵', () => {
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it.each(EVENTS.flatMap((e) => e.options.map((o) => [e.id, o.eff] as const)))('事件 %s 效果可回放', (id, eff) => {
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expect(typeof eff).toBe('object')
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expect(eff).not.toBeNull()
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})
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it.each(EVENTS.flatMap((e) => e.options.map((o, i) => [e.id, i, o.eff.res] as const)).filter(([, , r]) => !!r))(
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'事件 %s 资源效果引用存在',
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(_id, _i, res) => {
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for (const [k] of Object.entries(res!)) {
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expect(k === 'stones' || ['lingcao', 'lingkuang', 'beastcore'].includes(k) || k.startsWith('pill-') || k.startsWith('weapon-')).toBe(true)
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}
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}
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)
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})
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describe('职事能力矩阵', () => {
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// head 由继承链独占(assignPost 拒绝),跳过
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const assignable = Object.entries(POSTS).filter(([id]) => id !== 'head')
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it.each(assignable.map(([id, def]) => [id, def.max] as const))('职事 %s 上限可重复指派', (id, max) => {
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const w = baseWorld('post-' + id)
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let assigned = 0
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for (const c of Object.values(w.state.members)) {
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if (assigned >= max) break
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if (w.assignPost(c.id, id)) assigned++
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}
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expect(assigned).toBe(max)
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})
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it.each(assignable.map(([id]) => [id] as const))('职事 %s 不可指派寄读者', (id) => {
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const w = baseWorld('post-ap-' + id)
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const c = w.state.members['x3']
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c.state = 'apprentice'
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expect(w.assignPost(c.id, id)).toBe(false)
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})
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})
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describe('志向矩阵', () => {
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it.each(Object.keys(ASPIRATIONS).map((id) => [id] as const))('志向 %s 生效于世界(无异常)', (id) => {
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const w = baseWorld('asp-' + id)
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for (const c of Object.values(w.state.members)) c.aspiration = id
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w.advanceMonth()
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expect(true).toBe(true)
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})
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})
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describe('normalizeGameState 全残缺矩阵', () => {
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it.each([
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['finance', 'yearStats', 'yearlyReports', 'stats'].map((k) => [k] as const)
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].flat())('%s 缺失补齐', (key) => {
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const w = baseWorld('norm-' + key)
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const state = JSON.parse(JSON.stringify(w.state))
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delete (state as Record<string, unknown>)[key]
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const fixed = normalizeGameState(state)
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expect((fixed as Record<string, unknown>)[key]).toBeTruthy()
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})
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it('无 headId 老档补齐首个存活着', () => {
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const w = baseWorld('norm-head')
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const state = JSON.parse(JSON.stringify(w.state))
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state.family.headId = 'x-not-exist'
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const fixed = normalizeGameState(state)
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expect(fixed.family.headId).toBe('x1')
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})
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it('缺 npcFamilies 补齐空表(不崩外交)', () => {
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const w = baseWorld('norm-npc')
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const state = JSON.parse(JSON.stringify(w.state))
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delete state.npcFamilies
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const fixed = normalizeGameState(state)
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const w2 = new World(fixed)
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for (let i = 0; i < 3; i++) w2.advanceMonth() // 不抛
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expect(true).toBe(true)
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})
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})
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describe('大比寄读渡劫动态事件矩阵', () => {
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it.each([
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['ev-tournament-10', '称病不出'],
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['ev-recruit', '婉拒'],
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['ev-centennial', '阖家简庆']
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] as const)('%s 选「%s」无副作用', (id, _label) => {
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const w = baseWorld('dyn-' + id.slice(0, 6))
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const optIdx = 0 // 第一选项最简
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applyEventChoice(w, id, optIdx)
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expect(w.state.pendingEvent).toBeUndefined()
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})
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})
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