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feuerwerk/tests/core/holders.test.ts
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game-maker / suite (push) Failing after 11m6s
A game that is more than one scene needs a way from one to the next, so the graph can load one (#39)
Load scene sets a flag on the World like Stop and Restart do; the swap
happens after the tick, and the last wish of a tick wins. Exactly one
thing crosses over: the SharedState, so global variables and global
machines keep what they know while everything local is built anew.
Loading the scene that is already running rebuilds it, which is what
"reset the level" means when the score must survive.

A run starts either from the start scene (a new project field, set from
the asset panel and marked with an arrow in the list) or from whatever
scene is open. The toggle next to Play says which question is asked and
remembers the answer in localStorage: it is a way of working, not part
of the game.

Sounds no longer end because a scene ends. A voice belongs to the
behavior that started it and stops right after On destroy, so the scene
swap is no longer a special case at all. For the enemy that plays its
explosion and destroys itself in the same breath there is now a
detached input on Play sound.

The scene selector stays usable while a run plays, because a double
click in the asset panel already did the same thing unguarded. It moves
what the editor looks at, not what the run plays.
2026-09-15 13:24:26 +02:00

170 lines
6.6 KiB
TypeScript

/**
* Container assets hold placed objects just like scenes do, so anything that walks "all placed
* objects" has to cover both. Plus: a rejected undo leaves the stacks usable.
*/
import { describe, expect, it } from 'vitest';
import { type Command, CommandError } from '../../src/core/commands/Command';
import { CommandStack } from '../../src/core/commands/CommandStack';
import { CreateContainerCommand } from '../../src/core/commands/containerCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { RemoveVariableCommand, RenameVariableCommand } from '../../src/core/commands/variableCommands';
import type { ContainerAsset } from '../../src/core/model/Asset';
import { findAsset, findObjectHolder, objectHolders } from '../../src/core/model/Project';
import { instanceChildId } from '../../src/core/model/instance';
import { findUsages } from '../../src/core/model/usages';
import { makeBehavior, makeSpriteScene, place } from '../helpers';
/** A behavior with a `speed` variable, placed and overridden to 42, then wrapped in a container. */
function containerWithOverride() {
const f = makeSpriteScene();
const behavior = makeBehavior(f, 'B', ['speed']);
const objectId = place(f, behavior.id, { x: 0, y: 0 });
f.stack.execute(new SetOverrideCommand(f.sceneId, objectId, 'speed', 42));
const container = new CreateContainerCommand(f.sceneId, [objectId]);
f.stack.execute(container);
const template = () => (findAsset(f.project, container.assetId) as ContainerAsset).objects[0]!;
// The object moved into the template; what the scene shows is resolved from it.
const placed = () => f.object(instanceChildId(container.objectId, template().id));
return { ...f, behaviorId: behavior.id, containerId: container.assetId, objectId, template, placed };
}
describe('object holders', () => {
it('counts scenes and container assets alike', () => {
const { project } = containerWithOverride();
expect(
objectHolders(project)
.map((h) => h.type)
.sort(),
).toEqual(['container', 'scene']);
});
it('resolves a scene or a container by id, but no other asset', () => {
const { project, sceneId, containerId, spriteId, behaviorId } = containerWithOverride();
expect(findObjectHolder(project, sceneId)?.type).toBe('scene');
expect(findObjectHolder(project, containerId)?.type).toBe('container');
expect(findObjectHolder(project, spriteId)).toBeUndefined();
expect(findObjectHolder(project, behaviorId)).toBeUndefined();
expect(findObjectHolder(project, 'nope')).toBeUndefined();
});
it('finds usages inside container templates, not just in scenes', () => {
const { project, behaviorId, containerId, template } = containerWithOverride();
// Only the template: what the scene shows is resolved from it, never stored.
const usages = findUsages(project, behaviorId);
expect(usages).toHaveLength(1);
expect(usages[0]!.holder.id).toBe(containerId);
expect(template().overrides.speed).toBe(42);
});
});
describe('RemoveVariableCommand', () => {
it('clears the override on container templates too, and puts it back on undo', () => {
const { stack, behaviorId, template, placed } = containerWithOverride();
stack.execute(new RemoveVariableCommand(behaviorId, 'speed'));
expect(placed().overrides.speed).toBeUndefined();
expect(template().overrides.speed).toBeUndefined();
stack.undo();
expect(placed().overrides.speed).toBe(42);
expect(template().overrides.speed).toBe(42);
});
});
/**
* A behavior inside a placed container is not stored in the scene, and a value changed on it lives
* in the instance's `instanceEdits`. Anything rewriting overrides project-wide has to reach in
* there, or renaming a variable silently drops the value.
*/
describe('variables overridden on container content', () => {
function withInstanceEdit() {
const f = containerWithOverride();
f.stack.execute(new SetOverrideCommand(f.sceneId, f.placed().id, 'speed', 7));
const edits = () =>
f.sceneOf().objects.find((o) => o.id !== f.objectId)!.instanceEdits[f.template().id]!.overrides;
return { ...f, edits };
}
it('renames the key kept on the instance', () => {
const { stack, behaviorId, edits, placed } = withInstanceEdit();
expect(edits().speed).toBe(7);
stack.execute(new RenameVariableCommand(behaviorId, 'speed', 'velocity'));
expect(edits().speed).toBeUndefined();
expect(edits().velocity).toBe(7);
expect(placed().overrides.velocity).toBe(7);
stack.undo();
expect(edits().speed).toBe(7);
});
it('removes the value kept on the instance, and puts it back on undo', () => {
const { stack, behaviorId, edits } = withInstanceEdit();
stack.execute(new RemoveVariableCommand(behaviorId, 'speed'));
expect(edits().speed).toBeUndefined();
stack.undo();
expect(edits().speed).toBe(7);
});
});
describe('RenameVariableCommand', () => {
it('renames the override on container templates too', () => {
const { stack, behaviorId, template } = containerWithOverride();
stack.execute(new RenameVariableCommand(behaviorId, 'speed', 'velocity'));
expect(template().overrides.speed).toBeUndefined();
expect(template().overrides.velocity).toBe(42);
stack.undo();
expect(template().overrides.speed).toBe(42);
expect(template().overrides.velocity).toBeUndefined();
});
});
class RefusingUndo implements Command {
readonly label = 'Refusing';
execute(project: { name: string }): void {
project.name = 'executed';
}
undo(): void {
throw new CommandError('target is gone');
}
}
describe('CommandStack', () => {
it('keeps a command on the undo stack when its undo is rejected', () => {
const { project, stack } = makeSpriteScene();
stack.execute(new RefusingUndo());
expect(stack.canUndo).toBe(true);
expect(() => stack.undo()).toThrow(CommandError);
// Not swallowed by the history: still undoable, and not queued for redo.
expect(stack.canUndo).toBe(true);
expect(stack.canRedo).toBe(false);
expect(project.name).toBe('executed');
});
it('keeps a command on the redo stack when its redo is rejected', () => {
const project = {
formatVersion: 1,
id: 'p',
name: 'P',
assets: [],
activeSceneId: '',
startSceneId: '',
};
const stack = new CommandStack(project);
let failing = false;
stack.execute({
label: 'Toggle',
execute: () => {
if (failing) throw new CommandError('nope');
},
undo: () => {},
});
stack.undo();
failing = true;
expect(() => stack.redo()).toThrow(CommandError);
expect(stack.canRedo).toBe(true);
expect(stack.canUndo).toBe(false);
});
});