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| 1 | +import { describe, expect, it, vi } from 'vitest'; |
| 2 | + |
| 3 | +import type { GameState, PlayerState, Ship } from '../../shared/types'; |
| 4 | +import type { ClientState } from './phase'; |
| 5 | +import { |
| 6 | + type PhaseControllerDeps, |
| 7 | + transitionClientPhase, |
| 8 | +} from './phase-controller'; |
| 9 | + |
| 10 | +const createShip = (overrides: Partial<Ship> = {}): Ship => ({ |
| 11 | + id: 'ship-0', |
| 12 | + type: 'packet', |
| 13 | + owner: 0, |
| 14 | + position: { q: 0, r: 0 }, |
| 15 | + velocity: { dq: 0, dr: 0 }, |
| 16 | + fuel: 10, |
| 17 | + cargoUsed: 0, |
| 18 | + nukesLaunchedSinceResupply: 0, |
| 19 | + resuppliedThisTurn: false, |
| 20 | + landed: false, |
| 21 | + destroyed: false, |
| 22 | + detected: true, |
| 23 | + damage: { disabledTurns: 0 }, |
| 24 | + ...overrides, |
| 25 | +}); |
| 26 | + |
| 27 | +const createPlayers = (): [PlayerState, PlayerState] => [ |
| 28 | + { |
| 29 | + connected: true, |
| 30 | + ready: true, |
| 31 | + targetBody: 'Mars', |
| 32 | + homeBody: 'Terra', |
| 33 | + bases: [], |
| 34 | + escapeWins: false, |
| 35 | + }, |
| 36 | + { |
| 37 | + connected: true, |
| 38 | + ready: true, |
| 39 | + targetBody: 'Terra', |
| 40 | + homeBody: 'Mars', |
| 41 | + bases: [], |
| 42 | + escapeWins: false, |
| 43 | + }, |
| 44 | +]; |
| 45 | + |
| 46 | +const createState = (overrides: Partial<GameState> = {}): GameState => ({ |
| 47 | + gameId: 'PHASE', |
| 48 | + scenario: 'biplanetary', |
| 49 | + scenarioRules: {}, |
| 50 | + escapeMoralVictoryAchieved: false, |
| 51 | + turnNumber: 2, |
| 52 | + phase: 'astrogation', |
| 53 | + activePlayer: 0, |
| 54 | + ships: [createShip(), createShip({ id: 'enemy', owner: 1 })], |
| 55 | + ordnance: [], |
| 56 | + pendingAstrogationOrders: null, |
| 57 | + pendingAsteroidHazards: [], |
| 58 | + destroyedAsteroids: [], |
| 59 | + destroyedBases: [], |
| 60 | + players: createPlayers(), |
| 61 | + winner: null, |
| 62 | + winReason: null, |
| 63 | + ...overrides, |
| 64 | +}); |
| 65 | + |
| 66 | +const createDeps = ( |
| 67 | + overrides: Partial<PhaseControllerDeps> = {}, |
| 68 | +): { |
| 69 | + deps: PhaseControllerDeps; |
| 70 | + setState: ReturnType<typeof vi.fn<(state: ClientState) => void>>; |
| 71 | + beginCombat: ReturnType<typeof vi.fn<() => void>>; |
| 72 | + runLocalAI: ReturnType<typeof vi.fn<() => void>>; |
| 73 | + onTurnLogged: ReturnType< |
| 74 | + typeof vi.fn< |
| 75 | + ( |
| 76 | + turnNumber: number, |
| 77 | + context: { scenario: string; isLocalGame: boolean }, |
| 78 | + ) => void |
| 79 | + > |
| 80 | + >; |
| 81 | + logTurn: ReturnType< |
| 82 | + typeof vi.fn<(turnNumber: number, playerLabel: string) => void> |
| 83 | + >; |
| 84 | + playPhaseSound: ReturnType<typeof vi.fn<() => void>>; |
| 85 | +} => { |
| 86 | + const setState = vi.fn<(state: ClientState) => void>(); |
| 87 | + const beginCombat = vi.fn<() => void>(); |
| 88 | + const runLocalAI = vi.fn<() => void>(); |
| 89 | + const onTurnLogged = |
| 90 | + vi.fn< |
| 91 | + ( |
| 92 | + turnNumber: number, |
| 93 | + context: { scenario: string; isLocalGame: boolean }, |
| 94 | + ) => void |
| 95 | + >(); |
| 96 | + const logTurn = vi.fn<(turnNumber: number, playerLabel: string) => void>(); |
| 97 | + const playPhaseSound = vi.fn<() => void>(); |
| 98 | + |
| 99 | + const deps: PhaseControllerDeps = { |
| 100 | + gameState: createState(), |
| 101 | + playerId: 0, |
| 102 | + lastLoggedTurn: -1, |
| 103 | + isLocalGame: false, |
| 104 | + scenario: 'biplanetary', |
| 105 | + onTurnLogged, |
| 106 | + logTurn, |
| 107 | + beginCombat, |
| 108 | + setState, |
| 109 | + runLocalAI, |
| 110 | + playPhaseSound, |
| 111 | + ...overrides, |
| 112 | + }; |
| 113 | + |
| 114 | + return { |
| 115 | + deps, |
| 116 | + setState, |
| 117 | + beginCombat, |
| 118 | + runLocalAI, |
| 119 | + onTurnLogged, |
| 120 | + logTurn, |
| 121 | + playPhaseSound, |
| 122 | + }; |
| 123 | +}; |
| 124 | + |
| 125 | +describe('transitionClientPhase', () => { |
| 126 | + it('logs a new turn, sets the next state, and plays the phase sound', () => { |
| 127 | + const controller = createDeps({ |
| 128 | + gameState: createState({ phase: 'astrogation', activePlayer: 0 }), |
| 129 | + }); |
| 130 | + |
| 131 | + transitionClientPhase(controller.deps); |
| 132 | + |
| 133 | + expect(controller.onTurnLogged).toHaveBeenCalledWith(2, { |
| 134 | + scenario: 'biplanetary', |
| 135 | + isLocalGame: false, |
| 136 | + }); |
| 137 | + expect(controller.logTurn).toHaveBeenCalledWith(2, 'You'); |
| 138 | + expect(controller.setState).toHaveBeenCalledWith('playing_astrogation'); |
| 139 | + expect(controller.playPhaseSound).toHaveBeenCalledTimes(1); |
| 140 | + expect(controller.runLocalAI).not.toHaveBeenCalled(); |
| 141 | + }); |
| 142 | + |
| 143 | + it('begins combat immediately when asteroid hazards are pending', () => { |
| 144 | + const controller = createDeps({ |
| 145 | + gameState: createState({ |
| 146 | + phase: 'combat', |
| 147 | + activePlayer: 0, |
| 148 | + pendingAsteroidHazards: [{ shipId: 'ship-0', hex: { q: 1, r: 1 } }], |
| 149 | + }), |
| 150 | + lastLoggedTurn: 2, |
| 151 | + }); |
| 152 | + |
| 153 | + transitionClientPhase(controller.deps); |
| 154 | + |
| 155 | + expect(controller.beginCombat).toHaveBeenCalledTimes(1); |
| 156 | + expect(controller.setState).not.toHaveBeenCalled(); |
| 157 | + expect(controller.playPhaseSound).not.toHaveBeenCalled(); |
| 158 | + }); |
| 159 | + |
| 160 | + it('runs the AI when local play transitions to the opponent turn', () => { |
| 161 | + const controller = createDeps({ |
| 162 | + gameState: createState({ phase: 'ordnance', activePlayer: 1 }), |
| 163 | + isLocalGame: true, |
| 164 | + lastLoggedTurn: 2, |
| 165 | + }); |
| 166 | + |
| 167 | + transitionClientPhase(controller.deps); |
| 168 | + |
| 169 | + expect(controller.setState).toHaveBeenCalledWith('playing_opponentTurn'); |
| 170 | + expect(controller.runLocalAI).toHaveBeenCalledTimes(1); |
| 171 | + expect(controller.playPhaseSound).not.toHaveBeenCalled(); |
| 172 | + }); |
| 173 | + |
| 174 | + it('does nothing when no playable game state is available', () => { |
| 175 | + const controller = createDeps({ gameState: null }); |
| 176 | + |
| 177 | + transitionClientPhase(controller.deps); |
| 178 | + |
| 179 | + expect(controller.onTurnLogged).not.toHaveBeenCalled(); |
| 180 | + expect(controller.setState).not.toHaveBeenCalled(); |
| 181 | + expect(controller.beginCombat).not.toHaveBeenCalled(); |
| 182 | + }); |
| 183 | + |
| 184 | + it('does nothing once the game is over', () => { |
| 185 | + const controller = createDeps({ |
| 186 | + gameState: createState({ phase: 'gameOver', winner: 0 }), |
| 187 | + }); |
| 188 | + |
| 189 | + transitionClientPhase(controller.deps); |
| 190 | + |
| 191 | + expect(controller.onTurnLogged).not.toHaveBeenCalled(); |
| 192 | + expect(controller.setState).not.toHaveBeenCalled(); |
| 193 | + expect(controller.beginCombat).not.toHaveBeenCalled(); |
| 194 | + }); |
| 195 | +}); |
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