feat: regicide full

This commit is contained in:
hyper 2026-04-10 13:43:12 +08:00
parent 28e548d3de
commit 617057988d
6 changed files with 973 additions and 41 deletions

8
src/samples/boop/parts.csv.d.ts vendored Normal file
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@ -0,0 +1,8 @@
type PartsTable = readonly {
readonly type: string;
readonly player: string;
readonly count: number;
}[];
declare const data: PartsTable;
export default data;

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@ -1,14 +1,20 @@
import {createGameCommandRegistry} from "@/core/game";
import {IGameContext} from "@/core/game";
import {RegicideState} from "@/samples/regicide/state";
import {createGameCommandRegistry} from "@/core/game";
import {PlayerType, RegicideCard} from "@/samples/regicide/types";
import {CARD_VALUES, FACE_CARDS} from "@/samples/regicide/constants";
import {isEnemyDefeated} from "@/samples/regicide/utils";
export type RegicideGame = IGameContext<RegicideState>;
export const registry = createGameCommandRegistry<RegicideState>();
/**
*
*
*/
const playCmd = registry.register({
schema: 'play <player:string> <cardId:string>',
run: async (game, player, cardId) => {
run: async (game: RegicideGame, player: string, cardId: string) => {
const state = game.value;
const card = state.cards[cardId];
@ -17,7 +23,8 @@ const playCmd = registry.register({
}
// 检查卡牌是否在玩家手牌中
const playerHand = state.playerHands[player as keyof typeof state.playerHands];
const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey];
if (!playerHand || !playerHand.includes(cardId)) {
return {success: false, error: `卡牌 ${cardId} 不在玩家 ${player} 的手牌中`};
}
@ -29,20 +36,31 @@ const playCmd = registry.register({
// 计算伤害(基础伤害为卡牌面值)
let damage = card.value;
let attackReduction = 0;
// TODO: 花色能力 - 梅花双倍伤害
// if (card.suit === 'clubs') {
// damage *= 2;
// }
// 梅花双倍伤害
if (card.suit === 'clubs') {
damage *= 2;
}
// TODO: A牌配合机制 - 如果card.rank === 'A',可以额外打出一张牌
// 黑桃降低敌人攻击力
if (card.suit === 'spades') {
attackReduction = card.value;
}
const enemyHpBefore = state.currentEnemy.hp;
await game.produce(state => {
// 对敌人造成伤害
game.produce(state => {
state.currentEnemy!.hp -= damage;
// 记录黑桃的攻击力降低
if (attackReduction > 0) {
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
}
// 从手牌移除卡牌
const hand = state.playerHands[player as keyof typeof state.playerHands];
const hand = state.playerHands[playerKey];
const cardIndex = hand.indexOf(cardId);
if (cardIndex !== -1) {
hand.splice(cardIndex, 1);
@ -51,11 +69,126 @@ const playCmd = registry.register({
// 将卡牌移到弃牌堆
state.cards[cardId].regionId = 'discardPile';
// TODO: 触发花色能力
// TODO: 检查敌人是否被击败
// 红心能力:将弃牌堆洗回酒馆牌堆
if (card.suit === 'hearts') {
const discardIds = state.regions.discardPile.childIds.filter(id => id !== state.currentEnemy!.id);
if (discardIds.length > 0) {
// 将弃牌堆(除当前敌人外)移回酒馆牌堆
for (const discardId of discardIds) {
state.cards[discardId].regionId = 'tavernDeck';
}
state.regions.tavernDeck.childIds.push(...discardIds);
state.regions.discardPile.childIds = [state.currentEnemy!.id];
}
}
// 方块能力:从酒馆牌堆抓牌
if (card.suit === 'diamonds') {
const tavernDeckCount = state.regions.tavernDeck.childIds.length;
if (tavernDeckCount > 0) {
const drawCardId = state.regions.tavernDeck.childIds.shift()!;
state.cards[drawCardId].regionId = `hand_${player}`;
hand.push(drawCardId);
}
}
});
return {success: true, result: {damage, enemyHp: state.currentEnemy.hp}};
// 检查敌人是否被击败
const enemyDefeated = isEnemyDefeated(game.value.currentEnemy);
return {
success: true,
result: {
damage,
attackReduction,
enemyHpBefore,
enemyHpAfter: game.value.currentEnemy!.hp,
enemyDefeated,
suitAbility: card.suit
}
};
}
});
/**
* A配合另一张牌
*/
const playWithACmd = registry.register({
schema: 'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
run: async (game: RegicideGame, player: string, aceCardId: string, otherCardId: string) => {
const state = game.value;
const aceCard = state.cards[aceCardId];
const otherCard = state.cards[otherCardId];
if (!aceCard || !otherCard) {
return {success: false, error: '卡牌不存在'};
}
// 检查是否是A牌
if (aceCard.rank !== 'A') {
return {success: false, error: `第一张牌必须是A`};
}
const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey];
// 检查两张牌都在手牌中
if (!playerHand.includes(aceCardId) || !playerHand.includes(otherCardId)) {
return {success: false, error: '卡牌不在手牌中'};
}
if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'};
}
// 计算两张牌的总伤害
let totalDamage = aceCard.value + otherCard.value;
// 如果另一张牌是梅花,双倍伤害
if (otherCard.suit === 'clubs') {
totalDamage *= 2;
}
let attackReduction = 0;
if (aceCard.suit === 'spades') {
attackReduction += aceCard.value;
}
if (otherCard.suit === 'spades') {
attackReduction += otherCard.value;
}
await game.produce(state => {
// 对敌人造成伤害
state.currentEnemy!.hp -= totalDamage;
// 记录黑桃的攻击力降低
if (attackReduction > 0) {
state.currentEnemy!.value = Math.max(0, state.currentEnemy!.value - attackReduction);
}
// 从手牌移除两张牌
const hand = state.playerHands[playerKey];
const aceIndex = hand.indexOf(aceCardId);
const otherIndex = hand.indexOf(otherCardId);
if (aceIndex !== -1) hand.splice(aceIndex, 1);
if (otherIndex !== -1) hand.splice(otherIndex, 1);
// 将卡牌移到弃牌堆
state.cards[aceCardId].regionId = 'discardPile';
state.cards[otherCardId].regionId = 'discardPile';
});
const enemyDefeated = isEnemyDefeated(state.currentEnemy);
return {
success: true,
result: {
damage: totalDamage,
attackReduction,
enemyHp: state.currentEnemy!.hp,
enemyDefeated
}
};
}
});
@ -64,44 +197,225 @@ const playCmd = registry.register({
*/
const passCmd = registry.register({
schema: 'pass <player:string>',
run: async (game, player) => {
const state = game.value;
// 即使让过,也会受到敌人反击
// TODO: 实现反击逻辑
run: async (game: RegicideGame, player: string) => {
// 即使让过,也会受到敌人反击(在回合结束时处理)
return {success: true, result: {message: `${player} 让过`}};
}
});
/**
*
* - >=
*/
const checkEnemyDefeatedCmd = registry.register({
schema: 'check-enemy-defeated',
run: async (game) => {
const enemyCounterattackCmd = registry.register({
schema: 'counterattack <player:string> <discardCards:string[]>',
run: async (game: RegicideGame, player: string, discardCards: string[]) => {
const state = game.value;
if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'};
}
const isDefeated = state.currentEnemy.hp <= 0;
const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey];
if (isDefeated) {
// 敌人被击败,移到弃牌堆
game.produce(state => {
// TODO: 将当前敌人移到弃牌堆
// TODO: 翻开下一个敌人
// 检查要弃的牌都在手牌中
for (const cardId of discardCards) {
if (!playerHand.includes(cardId)) {
return {success: false, error: `卡牌 ${cardId} 不在手牌中`};
}
}
// 计算弃牌的点数和
let totalValue = 0;
for (const cardId of discardCards) {
const card = state.cards[cardId];
if (card) {
totalValue += card.value;
}
}
const enemyAttack = state.currentEnemy.value;
// 检查点数和是否 >= 敌人攻击力
if (totalValue < enemyAttack) {
return {
success: false,
error: `弃牌点数和 (${totalValue}) 小于敌人攻击力 (${enemyAttack}),游戏失败`
};
}
// 执行弃牌
await game.produce(state => {
const hand = state.playerHands[playerKey];
for (const cardId of discardCards) {
const index = hand.indexOf(cardId);
if (index !== -1) {
hand.splice(index, 1);
}
state.cards[cardId].regionId = 'discardPile';
}
});
return {
success: true,
result: {
discardedCards: discardCards,
totalValue,
enemyAttack
}
};
}
});
/**
*
*/
const checkEnemyDefeatedCmd = registry.register({
schema: 'check-enemy',
run: async (game: RegicideGame) => {
const state = game.value;
if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'};
}
const defeated = state.currentEnemy.hp <= 0;
if (defeated) {
const defeatedEnemy = {...state.currentEnemy};
await game.produce(state => {
// 将当前敌人移到弃牌堆
state.regions.discardPile.childIds.push(state.currentEnemy!.id);
// 翻开下一个敌人
if (state.enemyDeck.length > 0) {
const nextEnemy = state.enemyDeck.shift()!;
state.currentEnemy = nextEnemy;
} else {
// 没有更多敌人了
state.currentEnemy = null;
}
});
// 检查是否胜利(没有更多敌人)
if (!game.value.currentEnemy) {
await game.produce(state => {
state.phase = 'victory';
state.winner = true;
});
}
return {success: true, result: {isDefeated, enemy: state.currentEnemy}};
return {
success: true,
result: {
defeated: true,
defeatedEnemy,
nextEnemy: game.value.currentEnemy,
enemiesRemaining: game.value.enemyDeck.length
}
};
}
return {
success: true,
result: {
defeated: false,
currentEnemy: {...state.currentEnemy},
enemiesRemaining: state.enemyDeck.length
}
};
}
});
/**
*
*/
const checkCanPlayCmd = registry.register({
schema: 'check-can-play <player:string>',
run: async (game: RegicideGame, player: string) => {
const state = game.value;
const playerKey = player as PlayerType;
const playerHand = state.playerHands[playerKey];
const canPlay = playerHand.length > 0;
const canPlayWithA = playerHand.some(cardId => {
const card = state.cards[cardId];
return card && card.rank === 'A' && playerHand.length > 1;
});
return {
success: true,
result: {
canPlay,
canPlayWithA,
handSize: playerHand.length
}
};
}
});
/**
*
*/
const checkTavernDeckCmd = registry.register({
schema: 'check-tavern-deck',
run: async (game: RegicideGame) => {
const state = game.value;
const isEmpty = state.regions.tavernDeck.childIds.length === 0;
// 如果酒馆牌堆为空且所有玩家手牌也为空,则游戏失败
if (isEmpty) {
const allHandsEmpty = Object.values(state.playerHands).every(hand => hand.length === 0);
if (allHandsEmpty) {
await game.produce(state => {
state.phase = 'defeat';
state.winner = false;
});
}
}
return {
success: true,
result: {
isEmpty,
cardsRemaining: state.regions.tavernDeck.childIds.length
}
};
}
});
/**
*
*/
const nextTurnCmd = registry.register({
schema: 'next-turn',
run: async (game: RegicideGame) => {
const state = game.value;
await game.produce(state => {
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
});
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
const currentPlayer = players[game.value.currentPlayerIndex];
return {
success: true,
result: {
currentPlayer,
currentPlayerIndex: game.value.currentPlayerIndex
}
};
}
});
export {
playCmd as play,
playWithACmd as playWithA,
passCmd as pass,
checkEnemyDefeatedCmd as checkEnemyDefeated,
enemyCounterattackCmd as enemyCounterattack,
checkEnemyDefeatedCmd as checkEnemy,
checkCanPlayCmd as checkCanPlay,
checkTavernDeckCmd as checkTavernDeck,
nextTurnCmd as nextTurn,
};

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@ -0,0 +1,239 @@
import {IGameContext} from "@/core/game";
import {RegicideState} from "@/samples/regicide/state";
import {buildEnemyDeck, buildTavernDeck, createAllCards, getPlayerHandRegionId} from "@/samples/regicide/utils";
import {INITIAL_HAND_SIZE} from "@/samples/regicide/constants";
import {Enemy, PlayerType, RegicideCard} from "@/samples/regicide/types";
export type RegicideGame = IGameContext<RegicideState>;
/**
*
* @param game
* @param playerCount 1-4
* @param seed
*/
export async function setupGame(game: RegicideGame, playerCount: number, seed?: number) {
if (playerCount < 1 || playerCount > 4) {
throw new Error('玩家数量必须为 1-4 人');
}
if (seed) {
// RNG seeding handled by game context
}
// 创建所有卡牌
const allCards = createAllCards();
// 构建敌人牌堆J/Q/K
const enemyDeck = buildEnemyDeck(game._rng);
// 构建酒馆牌堆A-10
const tavernDeck = buildTavernDeck(game._rng);
// 初始化游戏状态
await game.produceAsync(state => {
state.cards = allCards;
state.playerCount = playerCount;
state.currentPlayerIndex = 0;
state.enemyDeck = enemyDeck;
// 设置酒馆牌堆区域
for (const card of tavernDeck) {
card.regionId = 'tavernDeck';
state.regions.tavernDeck.childIds.push(card.id);
}
// 设置敌人牌堆区域只存储ID敌人是独立对象
state.regions.enemyDeck.childIds = enemyDeck.map(e => e.id);
// 给每个玩家发牌
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
for (let i = 0; i < playerCount; i++) {
const player = players[i];
const regionId = getPlayerHandRegionId(player);
for (let j = 0; j < INITIAL_HAND_SIZE; j++) {
if (tavernDeck.length === 0) break;
const card = tavernDeck.shift()!;
card.regionId = regionId;
state.playerHands[player].push(card.id);
const region = state.regions[regionId as keyof typeof state.regions];
region.childIds.push(card.id);
}
}
// 翻开第一个敌人
if (enemyDeck.length > 0) {
const firstEnemy = enemyDeck.shift()!;
state.currentEnemy = firstEnemy;
}
});
}
/**
*
*/
export async function start(game: RegicideGame) {
const state = game.value;
// 检查游戏是否已设置
if (!state.currentEnemy) {
throw new Error('请先调用 setupGame 初始化游戏');
}
const players: PlayerType[] = ['player1', 'player2', 'player3', 'player4'];
// 主游戏循环
while (state.phase === 'playing') {
const currentPlayerIndex = state.currentPlayerIndex;
const currentPlayer = players[currentPlayerIndex];
// 检查当前玩家是否有手牌
const currentHand = state.playerHands[currentPlayer];
if (currentHand.length === 0) {
// 玩家没有手牌,跳过回合
await game.produceAsync(state => {
state.currentPlayerIndex = (state.currentPlayerIndex + 1) % state.playerCount;
});
continue;
}
// 等待玩家输入(出牌或让过)
// 这里需要外部通过 prompt 系统获取输入
// 实际使用时由 UI 或测试代码提供输入
// 循环会在外部调用 play/pass 命令后继续
// 当 phase 变为 'victory' 或 'defeat' 时退出
break;
}
return game.value;
}
/**
*
*/
export async function playTurn(game: RegicideGame, player: PlayerType, action: 'play' | 'pass', cardId?: string, secondCardId?: string) {
const state = game.value;
if (state.phase !== 'playing') {
return {success: false, error: '游戏已结束'};
}
if (!state.currentEnemy) {
return {success: false, error: '没有活跃的敌人'};
}
let playResult: any;
// 执行玩家动作
if (action === 'play' && cardId) {
// 检查是否是A配合另一张牌
const card = state.cards[cardId];
if (card.rank === 'A' && secondCardId) {
playResult = await game.run(`play-with-a ${player} ${cardId} ${secondCardId}`);
} else {
playResult = await game.run(`play ${player} ${cardId}`);
}
} else {
// 让过
playResult = await game.run(`pass ${player}`);
}
if (!playResult.success) {
return playResult;
}
// 检查敌人是否被击败
const checkResult = await game.run<{defeated: boolean; currentEnemy?: any; nextEnemy?: any; defeatedEnemy?: any; enemiesRemaining?: number}>('check-enemy');
if (!checkResult.success) {
return checkResult;
}
// 如果敌人未被击败,处理反击
if (!checkResult.result.defeated) {
// 反击逻辑需要玩家选择弃牌,这里返回状态让外部处理
return {
success: true,
result: {
playResult: playResult.result,
enemyDefeated: false,
needsDiscard: true,
enemyAttack: state.currentEnemy.value,
playerHand: state.playerHands[player]
}
};
}
// 敌人被击败,检查是否还有更多敌人
if (state.enemyDeck.length === 0 && state.currentEnemy && state.currentEnemy.hp <= 0) {
await game.produceAsync(state => {
state.phase = 'victory';
state.winner = true;
});
return {
success: true,
result: {
playResult: playResult.result,
enemyDefeated: true,
gameWon: true
}
};
}
// 切换到下一个玩家
await game.run('next-turn');
return {
success: true,
result: {
playResult: playResult.result,
enemyDefeated: true,
nextEnemy: state.currentEnemy
}
};
}
/**
*
*/
export async function handleCounterattack(game: RegicideGame, player: PlayerType, discardCardIds: string[]) {
const result = await game.run(`counterattack ${player} ${JSON.stringify(discardCardIds)}`);
if (!result.success) {
// 弃牌失败(点数和不足),游戏失败
await game.produceAsync(state => {
state.phase = 'defeat';
state.winner = false;
});
return result;
}
// 弃牌成功,切换到下一个玩家
await game.run('next-turn');
return result;
}
/**
*
*/
export function getGameStatus(game: RegicideGame) {
const state = game.value;
return {
phase: state.phase,
currentPlayer: ['player1', 'player2', 'player3', 'player4'][state.currentPlayerIndex],
currentEnemy: state.currentEnemy ? {
...state.currentEnemy,
hpPercent: Math.round((state.currentEnemy.hp / state.currentEnemy.maxHp) * 100)
} : null,
enemiesRemaining: state.enemyDeck.length,
tavernDeckCount: state.regions.tavernDeck.childIds.length,
discardPileCount: state.regions.discardPile.childIds.length,
playerHands: Object.fromEntries(
Object.entries(state.playerHands).map(([player, hand]) => [player, hand.length])
),
winner: state.winner
};
}

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@ -34,10 +34,25 @@ export {prompts} from './prompts';
export {
registry,
play as playCmd,
playWithA as playWithACmd,
pass as passCmd,
checkEnemyDefeated as checkEnemyDefeatedCmd
enemyCounterattack as enemyCounterattackCmd,
checkEnemy as checkEnemyCmd,
checkCanPlay as checkCanPlayCmd,
checkTavernDeck as checkTavernDeckCmd,
nextTurn as nextTurnCmd,
} from './commands';
// Game
export {
setupGame,
start,
playTurn,
handleCounterattack,
getGameStatus,
type RegicideGame
} from './game';
// Utils
export {
getCardValue,

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@ -1,17 +1,20 @@
import {createPromptDef} from "@/core/game";
import {PlayerType} from "@/samples/regicide/types";
export const prompts = {
playCard: createPromptDef<[PlayerType, string]>(
playCard: createPromptDef<[string, string]>(
'play <player:string> <cardId:string>',
'选择要打出的卡牌'
),
pass: createPromptDef<[PlayerType]>(
playWithA: createPromptDef<[string, string, string]>(
'play-with-a <player:string> <aceCardId:string> <otherCardId:string>',
'打出A配合另一张牌'
),
pass: createPromptDef<[string]>(
'pass <player:string>',
'让过不出牌'
),
discard: createPromptDef<[PlayerType, string[]]>(
'discard <player:string> <cardIds:string[]>',
'选择要弃掉的卡牌'
discard: createPromptDef<[string, string[]]>(
'counterattack <player:string> <discardCards:string[]>',
'选择要弃掉的卡牌以应对敌人反击'
),
};

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@ -0,0 +1,353 @@
import {createGameContext} from '@/core/game';
import {registry} from '@/samples/regicide/commands';
import {createInitialState} from '@/samples/regicide/state';
import {
buildEnemyDeck,
buildTavernDeck,
createAllCards,
createCard,
createEnemy,
getCardValue,
isEnemyDefeated
} from '@/samples/regicide/utils';
import {Mulberry32RNG} from '@/utils/rng';
import {CARD_VALUES, ENEMY_COUNT, FACE_CARDS, INITIAL_HAND_SIZE} from '@/samples/regicide/constants';
import {PlayerType} from '@/samples/regicide/types';
describe('Regicide - Utils', () => {
describe('getCardValue', () => {
it('should return correct value for number cards', () => {
expect(getCardValue('A')).toBe(1);
expect(getCardValue('5')).toBe(5);
expect(getCardValue('10')).toBe(10);
});
it('should return correct value for face cards', () => {
expect(getCardValue('J')).toBe(10);
expect(getCardValue('Q')).toBe(15);
expect(getCardValue('K')).toBe(20);
});
});
describe('createCard', () => {
it('should create a card with correct properties', () => {
const card = createCard('spades_A', 'spades', 'A');
expect(card.id).toBe('spades_A');
expect(card.suit).toBe('spades');
expect(card.rank).toBe('A');
expect(card.value).toBe(1);
});
});
describe('createEnemy', () => {
it('should create an enemy with correct HP', () => {
const enemy = createEnemy('enemy_0', 'J', 'spades');
expect(enemy.rank).toBe('J');
expect(enemy.value).toBe(10);
expect(enemy.hp).toBe(20);
expect(enemy.maxHp).toBe(20);
});
it('should create enemy with different values for different ranks', () => {
const jEnemy = createEnemy('enemy_0', 'J', 'spades');
const qEnemy = createEnemy('enemy_1', 'Q', 'hearts');
const kEnemy = createEnemy('enemy_2', 'K', 'diamonds');
expect(jEnemy.value).toBe(10);
expect(qEnemy.value).toBe(15);
expect(kEnemy.value).toBe(20);
expect(jEnemy.hp).toBe(20);
expect(qEnemy.hp).toBe(30);
expect(kEnemy.hp).toBe(40);
});
});
describe('createAllCards', () => {
it('should create 52 cards', () => {
const cards = createAllCards();
expect(Object.keys(cards).length).toBe(52);
});
it('should have all suits and ranks', () => {
const cards = createAllCards();
const suits = ['spades', 'hearts', 'diamonds', 'clubs'];
const ranks = ['A', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K'];
for (const suit of suits) {
for (const rank of ranks) {
const id = `${suit}_${rank}`;
expect(cards[id]).toBeDefined();
expect(cards[id].suit).toBe(suit);
expect(cards[id].rank).toBe(rank);
}
}
});
});
describe('buildEnemyDeck', () => {
it('should create 12 enemies (J/Q/K)', () => {
const rng = new Mulberry32RNG(12345);
const deck = buildEnemyDeck(rng);
expect(deck.length).toBe(12);
});
it('should have J at top, Q in middle, K at bottom', () => {
const rng = new Mulberry32RNG(12345);
const deck = buildEnemyDeck(rng);
for (let i = 0; i < 4; i++) {
expect(deck[i].rank).toBe('J');
}
for (let i = 4; i < 8; i++) {
expect(deck[i].rank).toBe('Q');
}
for (let i = 8; i < 12; i++) {
expect(deck[i].rank).toBe('K');
}
});
});
describe('buildTavernDeck', () => {
it('should create 40 cards (A-10)', () => {
const rng = new Mulberry32RNG(12345);
const deck = buildTavernDeck(rng);
expect(deck.length).toBe(40);
});
it('should not contain face cards', () => {
const rng = new Mulberry32RNG(12345);
const deck = buildTavernDeck(rng);
for (const card of deck) {
expect(FACE_CARDS.includes(card.rank)).toBe(false);
}
});
});
describe('isEnemyDefeated', () => {
it('should return true when enemy HP <= 0', () => {
const enemy = createEnemy('enemy_0', 'J', 'spades');
expect(isEnemyDefeated(enemy)).toBe(false);
enemy.hp = 0;
expect(isEnemyDefeated(enemy)).toBe(true);
enemy.hp = -5;
expect(isEnemyDefeated(enemy)).toBe(true);
});
it('should return false for null enemy', () => {
expect(isEnemyDefeated(null)).toBe(false);
});
});
});
describe('Regicide - Commands', () => {
function createTestContext() {
const initialState = createInitialState();
return createGameContext(registry, initialState);
}
function setupTestGame(game: ReturnType<typeof createTestContext>) {
const cards = createAllCards();
const rng = new Mulberry32RNG(12345);
const enemyDeck = buildEnemyDeck(rng);
const tavernDeck = buildTavernDeck(rng);
game.produce(state => {
state.cards = cards;
state.playerCount = 2;
state.currentPlayerIndex = 0;
state.enemyDeck = [...enemyDeck];
state.currentEnemy = {...enemyDeck[0]};
for (const card of tavernDeck) {
state.regions.tavernDeck.childIds.push(card.id);
}
for (let i = 0; i < 6; i++) {
const card1 = tavernDeck[i];
const card2 = tavernDeck[i + 6];
card1.regionId = 'hand_player1';
card2.regionId = 'hand_player2';
state.playerHands.player1.push(card1.id);
state.playerHands.player2.push(card2.id);
state.regions.hand_player1.childIds.push(card1.id);
state.regions.hand_player2.childIds.push(card2.id);
}
});
}
describe('play command', () => {
it('should deal damage to current enemy', async () => {
const game = createTestContext();
setupTestGame(game);
const enemyHpBefore = game.value.currentEnemy!.hp;
const cardId = game.value.playerHands.player1[0];
const card = game.value.cards[cardId];
const result = await game.run(`play player1 ${cardId}`);
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value);
});
it('should double damage for clubs suit', async () => {
const game = createTestContext();
setupTestGame(game);
game.produce(state => {
state.cards['clubs_5'] = createCard('clubs_5', 'clubs', '5');
state.playerHands.player1.push('clubs_5');
state.regions.hand_player1.childIds.push('clubs_5');
});
const clubsCardId = 'clubs_5';
const enemyHpBefore = game.value.currentEnemy!.hp;
const card = game.value.cards[clubsCardId];
await game.run(`play player1 ${clubsCardId}`);
expect(game.value.currentEnemy!.hp).toBe(enemyHpBefore - card.value * 2);
});
});
describe('pass command', () => {
it('should allow player to pass', async () => {
const game = createTestContext();
setupTestGame(game);
const result = await game.run('pass player1');
expect(result.success).toBe(true);
});
});
describe('check-enemy command', () => {
it('should detect defeated enemy and reveal next', async () => {
const game = createTestContext();
setupTestGame(game);
const firstEnemy = game.value.currentEnemy!;
game.produce(state => {
state.currentEnemy!.hp = 0;
});
await game.run('check-enemy');
expect(game.value.regions.discardPile.childIds).toContain(firstEnemy.id);
expect(game.value.currentEnemy).not.toBe(firstEnemy);
});
it('should not defeat enemy if HP > 0', async () => {
const game = createTestContext();
setupTestGame(game);
const currentEnemyId = game.value.currentEnemy!.id;
await game.run('check-enemy');
expect(game.value.currentEnemy!.id).toBe(currentEnemyId);
});
});
describe('next-turn command', () => {
it('should switch to next player', async () => {
const game = createTestContext();
setupTestGame(game);
expect(game.value.currentPlayerIndex).toBe(0);
await game.run('next-turn');
expect(game.value.currentPlayerIndex).toBe(1);
});
it('should wrap around to first player', async () => {
const game = createTestContext();
setupTestGame(game);
game.produce(state => {
state.currentPlayerIndex = 1;
});
await game.run('next-turn');
expect(game.value.currentPlayerIndex).toBe(0);
});
});
});
describe('Regicide - Game Flow', () => {
function createTestContext() {
const initialState = createInitialState();
return createGameContext(registry, initialState);
}
it('should complete a full turn cycle', async () => {
const game = createTestContext();
const cards = createAllCards();
const rng = new Mulberry32RNG(12345);
const enemyDeck = buildEnemyDeck(rng);
const tavernDeck = buildTavernDeck(rng);
game.produce(state => {
state.cards = cards;
state.playerCount = 1;
state.currentPlayerIndex = 0;
state.enemyDeck = [...enemyDeck.slice(1)];
state.currentEnemy = {...enemyDeck[0]};
for (const card of tavernDeck) {
state.regions.tavernDeck.childIds.push(card.id);
}
for (let i = 0; i < 6; i++) {
const card = tavernDeck[i];
card.regionId = 'hand_player1';
state.playerHands.player1.push(card.id);
state.regions.hand_player1.childIds.push(card.id);
}
});
const cardId = game.value.playerHands.player1[0];
const card = game.value.cards[cardId];
const enemyHpBefore = game.value.currentEnemy!.hp;
await game.run(`play player1 ${cardId}`);
expect(game.value.currentEnemy!.hp).toBeLessThan(enemyHpBefore);
});
it('should win game when all enemies defeated', async () => {
const game = createTestContext();
const cards = createAllCards();
const rng = new Mulberry32RNG(12345);
const tavernDeck = buildTavernDeck(rng);
game.produce(state => {
state.cards = cards;
state.playerCount = 1;
state.currentPlayerIndex = 0;
state.enemyDeck = [];
state.currentEnemy = null;
for (const card of tavernDeck) {
state.regions.tavernDeck.childIds.push(card.id);
}
});
game.produce(state => {
state.phase = 'victory';
state.winner = true;
});
expect(game.value.phase).toBe('victory');
expect(game.value.winner).toBe(true);
});
});