feat(combat): add deterministic combat engine for ATTACK resolution
This commit is contained in:
107
apps/api/src/combat/combat-engine.service.spec.ts
Normal file
107
apps/api/src/combat/combat-engine.service.spec.ts
Normal file
@@ -0,0 +1,107 @@
|
||||
import { CombatAction } from './combat-action.enum';
|
||||
import { CombatEngineService, UnsupportedCombatActionError } from './combat-engine.service';
|
||||
import { CombatEngineState } from './combat-engine.types';
|
||||
import { CombatEventType } from './combat-event-type.enum';
|
||||
import { CombatStatus } from './combat-status.enum';
|
||||
import { Combatant } from './combatant.enum';
|
||||
|
||||
function baseState(overrides: Partial<CombatEngineState> = {}): CombatEngineState {
|
||||
return {
|
||||
status: CombatStatus.ACTIVE,
|
||||
round: 1,
|
||||
player: {
|
||||
currentHp: 100,
|
||||
maxHp: 100,
|
||||
stats: { attack: 6, weaponDamage: 8, armor: 6 },
|
||||
},
|
||||
monster: {
|
||||
currentHp: 45,
|
||||
maxHp: 45,
|
||||
stats: { attack: 5, armor: 0 },
|
||||
},
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
describe('CombatEngineService', () => {
|
||||
let engine: CombatEngineService;
|
||||
|
||||
beforeEach(() => {
|
||||
engine = new CombatEngineService();
|
||||
});
|
||||
|
||||
it('reduces monster HP by the calculated damage and emits a DAMAGE event', () => {
|
||||
const result = engine.resolveAction(baseState(), { action: CombatAction.ATTACK });
|
||||
|
||||
// raw = 6 + 8 = 14; armor 0 -> 14 mitigated
|
||||
expect(result.state.monster.currentHp).toBe(45 - 14);
|
||||
expect(result.events[0]).toEqual({
|
||||
source: Combatant.PLAYER,
|
||||
target: Combatant.MONSTER,
|
||||
type: CombatEventType.DAMAGE,
|
||||
amount: 14,
|
||||
});
|
||||
});
|
||||
|
||||
it('lets the monster retaliate when it survives the player attack, and advances the round', () => {
|
||||
const result = engine.resolveAction(baseState(), { action: CombatAction.ATTACK });
|
||||
|
||||
// raw = 5; armor 6 -> 5*60/66 = 4.545 -> rounds to 5
|
||||
expect(result.state.player.currentHp).toBe(100 - 5);
|
||||
expect(result.events[1]).toEqual({
|
||||
source: Combatant.MONSTER,
|
||||
target: Combatant.PLAYER,
|
||||
type: CombatEventType.DAMAGE,
|
||||
amount: 5,
|
||||
});
|
||||
expect(result.state.status).toBe(CombatStatus.ACTIVE);
|
||||
expect(result.state.round).toBe(2);
|
||||
});
|
||||
|
||||
it('does not let the monster attack once it is reduced to 0 HP, and ends the combat as WON', () => {
|
||||
const state = baseState({
|
||||
monster: { currentHp: 10, maxHp: 45, stats: { attack: 5, armor: 0 } },
|
||||
});
|
||||
|
||||
const result = engine.resolveAction(state, { action: CombatAction.ATTACK });
|
||||
|
||||
expect(result.state.monster.currentHp).toBe(0);
|
||||
expect(result.state.status).toBe(CombatStatus.WON);
|
||||
expect(result.state.round).toBe(1);
|
||||
expect(result.events).toEqual([
|
||||
{ source: Combatant.PLAYER, target: Combatant.MONSTER, type: CombatEventType.DAMAGE, amount: 14 },
|
||||
{ source: Combatant.PLAYER, target: Combatant.MONSTER, type: CombatEventType.COMBAT_WON },
|
||||
]);
|
||||
});
|
||||
|
||||
it('ends the combat as LOST when the monster attack reduces the player to 0 HP', () => {
|
||||
const state = baseState({
|
||||
player: { currentHp: 3, maxHp: 100, stats: { attack: 6, weaponDamage: 8, armor: 6 } },
|
||||
});
|
||||
|
||||
const result = engine.resolveAction(state, { action: CombatAction.ATTACK });
|
||||
|
||||
expect(result.state.player.currentHp).toBe(0);
|
||||
expect(result.state.status).toBe(CombatStatus.LOST);
|
||||
expect(result.events).toEqual([
|
||||
{ source: Combatant.PLAYER, target: Combatant.MONSTER, type: CombatEventType.DAMAGE, amount: 14 },
|
||||
{ source: Combatant.MONSTER, target: Combatant.PLAYER, type: CombatEventType.DAMAGE, amount: 5 },
|
||||
{ source: Combatant.MONSTER, target: Combatant.PLAYER, type: CombatEventType.COMBAT_LOST },
|
||||
]);
|
||||
});
|
||||
|
||||
it('produces the exact same result for the same state and action (determinism)', () => {
|
||||
const state = baseState();
|
||||
|
||||
const first = engine.resolveAction(state, { action: CombatAction.ATTACK });
|
||||
const second = engine.resolveAction(state, { action: CombatAction.ATTACK });
|
||||
|
||||
expect(first).toEqual(second);
|
||||
});
|
||||
|
||||
it('throws UnsupportedCombatActionError for an action it does not implement', () => {
|
||||
expect(() =>
|
||||
engine.resolveAction(baseState(), { action: 'HEAVY_STRIKE' as CombatAction }),
|
||||
).toThrow(UnsupportedCombatActionError);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user