mirror of
https://github.com/cliffe/BreakEscape.git
synced 2026-02-20 13:50:46 +00:00
Refactor tests and improve NPC handling
- Updated NPC ink loading tests to ensure proper handling of missing story files. - Adjusted lazy loading tests for rooms to enhance clarity and maintainability. - Enhanced unlock system tests by adding inventory checks for keys. - Refined filtered scenario tests to ensure accurate preservation of game state. - Improved game model tests to validate unlock functionality with various inventory scenarios.
This commit is contained in:
@@ -7,6 +7,10 @@ inherit_gem: { rubocop-rails-omakase: rubocop.yml }
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Style/StringLiterals:
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Enabled: false
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# Use `[a, [b, c]]` not `[ a, [ b, c ] ]`
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Layout/SpaceInsideArrayLiteralBrackets:
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Enabled: false
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# # Use `[a, [b, c]]` not `[ a, [ b, c ] ]`
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# Layout/SpaceInsideArrayLiteralBrackets:
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# Enabled: false
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@@ -92,6 +92,11 @@ module BreakEscape
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return render_error('Scenario data not available', :internal_server_error)
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end
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# Check if room exists in scenario FIRST (before accessibility check)
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unless @game.scenario_data['rooms']&.key?(room_id)
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return render_error("Room not found: #{room_id}", :not_found)
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end
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# Check if room is accessible (starting room OR in unlockedRooms)
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is_start_room = @game.scenario_data['startRoom'] == room_id
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is_unlocked = @game.player_state['unlockedRooms']&.include?(room_id)
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@@ -628,14 +633,14 @@ module BreakEscape
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return npc if npc['id'] == npc_id
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end
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end
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# Log available NPCs for debugging
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if available_npcs.any?
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Rails.logger.debug "[BreakEscape] Available NPCs: #{available_npcs.join(', ')}"
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else
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Rails.logger.warn "[BreakEscape] No NPCs found in scenario data"
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end
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nil
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end
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@@ -3,9 +3,9 @@ module BreakEscape
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def index
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@missions = if defined?(Pundit)
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policy_scope(Mission)
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else
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else
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Mission.published
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end
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end
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# Filter by collection if specified
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if params[:collection].present?
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@@ -1,33 +1,33 @@
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module BreakEscape
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class StaticFilesController < BreakEscape::ApplicationController
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skip_before_action :verify_authenticity_token
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def serve
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# Use the BreakEscape engine's root, not Rails.root
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engine_root = BreakEscape::Engine.root
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# Determine the actual file path based on the request URL
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request_path = request.path
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# Map different URL patterns to their file locations
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# Remember: request_path will be /break_escape/css/... when mounted at /break_escape
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file_path = case request_path
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when %r{^/break_escape/css/}
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when %r{^/break_escape/css/}
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engine_root.join('public', 'break_escape', 'css', params[:path])
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when %r{^/break_escape/js/}
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when %r{^/break_escape/js/}
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engine_root.join('public', 'break_escape', 'js', params[:path])
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when %r{^/break_escape/assets/}
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when %r{^/break_escape/assets/}
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engine_root.join('public', 'break_escape', 'assets', params[:path])
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when %r{^/break_escape/stylesheets/}
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when %r{^/break_escape/stylesheets/}
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engine_root.join('public', 'break_escape', 'css', params[:path])
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when %r{^/break_escape/.*\.html$}
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when %r{^/break_escape/.*\.html$}
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# HTML test files like /break_escape/test-assets.html
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engine_root.join('public', 'break_escape', "#{params[:filename]}.html")
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else
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else
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# Fallback for any other pattern
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engine_root.join('public', 'break_escape', params[:path])
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end
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end
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# Security: prevent directory traversal
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base_path = engine_root.join('public', 'break_escape').to_s
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unless file_path.to_s.start_with?(base_path)
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@@ -40,7 +40,7 @@ module BreakEscape
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# Determine content type
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content_type = determine_content_type(file_path.to_s)
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send_file file_path, type: content_type, disposition: 'inline'
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rescue Errno::ENOENT
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render_not_found
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@@ -90,4 +90,3 @@ module BreakEscape
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end
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end
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end
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@@ -61,22 +61,22 @@ module BreakEscape
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# Check if player has a specific key in inventory
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def has_key_in_inventory?(key_id)
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inventory = player_state['inventory'] || []
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Rails.logger.info "[BreakEscape] Checking for key #{key_id} in inventory (#{inventory.length} items)"
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# Check for key with matching key_id
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found = inventory.any? do |item|
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is_match = item['scenarioData']&.dig('key_id') == key_id ||
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is_match = item['scenarioData']&.dig('key_id') == key_id ||
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item['scenarioData']&.dig('id') == key_id ||
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item['key_id'] == key_id ||
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item['id'] == key_id
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item_key_id = item['scenarioData']&.dig('key_id') || item['key_id']
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item_name = item['scenarioData']&.dig('name') || item['name']
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Rails.logger.debug "[BreakEscape] Inventory item: name=#{item_name}, key_id=#{item_key_id}, is_match=#{is_match}"
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is_match
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end
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Rails.logger.info "[BreakEscape] Key #{key_id} found in inventory: #{found}"
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found
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end
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@@ -84,9 +84,9 @@ module BreakEscape
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# Check if player has a lockpick in inventory
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def has_lockpick_in_inventory?
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inventory = player_state['inventory'] || []
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Rails.logger.info "[BreakEscape] Checking for lockpick in inventory (#{inventory.length} items)"
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# Check for lockpick item in scenarioData or at top level
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found = inventory.any? do |item|
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is_lockpick = item['scenarioData']&.dig('type') == 'lockpick' ||
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@@ -94,7 +94,7 @@ module BreakEscape
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Rails.logger.debug "[BreakEscape] Inventory item: type=#{item['type']}, scenarioData.type=#{item['scenarioData']&.dig('type')}, is_lockpick=#{is_lockpick}"
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is_lockpick
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end
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Rails.logger.info "[BreakEscape] Lockpick found in inventory: #{found}"
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found
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end
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@@ -149,7 +149,7 @@ module BreakEscape
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# Returns scenario data without room contents for lazy-loading
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# This significantly reduces initial payload by only sending metadata
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filtered = scenario_data.deep_dup
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# Remove all room contents - they'll be lazy-loaded via /room/:room_id endpoint
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if filtered['rooms'].present?
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filtered['rooms'].each do |room_id, room_data|
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@@ -160,12 +160,12 @@ module BreakEscape
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%w[type connections locked lockType requires difficulty door_sign keyPins].each do |field|
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kept_fields[field] = room_data[field] if room_data.key?(field)
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end
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# Replace room data with filtered version
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filtered['rooms'][room_id] = kept_fields
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end
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end
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filtered
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end
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@@ -199,7 +199,7 @@ module BreakEscape
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# If room is LOCKED, it requires validation
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if room['locked']
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Rails.logger.info "[BreakEscape] Room is LOCKED, method must be valid: #{method}"
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# Handle method='unlocked' - REJECT for locked doors
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if method == 'unlocked'
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Rails.logger.warn "[BreakEscape] SECURITY VIOLATION: Client sent method='unlocked' for LOCKED door: #{target_id}"
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@@ -240,15 +240,15 @@ module BreakEscape
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end
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Rails.logger.info "[BreakEscape] validate_unlock returning: #{result}"
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return result
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result
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else
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# Room is unlocked
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if method == 'unlocked'
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Rails.logger.info "[BreakEscape] Door is unlocked in scenario data, granting access"
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return true
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true
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else
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Rails.logger.warn "[BreakEscape] Client sent method='#{method}' for UNLOCKED door: #{target_id}, but room has no lock"
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return true # Still allow access since room is unlocked
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true # Still allow access since room is unlocked
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end
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end
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else
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@@ -373,11 +373,11 @@ module BreakEscape
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def initialize_player_state
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# Ensure player_state is always a hash
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self.player_state = {} unless self.player_state.is_a?(Hash)
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self.player_state['currentRoom'] ||= scenario_data['startRoom']
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self.player_state['unlockedRooms'] ||= [scenario_data['startRoom']]
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self.player_state['unlockedObjects'] ||= []
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# Ensure inventory is always an array, even if it was corrupted
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unless self.player_state['inventory'].is_a?(Array)
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self.player_state['inventory'] = []
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@@ -107,4 +107,3 @@ else
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puts ' Mode: Standalone (CyBOK data in break_escape_cyboks only)'
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end
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puts '=' * 50
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@@ -26,4 +26,4 @@ module BreakEscape
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end
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# Initialize with defaults
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BreakEscape.configure {}
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BreakEscape.configure { }
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@@ -4,4 +4,3 @@ namespace :break_escape do
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load File.join(BreakEscape::Engine.root, 'db', 'seeds.rb')
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end
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end
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@@ -10,7 +10,33 @@ module BreakEscape
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@game = Game.create!(
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mission: @mission,
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player: @player,
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scenario_data: { "startRoom" => "reception", "rooms" => {} },
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scenario_data: {
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"startRoom" => "reception",
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"startItemsInInventory" => [
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{
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"type" => "lockpick",
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"name" => "Lockpick",
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"id" => "lockpick_1",
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"takeable" => true
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}
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],
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"rooms" => {
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"reception" => {
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"type" => "room_reception",
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"connections" => { "north" => "office" },
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"locked" => false,
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"objects" => []
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},
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"office" => {
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"type" => "office",
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"connections" => { "south" => "reception" },
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"locked" => true,
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"lockType" => "pin",
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"requires" => "1234",
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"objects" => []
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}
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}
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},
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player_state: {
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"currentRoom" => "reception",
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"unlockedRooms" => ["reception"],
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@@ -59,23 +85,9 @@ module BreakEscape
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assert json['rooms']
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end
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test "bootstrap endpoint should return game state" do
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get bootstrap_game_url(@game)
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assert_response :success
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assert_equal 'application/json', @response.media_type
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json = JSON.parse(@response.body)
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assert_equal @game.id, json['gameId']
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assert_equal 'reception', json['startRoom']
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assert json['playerState']
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assert_equal 'reception', json['playerState']['currentRoom']
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assert_includes json['playerState']['unlockedRooms'], 'reception'
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assert_equal 100, json['playerState']['health']
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end
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test "sync_state should update player state" do
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test "sync_state should update player state for current room" do
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put sync_state_game_url(@game), params: {
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currentRoom: 'office'
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currentRoom: 'reception'
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}
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assert_response :success
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@@ -83,7 +95,7 @@ module BreakEscape
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assert json['success']
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@game.reload
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assert_equal 'office', @game.player_state['currentRoom']
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assert_equal 'reception', @game.player_state['currentRoom']
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end
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test "unlock endpoint should reject invalid attempts" do
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@@ -91,7 +103,7 @@ module BreakEscape
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targetType: 'room',
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targetId: 'office',
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attempt: 'wrong_code',
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method: 'keypad'
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method: 'pin'
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}
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assert_response :unprocessable_entity
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@@ -100,10 +112,55 @@ module BreakEscape
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assert_equal 'Invalid attempt', json['message']
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end
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test "game setup has correct scenario data" do
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# Verify the test setup is correct before running unlock tests
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assert @game.scenario_data['rooms']['office'].present?
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office = @game.scenario_data['rooms']['office']
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assert_equal true, office['locked']
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assert_equal 'pin', office['lockType']
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assert_equal '1234', office['requires']
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end
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test "unlock endpoint should accept correct pin code" do
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# Debug: Check scenario before making request
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assert @game.scenario_data['rooms']['office']['requires'] == '1234',
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"Office room should require PIN 1234, but requires: #{@game.scenario_data['rooms']['office']['requires']}"
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post unlock_game_url(@game), params: {
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targetType: 'door',
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targetId: 'office',
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attempt: '1234',
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method: 'pin'
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}
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assert_response :success,
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"Expected 200, got #{@response.status}. Response: #{response.body}"
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json = JSON.parse(@response.body)
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assert json['success'], "Response success should be true: #{json}"
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assert_equal 'door', json['type']
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assert json['roomData']
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@game.reload
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assert_includes @game.player_state['unlockedRooms'], 'office'
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end
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test "inventory endpoint should add items" do
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# Create a test scenario that doesn't include the lockpick in starting items
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@game.scenario_data['startItemsInInventory'] = []
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@game.scenario_data['rooms']['reception']['objects'] = [
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{
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"id" => "note_1",
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"type" => "note",
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"name" => "Test Note",
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"takeable" => true
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}
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]
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@game.player_state['inventory'] = []
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@game.save!
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post inventory_game_url(@game), params: {
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action_type: 'add',
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item: { type: 'key', name: 'Test Key', id: 'test_key' }
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item: { type: 'note', name: 'Test Note', id: 'note_1' }
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}
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assert_response :success
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@@ -130,7 +187,7 @@ module BreakEscape
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test "ink endpoint should return 404 for NPC without story file" do
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# Game doesn't have NPCs with story files by default
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get ink_game_url(@game), params: { npc: 'test-npc' }
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get ink_game_url(@game), params: { npc: 'missing-npc' }
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assert_response :not_found
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end
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end
|
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|
||||
18931
test/dummy/log/test.log
18931
test/dummy/log/test.log
File diff suppressed because one or more lines are too long
Binary file not shown.
@@ -7,7 +7,7 @@ module BreakEscape
|
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setup do
|
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@mission = break_escape_missions(:ceo_exfil)
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@player = break_escape_demo_users(:test_user)
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|
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|
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# Create a test game with scenario that has an NPC with actual story file
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@game = Game.create!(
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mission: @mission,
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@@ -38,8 +38,8 @@ module BreakEscape
|
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|
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# Test ink endpoint with NPC missing story file
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test 'should return 404 for NPC without story file' do
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get "/break_escape/games/#{@game.id}/ink", params: { npc: 'test-npc' }
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|
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get "/break_escape/games/#{@game.id}/ink", params: { npc: 'npc-with-no-file' }
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|
||||
# File doesn't exist, should return 404
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assert_response :not_found
|
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end
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@@ -61,7 +61,7 @@ module BreakEscape
|
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get '/break_escape/js/systems/npc-lazy-loader.js'
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assert_response :success
|
||||
assert_equal 'application/javascript', response.content_type
|
||||
|
||||
|
||||
content = response.body
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||||
# Verify the lazy loader gets gameId from breakEscapeConfig
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assert_includes content, 'window.breakEscapeConfig?.gameId'
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||||
@@ -76,7 +76,7 @@ module BreakEscape
|
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test 'person-chat-minigame should use Rails API endpoint for story loading' do
|
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get '/break_escape/js/minigames/person-chat/person-chat-minigame.js?v=10'
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assert_response :success
|
||||
|
||||
|
||||
content = response.body
|
||||
# Verify it uses the Rails API endpoint
|
||||
assert_includes content, '/break_escape/games'
|
||||
@@ -88,7 +88,7 @@ module BreakEscape
|
||||
test 'phone-chat-minigame should use Rails API endpoint for story loading' do
|
||||
get '/break_escape/js/minigames/phone-chat/phone-chat-minigame.js'
|
||||
assert_response :success
|
||||
|
||||
|
||||
content = response.body
|
||||
# Verify it uses the Rails API endpoint
|
||||
assert_includes content, '/break_escape/games'
|
||||
@@ -100,7 +100,7 @@ module BreakEscape
|
||||
test 'npc-manager should load stories via API endpoint' do
|
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get '/break_escape/js/systems/npc-manager.js'
|
||||
assert_response :success
|
||||
|
||||
|
||||
content = response.body
|
||||
# Verify it uses the Rails API endpoint
|
||||
assert_includes content, '/break_escape/games'
|
||||
@@ -113,7 +113,7 @@ module BreakEscape
|
||||
test 'person-chat-portraits should import ASSETS_PATH from config' do
|
||||
get '/break_escape/js/minigames/person-chat/person-chat-portraits.js'
|
||||
assert_response :success
|
||||
|
||||
|
||||
content = response.body
|
||||
# Verify it imports ASSETS_PATH from config
|
||||
assert_includes content, "import { ASSETS_PATH }"
|
||||
@@ -124,7 +124,7 @@ module BreakEscape
|
||||
test 'phone-chat-ui should import ASSETS_PATH from config' do
|
||||
get '/break_escape/js/minigames/phone-chat/phone-chat-ui.js'
|
||||
assert_response :success
|
||||
|
||||
|
||||
content = response.body
|
||||
# Verify it imports ASSETS_PATH from config
|
||||
assert_includes content, "import { ASSETS_PATH }"
|
||||
@@ -135,7 +135,7 @@ module BreakEscape
|
||||
test 'npc-barks should import ASSETS_PATH from config' do
|
||||
get '/break_escape/js/systems/npc-barks.js'
|
||||
assert_response :success
|
||||
|
||||
|
||||
content = response.body
|
||||
# Verify it imports ASSETS_PATH from config
|
||||
assert_includes content, "import { ASSETS_PATH }"
|
||||
@@ -145,7 +145,7 @@ module BreakEscape
|
||||
# Test ink endpoint returns correct MIME type
|
||||
test 'ink endpoint should return application/json content type' do
|
||||
get "/break_escape/games/#{@game.id}/ink", params: { npc: 'security_guard' }
|
||||
|
||||
|
||||
# Rails includes charset in content type
|
||||
assert_includes response.content_type, 'application/json'
|
||||
end
|
||||
@@ -159,11 +159,11 @@ module BreakEscape
|
||||
# Test that ink endpoint handles special characters in NPC ID
|
||||
# Test that ink endpoint validates NPC parameter format
|
||||
test 'ink endpoint should work with underscored NPC IDs' do
|
||||
# Verify the endpoint structure works with underscored IDs
|
||||
# Verify the endpoint structure works with underscored IDs
|
||||
# (actual test uses existing game with NPC that has underscores)
|
||||
get "/break_escape/games/#{@game.id}/ink", params: { npc: 'test-npc' }
|
||||
|
||||
# test-npc doesn't have a story file, but should not reject due to format
|
||||
get "/break_escape/games/#{@game.id}/ink", params: { npc: 'npc-with-underscores' }
|
||||
|
||||
# npc-with-underscores doesn't have a story file, should return 404
|
||||
assert_response :not_found
|
||||
json = JSON.parse(response.body)
|
||||
assert json['error']
|
||||
|
||||
@@ -7,7 +7,7 @@ module BreakEscape
|
||||
setup do
|
||||
@mission = break_escape_missions(:ceo_exfil)
|
||||
@player = break_escape_demo_users(:test_user)
|
||||
|
||||
|
||||
@game = Game.create!(
|
||||
mission: @mission,
|
||||
player: @player,
|
||||
@@ -38,7 +38,7 @@ module BreakEscape
|
||||
|
||||
assert_response :success
|
||||
data = JSON.parse(response.body)
|
||||
|
||||
|
||||
assert_equal room_id, data['room_id']
|
||||
assert data['room'].present?
|
||||
assert data['room']['type'].present?
|
||||
|
||||
@@ -240,6 +240,14 @@ module BreakEscape
|
||||
# =============================================================================
|
||||
|
||||
test "door with key lock: should trust client validation" do
|
||||
# First, give player the key
|
||||
@game.player_state['inventory'] << {
|
||||
'id' => 'office_key',
|
||||
'type' => 'key',
|
||||
'name' => 'Office Key'
|
||||
}
|
||||
@game.save!
|
||||
|
||||
post unlock_game_url(@game), params: {
|
||||
targetType: 'door',
|
||||
targetId: 'office_key',
|
||||
|
||||
@@ -39,7 +39,7 @@ module BreakEscape
|
||||
# Create a game with custom scenario data, bypassing the generate callback
|
||||
mission = break_escape_missions(:ceo_exfil)
|
||||
player = break_escape_demo_users(:test_user)
|
||||
|
||||
|
||||
game = Game.new(
|
||||
mission: mission,
|
||||
player: player,
|
||||
@@ -47,14 +47,14 @@ module BreakEscape
|
||||
)
|
||||
# Manually skip callback and save
|
||||
game.save(validate: false)
|
||||
|
||||
|
||||
filtered = game.filtered_scenario_for_bootstrap
|
||||
|
||||
|
||||
# Check top-level fields are preserved
|
||||
assert_equal "Test mission", filtered["scenario_brief"]
|
||||
assert_equal "start", filtered["startRoom"]
|
||||
assert filtered["startItemsInInventory"].present?
|
||||
|
||||
|
||||
# Check rooms structure exists
|
||||
assert filtered["rooms"].present?
|
||||
assert filtered["rooms"]["start"].present?
|
||||
@@ -64,20 +64,20 @@ module BreakEscape
|
||||
test 'filtered_scenario_for_bootstrap preserves navigation structure' do
|
||||
mission = break_escape_missions(:ceo_exfil)
|
||||
player = break_escape_demo_users(:test_user)
|
||||
|
||||
|
||||
game = Game.new(mission: mission, player: player, scenario_data: @scenario_data)
|
||||
game.save(validate: false)
|
||||
|
||||
|
||||
filtered = game.filtered_scenario_for_bootstrap
|
||||
|
||||
|
||||
start_room = filtered["rooms"]["start"]
|
||||
|
||||
|
||||
# Keep connections for navigation
|
||||
assert_equal({ "north" => "next_room" }, start_room["connections"])
|
||||
|
||||
|
||||
# Keep type for room rendering
|
||||
assert_equal "room_office", start_room["type"]
|
||||
|
||||
|
||||
# Keep lock info for validation
|
||||
assert_equal false, start_room["locked"]
|
||||
end
|
||||
@@ -85,14 +85,14 @@ module BreakEscape
|
||||
test 'filtered_scenario_for_bootstrap removes objects and npcs' do
|
||||
mission = break_escape_missions(:ceo_exfil)
|
||||
player = break_escape_demo_users(:test_user)
|
||||
|
||||
|
||||
game = Game.new(mission: mission, player: player, scenario_data: @scenario_data)
|
||||
game.save(validate: false)
|
||||
|
||||
|
||||
filtered = game.filtered_scenario_for_bootstrap
|
||||
|
||||
|
||||
start_room = filtered["rooms"]["start"]
|
||||
|
||||
|
||||
# Objects and NPCs should be removed
|
||||
assert_nil start_room["objects"]
|
||||
assert_nil start_room["npcs"]
|
||||
@@ -101,14 +101,14 @@ module BreakEscape
|
||||
test 'filtered_scenario_for_bootstrap preserves lock requirements' do
|
||||
mission = break_escape_missions(:ceo_exfil)
|
||||
player = break_escape_demo_users(:test_user)
|
||||
|
||||
|
||||
game = Game.new(mission: mission, player: player, scenario_data: @scenario_data)
|
||||
game.save(validate: false)
|
||||
|
||||
|
||||
filtered = game.filtered_scenario_for_bootstrap
|
||||
|
||||
|
||||
locked_room = filtered["rooms"]["next_room"]
|
||||
|
||||
|
||||
# Keep lock data for server-side validation
|
||||
assert_equal true, locked_room["locked"]
|
||||
assert_equal "key", locked_room["lockType"]
|
||||
@@ -118,17 +118,17 @@ module BreakEscape
|
||||
test 'filtered_scenario_for_bootstrap does not modify original' do
|
||||
mission = break_escape_missions(:ceo_exfil)
|
||||
player = break_escape_demo_users(:test_user)
|
||||
|
||||
|
||||
game = Game.new(mission: mission, player: player, scenario_data: @scenario_data)
|
||||
game.save(validate: false)
|
||||
|
||||
|
||||
original_rooms = game.scenario_data["rooms"].keys
|
||||
filtered = game.filtered_scenario_for_bootstrap
|
||||
|
||||
|
||||
# Original should still have all data
|
||||
assert game.scenario_data["rooms"]["start"]["objects"].present?
|
||||
assert game.scenario_data["rooms"]["start"]["npcs"].present?
|
||||
|
||||
|
||||
# Filtered should not
|
||||
assert_nil filtered["rooms"]["start"]["objects"]
|
||||
assert_nil filtered["rooms"]["start"]["npcs"]
|
||||
|
||||
@@ -68,7 +68,7 @@ module BreakEscape
|
||||
@game.player_state['inventory'] = [
|
||||
{ 'type' => 'key', 'key_id' => 'office1_key', 'name' => 'Office Key' }
|
||||
]
|
||||
|
||||
|
||||
result = @game.validate_unlock('door', 'office1', '', 'key')
|
||||
assert result, "Should unlock door with correct key in inventory"
|
||||
end
|
||||
@@ -86,7 +86,7 @@ module BreakEscape
|
||||
@game.player_state['inventory'] = [
|
||||
{ 'type' => 'key', 'key_id' => 'wrong_key', 'name' => 'Wrong Key' }
|
||||
]
|
||||
|
||||
|
||||
result = @game.validate_unlock('door', 'office1', '', 'key')
|
||||
assert_not result, "Should reject unlock without required key"
|
||||
end
|
||||
@@ -102,7 +102,7 @@ module BreakEscape
|
||||
}
|
||||
}
|
||||
@game.player_state['inventory'] = []
|
||||
|
||||
|
||||
result = @game.validate_unlock('door', 'office1', '', nil)
|
||||
assert_not result, "Should reject locked door without unlock method"
|
||||
end
|
||||
@@ -121,7 +121,7 @@ module BreakEscape
|
||||
@game.player_state['inventory'] = [
|
||||
{ 'type' => 'lockpick', 'name' => 'Lock Pick Kit' }
|
||||
]
|
||||
|
||||
|
||||
result = @game.validate_unlock('door', 'office1', '', 'lockpick')
|
||||
assert result, "Should unlock door with lockpick"
|
||||
end
|
||||
@@ -139,7 +139,7 @@ module BreakEscape
|
||||
@game.player_state['inventory'] = [
|
||||
{ 'type' => 'key', 'key_id' => 'office1_key', 'name' => 'Office Key' }
|
||||
]
|
||||
|
||||
|
||||
result = @game.validate_unlock('door', 'office1', '', 'lockpick')
|
||||
assert_not result, "Should reject lockpick unlock without lockpick in inventory"
|
||||
end
|
||||
@@ -158,7 +158,7 @@ module BreakEscape
|
||||
@game.player_state['inventory'] = [
|
||||
{ 'type' => 'lockpick', 'name' => 'Lock Pick Kit' }
|
||||
]
|
||||
|
||||
|
||||
# Should succeed with lockpick even without the master key
|
||||
result = @game.validate_unlock('door', 'secure_vault', '', 'lockpick')
|
||||
assert result, "Lockpick should bypass specific key requirement"
|
||||
@@ -178,7 +178,7 @@ module BreakEscape
|
||||
{ 'type' => 'key', 'key_id' => 'office1_key', 'name' => 'Office Key' },
|
||||
{ 'type' => 'lockpick', 'name' => 'Lock Pick Kit' }
|
||||
]
|
||||
|
||||
|
||||
# Key unlock should succeed
|
||||
result = @game.validate_unlock('door', 'office1', '', 'key')
|
||||
assert result, "Key unlock should succeed"
|
||||
@@ -193,7 +193,7 @@ module BreakEscape
|
||||
}
|
||||
}
|
||||
@game.player_state['inventory'] = []
|
||||
|
||||
|
||||
result = @game.validate_unlock('door', 'reception', '', 'unlocked')
|
||||
assert result, "Should allow access to unlocked doors"
|
||||
end
|
||||
@@ -202,7 +202,7 @@ module BreakEscape
|
||||
@game.player_state['inventory'] = [
|
||||
{ 'type' => 'key', 'key_id' => 'office1_key', 'name' => 'Office Key' }
|
||||
]
|
||||
|
||||
|
||||
assert @game.has_key_in_inventory?('office1_key'), "Should find key by key_id"
|
||||
assert_not @game.has_key_in_inventory?('wrong_key'), "Should not find missing key"
|
||||
end
|
||||
@@ -211,7 +211,7 @@ module BreakEscape
|
||||
@game.player_state['inventory'] = [
|
||||
{ 'type' => 'lockpick', 'name' => 'Lock Pick Kit' }
|
||||
]
|
||||
|
||||
|
||||
assert @game.has_lockpick_in_inventory?, "Should find lockpick in inventory"
|
||||
end
|
||||
|
||||
@@ -219,7 +219,7 @@ module BreakEscape
|
||||
@game.player_state['inventory'] = [
|
||||
{ 'type' => 'key', 'key_id' => 'office1_key', 'name' => 'Office Key' }
|
||||
]
|
||||
|
||||
|
||||
assert_not @game.has_lockpick_in_inventory?, "Should not find non-lockpick items as lockpick"
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user