Initial commit: Text Adventure Game
Features: - Combat system with AP/EP hit calculation and three-layer defense - Auto-combat/farming mode - Item system with stacking support - Skill system with levels, milestones, and parent skill sync - Shop system with dynamic pricing - Inventory management with bulk selling - Event system - Game loop with offline earnings - Save/Load system Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
403
tests/unit/systems/skillSystem.test.js
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403
tests/unit/systems/skillSystem.test.js
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/**
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* 技能系统单元测试
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* 测试纯函数,不依赖框架
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*/
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describe('技能系统 - 纯函数测试', () => {
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describe('getNextLevelExp - 下一级经验计算', () => {
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test('应该正确计算下一级所需经验(默认公式)', () => {
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// 默认公式: (currentLevel + 1) * 100
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const getNextLevelExp = (skillId, currentLevel) => {
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// 假设使用默认配置
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return (currentLevel + 1) * 100
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}
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expect(getNextLevelExp('sword', 0)).toBe(100) // 1级需要100
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expect(getNextLevelExp('sword', 1)).toBe(200) // 2级需要200
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expect(getNextLevelExp('sword', 5)).toBe(600) // 6级需要600
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expect(getNextLevelExp('sword', 9)).toBe(1000) // 10级需要1000
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})
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test('应该正确处理自定义经验公式', () => {
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// 自定义公式: level * level * 50
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const customExpPerLevel = (level) => level * level * 50
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const getNextLevelExp = (skillId, currentLevel) => {
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return customExpPerLevel(currentLevel + 1)
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}
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expect(getNextLevelExp('magic', 0)).toBe(50) // 1级: 1*1*50
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expect(getNextLevelExp('magic', 1)).toBe(200) // 2级: 2*2*50
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expect(getNextLevelExp('magic', 4)).toBe(1250) // 5级: 5*5*50
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})
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test('边界值测试', () => {
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const getNextLevelExp = (skillId, currentLevel) => {
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return (currentLevel + 1) * 100
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}
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expect(getNextLevelExp('test', 0)).toBe(100)
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expect(getNextLevelExp('test', 99)).toBe(10000)
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})
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})
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describe('技能升级逻辑', () => {
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test('应该正确添加经验并升级', () => {
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// 模拟升级逻辑
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const addSkillExp = (skill, amount, expPerLevel) => {
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skill.exp += amount
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let leveledUp = false
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while (skill.exp >= expPerLevel(skill.level + 1)) {
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skill.exp -= expPerLevel(skill.level + 1)
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skill.level++
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leveledUp = true
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}
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return { leveledUp, newLevel: skill.level }
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}
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const skill = { level: 1, exp: 0 }
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// 2级需要 200 经验
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const expPerLevel = (level) => level * 100
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// 添加200经验,正好升级到2级
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let result = addSkillExp(skill, 200, expPerLevel)
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expect(result.leveledUp).toBe(true)
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expect(result.newLevel).toBe(2)
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expect(skill.exp).toBe(0)
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// 再添加300经验,升级到3级(需要300)
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result = addSkillExp(skill, 300, expPerLevel)
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expect(result.leveledUp).toBe(true)
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expect(result.newLevel).toBe(3)
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expect(skill.exp).toBe(0)
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})
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test('应该正确处理连续升级', () => {
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const skill = { level: 1, exp: 0 }
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const expPerLevel = (level) => level * 100
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// 添加500经验,应该从1级升到3级(200+300)
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const addSkillExp = (skill, amount, expPerLevel) => {
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skill.exp += amount
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let leveledUp = false
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while (skill.exp >= expPerLevel(skill.level + 1)) {
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skill.exp -= expPerLevel(skill.level + 1)
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skill.level++
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leveledUp = true
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}
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return { leveledUp, newLevel: skill.level }
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}
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const result = addSkillExp(skill, 500, expPerLevel)
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expect(result.leveledUp).toBe(true)
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expect(result.newLevel).toBe(3)
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expect(skill.exp).toBe(0)
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})
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test('经验不足时不应该升级', () => {
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const skill = { level: 1, exp: 0 }
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const expPerLevel = (level) => level * 100
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const addSkillExp = (skill, amount, expPerLevel) => {
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skill.exp += amount
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let leveledUp = false
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while (skill.exp >= expPerLevel(skill.level + 1)) {
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skill.exp -= expPerLevel(skill.level + 1)
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skill.level++
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leveledUp = true
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}
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return { leveledUp, newLevel: skill.level }
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}
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const result = addSkillExp(skill, 50, expPerLevel)
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expect(result.leveledUp).toBe(false)
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expect(result.newLevel).toBe(1)
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expect(skill.exp).toBe(50)
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})
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test('部分成功时经验应该减半', () => {
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const EXP_PARTIAL_SUCCESS = 0.5
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const calculatePartialExp = (amount) => {
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return Math.floor(amount * EXP_PARTIAL_SUCCESS)
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}
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expect(calculatePartialExp(100)).toBe(50)
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expect(calculatePartialExp(150)).toBe(75)
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expect(calculatePartialExp(99)).toBe(49) // 向下取整
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})
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})
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describe('技能等级上限', () => {
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test('应该正确计算等级上限(玩家等级限制)', () => {
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// 技能上限 = 玩家等级 * 2
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const playerLevel = 5
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const maxSkillLevel = playerLevel * 2
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expect(maxSkillLevel).toBe(10)
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const skillLevel = 10
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const canLevelUp = skillLevel < maxSkillLevel
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expect(canLevelUp).toBe(false)
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})
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test('应该正确计算等级上限(技能配置限制)', () => {
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const playerLevel = 10
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const skillMaxLevel = 5
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// 取最小值
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const effectiveMaxLevel = Math.min(playerLevel * 2, skillMaxLevel)
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expect(effectiveMaxLevel).toBe(5)
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})
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test('达到等级上限时不再升级', () => {
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const skill = { level: 5, exp: 0 }
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const maxLevel = 5
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const addSkillExp = (skill, amount, maxLevel) => {
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if (skill.level >= maxLevel) {
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return { leveledUp: false, newLevel: skill.level, capped: true }
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}
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skill.exp += amount
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return { leveledUp: false, newLevel: skill.level, capped: false }
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}
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const result = addSkillExp(skill, 100, maxLevel)
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expect(result.leveledUp).toBe(false)
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expect(result.capped).toBe(true)
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expect(result.newLevel).toBe(5)
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})
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})
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describe('里程碑奖励', () => {
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test('应该正确检测里程碑等级', () => {
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const milestones = {
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5: { effect: { damage: 5 } },
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10: { effect: { damage: 10 } }
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}
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const hasMilestone = (level) => {
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return !!milestones[level]
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}
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expect(hasMilestone(5)).toBe(true)
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expect(hasMilestone(10)).toBe(true)
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expect(hasMilestone(3)).toBe(false)
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})
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test('应该正确应用里程碑奖励', () => {
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const skill = { level: 4 }
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const milestones = {
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5: { effect: { strength: 2 } },
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10: { effect: { strength: 5 } }
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}
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const applyMilestone = (skill, milestones) => {
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if (milestones[skill.level]) {
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return milestones[skill.level].effect
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}
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return {}
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}
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// 5级时应用
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skill.level = 5
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const effect = applyMilestone(skill, milestones)
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expect(effect).toEqual({ strength: 2 })
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// 10级时应用
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skill.level = 10
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const effect2 = applyMilestone(skill, milestones)
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expect(effect2).toEqual({ strength: 5 })
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})
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test('里程碑奖励应该只应用一次', () => {
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const appliedMilestones = new Set()
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const milestoneKey = 'sword_5'
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const canApplyMilestone = (key) => {
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return !appliedMilestones.has(key)
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}
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const applyMilestone = (key) => {
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if (canApplyMilestone(key)) {
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appliedMilestones.add(key)
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return true
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}
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return false
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}
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expect(applyMilestone(milestoneKey)).toBe(true)
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expect(applyMilestone(milestoneKey)).toBe(false)
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expect(appliedMilestones.has(milestoneKey)).toBe(true)
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})
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})
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describe('父技能系统', () => {
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test('父技能等级应该等于所有子技能的最高等级', () => {
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const childSkills = {
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sword: { level: 5 },
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axe: { level: 3 },
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spear: { level: 7 }
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}
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const calculateParentLevel = (childSkills) => {
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return Math.max(...Object.values(childSkills).map(s => s.level))
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}
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expect(calculateParentLevel(childSkills)).toBe(7)
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})
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test('子技能升级时应该更新父技能', () => {
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const skills = {
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sword: { level: 5 },
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axe: { level: 3 },
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combat: { level: 5 } // 父技能
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}
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const updateParentSkill = (skillId) => {
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const childLevels = [skills.sword.level, skills.axe.level]
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skills.combat.level = Math.max(...childLevels)
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}
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// sword 升到 7
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skills.sword.level = 7
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updateParentSkill('sword')
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expect(skills.combat.level).toBe(7)
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})
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test('父技能应该自动初始化', () => {
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const skills = {
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sword: { level: 3, unlocked: true },
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axe: { level: 0, unlocked: false }
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}
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const initParentSkill = () => {
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if (!skills.combat) {
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skills.combat = { level: 0, unlocked: true }
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}
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}
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initParentSkill()
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expect(skills.combat).toBeDefined()
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expect(skills.combat.unlocked).toBe(true)
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})
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})
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describe('经验倍率计算', () => {
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test('应该正确计算基础经验倍率', () => {
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const globalBonus = 0.2 // 20%全局加成
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const milestoneBonus = 0.1 // 10%里程碑加成
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const totalBonus = globalBonus + milestoneBonus
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expect(totalBonus).toBeCloseTo(0.3, 1)
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})
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test('父技能高于子技能时应该有1.5倍加成', () => {
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const parentLevel = 10
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const childLevel = 5
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const hasParentBonus = parentLevel > childLevel
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const expMultiplier = hasParentBonus ? 1.5 : 1.0
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expect(expMultiplier).toBe(1.5)
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})
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test('应该正确应用多个加成', () => {
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const baseExp = 100
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const globalBonus = 1.2 // +20%
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const parentBonus = 1.5 // +50%
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const milestoneBonus = 1.1 // +10%
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const finalExp = baseExp * globalBonus * parentBonus * milestoneBonus
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expect(finalExp).toBeCloseTo(198, 0) // 100 * 1.2 * 1.5 * 1.1 = 198
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})
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})
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describe('技能解锁条件', () => {
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test('应该正确检查物品条件', () => {
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const playerInventory = ['stick', 'sword']
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const requiredItem = 'stick'
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const hasRequiredItem = (inventory, item) => {
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return inventory.includes(item)
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}
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expect(hasRequiredItem(playerInventory, requiredItem)).toBe(true)
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expect(hasRequiredItem(playerInventory, 'axe')).toBe(false)
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})
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test('应该正确检查位置条件', () => {
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const playerLocation = 'camp'
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const requiredLocation = 'camp'
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const isInLocation = (current, required) => {
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return current === required
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}
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expect(isInLocation(playerLocation, requiredLocation)).toBe(true)
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expect(isInLocation(playerLocation, 'wild1')).toBe(false)
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})
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test('应该正确检查前置技能等级', () => {
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const skills = {
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basic: { level: 5, unlocked: true },
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advanced: { level: 0, unlocked: false }
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}
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const checkPrerequisite = (skillId, requiredLevel) => {
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const skill = skills[skillId]
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return skill && skill.level >= requiredLevel
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}
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expect(checkPrerequisite('basic', 5)).toBe(true)
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expect(checkPrerequisite('basic', 6)).toBe(false)
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})
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})
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describe('边界条件', () => {
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test('经验不能为负数', () => {
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const skill = { level: 1, exp: 50 }
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const addExpSafe = (skill, amount) => {
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skill.exp = Math.max(0, skill.exp + amount)
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return skill.exp
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}
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expect(addExpSafe(skill, -30)).toBe(20)
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expect(addExpSafe(skill, -100)).toBe(0)
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})
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test('等级不能为负数', () => {
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const skill = { level: 1, exp: 0 }
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const levelUpSafe = (skill) => {
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skill.level = Math.max(0, skill.level + 1)
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return skill.level
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}
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expect(levelUpSafe(skill)).toBe(2)
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})
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test('空技能对象应该有默认值', () => {
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const createSkill = () => ({
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level: 0,
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exp: 0,
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unlocked: false
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})
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const skill = createSkill()
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expect(skill.level).toBe(0)
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expect(skill.exp).toBe(0)
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expect(skill.unlocked).toBe(false)
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})
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})
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})
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