forked from phenom/healer-man
Release Healer Man 0.1.9
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import { describe, expect, it } from "vitest";
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import type { CombatPresentationEvent } from "../game/combatPresentation";
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import {
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COMBAT_EFFECT_SYSTEM_LIMIT,
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advanceCombatEffectFrame,
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updateCombatEffectQueue,
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type ActiveCombatEffect,
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} from "./combatEffectRuntime";
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function event(
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id: number,
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patch: Partial<CombatPresentationEvent> = {},
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): CombatPresentationEvent {
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return {
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id,
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sessionId: 1,
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occurredAt: id,
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phase: "impact",
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actorGroup: "enemy",
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sourceActorId: `enemy-${id}`,
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targetActorId: "player",
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abilityId: "fixture",
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name: "Fixture",
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source: "fallback",
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school: "shadow",
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delivery: "projectile",
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origin: [0, 0, 0],
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targetPosition: [1, 0, 0],
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...patch,
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};
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}
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function enqueue(
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events: readonly CombatPresentationEvent[],
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quality: "off" | "low" | "high",
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): readonly ActiveCombatEffect[] {
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return events.reduce<readonly ActiveCombatEffect[]>(
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(current, next) => updateCombatEffectQueue(current, next, quality),
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[],
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);
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}
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describe("combat-effect runtime budget", () => {
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it("expires effects by wall time while bounding motion after a hitch", () => {
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let frame = advanceCombatEffectFrame(0, 1 / 60, 420);
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frame = advanceCombatEffectFrame(frame.elapsedMs, 1 / 60, 420);
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frame = advanceCombatEffectFrame(frame.elapsedMs, 0.5, 420);
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expect(frame.elapsedMs).toBeCloseTo(533.333, 2);
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expect(frame.motionDeltaSeconds).toBe(0.05);
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expect(frame.progress).toBe(1);
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expect(frame.done).toBe(true);
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expect(advanceCombatEffectFrame(frame.elapsedMs, Number.NaN, 420).elapsedMs)
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.toBe(frame.elapsedMs);
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});
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it("bounds large bursts while retaining player feedback and the newest event", () => {
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const player = event(1, {
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actorGroup: "player",
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sourceActorId: "player",
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school: "holy",
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});
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const enemies = Array.from({ length: 512 }, (_, index) => event(index + 2, {
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phase: "tick",
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}));
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const high = enqueue([player, ...enemies], "high");
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const low = enqueue([player, ...enemies], "low");
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expect(high).toHaveLength(COMBAT_EFFECT_SYSTEM_LIMIT.high);
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expect(low).toHaveLength(COMBAT_EFFECT_SYSTEM_LIMIT.low);
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expect(enqueue([player], "off")).toEqual([]);
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expect(updateCombatEffectQueue(enqueue([player], "high"), enemies[0], "off"))
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.toEqual([]);
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expect(high.some(({ event: active }) => active.id === player.id)).toBe(true);
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expect(high.at(-1)?.event.id).toBe(enemies.at(-1)?.id);
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expect(new Set(high.map(({ key }) => key)).size).toBe(high.length);
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});
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it("keeps combat-significant enemy casts ahead of low-value friendly ticks", () => {
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const partyTicks = Array.from({ length: COMBAT_EFFECT_SYSTEM_LIMIT.low }, (_, index) => event(index + 1, {
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actorGroup: "party",
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sourceActorId: `party-${index}`,
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phase: "tick",
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}));
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const enemyCast = event(100, {
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actorGroup: "enemy",
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sourceActorId: "boss",
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phase: "cast-start",
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});
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const effects = enqueue([...partyTicks, enemyCast], "low");
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expect(effects).toHaveLength(COMBAT_EFFECT_SYSTEM_LIMIT.low);
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expect(effects.some(({ event: active }) => active.id === enemyCast.id)).toBe(true);
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expect(effects.filter(({ event: active }) => active.phase === "tick"))
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.toHaveLength(COMBAT_EFFECT_SYSTEM_LIMIT.low - 1);
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});
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it("coalesces a single area burst but preserves projectile phases", () => {
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const areaRelease = event(1, {
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occurredAt: 100,
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phase: "release",
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delivery: "area",
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sourceActorId: "caster",
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});
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const areaImpacts = Array.from({ length: 5 }, (_, index) => event(index + 2, {
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occurredAt: 100,
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phase: "impact",
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delivery: "area",
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sourceActorId: "caster",
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targetActorId: `target-${index}`,
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}));
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const area = enqueue([areaRelease, ...areaImpacts], "high");
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expect(area).toHaveLength(1);
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expect(area[0].event.phase).toBe("impact");
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const projectile = enqueue([
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event(10, { occurredAt: 200, phase: "release", sourceActorId: "caster" }),
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event(11, { occurredAt: 200, phase: "impact", sourceActorId: "caster" }),
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], "high");
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expect(projectile).toHaveLength(2);
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});
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});
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