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halfstreet/src/engine/encounters.test.ts
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import { describe, it, expect } from 'vitest'
import { dispatch, initialStateFor } from './dispatcher'
import type { World } from '../world/types'
const world: World = {
startingRoom: 'foyer',
startingInventory: ['mirror'],
rooms: {
foyer: {
id: 'foyer',
title: '[ Foyer ]',
descriptions: { firstVisit: 'Foyer.', revisit: 'Foyer.', examined: 'Foyer.' },
exits: { n: 'stair' },
items: [],
safe: true,
},
stair: {
id: 'stair',
title: '[ Cellar Stair ]',
descriptions: { firstVisit: 'Stair.', revisit: 'Stair.', examined: 'Stair.' },
exits: { s: 'foyer', d: 'cellar' },
items: [],
encounter: 'revenant',
},
cellar: {
id: 'cellar',
title: '[ Cellar ]',
descriptions: { firstVisit: 'Cellar.', revisit: 'Cellar.', examined: 'Cellar.' },
exits: { u: 'stair' },
items: [],
},
},
items: {
mirror: { id: 'mirror', names: ['mirror', 'tarnished mirror'], short: 'a tarnished mirror', long: 'A small mirror, tarnished black.', initialState: {}, takeable: true },
sword: { id: 'sword', names: ['sword', 'cane sword'], short: 'a cane sword', long: 'A slim cane sword.', initialState: {}, takeable: true },
},
encounters: {
revenant: {
id: 'revenant',
startsIn: 'stair',
initialPhase: 'wary',
phases: {
wary: {
description: 'A revenant rises from the wet stone.',
transitions: [
{ verb: 'attack', target: 'revenant', narration: 'Your blade passes through.', to: 'shaken', resolveCost: 1 },
{ verb: 'examine', target: 'revenant', narration: 'There is a tarnish around its eyes.', to: 'wary' },
{ verb: 'hold', target: 'revenant', requires: { item: 'mirror' }, narration: 'It looks into the silver.', to: 'resolved' },
],
},
shaken: {
description: 'The revenant comes closer.',
transitions: [
{ verb: 'hold', target: 'revenant', requires: { item: 'mirror' }, narration: 'It looks. It remembers.', to: 'resolved' },
],
},
},
onResolved: { setFlags: { revenantLaid: true } },
onFailed: { narration: 'You stagger back.', retreatTo: 'foyer' },
defaultWrongVerbNarration: 'The revenant does not seem to notice.',
},
},
endings: {
true: { whenFlags: { _never: true }, narration: '' },
wrong: { whenFlags: { _never: true }, narration: '' },
bad: { whenFlags: { _never: true }, narration: '' },
},
}
describe('encounters — phase advancement', () => {
it('triggers an encounter on entering its room', () => {
let s = initialStateFor(world)
const r = dispatch(s, { kind: 'go', direction: 'n' }, world)
expect(r.state.encounterState['revenant']).toBe('wary')
expect(r.appended.some((l) => l.text.includes('revenant rises'))).toBe(true)
})
it('right verb resolves the encounter', () => {
let s = initialStateFor(world)
s = dispatch(s, { kind: 'go', direction: 'n' }, world).state
const r = dispatch(s, { kind: 'verb-target', verb: 'hold', target: { canonical: 'revenant', raw: 'revenant' } }, world)
expect(r.state.encounterState['revenant']).toBeUndefined()
expect(r.state.flags['revenantLaid']).toBe(true)
expect(r.appended.some((l) => l.text.includes('looks into the silver'))).toBe(true)
})
it('wrong verb costs resolve and surfaces a clue', () => {
let s = initialStateFor(world)
s = dispatch(s, { kind: 'go', direction: 'n' }, world).state
const r = dispatch(s, { kind: 'verb-target', verb: 'attack', target: { canonical: 'revenant', raw: 'revenant' } }, world)
expect(r.state.resolveLevel).toBe('shaken')
expect(r.state.encounterState['revenant']).toBe('shaken')
})
it('falls back to defaultWrongVerbNarration for unrecognized verbs', () => {
let s = initialStateFor(world)
s = dispatch(s, { kind: 'go', direction: 'n' }, world).state
const r = dispatch(s, { kind: 'verb-target', verb: 'push', target: { canonical: 'revenant', raw: 'revenant' } }, world)
expect(r.appended.some((l) => l.text.includes('does not seem to notice'))).toBe(true)
})
it('retreats to safe room when resolve runs out', () => {
let s = initialStateFor(world)
s = dispatch(s, { kind: 'go', direction: 'n' }, world).state
// Force resolve to 'returning' so the next failure retreats.
s = { ...s, resolveLevel: 'returning' }
const r = dispatch(s, { kind: 'verb-target', verb: 'attack', target: { canonical: 'revenant', raw: 'revenant' } }, world)
expect(r.state.location).toBe('foyer')
expect(r.appended.some((l) => l.text.includes('stagger back'))).toBe(true)
})
it('safe room entry regenerates resolve', () => {
let s = initialStateFor(world)
s = { ...s, resolveLevel: 'shaken' }
s = dispatch(s, { kind: 'go', direction: 'n' }, world).state
s = dispatch(s, { kind: 'go', direction: 's' }, world).state
expect(s.resolveLevel).toBe('steady')
})
})