feat(combat): add CombatStore

Signal-based store wrapping GameApiService.startCombat/getCombat/
performCombatAction with loading/error/actionPending state, following
the HuntingStore/WorldStore pattern. startCombat failures clear any
previously-loaded combat; loadCombat/attack failures preserve the
last-known-good combat. attack() guards against re-entrancy and
no-loaded-combat calls.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Bastian Wagner
2026-08-19 16:46:36 +02:00
parent 8cf15afaee
commit 4b1e7f034c
2 changed files with 256 additions and 0 deletions

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import { HttpErrorResponse } from '@angular/common/http';
import { TestBed } from '@angular/core/testing';
import { from, of, throwError } from 'rxjs';
import { vi } from 'vitest';
import type { Combat } from '../../core/api/game-api.models';
import { GameApiService } from '../../core/api/game-api.service';
import { CombatStore } from './combat.store';
const startedCombat: Combat = {
id: 'combat-1',
status: 'ACTIVE',
round: 1,
player: { name: 'Aric Duskwalker', maxHp: 100, currentHp: 100 },
monster: {
key: 'ash-rat',
name: 'Aschenratte',
level: 1,
maxHp: 45,
currentHp: 45,
artworkPath: '/images/monsters/ash-rat.png',
},
events: [],
};
const afterAttack: Combat = {
...startedCombat,
round: 2,
player: { ...startedCombat.player, currentHp: 95 },
monster: { ...startedCombat.monster, currentHp: 31 },
events: [
{ round: 1, sequence: 1, type: 'DAMAGE', source: 'PLAYER', target: 'MONSTER', amount: 14 },
{ round: 1, sequence: 2, type: 'DAMAGE', source: 'MONSTER', target: 'PLAYER', amount: 5 },
],
};
describe('CombatStore', () => {
let api: {
startCombat: ReturnType<typeof vi.fn>;
getCombat: ReturnType<typeof vi.fn>;
performCombatAction: ReturnType<typeof vi.fn>;
};
let store: CombatStore;
beforeEach(() => {
api = {
startCombat: vi.fn(() => of(startedCombat)),
getCombat: vi.fn(() => of(startedCombat)),
performCombatAction: vi.fn(() => of(afterAttack)),
};
TestBed.configureTestingModule({
providers: [CombatStore, { provide: GameApiService, useValue: api }],
});
store = TestBed.inject(CombatStore);
});
it('starts a combat and stores it', async () => {
await store.startCombat('encounter-1');
expect(api.startCombat).toHaveBeenCalledWith('encounter-1');
expect(store.combat()).toEqual(startedCombat);
expect(store.error()).toBeNull();
});
it('clears any previous combat and reports the mapped error when starting fails', async () => {
api.startCombat.mockReturnValue(
throwError(
() =>
new HttpErrorResponse({
status: 409,
error: { statusCode: 409, code: 'COMBAT_ALREADY_ACTIVE', message: 'Active.' },
}),
),
);
await store.startCombat('encounter-1');
expect(store.combat()).toBeNull();
expect(store.error()).toBe('Du befindest dich bereits in einem Kampf.');
});
it('loads a combat by id', async () => {
await store.loadCombat('combat-1');
expect(api.getCombat).toHaveBeenCalledWith('combat-1');
expect(store.combat()).toEqual(startedCombat);
});
it('reports the mapped error when loading an unknown combat', async () => {
api.getCombat.mockReturnValue(
throwError(
() =>
new HttpErrorResponse({
status: 404,
error: { statusCode: 404, code: 'COMBAT_NOT_FOUND', message: 'Not found.' },
}),
),
);
await store.loadCombat('unknown');
expect(store.error()).toBe('Dieser Kampf wurde nicht gefunden.');
});
it('sends only the ATTACK action and replaces combat with the server response', async () => {
await store.startCombat('encounter-1');
await store.attack();
expect(api.performCombatAction).toHaveBeenCalledWith('combat-1', 'ATTACK');
expect(store.combat()).toEqual(afterAttack);
});
it('does nothing when attacking without a loaded combat', async () => {
await store.attack();
expect(api.performCombatAction).not.toHaveBeenCalled();
});
it('ignores a second attack while the first is still pending', async () => {
await store.startCombat('encounter-1');
let resolveAttack!: (value: Combat) => void;
api.performCombatAction.mockReturnValue(
from(
new Promise<Combat>((resolve) => {
resolveAttack = resolve;
}),
),
);
const first = store.attack();
expect(store.actionPending()).toBe(true);
const second = store.attack();
resolveAttack(afterAttack);
await Promise.all([first, second]);
expect(api.performCombatAction).toHaveBeenCalledOnce();
});
it('clears actionPending after a failed attack and keeps the previous combat state', async () => {
await store.startCombat('encounter-1');
api.performCombatAction.mockReturnValue(throwError(() => new Error('Netzwerkfehler')));
await store.attack();
expect(store.actionPending()).toBe(false);
expect(store.combat()).toEqual(startedCombat);
expect(store.error()).toBe('Netzwerkfehler');
});
it('clears the error message', async () => {
api.startCombat.mockReturnValue(throwError(() => new Error('x')));
await store.startCombat('encounter-1');
expect(store.error()).not.toBeNull();
store.clearError();
expect(store.error()).toBeNull();
});
});

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import { HttpErrorResponse } from '@angular/common/http';
import { Injectable, signal } from '@angular/core';
import { firstValueFrom } from 'rxjs';
import { Combat } from '../../core/api/game-api.models';
import { GameApiService } from '../../core/api/game-api.service';
const GENERIC_ERROR_MESSAGE = 'Der Kampf konnte nicht geladen werden.';
// Mirrors the combat error codes returned by the combat endpoints.
// Unknown/missing codes fall back to `GENERIC_ERROR_MESSAGE`.
const COMBAT_ERROR_MESSAGES: Readonly<Record<string, string>> = {
HUNT_ENCOUNTER_NOT_FOUND: 'Diese Begegnung wurde nicht gefunden.',
HUNT_ENCOUNTER_ALREADY_CONSUMED: 'Diese Begegnung wurde bereits genutzt.',
INVALID_HUNT_ENCOUNTER: 'Diese Begegnung ist nicht mehr gültig.',
CHARACTER_TRAVELLING: 'Du kannst nicht kämpfen, während du unterwegs bist.',
COMBAT_ALREADY_ACTIVE: 'Du befindest dich bereits in einem Kampf.',
COMBAT_NOT_FOUND: 'Dieser Kampf wurde nicht gefunden.',
COMBAT_ALREADY_FINISHED: 'Dieser Kampf ist bereits beendet.',
};
@Injectable({ providedIn: 'root' })
export class CombatStore {
private readonly combatState = signal<Combat | null>(null);
private readonly loadingState = signal(false);
private readonly actionPendingState = signal(false);
private readonly errorState = signal<string | null>(null);
readonly combat = this.combatState.asReadonly();
readonly loading = this.loadingState.asReadonly();
readonly actionPending = this.actionPendingState.asReadonly();
readonly error = this.errorState.asReadonly();
constructor(private readonly api: GameApiService) {}
async startCombat(encounterId: string): Promise<void> {
this.loadingState.set(true);
this.errorState.set(null);
try {
const combat = await firstValueFrom(this.api.startCombat(encounterId));
this.combatState.set(combat);
} catch (error) {
this.combatState.set(null);
this.errorState.set(this.toErrorMessage(error));
} finally {
this.loadingState.set(false);
}
}
async loadCombat(combatId: string): Promise<void> {
this.loadingState.set(true);
this.errorState.set(null);
try {
const combat = await firstValueFrom(this.api.getCombat(combatId));
this.combatState.set(combat);
} catch (error) {
this.errorState.set(this.toErrorMessage(error));
} finally {
this.loadingState.set(false);
}
}
async attack(): Promise<void> {
const combat = this.combatState();
if (!combat || this.actionPendingState()) {
return;
}
this.actionPendingState.set(true);
this.errorState.set(null);
try {
const updated = await firstValueFrom(this.api.performCombatAction(combat.id, 'ATTACK'));
this.combatState.set(updated);
} catch (error) {
this.errorState.set(this.toErrorMessage(error));
} finally {
this.actionPendingState.set(false);
}
}
clearError(): void {
this.errorState.set(null);
}
private toErrorMessage(error: unknown): string {
if (error instanceof HttpErrorResponse) {
const code = (error.error as { code?: string } | null)?.code;
return (code && COMBAT_ERROR_MESSAGES[code]) || GENERIC_ERROR_MESSAGE;
}
return error instanceof Error ? error.message : GENERIC_ERROR_MESSAGE;
}
}