3f741b4f0a
- Add minAge/maxAge to events so infants can't go treasure hunting - Cache event panel DOM to prevent high-speed button destruction - Add 10s auto-select countdown for choice events - Fix event title/text field mapping (name/description → title/text) - Add rotating clock icon for time flow feedback - Fix speed/pause button active states - Fix shop affordability check (disable + show insufficient money) - Add red styling for unmet choice requirements - Fix log re-rendering on every tick
236 lines
8.1 KiB
JavaScript
236 lines
8.1 KiB
JavaScript
// ==================== 全流程生命周期测试 ====================
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import { createInitialState, resetForRebirth } from '../src/engine/state.js';
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import { setCareerConfig } from '../src/engine/careerEngine.js';
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import { setEventConfig } from '../src/engine/eventEngine.js';
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import { setShopConfig } from '../src/engine/shopEngine.js';
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import { tick } from '../src/engine/tickLoop.js';
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import { applyEffect } from '../src/engine/effectApplier.js';
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import { processDeath } from '../src/engine/deathEngine.js';
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import { evaluateCondition } from '../src/engine/conditionEvaluator.js';
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import fs from 'fs';
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function assert(cond, msg) { if (!cond) throw new Error(msg); }
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// 加载配置
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const careers = JSON.parse(fs.readFileSync('./src/config/careers.json', 'utf8'));
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const events = JSON.parse(fs.readFileSync('./src/config/events.json', 'utf8'));
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const shop = JSON.parse(fs.readFileSync('./src/config/shop.json', 'utf8'));
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const identities = JSON.parse(fs.readFileSync('./src/config/identities.json', 'utf8'));
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const talents = JSON.parse(fs.readFileSync('./src/config/talents.json', 'utf8'));
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setCareerConfig(careers);
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setEventConfig(events);
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setShopConfig(shop);
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function log(msg) { console.log(` ${msg}`); }
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// 辅助函数:自动处理选择事件(测试中不暂停)
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function autoResolveChoice(state) {
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if (state.paused && state.currentEvent && state.currentEvent.choices) {
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// 找到第一个满足条件的选择,否则选最后一个
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let choice = state.currentEvent.choices.find(c => !c.requirements || evaluateCondition(c.requirements, state));
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if (!choice) choice = state.currentEvent.choices[state.currentEvent.choices.length - 1];
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if (choice && choice.effects) {
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for (const effect of choice.effects) applyEffect(effect, state);
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}
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state.paused = false;
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state.currentEvent = null;
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}
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}
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// ====== 测试1:第1世基础流程 ======
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console.log('\n=== Test 1: 第1世基础流程 ===');
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{
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const state = createInitialState();
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state.identity = 'peasant';
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state.stats = { body: 4, wisdom: 3, charm: 3, destiny: 3, business: 1, intelligence: 2 };
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// 运行到10岁
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for (let i = 0; i < 365 * 10; i++) {
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tick(state, 1, careers, events, shop);
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autoResolveChoice(state);
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if (!state.alive) break;
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}
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log(`年龄: ${state.age}岁`);
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log(`银两: ${Math.floor(state.money)}`);
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log(`职业: ${Object.keys(state.careers).join(', ') || '无'}`);
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assert(state.age >= 9, '应该活到接近10岁');
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assert(Object.keys(state.careers).includes('student'), '应该解锁学童');
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assert(state.money > 0, '应该有银两收入');
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log('第1世基础流程 PASS');
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}
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// ====== 测试2:职业解锁链 ======
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console.log('\n=== Test 2: 职业解锁链 ===');
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{
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const state = createInitialState();
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state.age = 10;
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state.stats = { body: 20, wisdom: 30, charm: 10, destiny: 5, business: 5, intelligence: 10 };
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// 设置学童100级
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state.careers.student = { level: 100, exp: 0 };
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// tick一次检查解锁
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tick(state, 1, careers, events, shop);
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autoResolveChoice(state);
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log(`解锁职业: ${Object.keys(state.careers).join(', ')}`);
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assert(Object.keys(state.careers).includes('book_boy'), '学童100级应解锁书童');
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// 设置学童250级 + 14岁
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state.careers.student.level = 250;
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state.age = 14;
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tick(state, 1, careers, events, shop);
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autoResolveChoice(state);
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log(`解锁职业: ${Object.keys(state.careers).join(', ')}`);
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assert(Object.keys(state.careers).includes('scholar'), '学童250级+14岁应解锁书生');
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// 士兵解锁
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state.stats.body = 15;
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tick(state, 1, careers, events, shop);
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autoResolveChoice(state);
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assert(Object.keys(state.careers).includes('soldier'), '14岁+体质15应解锁士兵');
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log('职业解锁链 PASS');
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}
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// ====== 测试3:银两系统 ======
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console.log('\n=== Test 3: 银两系统 ===');
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{
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const state = createInitialState();
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state.age = 10;
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state.stats = { body: 10, wisdom: 10, charm: 10, destiny: 10, business: 50, intelligence: 10 };
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state.careers.student = { level: 0, exp: 0 };
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tick(state, 1, careers, events, shop);
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autoResolveChoice(state);
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const income = state.money;
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log(`经商50时每日收入: ${income.toFixed(2)}`);
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assert(income > 1, '经商50应增加收入(1.5倍)');
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log('银两系统 PASS');
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}
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// ====== 测试4:经验系统 + 升级 ======
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console.log('\n=== Test 4: 经验系统 + 升级 ===');
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{
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const state = createInitialState();
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state.age = 10;
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state.stats = { body: 10, wisdom: 50, charm: 10, destiny: 10, business: 10, intelligence: 10 };
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state.careers.student = { level: 0, exp: 0 };
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// 运行一段时间
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for (let i = 0; i < 100; i++) {
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tick(state, 1, careers, events, shop);
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autoResolveChoice(state);
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}
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log(`学童等级: ${state.careers.student.level}`);
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log(`学童经验: ${Math.floor(state.careers.student.exp)}`);
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assert(state.careers.student.level > 0, '应该升级了');
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log('经验系统 PASS');
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}
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// ====== 测试5:入侵事件触发 ======
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console.log('\n=== Test 5: 入侵事件触发 ===');
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{
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const state = createInitialState();
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state.age = 39;
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state.stats = { body: 50, wisdom: 50, charm: 50, destiny: 50, business: 50, intelligence: 50 };
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state.careers.soldier = { level: 100, exp: 0 };
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// 在40岁生日时触发入侵
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state.day = 364;
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state.year = 39;
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tick(state, 1, careers, events, shop);
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log(`年龄: ${state.age}`);
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log(`暂停状态: ${state.paused}`);
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log(`当前事件: ${state.currentEvent?.id || '无'}`);
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assert(state.age === 40, '应该刚满40岁');
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assert(state.paused === true, '选择事件应暂停游戏');
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assert(state.currentEvent?.id === 'invasion_military_40', '应触发军事入侵事件');
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log('入侵事件触发 PASS');
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}
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// ====== 测试6:跨轮继承 ======
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console.log('\n=== Test 6: 跨轮继承 ===');
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{
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const state = createInitialState();
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state.identity = 'peasant';
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state.stats = { body: 4, wisdom: 3, charm: 3, destiny: 3, business: 1, intelligence: 2 };
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// 模拟一轮游戏,获得一些积累
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state.metaExp = { student: 500 };
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state.artifacts = { immortal_sword: 3 };
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state.memories = ['wisdom_boost'];
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state.unlockedEntries = new Set(['sword_bone']);
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state.reincarnation = 0;
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// 运行30年,然后手动触发死亡(测试重点是跨轮继承,不是等自然死亡)
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for (let i = 0; i < 365 * 30; i++) {
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tick(state, 1, careers, events, shop);
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autoResolveChoice(state);
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if (!state.alive) break;
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}
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// 手动死亡以测试结算
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applyEffect({ type: 'die', reason: '测试死亡' }, state);
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assert(state.alive === false, '应该已死亡');
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// 死亡结算
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processDeath(state, careers, talents);
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log(`死亡前元经验: ${JSON.stringify(state.metaExp)}`);
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// 重生
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resetForRebirth(state);
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log(`重生后轮次: ${state.reincarnation}`);
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log(`重生后神器: ${JSON.stringify(state.artifacts)}`);
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log(`重生后记忆: ${JSON.stringify(state.memories)}`);
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log(`重生后元经验: ${JSON.stringify(state.metaExp)}`);
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log(`重生后银两: ${state.money}`);
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log(`重生后职业: ${JSON.stringify(state.careers)}`);
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assert(state.reincarnation === 1, '轮次应为1');
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assert(state.artifacts.immortal_sword === 3, '神器应保留');
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assert(state.metaExp.student > 500, '元经验应增加');
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assert(state.money === 0, '银两应重置');
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assert(Object.keys(state.careers).length === 0, '职业应重置');
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log('跨轮继承 PASS');
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}
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// ====== 测试7:商铺购买 ======
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console.log('\n=== Test 7: 商铺购买 ======');
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{
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const state = createInitialState();
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state.money = 1000;
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state.age = 15;
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state.stats = { body: 10, wisdom: 10, charm: 10, destiny: 10, business: 10, intelligence: 10 };
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import('../src/engine/shopEngine.js').then(({ buyItem, canBuyItem }) => {
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// 购买大力丸
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const canBuy = canBuyItem(shop, state, 'power_pill');
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assert(canBuy === true, '应该能买大力丸');
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const result = buyItem(shop, state, 'power_pill');
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assert(result === true, '购买应成功');
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assert(state.stats.body === 15, '体质应+5');
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assert(state.money === 950, '银两应-50');
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log('商铺购买 PASS');
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});
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}
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console.log('\n=== 所有全流程测试通过 ===\n');
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