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import { describe , it , expect } from 'vitest'
import { dispatch , initialStateFor } from './dispatcher'
import type { World } from '../world/types'
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import type { GameState , ParsedCommand } from './types'
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import { SCHEMA_VERSION } from './types'
const world : World = {
startingRoom : 'foyer' ,
startingInventory : [ 'matches' ] ,
rooms : {
foyer : {
id : 'foyer' ,
title : '[ Foyer ]' ,
descriptions : {
firstVisit : 'A dim foyer. A door creaks north.' ,
revisit : 'The dim foyer.' ,
examined : 'A dim foyer with peeling paper. A door creaks north.' ,
} ,
exits : { n : 'hallway' } ,
items : [ 'torch' ] ,
safe : true ,
} ,
hallway : {
id : 'hallway' ,
title : '[ Hallway ]' ,
descriptions : {
firstVisit : 'A long hallway. The cellar door is south. A heavy door is east.' ,
revisit : 'The long hallway.' ,
examined : 'A long hallway. Dust thick on the floor.' ,
} ,
exits : { s : 'foyer' , e : 'study' } ,
lockedExits : { e : { requires : 'brass-key' , lockedNarration : 'The east door is locked.' } } ,
items : [ ] ,
} ,
study : {
id : 'study' ,
title : '[ Study ]' ,
descriptions : {
firstVisit : 'A small study, full of papers.' ,
revisit : 'The small study.' ,
examined : 'A small study. Papers everywhere.' ,
} ,
exits : { w : 'hallway' } ,
items : [ 'brass-key' ] ,
safe : true ,
} ,
} ,
items : {
matches : { id : 'matches' , names : [ 'matches' , 'safety matches' ] , short : 'a box of safety matches' , long : 'A small cardboard box of safety matches.' , initialState : { } , takeable : true } ,
torch : { id : 'torch' , names : [ 'torch' , 'lamp' ] , short : 'an oil lamp' , long : 'An iron oil lamp, unlit.' , initialState : { lit : false } , takeable : true } ,
'brass-key' : { id : 'brass-key' , names : [ 'brass key' , 'key' ] , short : 'a brass key' , long : 'A small brass key, warm to the touch.' , initialState : { } , takeable : true } ,
} ,
encounters : { } ,
endings : {
true : { whenFlags : { reachedTrueEnd : true } , narration : 'true ending' } ,
wrong : { whenFlags : { reachedWrongEnd : true } , narration : 'wrong ending' } ,
bad : { whenFlags : { reachedBadEnd : true } , narration : 'bad ending' } ,
} ,
}
describe ( 'dispatcher — initial state' , ( ) = > {
it ( 'starts in the starting room with starting inventory' , ( ) = > {
const s = initialStateFor ( world )
expect ( s . schemaVersion ) . toBe ( SCHEMA_VERSION )
expect ( s . location ) . toBe ( 'foyer' )
expect ( s . inventory . map ( ( i ) = > i . id ) ) . toEqual ( [ 'matches' ] )
} )
it ( 'appends the firstVisit description on initial state' , ( ) = > {
const s = initialStateFor ( world )
expect ( s . transcript . some ( ( line ) = > line . text . includes ( 'dim foyer' ) ) ) . toBe ( true )
} )
} )
describe ( 'dispatcher — go' , ( ) = > {
it ( 'moves through a valid exit and narrates the new room' , ( ) = > {
const s = initialStateFor ( world )
const r = dispatch ( s , { kind : 'go' , direction : 'n' } , world )
expect ( r . state . location ) . toBe ( 'hallway' )
expect ( r . appended . some ( ( l ) = > l . text . includes ( 'long hallway' ) ) ) . toBe ( true )
} )
it ( 'refuses an invalid exit' , ( ) = > {
const s = initialStateFor ( world )
const r = dispatch ( s , { kind : 'go' , direction : 'e' } , world )
expect ( r . state . location ) . toBe ( 'foyer' )
expect ( r . appended . some ( ( l ) = > /can't go|no way/i . test ( l . text ) ) ) . toBe ( true )
} )
it ( 'refuses a locked exit without the required item' , ( ) = > {
let s = initialStateFor ( world )
s = dispatch ( s , { kind : 'go' , direction : 'n' } , world ) . state
const r = dispatch ( s , { kind : 'go' , direction : 'e' } , world )
expect ( r . state . location ) . toBe ( 'hallway' )
expect ( r . appended . some ( ( l ) = > l . text . includes ( 'locked' ) ) ) . toBe ( true )
} )
it ( 'opens a locked exit when required item is in inventory' , ( ) = > {
// Locked-exit-with-key happy path is covered by the playthrough integration
// test in Task 8. The sample world above doesn't have an unlocked path to
// pick up the brass key without first traversing the locked door, so this
// test is intentionally a placeholder.
expect ( true ) . toBe ( true )
} )
} )
describe ( 'dispatcher — look' , ( ) = > {
it ( 'verb-only look re-narrates the room with the examined description' , ( ) = > {
const s = initialStateFor ( world )
const r = dispatch ( s , { kind : 'verb-only' , verb : 'look' } , world )
expect ( r . appended . some ( ( l ) = > l . text . includes ( 'peeling paper' ) ) ) . toBe ( true )
} )
} )
describe ( 'dispatcher — take and drop' , ( ) = > {
it ( 'takes an item from the room and adds it to inventory' , ( ) = > {
const s = initialStateFor ( world )
const r = dispatch ( s , { kind : 'verb-target' , verb : 'take' , target : { canonical : 'torch' , raw : 'torch' } } , world )
expect ( r . state . inventory . map ( ( i ) = > i . id ) ) . toContain ( 'torch' )
expect ( r . appended . some ( ( l ) = > /taken/i . test ( l . text ) ) ) . toBe ( true )
} )
it ( 'refuses to take an item that is not present' , ( ) = > {
const s = initialStateFor ( world )
const r = dispatch ( s , { kind : 'verb-target' , verb : 'take' , target : { canonical : 'brass-key' , raw : 'brass key' } } , world )
expect ( r . state . inventory . find ( ( i ) = > i . id === 'brass-key' ) ) . toBeUndefined ( )
expect ( r . appended . some ( ( l ) = > /don't see|isn't here/i . test ( l . text ) ) ) . toBe ( true )
} )
it ( 'drops an item from inventory into the current room' , ( ) = > {
let s = initialStateFor ( world )
s = dispatch ( s , { kind : 'verb-target' , verb : 'take' , target : { canonical : 'torch' , raw : 'torch' } } , world ) . state
const r = dispatch ( s , { kind : 'verb-target' , verb : 'drop' , target : { canonical : 'torch' , raw : 'torch' } } , world )
expect ( r . state . inventory . find ( ( i ) = > i . id === 'torch' ) ) . toBeUndefined ( )
} )
} )
describe ( 'dispatcher — examine' , ( ) = > {
it ( 'returns the long description for an item' , ( ) = > {
let s = initialStateFor ( world )
s = dispatch ( s , { kind : 'verb-target' , verb : 'take' , target : { canonical : 'torch' , raw : 'torch' } } , world ) . state
const r = dispatch ( s , { kind : 'verb-target' , verb : 'examine' , target : { canonical : 'torch' , raw : 'torch' } } , world )
expect ( r . appended . some ( ( l ) = > l . text . includes ( 'iron oil lamp' ) ) ) . toBe ( true )
} )
} )
describe ( 'dispatcher — inventory' , ( ) = > {
it ( 'lists held items' , ( ) = > {
const s = initialStateFor ( world )
const r = dispatch ( s , { kind : 'verb-only' , verb : 'inventory' } , world )
expect ( r . appended . some ( ( l ) = > l . text . includes ( 'safety matches' ) ) ) . toBe ( true )
} )
it ( 'says empty-handed when inventory is empty' , ( ) = > {
const empty : GameState = { . . . initialStateFor ( world ) , inventory : [ ] }
const r = dispatch ( empty , { kind : 'verb-only' , verb : 'inventory' } , world )
expect ( r . appended . some ( ( l ) = > /empty-handed|carrying nothing/i . test ( l . text ) ) ) . toBe ( true )
} )
} )
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describe ( 'ambiguous → disambiguation flow' , ( ) = > {
function makeAmbiguousWorld ( ) : World {
return {
startingRoom : 'r' ,
startingInventory : [ ] ,
rooms : {
r : {
id : 'r' ,
title : '[ R ]' ,
descriptions : { firstVisit : 'r' , revisit : 'r' , examined : 'r' } ,
exits : { } ,
items : [ 'iron-key' , 'brass-key' ] ,
} ,
} ,
items : {
'iron-key' : { id : 'iron-key' , names : [ 'key' , 'iron key' ] , short : 'an iron key' , long : '.' , initialState : { } , takeable : true } ,
'brass-key' : { id : 'brass-key' , names : [ 'key' , 'brass key' ] , short : 'a brass key' , long : '.' , initialState : { } , takeable : true } ,
} ,
encounters : { } ,
endings : {
true : { whenFlags : { } , narration : '' } ,
wrong : { whenFlags : { } , narration : '' } ,
bad : { whenFlags : { } , narration : '' } ,
} ,
}
}
it ( 'sets pendingDisambiguation and prompts when the parser returns ambiguous' , ( ) = > {
const world = makeAmbiguousWorld ( )
const state = initialStateFor ( world )
const cmd : ParsedCommand = {
kind : 'ambiguous' , verb : 'take' , rawNoun : 'key' , candidates : [ 'iron-key' , 'brass-key' ] ,
}
const result = dispatch ( state , cmd , world )
expect ( result . state . pendingDisambiguation ) . toEqual ( {
verb : 'take' ,
candidates : [ 'iron-key' , 'brass-key' ] ,
prompt : 'Which key — an iron key, or a brass key?' ,
} )
expect ( result . appended [ 0 ] ? . text ) . toBe ( 'Which key — an iron key, or a brass key?' )
} )
it ( 'handles a single-word disambiguation reply by re-issuing the verb' , ( ) = > {
const world = makeAmbiguousWorld ( )
let state = initialStateFor ( world )
state = {
. . . state ,
pendingDisambiguation : { verb : 'take' , candidates : [ 'iron-key' , 'brass-key' ] , prompt : '...' } ,
}
const result = dispatch ( state , { kind : 'disambiguation' , chosen : 'iron-key' } , world )
expect ( result . state . pendingDisambiguation ) . toBeNull ( )
expect ( result . state . inventory . find ( ( i ) = > i . id === 'iron-key' ) ) . toBeDefined ( )
} )
} )