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| author | Somhairle H. Marisol <[email protected]> | 2026-09-21 22:57:50 +0800 |
|---|---|---|
| committer | Somhairle H. Marisol <[email protected]> | 2026-09-21 22:57:50 +0800 |
| commit | 60bbc83d9a1d047933e4128e7b48e1c61c925a14 (patch) | |
| tree | c41b351535add285f8644d8703fa6c4f1799eeb3 /src/LivingVillage.Desktop.Tests/DesktopTests.fs | |
| parent | e1d8d45cf08b4f30e33299eb40e865729e7adfd2 (diff) | |
| download | living-village-60bbc83d9a1d047933e4128e7b48e1c61c925a14.tar.gz | |
feat(desktop): P15 开局职业选择页——新档四选一+暂不选择,接入 v3 存档与当日任务
- MenuState:新增 OccupationSelect 页与 StartNewGameWith 命令;occupationOptions=农夫/渔夫/货郎/书生/暂不选择,
默认高亮「暂不选择」= 不写职业的旧行为;四选一确认后发 StartNewGameWith,ESC 返回主菜单(既有 MainMenu
行为与测试不变)。
- WorldBootstrap.occupationStateFor/refreshOccupationToday:按 seed+职业种子生成/跨日刷新当日 Offered 任务。
- Game:主菜单「开始新游戏」→ 职业选择页;选定后 initialWorldWithOccupation 注入 Money/Energy 与 Today,
m5View.Task 随之写入 v3 存档;游玩中按日刷新;autoplay/flow 默认走「暂不选择」保持旧演示行为;DrawMenu 渲染职业页。
- 测试 Desktop 93(新增 6):职业页选项顺序/默认 None/标签、确认命令与返回、bootstrap 四职业 Money/Energy+当日池内
Offered 任务、四职业 v3 round-trip(职业+任务逐字段)、T 面板显示所选职业的模板名与「待接受」、跨日刷新保持同日。
Diffstat (limited to 'src/LivingVillage.Desktop.Tests/DesktopTests.fs')
| -rw-r--r-- | src/LivingVillage.Desktop.Tests/DesktopTests.fs | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/src/LivingVillage.Desktop.Tests/DesktopTests.fs b/src/LivingVillage.Desktop.Tests/DesktopTests.fs index 52443e9..5f2d6df 100644 --- a/src/LivingVillage.Desktop.Tests/DesktopTests.fs +++ b/src/LivingVillage.Desktop.Tests/DesktopTests.fs @@ -208,3 +208,72 @@ type TaskPanelTests () = Assert.AreEqual<M5View>(dialogueView, afterTask) let _, closed = M5Interaction.apply ClosePanel world { dialogueView with Panel = TaskPanel } Assert.AreEqual<M5Panel>(WorldPanel, closed.Panel) + +// ---- P15 开局职业选择接入:bootstrap 职业状态 / 存档 round-trip / 面板联调 ---- + +module private OccupationFlowHarness = + + let withTempSave (action: string -> unit) = + let id = System.Guid.NewGuid().ToString("N") + let path = System.IO.Path.Combine(System.IO.Path.GetTempPath(), $"living-village-p15-{id}.save") + try + action path + finally + if System.IO.File.Exists path then System.IO.File.Delete path + +[<TestClass>] +type OccupationFlowTests () = + + [<TestMethod>] + member _.BootstrapStampsOccupationMoneyEnergyAndTodaysOfferedTask () = + for kind in Occupation.all do + let state = WorldBootstrap.occupationStateFor 42UL kind 0L + let task = state.Today.Value + Assert.AreEqual<Occupation.TaskState>(Occupation.Offered, task.State) + Assert.IsTrue(Occupation.taskPoolOf kind |> List.contains task.TemplateId) + Assert.AreEqual<Occupation.DailyTask>( + (Occupation.dailyTaskOf 42UL (Occupation.occupationSeedOf kind) 0L kind).Value, + task) + let world = WorldBootstrap.initialWorldWithOccupation true 42UL 4 (Some state) + Assert.AreEqual<float32>(float32 state.Profile.InitialMoney, world.Avatar.Mind.Needs.Money) + Assert.AreEqual<float32>(state.Profile.InitialEnergy, world.Avatar.Mind.Needs.Energy) + + [<TestMethod>] + member _.ChosenOccupationAndTodaysTaskRoundTripThroughV3Save () = + for kind in Occupation.all do + let state = WorldBootstrap.occupationStateFor 42UL kind (3L * Sim.ticksPerDay + 120L) + let world = WorldBootstrap.initialWorldWithOccupation false 42UL 4 (Some state) + OccupationFlowHarness.withTempSave (fun path -> + WorldSave.saveToFileWith (Some state) path world + let text = System.IO.File.ReadAllText path + Assert.IsTrue(text.StartsWith("LV_WORLD_SAVE_V3"), "chosen occupation must save as v3") + match WorldSave.loadFromFileWith path with + | Ok (restoredWorld, Some restoredState) -> + Assert.AreEqual<Occupation.Kind>(kind, restoredState.Profile.Kind) + Assert.AreEqual<Occupation.State>(state, restoredState) + Assert.AreEqual<string>(text, WorldSave.saveWith (Some restoredState) restoredWorld) + | Ok (_, None) -> Assert.Fail($"v3 occupation lost for {kind}") + | Error message -> Assert.Fail($"v3 round trip failed for {kind}: {message}")) + + [<TestMethod>] + member _.TaskPanelShowsTheChosenOccupationsOfferedTask () = + let world = Sim.initialWorldN 42UL 4 + for kind in Occupation.all do + let state = WorldBootstrap.occupationStateFor 42UL kind 0L + let view = { M5Interaction.initial with Task = Some state } + let _, taskView = M5Interaction.apply ShowTaskPanel world view + let lines = M5Interaction.panelLines world taskView + Assert.IsTrue(lines |> List.contains (Occupation.nameOf kind), $"occupation name missing for {kind}") + Assert.IsTrue( + lines |> List.exists (fun line -> line.Contains(Occupation.taskNameOf state.Today.Value.TemplateId)), + $"task name missing for {kind}") + Assert.IsTrue(lines |> List.exists (fun line -> line.Contains("待接受")), $"offered state missing for {kind}") + + [<TestMethod>] + member _.RefreshOccupationTodayKeepsSameDayAndRegeneratesForTheNewDay () = + let state = WorldBootstrap.occupationStateFor 42UL Occupation.Farmer 0L + Assert.AreEqual<Occupation.State>(state, WorldBootstrap.refreshOccupationToday 42UL state (Sim.ticksPerDay - 1L)) + let day1 = WorldBootstrap.refreshOccupationToday 42UL state Sim.ticksPerDay + Assert.AreEqual<Occupation.DailyTask option>( + Some (Occupation.dailyTaskOf 42UL (Occupation.occupationSeedOf Occupation.Farmer) 1L Occupation.Farmer).Value, + day1.Today) |
