Add integration and model tests for BreakEscape game mechanics

- Implement RoomLazyLoadTest to verify room data retrieval and error handling for non-existent rooms.
- Create FilteredScenarioTest to ensure scenario data is filtered correctly for game initialization, preserving navigation structure while removing unnecessary details like objects and NPCs.
- Add tests for lock requirements and ensure original scenario data remains unmodified after filtering.
This commit is contained in:
Z. Cliffe Schreuders
2025-11-21 15:27:54 +00:00
parent 6e65b9030d
commit c2fadcd169
8 changed files with 863 additions and 2 deletions

View File

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require 'test_helper'
module BreakEscape
class FilteredScenarioTest < ActiveSupport::TestCase
setup do
@scenario_data = {
"scenario_brief" => "Test mission",
"startRoom" => "start",
"startItemsInInventory" => [
{ "type" => "phone", "name" => "Test Phone" }
],
"rooms" => {
"start" => {
"type" => "room_office",
"connections" => { "north" => "next_room" },
"locked" => false,
"objects" => [
{ "type" => "desk", "name" => "Desk", "takeable" => false }
],
"npcs" => [
{ "id" => "npc1", "displayName" => "NPC One" }
]
},
"next_room" => {
"type" => "room_server",
"connections" => { "south" => "start" },
"locked" => true,
"lockType" => "key",
"requires" => "key123",
"objects" => [
{ "type" => "server", "name" => "Server", "takeable" => false }
]
}
}
}
end
test 'filtered_scenario_for_bootstrap removes room contents' do
# 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,
scenario_data: @scenario_data
)
# 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?
assert filtered["rooms"]["next_room"].present?
end
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
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"]
end
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"]
assert_equal "key123", locked_room["requires"]
end
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"]
end
end
end