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- import { mkdtemp, mkdir, rm, writeFile } from "node:fs/promises";
- import { tmpdir } from "node:os";
- import { join } from "node:path";
- import { describe, expect, it } from "vitest";
- import {
- createEngine,
- type BuildingDef,
- type MovementSystem,
- type NpcMoveEvent,
- type PlacementSystem,
- type System,
- } from "../src/index.js";
- const TIME_YAML = [
- "id: default",
- "dayLengthTicks: 480",
- "seasons:",
- " - { name: spring, dayCount: 28 }",
- "start: { day: 1, season: spring }",
- "",
- ].join("\n");
- const FARM_YAML = [
- "id: farm",
- "width: 5",
- "height: 5",
- 'tilesetRef: "tiles"',
- "spawn: { x: 0, y: 0 }",
- "layers:",
- " - name: ground",
- " data:",
- " - [grass, grass, water, water, water]",
- " - [grass, grass, water, water, water]",
- " - [grass, grass, grass, grass, grass]",
- " - [grass, grass, grass, grass, grass]",
- " - [grass, grass, grass, grass, grass]",
- "",
- ].join("\n");
- const SHED: BuildingDef = {
- id: "shed",
- footprint: { w: 2, h: 2 },
- buildable: "map",
- blocksMovement: true,
- };
- const PATH: BuildingDef = {
- id: "path",
- footprint: { w: 1, h: 1 },
- buildable: "any",
- blocksMovement: false,
- };
- interface Setup {
- engine: ReturnType<typeof createEngine>;
- close: () => Promise<void>;
- }
- async function setup(spy?: System): Promise<Setup> {
- const tmp = await mkdtemp(join(tmpdir(), "farm-movement-"));
- await mkdir(join(tmp, "maps"), { recursive: true });
- await writeFile(join(tmp, "time.yaml"), TIME_YAML);
- await writeFile(join(tmp, "maps", "farm.yaml"), FARM_YAML);
- const systems: System[] = [];
- if (spy) systems.push(spy);
- const engine = createEngine({ contentDir: tmp, systems });
- await engine.start();
- engine.registry.register("building", SHED);
- engine.registry.register("building", PATH);
- return {
- engine,
- close: async () => {
- await engine.stop();
- await rm(tmp, { recursive: true, force: true });
- },
- };
- }
- function movementOf(engine: ReturnType<typeof createEngine>): MovementSystem {
- const movement = engine.systems.get<MovementSystem>("movement");
- if (!movement) throw new Error("movement system not booted");
- return movement;
- }
- function spawnNpc(engine: ReturnType<typeof createEngine>, id: string, x: number, y: number): void {
- engine.world.create({ id, type: "npc", x, y });
- }
- function eventSpy(): { system: System; seen: { event: string; payload: unknown }[] } {
- const seen: { event: string; payload: unknown }[] = [];
- const system: System = {
- id: "spy",
- init() {},
- on(event, payload) {
- seen.push({ event, payload });
- },
- };
- return { system, seen };
- }
- describe("MovementSystem.moveTo", () => {
- it("moves an npc tile-to-tile and emits npc-move with from/to", async () => {
- const { system: spy, seen } = eventSpy();
- const { engine, close } = await setup(spy);
- try {
- spawnNpc(engine, "villager", 0, 0);
- const result = movementOf(engine).moveTo("villager", 2, 2);
- expect(result).toEqual({ npcId: "villager", from: { x: 0, y: 0 }, to: { x: 2, y: 2 } });
- const npc = engine.world.get("villager") as { x: number; y: number };
- expect(npc.x).toBe(2);
- expect(npc.y).toBe(2);
- const moves = seen.filter((entry) => entry.event === "npc-move").map((entry) => entry.payload as NpcMoveEvent);
- expect(moves).toEqual([{ npcId: "villager", from: { x: 0, y: 0 }, to: { x: 2, y: 2 } }]);
- } finally {
- await close();
- }
- });
- it("throws on an unknown or non-npc entity", async () => {
- const { engine, close } = await setup();
- try {
- expect(() => movementOf(engine).moveTo("ghost", 0, 0)).toThrow(/unknown npc: ghost/);
- engine.world.create({ id: "player", type: "player", x: 0, y: 0 });
- expect(() => movementOf(engine).moveTo("player", 1, 1)).toThrow(/unknown npc: player/);
- } finally {
- await close();
- }
- });
- it("throws when the target is out of map bounds", async () => {
- const { engine, close } = await setup();
- try {
- spawnNpc(engine, "villager", 0, 0);
- expect(() => movementOf(engine).moveTo("villager", 5, 0)).toThrow(/target out of bounds: \(5,0\)/);
- expect(() => movementOf(engine).moveTo("villager", 0, 5)).toThrow(/target out of bounds: \(0,5\)/);
- } finally {
- await close();
- }
- });
- it("throws on an unwalkable tile (the water convention)", async () => {
- const { engine, close } = await setup();
- try {
- spawnNpc(engine, "villager", 0, 0);
- expect(() => movementOf(engine).moveTo("villager", 2, 0)).toThrow(/tile \(2,0\) is not walkable/);
- const npc = engine.world.get("villager") as { x: number; y: number };
- expect(npc.x).toBe(0);
- } finally {
- await close();
- }
- });
- it("throws when the target is blocked by a blocksMovement building", async () => {
- const { engine, close } = await setup();
- try {
- spawnNpc(engine, "villager", 3, 3);
- const placement = engine.systems.get<PlacementSystem>("placement");
- if (!placement) throw new Error("placement system not booted");
- placement.place("shed", 0, 0);
- expect(() => movementOf(engine).moveTo("villager", 0, 0)).toThrow(/blocked by building building:shed:0:0 at \(0,0\)/);
- expect(() => movementOf(engine).moveTo("villager", 1, 1)).toThrow(/blocked by building/);
- } finally {
- await close();
- }
- });
- it("allows movement onto a non-blocking building and onto another npc", async () => {
- const { engine, close } = await setup();
- try {
- spawnNpc(engine, "leah", 4, 4);
- spawnNpc(engine, "sam", 0, 0);
- const placement = engine.systems.get<PlacementSystem>("placement");
- if (!placement) throw new Error("placement system not booted");
- placement.place("path", 2, 2);
- expect(movementOf(engine).moveTo("leah", 2, 2)).toMatchObject({ to: { x: 2, y: 2 } });
- expect(movementOf(engine).moveTo("leah", 0, 0)).toMatchObject({ to: { x: 0, y: 0 } });
- } finally {
- await close();
- }
- });
- it("rejects bad coords", async () => {
- const { engine, close } = await setup();
- try {
- spawnNpc(engine, "villager", 0, 0);
- expect(() => movementOf(engine).moveTo("villager", -1, 0)).toThrow(/non-negative integers/);
- expect(() => movementOf(engine).moveTo("villager", 0, 1.5)).toThrow(/non-negative integers/);
- } finally {
- await close();
- }
- });
- });
- describe("MovementSystem.findPath (A* entity API)", () => {
- it("returns an A* path from the npc position to a reachable tile, including start and goal", async () => {
- const { engine, close } = await setup();
- try {
- spawnNpc(engine, "villager", 0, 0);
- const path = movementOf(engine).findPath("villager", { x: 2, y: 2 });
- expect(path).toEqual([
- { x: 0, y: 0 },
- { x: 1, y: 0 },
- { x: 1, y: 1 },
- { x: 1, y: 2 },
- { x: 2, y: 2 },
- ]);
- const npc = engine.world.get("villager") as { x: number; y: number };
- expect(npc.x).toBe(0);
- expect(npc.y).toBe(0);
- } finally {
- await close();
- }
- });
- it("returns null when the goal is not walkable (water fallback)", async () => {
- const { engine, close } = await setup();
- try {
- spawnNpc(engine, "villager", 0, 0);
- expect(movementOf(engine).findPath("villager", { x: 2, y: 0 })).toBeNull();
- } finally {
- await close();
- }
- });
- it("returns null when the goal is blocked by a blocksMovement building", async () => {
- const { engine, close } = await setup();
- try {
- spawnNpc(engine, "villager", 4, 4);
- const placement = engine.systems.get<PlacementSystem>("placement");
- if (!placement) throw new Error("placement system not booted");
- placement.place("shed", 0, 0);
- expect(movementOf(engine).findPath("villager", { x: 0, y: 0 })).toBeNull();
- } finally {
- await close();
- }
- });
- it("returns null when the goal is occupied by another grid entity", async () => {
- const { engine, close } = await setup();
- try {
- spawnNpc(engine, "leah", 0, 0);
- spawnNpc(engine, "sam", 1, 0);
- expect(movementOf(engine).findPath("leah", { x: 1, y: 0 })).toBeNull();
- expect(movementOf(engine).findPath("leah", { x: 2, y: 2 })).not.toBeNull();
- } finally {
- await close();
- }
- });
- it("returns null for an unreachable goal and validates the npc and coords", async () => {
- const { engine, close } = await setup();
- try {
- spawnNpc(engine, "villager", 0, 0);
- expect(() => movementOf(engine).findPath("ghost", { x: 1, y: 1 })).toThrow(/unknown npc: ghost/);
- expect(() => movementOf(engine).findPath("villager", { x: -1, y: 0 })).toThrow(/non-negative integers/);
- expect(movementOf(engine).findPath("villager", { x: 5, y: 0 })).toBeNull();
- } finally {
- await close();
- }
- });
- it("respects a map walkable declaration over the UNWALKABLE_TILES fallback", async () => {
- const { engine, close } = await setup();
- try {
- engine.registry.register("map", {
- id: "farm",
- width: 5,
- height: 5,
- tilesetRef: "tiles",
- spawn: { x: 0, y: 0 },
- layers: [
- { name: "ground", data: [
- ["grass", "grass", "water", "grass", "grass"],
- ["grass", "grass", "water", "grass", "grass"],
- ["grass", "grass", "water", "grass", "grass"],
- ["grass", "grass", "water", "grass", "grass"],
- ["grass", "grass", "grass", "grass", "grass"],
- ] },
- ],
- walkable: { water: true },
- });
- spawnNpc(engine, "villager", 0, 0);
- const path = movementOf(engine).findPath("villager", { x: 4, y: 0 });
- expect(path).not.toBeNull();
- expect(path![path!.length - 1]).toEqual({ x: 4, y: 0 });
- } finally {
- await close();
- }
- });
- });
- describe("MovementSystem.teleport", () => {
- it("bypasses bounds, walkability, and blocking checks but still emits npc-move", async () => {
- const { system: spy, seen } = eventSpy();
- const { engine, close } = await setup(spy);
- try {
- spawnNpc(engine, "villager", 3, 3);
- const placement = engine.systems.get<PlacementSystem>("placement");
- if (!placement) throw new Error("placement system not booted");
- placement.place("shed", 0, 0);
- const result = movementOf(engine).teleport("villager", 0, 0);
- expect(result).toEqual({ npcId: "villager", from: { x: 3, y: 3 }, to: { x: 0, y: 0 } });
- expect(movementOf(engine).teleport("villager", 99, 99)).toMatchObject({ to: { x: 99, y: 99 } });
- expect(movementOf(engine).teleport("villager", 2, 0)).toMatchObject({ to: { x: 2, y: 0 } });
- const moves = seen.filter((entry) => entry.event === "npc-move");
- expect(moves).toHaveLength(3);
- } finally {
- await close();
- }
- });
- it("still requires a valid npc and non-negative coords", async () => {
- const { engine, close } = await setup();
- try {
- expect(() => movementOf(engine).teleport("ghost", 0, 0)).toThrow(/unknown npc: ghost/);
- spawnNpc(engine, "villager", 0, 0);
- expect(() => movementOf(engine).teleport("villager", -2, 0)).toThrow(/non-negative integers/);
- } finally {
- await close();
- }
- });
- });
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