test: lobby, session, store tests — deep copy, logs, inventory, stats

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-24 15:07:51 +09:00
parent f396066428
commit 57e56ae7a4
3 changed files with 166 additions and 0 deletions

View File

@@ -60,3 +60,91 @@ func TestSessionTurnTimeout(t *testing.T) {
t.Error("Turn did not timeout within 7 seconds")
}
}
func TestRevealNextLog(t *testing.T) {
s := NewGameSession()
// No logs to reveal
if s.RevealNextLog() {
t.Error("should return false when no pending logs")
}
// Manually add pending logs
s.mu.Lock()
s.state.PendingLogs = []string{"msg1", "msg2", "msg3"}
s.mu.Unlock()
if !s.RevealNextLog() {
t.Error("should return true when log revealed")
}
st := s.GetState()
if len(st.CombatLog) != 1 || st.CombatLog[0] != "msg1" {
t.Errorf("expected [msg1], got %v", st.CombatLog)
}
if len(st.PendingLogs) != 2 {
t.Errorf("expected 2 pending, got %d", len(st.PendingLogs))
}
// Reveal remaining
s.RevealNextLog()
s.RevealNextLog()
if s.RevealNextLog() {
t.Error("should return false after all revealed")
}
}
func TestDeepCopyIndependence(t *testing.T) {
s := NewGameSession()
p := entity.NewPlayer("Test", entity.ClassWarrior)
p.Fingerprint = "fp-test"
p.Inventory = append(p.Inventory, entity.Item{Name: "Sword", Type: entity.ItemWeapon, Bonus: 5})
s.AddPlayer(p)
state := s.GetState()
// Mutate the copy
state.Players[0].HP = 999
state.Players[0].Inventory = append(state.Players[0].Inventory, entity.Item{Name: "Shield"})
// Original should be unchanged
origState := s.GetState()
if origState.Players[0].HP == 999 {
t.Error("deep copy failed: HP mutation leaked to original")
}
if len(origState.Players[0].Inventory) != 1 {
t.Error("deep copy failed: inventory mutation leaked to original")
}
}
func TestBuyItemInventoryFull(t *testing.T) {
s := NewGameSession()
p := entity.NewPlayer("Buyer", entity.ClassWarrior)
p.Fingerprint = "fp-buyer"
p.Gold = 1000
// Fill inventory to 10
for i := 0; i < 10; i++ {
p.Inventory = append(p.Inventory, entity.Item{Name: "Junk"})
}
s.AddPlayer(p)
s.mu.Lock()
s.state.Phase = PhaseShop
s.state.ShopItems = []entity.Item{
{Name: "Potion", Type: entity.ItemConsumable, Bonus: 30, Price: 10},
}
s.mu.Unlock()
if s.BuyItem("fp-buyer", 0) {
t.Error("should not buy when inventory is full")
}
}
func TestSendChat(t *testing.T) {
s := NewGameSession()
s.SendChat("Alice", "hello")
st := s.GetState()
if len(st.CombatLog) != 1 || st.CombatLog[0] != "[Alice] hello" {
t.Errorf("expected chat log, got %v", st.CombatLog)
}
}