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import { describe, expect, it } from "vitest";
import { shortestPath, shortestPathLength } from "../../src/stages/games/chase/logic/hexGraph";
import { generateChaseRound } from "../../src/stages/games/chase/logic/generator";
import { thiefHasWinningStrategy } from "../../src/stages/games/chase/logic/solvability";
import type { Difficulty, GameGraph } from "../../src/stages/games/chase/logic/types";
describe("chase round generator", () => {
it("is deterministic for same seed and difficulty", () => {
const options = { seed: 20260426, difficulty: "normal" as Difficulty };
const roundA = generateChaseRound(options);
const roundB = generateChaseRound(options);
expect(roundA).toEqual(roundB);
});
it("matches golden snapshot for fixed seed", () => {
const round = generateChaseRound({ seed: 424242, difficulty: "easy" });
expect({
seed: round.snapshot.seed,
difficulty: round.snapshot.difficulty,
thiefStartNodeId: round.snapshot.thiefStartNodeId,
guardStartNodeId: round.snapshot.guardStartNodeId,
thiefNodeId: round.snapshot.thiefNodeId,
guardNodeId: round.snapshot.guardNodeId,
exitNodeId: round.snapshot.exitNodeId,
status: round.snapshot.status,
hasEscapePath: round.meta.hasEscapePath,
nodeCount: Object.keys(round.snapshot.graph.nodes).length,
edgeCount: round.snapshot.graph.edgeList.length,
firstFiveNodeIds: Object.keys(round.snapshot.graph.nodes).slice(0, 5),
}).toMatchInlineSnapshot(`
{
"difficulty": "easy",
"edgeCount": 25,
"exitNodeId": "-2,0",
"firstFiveNodeIds": [
"0,0",
"0,1",
"0,-1",
"-1,1",
"-1,2",
],
"guardNodeId": "-2,1",
"guardStartNodeId": "-2,1",
"hasEscapePath": true,
"nodeCount": 24,
"seed": 2654860011,
"status": "playing",
"thiefNodeId": "2,-1",
"thiefStartNodeId": "2,-1",
}
`);
});
it("generates graph node count between 20 and 30", () => {
const round = generateChaseRound({ seed: 11, difficulty: "normal" });
const nodeCount = Object.keys(round.snapshot.graph.nodes).length;
expect(nodeCount).toBeGreaterThanOrEqual(20);
expect(nodeCount).toBeLessThanOrEqual(30);
});
it("ensures an escape path exists", () => {
const round = generateChaseRound({ seed: 99, difficulty: "hard" });
const pathLength = shortestPathLength(
round.snapshot.graph,
round.snapshot.thiefNodeId,
round.snapshot.exitNodeId,
);
expect(round.meta.hasEscapePath).toBe(true);
expect(pathLength).toBeGreaterThan(0);
expect(pathLength).toBeLessThan(Infinity);
});
it("ensures thief and guard do not start on the same node", () => {
const round = generateChaseRound({ seed: 123456, difficulty: "normal" });
expect(round.snapshot.thiefStartNodeId).not.toBe(round.snapshot.guardStartNodeId);
});
it("stays playable and stable across many seeds", () => {
for (let seed = 1; seed <= 60; seed += 1) {
const round = generateChaseRound({ seed, difficulty: "normal" });
const nodeCount = Object.keys(round.snapshot.graph.nodes).length;
expect(nodeCount).toBeGreaterThanOrEqual(20);
expect(nodeCount).toBeLessThanOrEqual(30);
expect(round.meta.hasEscapePath).toBe(true);
expect(round.snapshot.thiefStartNodeId).not.toBe(
round.snapshot.guardStartNodeId,
);
}
});
it("places guard strictly between thief and exit on the canonical shortest path", () => {
for (let seed = 1; seed <= 40; seed += 1) {
for (const difficulty of ["easy", "normal", "hard"] as const) {
const round = generateChaseRound({ seed, difficulty });
const path = shortestPath(
round.snapshot.graph,
round.snapshot.thiefStartNodeId,
round.snapshot.exitNodeId,
);
expect(path.length).toBeGreaterThanOrEqual(3);
const inner = path.slice(1, -1);
expect(inner).toContain(round.snapshot.guardStartNodeId);
expect(round.meta.pathLength).toBeGreaterThanOrEqual(
difficulty === "easy" ? 3 : difficulty === "hard" ? 6 : 4,
);
}
}
});
it("throws after retry limit when all attempts are unplayable", () => {
let attemptCount = 0;
const unplayableStrategy = (seed: number, difficulty: Difficulty) => {
attemptCount += 1;
return {
snapshot: {
seed,
difficulty,
graph: { nodes: {}, edgeList: [] },
thiefStartNodeId: "A",
guardStartNodeId: "A",
thiefNodeId: "A",
guardNodeId: "A",
exitNodeId: "A",
status: "playing" as const,
},
meta: {
hasEscapePath: false,
pathLength: 0,
attemptsUsed: 1,
},
};
};
expect(() =>
generateChaseRound(
{ seed: 7, difficulty: "normal" },
{ generateAttempt: unplayableStrategy },
),
).toThrow("Unable to generate playable chase round within retry limit");
expect(attemptCount).toBe(80);
});
it("rejects rounds that are unwinnable against optimal guard", () => {
const trapGraph: GameGraph = {
nodes: {
L: { id: "L", q: 0, r: 0, neighbors: ["N"] },
N: { id: "N", q: 1, r: 0, neighbors: ["L", "E"] },
E: { id: "E", q: 2, r: 0, neighbors: ["N"] },
},
edgeList: [
["L", "N"],
["N", "E"],
],
};
expect(thiefHasWinningStrategy(trapGraph, "L", "N", "E")).toBe(false);
let attemptCount = 0;
const corridorTrap = (seed: number, difficulty: Difficulty) => {
attemptCount += 1;
return {
snapshot: {
seed,
difficulty,
graph: trapGraph,
thiefStartNodeId: "L",
guardStartNodeId: "N",
thiefNodeId: "L",
guardNodeId: "N",
exitNodeId: "E",
status: "playing" as const,
},
meta: {
hasEscapePath: true,
pathLength: 2,
attemptsUsed: 1,
},
};
};
expect(() =>
generateChaseRound({ seed: 1, difficulty: "normal" }, { generateAttempt: corridorTrap }),
).toThrow("Unable to generate playable chase round within retry limit");
expect(attemptCount).toBe(80);
});
});