Files
ashen-realms/apps/web/src/app/features/hunting/hunt-page/hunt-page.component.spec.ts
2026-08-20 09:24:58 +02:00

333 lines
12 KiB
TypeScript

// apps/web/src/app/features/hunting/hunt-page/hunt-page.component.spec.ts
import { signal } from '@angular/core';
import { TestBed } from '@angular/core/testing';
import { Router, provideRouter } from '@angular/router';
import { vi } from 'vitest';
import type { Combat, CurrentLocationResponse, HuntResult } from '../../../core/api/game-api.models';
import { CombatStore } from '../../combat/combat.store';
import { WorldStore } from '../../world/world.store';
import { HuntingStore } from '../hunting.store';
import { HuntPageComponent } from './hunt-page.component';
const southGate: CurrentLocationResponse = {
id: 'south-gate-id',
key: 'south-gate',
name: 'Südtor von Graufurt',
description: 'Der letzte sichere Schritt vor den Aschenfeldern.',
regionKey: 'ashen-fields',
minRecommendedLevel: 1,
maxRecommendedLevel: 1,
dangerLevel: 0,
isSafe: true,
huntingEnabled: false,
artworkPath: '/images/backgrounds/Suedtor.png',
connections: [],
possibleMonsters: [],
};
const burnedRoad: CurrentLocationResponse = {
...southGate,
id: 'burned-road-id',
key: 'burned-road',
name: 'Verbrannte Straße',
description: 'Die erste Jagdzone zwischen Asche und zerbrochenen Wagen.',
isSafe: false,
huntingEnabled: true,
artworkPath: '/images/backgrounds/Aschestrasse.png',
possibleMonsters: ['Aschenratte', 'Straßenräuber'],
connections: [],
};
const threeEncounterHunt: HuntResult = {
id: 'hunt-id',
location: { id: 'burned-road-id', key: 'burned-road', name: 'Verbrannte Straße' },
encounters: [
{
id: 'encounter-1',
monster: { key: 'ash-rat', name: 'Aschenratte', level: 1, artworkPath: '/images/enemies/AshRat.png' },
dangerRating: 'WEAK',
},
{
id: 'encounter-2',
monster: {
key: 'road-bandit',
name: 'Straßenräuber',
level: 3,
artworkPath: '/images/enemies/RoadBandit.png',
},
dangerRating: 'MATCH',
},
{
id: 'encounter-3',
monster: { key: 'ash-rat', name: 'Aschenratte', level: 1, artworkPath: '/images/enemies/AshRat.png' },
dangerRating: 'WEAK',
},
],
};
const startedCombat: Combat = {
id: 'combat-2',
status: 'ACTIVE',
round: 1,
player: { name: 'Aric Duskwalker', maxHp: 100, currentHp: 100 },
monster: {
key: 'road-bandit',
name: 'Straßenräuber',
level: 3,
maxHp: 75,
currentHp: 75,
artworkPath: '/images/enemies/RoadBandit.png',
},
events: [],
rewards: null,
};
describe('HuntPageComponent', () => {
let worldStore: {
currentLocation: ReturnType<typeof signal<CurrentLocationResponse | null>>;
load: ReturnType<typeof vi.fn>;
};
let huntingStore: {
currentHunt: ReturnType<typeof signal<HuntResult | null>>;
loading: ReturnType<typeof signal<boolean>>;
error: ReturnType<typeof signal<string | null>>;
encounters: () => HuntResult['encounters'];
startHunt: ReturnType<typeof vi.fn>;
refreshHunt: ReturnType<typeof vi.fn>;
selectEncounter: ReturnType<typeof vi.fn>;
};
let combatStore: {
combat: ReturnType<typeof signal<Combat | null>>;
error: ReturnType<typeof signal<string | null>>;
errorCode: ReturnType<typeof signal<string | null>>;
startCombat: ReturnType<typeof vi.fn>;
loadActiveCombat: ReturnType<typeof vi.fn>;
clearError: ReturnType<typeof vi.fn>;
};
let router: Router;
async function setup(location: CurrentLocationResponse | null, hunt: HuntResult | null = null) {
worldStore = { currentLocation: signal(location), load: vi.fn(() => Promise.resolve()) };
const currentHunt = signal(hunt);
huntingStore = {
currentHunt,
loading: signal(false),
error: signal<string | null>(null),
encounters: () => currentHunt()?.encounters ?? [],
startHunt: vi.fn(() => Promise.resolve()),
refreshHunt: vi.fn(() => Promise.resolve()),
selectEncounter: vi.fn(),
};
combatStore = {
combat: signal<Combat | null>(null),
error: signal<string | null>(null),
errorCode: signal<string | null>(null),
startCombat: vi.fn(() => Promise.resolve()),
loadActiveCombat: vi.fn(() => Promise.resolve(null)),
clearError: vi.fn(),
};
await TestBed.configureTestingModule({
imports: [HuntPageComponent],
providers: [
provideRouter([]),
{ provide: WorldStore, useValue: worldStore },
{ provide: HuntingStore, useValue: huntingStore },
{ provide: CombatStore, useValue: combatStore },
],
}).compileComponents();
router = TestBed.inject(Router);
vi.spyOn(router, 'navigate').mockResolvedValue(true);
const fixture = TestBed.createComponent(HuntPageComponent);
fixture.detectChanges();
return fixture;
}
it('shows the hunting-unavailable state at the Südtor, with no Jagd beginnen button, and a working Zur Karte action', async () => {
const fixture = await setup(southGate);
const element = fixture.nativeElement as HTMLElement;
expect(element.textContent).toContain('Keine Jagd verfügbar');
expect(element.textContent).toContain('Am Südtor von Graufurt gibt es keine regulären Jagdgebiete.');
expect(
Array.from(element.querySelectorAll('button')).some(
(button) => button.textContent?.trim() === 'Jagd beginnen',
),
).toBe(false);
const toWorldButton = element.querySelector<HTMLButtonElement>('[data-hunt-to-world]');
expect(toWorldButton?.textContent?.trim()).toBe('Zur Karte');
toWorldButton?.click();
expect(router.navigate).toHaveBeenCalledWith(['/world']);
});
it('calls startHunt when Jagd beginnen is clicked at a hunting-enabled location', async () => {
const fixture = await setup(burnedRoad);
const element = fixture.nativeElement as HTMLElement;
element.querySelector<HTMLButtonElement>('[data-hunt-start]')?.click();
expect(huntingStore.startHunt).toHaveBeenCalledOnce();
});
it('renders 3 encounter cards, duplicates included, with the correct data', async () => {
const fixture = await setup(burnedRoad, threeEncounterHunt);
const element = fixture.nativeElement as HTMLElement;
const cards = element.querySelectorAll('app-encounter-card');
expect(cards.length).toBe(3);
expect(element.textContent).toMatch(/Aschenratte[\s\S]*Straßenräuber[\s\S]*Aschenratte/);
expect(element.querySelectorAll('img[src="/images/enemies/AshRat.png"]').length).toBe(2);
expect(element.querySelectorAll('img[src="/images/enemies/RoadBandit.png"]').length).toBe(1);
expect(element.textContent).toContain('Stufe 1');
expect(element.textContent).toContain('Stufe 3');
});
it('calls refreshHunt when Neu suchen is clicked', async () => {
const fixture = await setup(burnedRoad, threeEncounterHunt);
const element = fixture.nativeElement as HTMLElement;
element.querySelector<HTMLButtonElement>('[data-hunt-refresh]')?.click();
expect(huntingStore.refreshHunt).toHaveBeenCalledOnce();
});
it('starts a real combat from the encounter id (not the monster key) and navigates to /combat/:combatId', async () => {
const fixture = await setup(burnedRoad, threeEncounterHunt);
combatStore.startCombat.mockImplementation(async () => {
combatStore.combat.set(startedCombat);
});
const element = fixture.nativeElement as HTMLElement;
const attackButtons = Array.from(element.querySelectorAll('button')).filter(
(button) => button.textContent?.trim() === 'Angreifen',
);
expect(attackButtons.length).toBe(3);
attackButtons[1].click();
await Promise.resolve();
await Promise.resolve();
expect(combatStore.startCombat).toHaveBeenCalledWith('encounter-2');
expect(combatStore.startCombat).not.toHaveBeenCalledWith('road-bandit');
expect(router.navigate).toHaveBeenCalledWith(['/combat', 'combat-2']);
});
it('does not navigate when starting the combat fails', async () => {
const fixture = await setup(burnedRoad, threeEncounterHunt);
const element = fixture.nativeElement as HTMLElement;
const attackButtons = Array.from(element.querySelectorAll('button')).filter(
(button) => button.textContent?.trim() === 'Angreifen',
);
attackButtons[0].click();
await Promise.resolve();
await Promise.resolve();
expect(combatStore.startCombat).toHaveBeenCalledWith('encounter-1');
expect(router.navigate).not.toHaveBeenCalledWith(['/combat', expect.anything()]);
});
it('rejoins the running combat when the attack is rejected with COMBAT_ALREADY_ACTIVE', async () => {
const fixture = await setup(burnedRoad, threeEncounterHunt);
combatStore.startCombat.mockImplementation(async () => {
combatStore.errorCode.set('COMBAT_ALREADY_ACTIVE');
combatStore.error.set('Du befindest dich bereits in einem Kampf.');
});
combatStore.loadActiveCombat.mockResolvedValue({ ...startedCombat, id: 'combat-running' });
const element = fixture.nativeElement as HTMLElement;
const attackButtons = Array.from(element.querySelectorAll('button')).filter(
(button) => button.textContent?.trim() === 'Angreifen',
);
attackButtons[0].click();
await Promise.resolve();
await Promise.resolve();
await Promise.resolve();
expect(combatStore.loadActiveCombat).toHaveBeenCalledOnce();
expect(router.navigate).toHaveBeenCalledWith(['/combat', 'combat-running']);
});
it('does not look for a running combat when the attack fails for another reason', async () => {
const fixture = await setup(burnedRoad, threeEncounterHunt);
combatStore.startCombat.mockImplementation(async () => {
combatStore.errorCode.set('HUNT_ENCOUNTER_ALREADY_CONSUMED');
combatStore.error.set('Diese Begegnung wurde bereits genutzt.');
});
const element = fixture.nativeElement as HTMLElement;
const attackButtons = Array.from(element.querySelectorAll('button')).filter(
(button) => button.textContent?.trim() === 'Angreifen',
);
attackButtons[0].click();
await Promise.resolve();
await Promise.resolve();
await Promise.resolve();
expect(combatStore.loadActiveCombat).not.toHaveBeenCalled();
expect(router.navigate).not.toHaveBeenCalledWith(['/combat', expect.anything()]);
});
it('shows a combat-start error and dismisses it', async () => {
const fixture = await setup(burnedRoad, threeEncounterHunt);
combatStore.error.set('Du befindest dich bereits in einem Kampf.');
fixture.detectChanges();
const element = fixture.nativeElement as HTMLElement;
const alerts = Array.from(element.querySelectorAll('[role="alert"]'));
expect(alerts.some((alert) => alert.textContent?.includes('Du befindest dich bereits in einem Kampf.'))).toBe(
true,
);
element.querySelector<HTMLButtonElement>('[data-hunt-combat-dismiss]')?.click();
expect(combatStore.clearError).toHaveBeenCalledOnce();
});
it('does not trigger a hunt automatically on page entry', async () => {
await setup(burnedRoad);
expect(huntingStore.startHunt).not.toHaveBeenCalled();
});
it('loads the world state on init when no location has been loaded yet (direct navigation/hard refresh)', async () => {
await setup(null);
expect(worldStore.load).toHaveBeenCalledOnce();
});
it('does not call load again when a location is already present', async () => {
await setup(burnedRoad);
expect(worldStore.load).not.toHaveBeenCalled();
});
it('shows a loading state and disables the triggering action', async () => {
const fixture = await setup(burnedRoad);
huntingStore.loading.set(true);
fixture.detectChanges();
const element = fixture.nativeElement as HTMLElement;
expect(element.textContent).toContain('Du suchst nach Spuren...');
expect(element.querySelector<HTMLButtonElement>('[data-hunt-start]')?.disabled).toBe(true);
});
it('displays a hunting error and retries via startHunt when there is no current hunt', async () => {
const fixture = await setup(burnedRoad);
huntingStore.error.set('An diesem Ort gibt es keine Jagdgebiete.');
fixture.detectChanges();
const element = fixture.nativeElement as HTMLElement;
expect(element.querySelector('[role="alert"]')?.textContent).toContain(
'An diesem Ort gibt es keine Jagdgebiete.',
);
element.querySelector<HTMLButtonElement>('[data-hunt-retry]')?.click();
expect(huntingStore.startHunt).toHaveBeenCalledOnce();
});
});