game: bodies generated with each system; explore action — deterministic haul, turn cost, inventory accumulation

This commit is contained in:
2026-09-28 22:07:53 +00:00
parent cbab17047b
commit 3aa27ffd89
2 changed files with 212 additions and 13 deletions
+99 -1
View File
@@ -3,7 +3,9 @@ import { tmpdir } from 'node:os'
import path from 'node:path'
import { afterAll, describe, expect, it } from 'vitest'
import { openGameDb, type GameDb } from '@/lib/db/client'
import { getWorldState, jumpToSystem, type WorldState } from './save'
import * as schema from '@/lib/db/schema'
import { getSystemState, explorePlanet, getWorldState, jumpToSystem, type WorldState } from './save'
import { bodyRng, explorationRng, generatePlanets, rollExploration } from './world'
const dirs: string[] = []
@@ -130,3 +132,99 @@ describe('jumpToSystem success path', () => {
expect(again.systems).toHaveLength(after.systems.length)
})
})
describe('getSystemState', () => {
it('generates bodies for every system on new game; moons nest under a parent planet only', async () => {
const { db } = await freshFile()
const state = await getSystemState(db)
// Current (start) system: 2–5 planets, all unexplored yet.
const planetRows = state.planets.filter((p) => p.parent === null)
expect(planetRows.length).toBeGreaterThanOrEqual(2)
expect(planetRows.length).toBeLessThanOrEqual(5)
const planetIds = new Set(planetRows.map((p) => p.id))
for (const row of state.planets) {
if (row.parent !== null) expect(planetIds.has(row.parent)).toBe(true) // moons hang off a planet in the same system
expect(row.explored).toBe(false)
}
// Every one of the 7 fresh-save systems got bodies.
const counts = db.raw.exec('SELECT system_id, COUNT(*) FROM planets GROUP BY system_id')
expect(counts[0].values).toHaveLength(7)
for (const [, n] of counts[0].values) expect(Number(n)).toBeGreaterThanOrEqual(2)
expect(state.inventory).toEqual([]) // nothing found before any scan
expect(state.turn).toBe(0)
})
})
describe('explorePlanet', () => {
it('rejects unknown planets with 404 and already-explored ones with 409, mutating nothing on failure', async () => {
const { db } = await freshFile()
const state = await getSystemState(db)
const target = state.planets[0]
await expect(explorePlanet(db, 999_999)).rejects.toMatchObject({ status: 404 })
await explorePlanet(db, target.id)
await expect(explorePlanet(db, target.id)).rejects.toMatchObject({ status: 409 })
const after = await getSystemState(db)
expect(after.turn).toBe(1) // only the successful scan costs a turn
expect(after.planets.find((p) => p.id === target.id)?.explored).toBe(true)
})
it('marks explored, bumps the turn, lands finds in inventory and writes an event', async () => {
const { db } = await freshFile()
const state = await getSystemState(db)
const target = state.planets[0]
const result = await explorePlanet(db, target.id)
expect(result.turn).toBe(1)
// Fresh save: inventory is exactly this scan's haul.
for (const item of result.outcome) {
expect(result.inventory.find((i) => i.kind === item.kind && i.name === item.name)?.qty).toBe(item.qty)
}
expect(result.inventory.length).toBe(result.outcome.length)
const rows = db.raw.exec('SELECT type, turn FROM events ORDER BY id')
expect(rows[0].values).toEqual([['new_game', 0], ['explore', 1]])
})
it('is deterministic per save+planet and accumulates qty across scans (known seed)', async () => {
// Hand-built save with a known seed so every outcome is recomputable offline.
const { db } = await freshFile()
const [save] = await db.db.insert(schema.saves).values({ seed: '42', turn: 0, createdAt: new Date().toISOString() }).returning()
const [sys] = await db.db
.insert(schema.solarSystems)
.values({ saveId: save.id, name: 'Test System', x: 50, y: 50, discovered: true, isCurrent: true })
.returning({ id: schema.solarSystems.id })
const planetIds: number[] = []
for (const body of generatePlanets(bodyRng('42', sys.id))) {
const [p] = await db.db
.insert(schema.planets)
.values({ systemId: sys.id, parentId: null, name: body.name, type: body.type, hazard: body.hazard })
.returning({ id: schema.planets.id })
planetIds.push(p.id)
}
const expected = planetIds.map((id) => rollExploration(explorationRng('42', id)))
for (let i = 0; i < planetIds.length; i++) {
const result = await explorePlanet(db, planetIds[i])
expect(result.outcome).toEqual(expected[i]) // same save+planet → same haul
}
// Inventory accumulates: qty per kind+name equals the sum over all scans.
const totals = new Map<string, number>()
for (const items of expected) {
for (const it of items) totals.set(`${it.kind}|${it.name}`, (totals.get(`${it.kind}|${it.name}`) ?? 0) + it.qty)
}
const state = await getSystemState(db)
expect(state.inventory.length).toBe(totals.size)
for (const item of state.inventory) {
expect(item.qty).toBe(totals.get(`${item.kind}|${item.name}`))
}
expect(state.turn).toBe(planetIds.length) // one turn per scan
})
})