Files
rebirthlife/test/full_lifecycle.test.js
T
congsh 3f741b4f0a feat: add age-based event gating, event timer, and UI polish
- 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
2026-05-13 09:09:42 +00:00

236 lines
8.1 KiB
JavaScript

// ==================== 全流程生命周期测试 ====================
import { createInitialState, resetForRebirth } from '../src/engine/state.js';
import { setCareerConfig } from '../src/engine/careerEngine.js';
import { setEventConfig } from '../src/engine/eventEngine.js';
import { setShopConfig } from '../src/engine/shopEngine.js';
import { tick } from '../src/engine/tickLoop.js';
import { applyEffect } from '../src/engine/effectApplier.js';
import { processDeath } from '../src/engine/deathEngine.js';
import { evaluateCondition } from '../src/engine/conditionEvaluator.js';
import fs from 'fs';
function assert(cond, msg) { if (!cond) throw new Error(msg); }
// 加载配置
const careers = JSON.parse(fs.readFileSync('./src/config/careers.json', 'utf8'));
const events = JSON.parse(fs.readFileSync('./src/config/events.json', 'utf8'));
const shop = JSON.parse(fs.readFileSync('./src/config/shop.json', 'utf8'));
const identities = JSON.parse(fs.readFileSync('./src/config/identities.json', 'utf8'));
const talents = JSON.parse(fs.readFileSync('./src/config/talents.json', 'utf8'));
setCareerConfig(careers);
setEventConfig(events);
setShopConfig(shop);
function log(msg) { console.log(` ${msg}`); }
// 辅助函数:自动处理选择事件(测试中不暂停)
function autoResolveChoice(state) {
if (state.paused && state.currentEvent && state.currentEvent.choices) {
// 找到第一个满足条件的选择,否则选最后一个
let choice = state.currentEvent.choices.find(c => !c.requirements || evaluateCondition(c.requirements, state));
if (!choice) choice = state.currentEvent.choices[state.currentEvent.choices.length - 1];
if (choice && choice.effects) {
for (const effect of choice.effects) applyEffect(effect, state);
}
state.paused = false;
state.currentEvent = null;
}
}
// ====== 测试1:第1世基础流程 ======
console.log('\n=== Test 1: 第1世基础流程 ===');
{
const state = createInitialState();
state.identity = 'peasant';
state.stats = { body: 4, wisdom: 3, charm: 3, destiny: 3, business: 1, intelligence: 2 };
// 运行到10岁
for (let i = 0; i < 365 * 10; i++) {
tick(state, 1, careers, events, shop);
autoResolveChoice(state);
if (!state.alive) break;
}
log(`年龄: ${state.age}`);
log(`银两: ${Math.floor(state.money)}`);
log(`职业: ${Object.keys(state.careers).join(', ') || '无'}`);
assert(state.age >= 9, '应该活到接近10岁');
assert(Object.keys(state.careers).includes('student'), '应该解锁学童');
assert(state.money > 0, '应该有银两收入');
log('第1世基础流程 PASS');
}
// ====== 测试2:职业解锁链 ======
console.log('\n=== Test 2: 职业解锁链 ===');
{
const state = createInitialState();
state.age = 10;
state.stats = { body: 20, wisdom: 30, charm: 10, destiny: 5, business: 5, intelligence: 10 };
// 设置学童100级
state.careers.student = { level: 100, exp: 0 };
// tick一次检查解锁
tick(state, 1, careers, events, shop);
autoResolveChoice(state);
log(`解锁职业: ${Object.keys(state.careers).join(', ')}`);
assert(Object.keys(state.careers).includes('book_boy'), '学童100级应解锁书童');
// 设置学童250级 + 14岁
state.careers.student.level = 250;
state.age = 14;
tick(state, 1, careers, events, shop);
autoResolveChoice(state);
log(`解锁职业: ${Object.keys(state.careers).join(', ')}`);
assert(Object.keys(state.careers).includes('scholar'), '学童250级+14岁应解锁书生');
// 士兵解锁
state.stats.body = 15;
tick(state, 1, careers, events, shop);
autoResolveChoice(state);
assert(Object.keys(state.careers).includes('soldier'), '14岁+体质15应解锁士兵');
log('职业解锁链 PASS');
}
// ====== 测试3:银两系统 ======
console.log('\n=== Test 3: 银两系统 ===');
{
const state = createInitialState();
state.age = 10;
state.stats = { body: 10, wisdom: 10, charm: 10, destiny: 10, business: 50, intelligence: 10 };
state.careers.student = { level: 0, exp: 0 };
tick(state, 1, careers, events, shop);
autoResolveChoice(state);
const income = state.money;
log(`经商50时每日收入: ${income.toFixed(2)}`);
assert(income > 1, '经商50应增加收入(1.5倍)');
log('银两系统 PASS');
}
// ====== 测试4:经验系统 + 升级 ======
console.log('\n=== Test 4: 经验系统 + 升级 ===');
{
const state = createInitialState();
state.age = 10;
state.stats = { body: 10, wisdom: 50, charm: 10, destiny: 10, business: 10, intelligence: 10 };
state.careers.student = { level: 0, exp: 0 };
// 运行一段时间
for (let i = 0; i < 100; i++) {
tick(state, 1, careers, events, shop);
autoResolveChoice(state);
}
log(`学童等级: ${state.careers.student.level}`);
log(`学童经验: ${Math.floor(state.careers.student.exp)}`);
assert(state.careers.student.level > 0, '应该升级了');
log('经验系统 PASS');
}
// ====== 测试5:入侵事件触发 ======
console.log('\n=== Test 5: 入侵事件触发 ===');
{
const state = createInitialState();
state.age = 39;
state.stats = { body: 50, wisdom: 50, charm: 50, destiny: 50, business: 50, intelligence: 50 };
state.careers.soldier = { level: 100, exp: 0 };
// 在40岁生日时触发入侵
state.day = 364;
state.year = 39;
tick(state, 1, careers, events, shop);
log(`年龄: ${state.age}`);
log(`暂停状态: ${state.paused}`);
log(`当前事件: ${state.currentEvent?.id || '无'}`);
assert(state.age === 40, '应该刚满40岁');
assert(state.paused === true, '选择事件应暂停游戏');
assert(state.currentEvent?.id === 'invasion_military_40', '应触发军事入侵事件');
log('入侵事件触发 PASS');
}
// ====== 测试6:跨轮继承 ======
console.log('\n=== Test 6: 跨轮继承 ===');
{
const state = createInitialState();
state.identity = 'peasant';
state.stats = { body: 4, wisdom: 3, charm: 3, destiny: 3, business: 1, intelligence: 2 };
// 模拟一轮游戏,获得一些积累
state.metaExp = { student: 500 };
state.artifacts = { immortal_sword: 3 };
state.memories = ['wisdom_boost'];
state.unlockedEntries = new Set(['sword_bone']);
state.reincarnation = 0;
// 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)
for (let i = 0; i < 365 * 30; i++) {
tick(state, 1, careers, events, shop);
autoResolveChoice(state);
if (!state.alive) break;
}
// 手动死亡以测试结算
applyEffect({ type: 'die', reason: '测试死亡' }, state);
assert(state.alive === false, '应该已死亡');
// 死亡结算
processDeath(state, careers, talents);
log(`死亡前元经验: ${JSON.stringify(state.metaExp)}`);
// 重生
resetForRebirth(state);
log(`重生后轮次: ${state.reincarnation}`);
log(`重生后神器: ${JSON.stringify(state.artifacts)}`);
log(`重生后记忆: ${JSON.stringify(state.memories)}`);
log(`重生后元经验: ${JSON.stringify(state.metaExp)}`);
log(`重生后银两: ${state.money}`);
log(`重生后职业: ${JSON.stringify(state.careers)}`);
assert(state.reincarnation === 1, '轮次应为1');
assert(state.artifacts.immortal_sword === 3, '神器应保留');
assert(state.metaExp.student > 500, '元经验应增加');
assert(state.money === 0, '银两应重置');
assert(Object.keys(state.careers).length === 0, '职业应重置');
log('跨轮继承 PASS');
}
// ====== 测试7:商铺购买 ======
console.log('\n=== Test 7: 商铺购买 ======');
{
const state = createInitialState();
state.money = 1000;
state.age = 15;
state.stats = { body: 10, wisdom: 10, charm: 10, destiny: 10, business: 10, intelligence: 10 };
import('../src/engine/shopEngine.js').then(({ buyItem, canBuyItem }) => {
// 购买大力丸
const canBuy = canBuyItem(shop, state, 'power_pill');
assert(canBuy === true, '应该能买大力丸');
const result = buyItem(shop, state, 'power_pill');
assert(result === true, '购买应成功');
assert(state.stats.body === 15, '体质应+5');
assert(state.money === 950, '银两应-50');
log('商铺购买 PASS');
});
}
console.log('\n=== 所有全流程测试通过 ===\n');