mirror of
https://github.com/VickScarlet/lifeRestart.git
synced 2026-08-28 09:16:47 +08:00
243 lines
8.9 KiB
TypeScript
243 lines
8.9 KiB
TypeScript
import { expect, test, describe } from 'bun:test'
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import { parse, type ConditionNode } from '@remake/condition'
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import achievements from '@remake/data/achievement'
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import events from '@remake/data/event'
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import talents from '@remake/data/talent'
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import type { GameState, ProfileState, Properties } from './state'
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import { createFlatState, createHLProperties, propsEffect } from './state'
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import { SupportedFlatStateKeys } from './state'
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import { enableMapSet } from 'immer'
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enableMapSet()
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/**
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* 核心递归辅助函数:从多维语法树节点中提取所有属性名
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*/
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function extractKeysFromNode(node: ConditionNode, properties: Set<string>) {
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if (Array.isArray(node)) {
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for (const subNode of node) {
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extractKeysFromNode(subNode, properties)
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}
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} else {
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if (node === '&' || node === '|') return
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// 匹配操作符(><!?=)前面的属性名部分
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const match = node.match(/^([^><!?=]+)/)
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if (match && match) {
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properties.add(match[1]!.trim())
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}
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}
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}
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/**
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* 从条件字符串中提取所有使用到的属性键名
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*/
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function getPropertiesFromCondition(condition: string): Set<string> {
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const parsedConditions = parse(condition)
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const properties = new Set<string>()
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extractKeysFromNode(parsedConditions, properties)
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return properties
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}
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describe('State', () => {
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test('flat cover event(include, exclude, branch)', () => {
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const unmappedKeys = new Set<string>()
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for (const item of events.values()) {
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const conditionsToTrack: { label: string; text: string }[] = []
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if (item.include) {
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conditionsToTrack.push({ label: 'include', text: item.include })
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}
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if (item.exclude) {
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conditionsToTrack.push({ label: 'exclude', text: item.exclude })
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}
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if (item.branch && Array.isArray(item.branch)) {
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item.branch.forEach((branchObj, index) => {
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if (branchObj && branchObj.condition) {
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conditionsToTrack.push({
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label: `branch[${index}].condition (目标事件ID: ${branchObj.event})`,
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text: branchObj.condition,
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})
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}
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})
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}
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for (const { label, text } of conditionsToTrack) {
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const usedProperties = getPropertiesFromCondition(text)
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for (const key of usedProperties) {
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if (!SupportedFlatStateKeys.has(key)) {
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unmappedKeys.add(
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`[事件 ID: ${item.id}] 的 "${label}" 字段使用了未定义的键名: "${key}" (完整条件: "${text}")`,
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)
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}
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}
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}
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}
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if (unmappedKeys.size > 0) {
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console.error('\n❌ 发现事件配置表存在未定义的 Property 键名:')
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unmappedKeys.forEach(msg => console.error(msg))
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}
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expect(unmappedKeys.size).toBe(0)
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})
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test('flat cover talent(condition)', () => {
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const unmappedKeys = new Set<string>()
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const allTalentItems = talents.values()
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for (const item of allTalentItems) {
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const conditionStr = item.condition
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if (!conditionStr) continue
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const usedProperties = getPropertiesFromCondition(conditionStr)
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for (const key of usedProperties) {
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if (!SupportedFlatStateKeys.has(key)) {
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unmappedKeys.add(
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`[天赋 ID: ${item.id}] 使用了未定义的键名: "${key}" (完整条件: "${conditionStr}")`,
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)
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}
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}
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}
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if (unmappedKeys.size > 0) {
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console.error('\n❌ 发现天赋配置表存在未定义的 Property 键名:')
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unmappedKeys.forEach(msg => console.error(msg))
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}
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expect(unmappedKeys.size).toBe(0)
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})
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test('flat cover achievement(condition)', () => {
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const unmappedKeys = new Set<string>()
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const allAchievementItems = achievements.values()
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for (const item of allAchievementItems) {
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const conditionStr = item.condition
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if (!conditionStr) continue
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const usedProperties = getPropertiesFromCondition(conditionStr)
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for (const key of usedProperties) {
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if (!SupportedFlatStateKeys.has(key)) {
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unmappedKeys.add(
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`[成就 ID: ${item.id}] 使用了未定义的键名: "${key}" (完整条件: "${conditionStr}")`,
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)
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}
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}
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}
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if (unmappedKeys.size > 0) {
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console.error('\n❌ 发现成就配置表存在未定义的 Property 键名:')
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unmappedKeys.forEach(msg => console.error(msg))
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}
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expect(unmappedKeys.size).toBe(0)
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})
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test('flat get', () => {
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const game = {
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props: {
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lowest: {
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age: 1,
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charm: 2,
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intelligence: 3,
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strength: 4,
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money: 5,
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spirit: 6,
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},
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current: {
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age: 11,
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charm: 12,
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intelligence: 13,
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strength: 14,
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money: 15,
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spirit: 16,
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},
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highest: {
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age: 21,
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charm: 22,
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intelligence: 23,
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strength: 24,
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money: 25,
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spirit: 26,
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},
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},
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life: 31,
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talents: new Set([33]),
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events: new Set([34, 35]),
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achievements: new Set([36]),
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} as GameState
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const profile = {
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times: 41,
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external: 42,
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talents: new Set([43]),
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achievements: new Set([44]),
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events: new Set([45, 46]),
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} as ProfileState
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const flatState = createFlatState(game, profile)
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expect(flatState['AGE']).toBe(game.props.current.age)
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expect(flatState['CHR']).toBe(game.props.current.charm)
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expect(flatState['INT']).toBe(game.props.current.intelligence)
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expect(flatState['STR']).toBe(game.props.current.strength)
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expect(flatState['MNY']).toBe(game.props.current.money)
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expect(flatState['SPR']).toBe(game.props.current.spirit)
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expect(flatState['HAGE']).toBe(game.props.highest.age)
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expect(flatState['HCHR']).toBe(game.props.highest.charm)
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expect(flatState['HINT']).toBe(game.props.highest.intelligence)
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expect(flatState['HSTR']).toBe(game.props.highest.strength)
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expect(flatState['HMNY']).toBe(game.props.highest.money)
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expect(flatState['HSPR']).toBe(game.props.highest.spirit)
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expect(flatState['LAGE']).toBe(game.props.lowest.age)
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expect(flatState['LCHR']).toBe(game.props.lowest.charm)
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expect(flatState['LINT']).toBe(game.props.lowest.intelligence)
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expect(flatState['LSTR']).toBe(game.props.lowest.strength)
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expect(flatState['LMNY']).toBe(game.props.lowest.money)
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expect(flatState['LSPR']).toBe(game.props.lowest.spirit)
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expect(flatState['LIF']).toBe(game.life)
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expect(flatState['TLT']).toEqual(game.talents)
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expect(flatState['EVT']).toEqual(game.events)
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expect(flatState['TMS']).toBe(profile.times)
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expect(flatState['AEVT']).toEqual(profile.events)
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expect(flatState['ATLT']).toEqual(profile.talents)
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expect(flatState['AACH']).toEqual(profile.achievements)
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expect(flatState['SUM']).toBe(
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Math.floor((22 + 23 + 24 + 25 + 26) * 2 + 21 / 2),
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)
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})
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const allocation = { charm: 5, intelligence: 5, strength: 5, money: 5 }
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test('createHLProperties', () => {
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const props = createHLProperties(allocation)
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expect(props.current.charm).toBe(allocation.charm)
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expect(props.current.intelligence).toBe(allocation.intelligence)
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expect(props.current.strength).toBe(allocation.strength)
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expect(props.current.money).toBe(allocation.money)
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expect(props.current.age).toBe(-1)
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expect(props.current.spirit).toBe(0)
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})
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test('propsEffect', () => {
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const props = createHLProperties(allocation)
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const effect = {
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age: 6,
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charm: -2,
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intelligence: 3,
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strength: 4,
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money: -5,
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spirit: 7,
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}
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const effected = propsEffect(props, effect)
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for (const key in effect) {
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const k = key as keyof Properties
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const c = props.current[k]
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const be = c + effect[k]
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expect(c).toBe(be)
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expect(effected.highest[k]).toBe(Math.max(c, be))
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expect(effected.lowest[k]).toBe(Math.min(c, be))
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}
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})
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})
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