105 lines
3.1 KiB
Dart
105 lines
3.1 KiB
Dart
import 'package:asciineverdie/src/core/engine/progress_loop.dart';
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import 'package:asciineverdie/src/core/model/combat_state.dart';
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import 'package:asciineverdie/src/core/model/combat_stats.dart';
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import 'package:asciineverdie/src/core/model/game_state.dart';
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import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
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import 'package:asciineverdie/src/core/util/balance_constants.dart';
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import 'package:flutter_test/flutter_test.dart';
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import '../../helpers/mock_factories.dart';
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void main() {
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late final service = MockFactories.createProgressService();
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test('autosaves on level-up and stop when configured', () async {
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final saveManager = FakeSaveManager();
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// 레벨 1에서 레벨업에 필요한 경험치
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final requiredExp = ExpConstants.requiredExp(1);
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// 레벨업에 충분한 경험치를 주는 몬스터 (사망 상태)
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final monsterStats = MonsterCombatStats(
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name: 'Test Monster',
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level: 1,
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atk: 10,
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def: 5,
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magDef: 5,
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hpMax: 50,
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hpCurrent: 0, // 몬스터 사망
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criRate: 0.05,
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criDamage: 1.5,
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evasion: 0.0,
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accuracy: 0.8,
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attackDelayMs: 1000,
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expReward: requiredExp + 100, // 레벨업에 충분한 경험치
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);
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final combatState = CombatState(
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playerStats: CombatStats.empty(),
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monsterStats: monsterStats,
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playerAttackAccumulatorMs: 0,
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monsterAttackAccumulatorMs: 0,
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totalDamageDealt: 50,
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totalDamageTaken: 0,
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turnsElapsed: 1,
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isActive: true,
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);
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final initial = GameState.withSeed(
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seed: 123,
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traits: const Traits(
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name: 'LoopHero',
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race: 'Orc',
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klass: 'Warrior',
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level: 1,
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motto: '',
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guild: '',
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),
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stats: const Stats(
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str: 8,
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con: 7,
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dex: 6,
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intelligence: 5,
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wis: 4,
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cha: 3,
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hpMax: 9,
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mpMax: 8,
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),
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progress: ProgressState(
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task: const ProgressBarState(position: 1200, max: 1200),
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quest: const ProgressBarState(position: 0, max: 10),
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plot: const ProgressBarState(position: 0, max: 10),
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exp: ProgressBarState(position: requiredExp - 50, max: requiredExp),
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encumbrance: const ProgressBarState(position: 0, max: 0),
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currentTask: const TaskInfo(caption: 'Battle', type: TaskType.kill),
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plotStageCount: 1,
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questCount: 0,
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currentCombat: combatState,
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),
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);
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final loop = ProgressLoop(
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initialState: initial,
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progressService: service,
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saveManager: saveManager,
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autoSaveConfig: const AutoSaveConfig(
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onLevelUp: true,
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onQuestComplete: true,
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onActComplete: true,
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onStop: true,
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),
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now: () => DateTime.fromMillisecondsSinceEpoch(0),
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);
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final updated = loop.tickOnce(deltaMillis: 50);
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expect(saveManager.savedStates.length, 1);
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expect(updated.traits.level, 2);
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await loop.stop(saveOnStop: true);
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expect(saveManager.savedStates.length, 2);
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expect(saveManager.savedStates.last, same(updated));
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});
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}
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