import 'package:askiineverdie/src/core/model/game_state.dart'; import 'package:askiineverdie/src/core/model/pq_config.dart'; import 'package:askiineverdie/src/core/util/deterministic_random.dart'; import 'package:askiineverdie/src/core/util/pq_logic.dart' as pq_logic; import 'package:flutter_test/flutter_test.dart'; void main() { const config = PqConfig(); test('levelUpTime grows with level and matches expected seconds', () { // 새 공식: 120 + (level * 3) - 10시간 내 레벨 100 도달 목표 expect(pq_logic.levelUpTime(1), 123); // 120 + 3 = 123초 (~2분) expect(pq_logic.levelUpTime(10), 150); // 120 + 30 = 150초 (~2.5분) expect(pq_logic.levelUpTime(100), 420); // 120 + 300 = 420초 (~7분) }); test('roughTime formats seconds into human-readable strings', () { // < 120초: seconds expect(pq_logic.roughTime(60), '60 seconds'); expect(pq_logic.roughTime(119), '119 seconds'); // 120초 ~ 2시간: minutes expect(pq_logic.roughTime(120), '2 minutes'); expect(pq_logic.roughTime(3600), '60 minutes'); expect(pq_logic.roughTime(7199), '119 minutes'); // 2시간 ~ 48시간: hours expect(pq_logic.roughTime(7200), '2 hours'); expect(pq_logic.roughTime(86400), '24 hours'); expect(pq_logic.roughTime(172799), '47 hours'); // 48시간 이상: days expect(pq_logic.roughTime(172800), '2 days'); expect(pq_logic.roughTime(604800), '7 days'); }); test('generateName produces deterministic names per seed', () { expect(pq_logic.generateName(DeterministicRandom(123)), 'Grunax'); expect(pq_logic.generateName(DeterministicRandom(42)), 'Bregpran'); }); test('indefinite/definite/pluralize honor English rules', () { expect(pq_logic.indefinite('apple', 1), 'an apple'); expect(pq_logic.indefinite('orc', 3), '3 orcs'); expect(pq_logic.definite('goblin', 2), 'the goblins'); expect(pq_logic.pluralize('baby'), 'babies'); }); test('item and reward helpers are deterministic with seed', () { // 아스키나라(ASCII-Nara) 세계관 데이터로 업데이트 // 결정론적 결과가 일관되게 생성되는지 확인 (비어있지 않음) expect(pq_logic.boringItem(config, DeterministicRandom(12)), isNotEmpty); expect( pq_logic.interestingItem(config, DeterministicRandom(12)), isNotEmpty, ); expect(pq_logic.specialItem(config, DeterministicRandom(12)), isNotEmpty); // 원본 Main.pas:770-774 RandomLow 방식으로 수정됨 final spell = pq_logic.winSpell(config, DeterministicRandom(22), 7, 4); expect(spell, isNotEmpty); expect(spell, contains('|')); final weapon = pq_logic.winEquip( config, DeterministicRandom(12), 5, 0, // weapon slot ); expect(weapon, isNotEmpty); final armor = pq_logic.winEquip( config, DeterministicRandom(15), 2, 2, // helm slot (armor category) ); expect(armor, isNotEmpty); final item = pq_logic.winItem(config, DeterministicRandom(10), 3); expect(item, isNotEmpty); expect(pq_logic.winItem(config, DeterministicRandom(10), 1000), isEmpty); }); test('monsterTask picks level-appropriate monsters with modifiers', () { // 아스키나라(ASCII-Nara) 세계관 데이터로 업데이트 // 결정론적 결과가 일관되게 생성되는지 확인 final result1 = pq_logic.monsterTask( config, DeterministicRandom(99), 5, null, null, ); expect(result1.displayName, isNotEmpty); expect(result1.baseName, isNotEmpty); expect(result1.part, isNotEmpty); final result2 = pq_logic.monsterTask( config, DeterministicRandom(7), 10, null, null, ); expect(result2.displayName, isNotEmpty); expect(result2.baseName, isNotEmpty); final result3 = pq_logic.monsterTask( config, DeterministicRandom(5), 6, 'Memory Leak|6|leaked byte', 6, ); expect(result3.displayName, isNotEmpty); }); test('completeQuest and completeAct return deterministic results', () { // 아스키나라(ASCII-Nara) 세계관 데이터로 업데이트 (Phase 7 확장 반영) final quest = pq_logic.completeQuest(config, DeterministicRandom(33), 4); expect(quest.caption, 'Transfer this session token'); expect(quest.reward, pq_logic.RewardKind.item); expect(quest.monsterName, isNull); final act2 = pq_logic.completeAct(2); expect(act2.actTitle, 'Act II'); // 새 배열 기반: Act II = 10800초 (3시간) - 10시간 완주 목표 expect(act2.plotBarMaxSeconds, 10800); expect(act2.rewards, contains(pq_logic.RewardKind.item)); expect(act2.rewards, isNot(contains(pq_logic.RewardKind.equip))); final act3 = pq_logic.completeAct(3); expect( act3.rewards, containsAll({ pq_logic.RewardKind.item, pq_logic.RewardKind.equip, }), ); }); test('dequeue starts next task and drains queue', () { const progress = ProgressState( task: ProgressBarState(position: 100, max: 100), quest: ProgressBarState(position: 0, max: 10), plot: ProgressBarState(position: 0, max: 10), exp: ProgressBarState(position: 0, max: 10), encumbrance: ProgressBarState(position: 0, max: 1), currentTask: TaskInfo(caption: 'Idle', type: TaskType.neutral), plotStageCount: 1, questCount: 0, ); final queue = QueueState( entries: const [ QueueEntry( kind: QueueKind.task, durationMillis: 120, caption: 'Fight', taskType: TaskType.kill, ), QueueEntry( kind: QueueKind.plot, durationMillis: 80, caption: 'Plot', taskType: TaskType.plot, ), ], ); final result = pq_logic.dequeue(progress, queue); expect(result, isNotNull); expect(result!.caption, 'Fight...'); expect(result.taskType, TaskType.kill); expect(result.kind, QueueKind.task); expect(result.progress.task.position, 0); expect(result.progress.task.max, 120); expect(result.queue.entries.length, 1); expect(result.queue.entries.first.kind, QueueKind.plot); }); test('impressiveGuy generates deterministic NPC titles', () { // case 0: "the King of the Elves" 형태 final guy1 = pq_logic.impressiveGuy(config, DeterministicRandom(42)); expect(guy1, contains('of the')); // case 1: "King Vrognak of Zoxzik" 형태 final guy2 = pq_logic.impressiveGuy(config, DeterministicRandom(7)); expect(guy2, contains(' of ')); // 결정적(deterministic) 결과 확인 expect( pq_logic.impressiveGuy(config, DeterministicRandom(100)), pq_logic.impressiveGuy(config, DeterministicRandom(100)), ); }); test('namedMonster generates named monster with level matching', () { final monster = pq_logic.namedMonster(config, DeterministicRandom(42), 10); // "GeneratedName the MonsterType" 형태 expect(monster, contains(' the ')); // 결정적(deterministic) 결과 확인 expect( pq_logic.namedMonster(config, DeterministicRandom(50), 5), pq_logic.namedMonster(config, DeterministicRandom(50), 5), ); }); test('interplotCinematic generates queue entries with plot ending', () { final entries = pq_logic.interplotCinematic( config, DeterministicRandom(42), 10, 3, ); // 최소 1개 이상의 엔트리 생성 expect(entries, isNotEmpty); // 마지막은 항상 plot 타입의 'Compiling' (아스키나라 세계관) expect(entries.last.kind, QueueKind.plot); expect(entries.last.caption, 'Compiling'); expect(entries.last.durationMillis, 2000); // 나머지는 task 타입 for (var i = 0; i < entries.length - 1; i++) { expect(entries[i].kind, QueueKind.task); } }); test('interplotCinematic has three distinct scenarios', () { // 여러 시드를 테스트해서 3가지 시나리오가 모두 나오는지 확인 // 아스키나라(ASCII-Nara) 세계관 텍스트로 업데이트 final scenariosFound = {}; for (var seed = 0; seed < 100; seed++) { final entries = pq_logic.interplotCinematic( config, DeterministicRandom(seed), 5, 1, ); final firstCaption = entries.first.caption; if (firstCaption.contains('Cache Zone')) { scenariosFound.add('cache'); // 캐시 존 시나리오: 4개 task + 1개 plot = 5개 expect(entries.length, 5); } else if (firstCaption.contains('target')) { scenariosFound.add('combat'); // 전투 시나리오: 가변 길이 (combatRounds에 따라) expect(entries.length, greaterThanOrEqualTo(5)); } else if (firstCaption.contains('relief')) { scenariosFound.add('betrayal'); // 배신 시나리오: 6개 task + 1개 plot = 7개 expect(entries.length, 7); } } // 3가지 시나리오가 모두 발견되어야 함 expect(scenariosFound, containsAll(['cache', 'combat', 'betrayal'])); }); }