Files
asciinevrdie/test/core/engine/progress_loop_test.dart
JiWoong Sul 7e1936b34f fix(ui): 사망 화면 장비 슬롯명 표시 및 기타 수정
- 사망 시 잃은 아이템에 슬롯명 표시 추가
- progress_service 마이너 수정
- 관련 테스트 업데이트
2026-01-15 23:23:38 +09:00

105 lines
3.1 KiB
Dart

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