import { describe, expect, it } from 'vitest'; import { loadCharacterStats, loadMap } from '../src/server/assets'; import { Game } from '../src/server/game'; import { Anim, CHARACTER_IDS } from '../src/shared/characters'; import { MATERIAL_WOOL, TICK_RATE } from '../src/shared/constants'; import { Button } from '../src/shared/input'; import type { FxEvent } from '../src/shared/protocol'; import { ASSETS, realMaterials } from './helpers'; const materials = realMaterials(); function newGame(): Game { const { definition, terrain } = loadMap(ASSETS, 'gateau-etages', materials); return new Game({ map: definition, terrain, materials, seed: 5, loadCharacter: (id) => loadCharacterStats(ASSETS, id) }); } function run(game: Game, ticks: number): FxEvent[] { const fx: FxEvent[] = []; for (let i = 0; i < ticks; i++) fx.push(...game.step().fx); return fx; } const me = (game: Game, id: number) => game.snapshot().find((p) => p.id === id)!; const countWool = (game: Game): number => game.terrain.data.reduce((n, m) => n + (m === MATERIAL_WOOL ? 1 : 0), 0); /** Presses `buttons` aimed at (x, y) for one tick, then releases. */ function press(game: Game, id: number, buttons: number, x: number, y: number): FxEvent[] { game.setInput(id, { buttons, aimX: Math.round(x), aimY: Math.round(y) }); const fx = run(game, 1); game.setInput(id, { buttons: 0, aimX: Math.round(x), aimY: Math.round(y) }); return fx; } describe('roster', () => { it('every character has data that loads', () => { expect(CHARACTER_IDS).toEqual(['castor', 'mamie', 'pyromanchot', 'generic']); for (const id of CHARACTER_IDS) expect(loadCharacterStats(ASSETS, id).id).toBe(id); }); }); describe('Mamie Tricot', () => { it('her yarn ball lays a taut wool bridge that holds: nothing falls, nobody is hurt', () => { const game = newGame(); const { id } = game.addPlayer('Mamie', 'mamie'); game.teleport(id, 640, 440); // middle tier, left of the top tier wall (x ≈ 780) run(game, 60); const m = me(game, id); let detached = 0; let crushed = 0; game.setInput(id, { buttons: Button.Special, aimX: 800, aimY: Math.round(m.y - 40) }); for (let i = 0; i < 4 * TICK_RATE; i++) { const r = game.step(); if (i === 0) game.setInput(id, { buttons: 0, aimX: 800, aimY: Math.round(m.y - 40) }); detached += r.terrain.filter((e) => e.ev.kind === 'detach').length; crushed += r.crushed.length; } expect(countWool(game)).toBeGreaterThan(300); expect(detached).toBe(0); expect(crushed).toBe(0); expect(me(game, id).anim & Anim.Dead).toBe(0); }); it('the thread follows the ball in flight, tied under her feet', () => { const game = newGame(); const { id } = game.addPlayer('Mamie', 'mamie'); game.teleport(id, 640, 440); run(game, 60); const m = me(game, id); press(game, id, Button.Special, 800, m.y - 40); const ball = game.itemStates().find((it) => it.kind === 'yarn')!; expect(ball.thread).toBeDefined(); const [ax, ay] = ball.thread!; expect(Math.abs(ax - m.x)).toBeLessThan(20); expect(ay).toBeGreaterThan(m.y); // on the ground under her expect(game.terrain.isSolid(Math.round(ax), Math.round(ay))).toBe(true); }); it('a yarn ball thrown at her own feet never buries or kills her', () => { const game = newGame(); const { id } = game.addPlayer('Mamie', 'mamie'); game.teleport(id, 640, 440); run(game, 60); for (const [ax, ay] of [[0, 60], [0, -200], [40, 20], [-40, 20]]) { const m = me(game, id); press(game, id, Button.Special, m.x + ax, m.y + ay); run(game, 3 * TICK_RATE); const after = me(game, id); expect(after.anim & Anim.Dead).toBe(0); // Not stuck inside wool: no solid pixel at her centre. expect(game.terrain.isSolid(Math.round(after.x), Math.round(after.y))).toBe(false); } }); it('her needles barely push but stun for a long time', () => { const game = newGame(); const mamie = game.addPlayer('Mamie', 'mamie'); const victim = game.addPlayer('Victime', 'generic'); run(game, 90); const m = me(game, mamie.id); game.teleport(victim.id, m.x + 40, m.y); press(game, mamie.id, Button.Attack, m.x + 40, m.y); const v = me(game, victim.id); expect(v.anim & Anim.Stunned).toBeTruthy(); expect(Math.hypot(v.vx, v.vy)).toBeLessThan(400); run(game, Math.round(0.6 * TICK_RATE)); expect(me(game, victim.id).anim & Anim.Stunned).toBeTruthy(); }); it('her wool burns: an explosion nearby consumes it', () => { const game = newGame(); const mamie = game.addPlayer('Mamie', 'mamie'); const pyro = game.addPlayer('Pyro', 'pyromanchot'); game.teleport(mamie.id, 640, 440); run(game, 60); const m = me(game, mamie.id); press(game, mamie.id, Button.Special, 800, m.y - 40); run(game, 2 * TICK_RATE); const before = countWool(game); expect(before).toBeGreaterThan(0); // A firecracker thrown into the wool. game.teleport(pyro.id, 700, 300); run(game, 2); const fx = press(game, pyro.id, Button.Attack, 760, m.y - 30).concat(run(game, TICK_RATE)); expect(fx.some((e) => e.kind === 'explosion')).toBe(true); run(game, 2); expect(countWool(game)).toBeLessThan(before); }); }); describe('Pyromanchot', () => { it('throws firecrackers that explode away from him, and every third one backfires', () => { const game = newGame(); const { id } = game.addPlayer('Pyro', 'pyromanchot'); run(game, 90); const explosions: { x: number; y: number }[] = []; for (let shot = 0; shot < 3; shot++) { const p = me(game, id); const fx = press(game, id, Button.Attack, p.x + 300, p.y - 100).concat(run(game, TICK_RATE)); for (const e of fx) if (e.kind === 'explosion') explosions.push({ x: e.x - p.x, y: e.y - p.y }); run(game, Math.round(0.5 * TICK_RATE)); } expect(explosions).toHaveLength(3); // The first two flew off; the third went off right next to him. expect(Math.hypot(explosions[0].x, explosions[0].y)).toBeGreaterThan(60); expect(Math.hypot(explosions[1].x, explosions[1].y)).toBeGreaterThan(60); expect(Math.hypot(explosions[2].x, explosions[2].y)).toBeLessThan(40); }); it('a backfire stuns him', () => { const game = newGame(); const { id } = game.addPlayer('Pyro', 'pyromanchot'); run(game, 90); for (let shot = 0; shot < 3; shot++) { const p = me(game, id); press(game, id, Button.Attack, p.x + 300, p.y - 100); if (shot < 2) run(game, TICK_RATE); } expect(me(game, id).anim & Anim.Stunned).toBeTruthy(); }); it('belly slide: fast, then an explosion at the end that spares him', () => { const game = newGame(); const pyro = game.addPlayer('Pyro', 'pyromanchot'); const victim = game.addPlayer('Victime', 'generic'); game.teleport(pyro.id, 900, 680); // bottom tier, lots of room to the right game.teleport(victim.id, 1500, 680); run(game, 60); const start = me(game, pyro.id); press(game, pyro.id, Button.Special, start.x + 500, start.y); expect(me(game, pyro.id).anim & Anim.Special).toBeTruthy(); const fx = run(game, TICK_RATE); const end = me(game, pyro.id); expect(end.x - start.x).toBeGreaterThan(200); expect(fx.some((e) => e.kind === 'explosion')).toBe(true); expect(end.anim & Anim.Stunned).toBe(0); }); });