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halfstreet/src/engine/playthrough.test.ts
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import { describe, it, expect } from 'vitest'
import { parse } from './parser'
import type { ParserContext } from './parser'
import { dispatch, initialStateFor } from './dispatcher'
import { world } from '../world'
import type { GameState } from './types'
function ctxFor(state: GameState): ParserContext {
const room = world.rooms[state.location]
const visibleNouns: { id: string; aliases: string[] }[] = []
for (const itemId of room?.items ?? []) {
const item = world.items[itemId]
if (item) visibleNouns.push({ id: itemId, aliases: item.names })
}
for (const inst of state.inventory) {
const item = world.items[inst.id]
if (item) visibleNouns.push({ id: inst.id, aliases: item.names })
}
if (room?.encounter) {
visibleNouns.push({ id: room.encounter, aliases: [room.encounter] })
}
return {
knownItems: Object.keys(world.items),
knownEncounters: Object.keys(world.encounters),
visibleNouns,
inventoryItemIds: state.inventory.map((i) => i.id),
lastNoun: state.lastNoun,
awaitingDisambiguation: state.pendingDisambiguation,
}
}
function play(commands: string[]): GameState {
let state = initialStateFor(world)
for (const cmd of commands) {
const parsed = parse(cmd, ctxFor(state))
state = dispatch(state, parsed, world).state
}
return state
}
describe('playthrough — sample world', () => {
it('reaches the rat-gone flag via the canonical command sequence', () => {
const state = play([
'take letter',
'read letter', // verb is recognized but encounter takes priority elsewhere; here it's a no-op
'n', // foyer → hallway
'take lamp',
'e', // hallway → cellar-stair (triggers rat encounter)
'attack rat',
])
expect(state.flags['ratGone']).toBe(true)
expect(state.location).toBe('cellar-stair')
expect(state.encounterState['rat']).toBeUndefined()
})
it('handles invalid moves gracefully', () => {
const state = play([
'go up', // foyer has no up exit
'n',
's',
'flibbertigibbet', // unknown verb
])
expect(state.location).toBe('foyer')
})
})