const test = require("node:test"); const assert = require("node:assert/strict"); const data = require("../assets/scripts/pages/archive-world-data.js"); const state = require("../assets/scripts/pages/archive-world-state.js"); const systems = require("../assets/scripts/pages/archive-world-systems.js"); test("movement normalization prevents faster diagonals", () => { const straight = systems.normalizedVector(1, 0, 175); const diagonal = systems.normalizedVector(1, 1, 175); assert.equal(Math.round(Math.hypot(straight.x, straight.y)), 175); assert.equal(Math.round(Math.hypot(diagonal.x, diagonal.y)), 175); }); test("landmark discoveries deduplicate and complete at eight", () => { let current = state.fresh("Ada", "brass"); current = systems.discover(current, "gate"); current = systems.discover(current, "gate"); assert.deepEqual(current.discovered, ["gate"]); data.LANDMARK_IDS.forEach((id) => { current = systems.discover(current, id); }); assert.equal(current.complete, true); }); test("quest progression and completion grant each reward once", () => { let current = state.fresh("Ada", "brass"); current = systems.startQuest(current, "gate"); assert.equal(current.quests.gate.status, "active"); current = systems.completeQuest(current, "gate"); const xp = current.xp; assert.equal(current.quests.gate.status, "complete"); assert.deepEqual(current.sigils, ["gate"]); assert.equal(current.inventory.some((item) => item.id === "lantern"), true); current = systems.completeQuest(current, "gate"); assert.equal(current.xp, xp); assert.deepEqual(current.sigils, ["gate"]); }); test("inventory collection caps stacks and consumables heal", () => { let current = state.fresh("Ada", "brass"); current = systems.addItem(current, "ink_vial", 30); assert.equal(systems.itemQuantity(current, "ink_vial"), 9); current.health = 30; const used = systems.consumeItem(current, "ink_vial"); assert.equal(used.used, true); assert.equal(used.state.health, 65); assert.equal(systems.itemQuantity(used.state, "ink_vial"), 8); }); test("damage respects invulnerability and assist, defeat preserves progress", () => { let current = state.fresh("Ada", "brass"); current.sigils = ["gate"]; const assisted = state.normalize({ ...current, settings: { ...current.settings, assist: true } }); const first = systems.takeDamage(assisted, 20, 2000, 0); assert.equal(first.state.health, 90); const ignored = systems.takeDamage(first.state, 20, 2200, 2000); assert.equal(ignored.hit, false); const defeated = systems.takeDamage({ ...first.state, health: 5, settings: { ...first.state.settings, assist: false } }, 20, 5000, 0); assert.equal(defeated.defeated, true); const respawned = systems.respawn(defeated.state); assert.deepEqual(respawned.sigils, ["gate"]); assert.equal(respawned.health >= 50, true); }); test("XP levels, boss completion and sigil story stage restore correctly", () => { let current = state.fresh("Ada", "brass"); current = systems.grantXp(current, 200); assert.equal(current.level, 3); assert.equal(current.maxHealth, 120); current = systems.recordBoss(current, "sentinel"); assert.equal(current.defeatedBosses.includes("sentinel"), true); assert.equal(current.quests.workshop.status, "complete"); data.LANDMARK_IDS.forEach((id) => { if (!current.sigils.includes(id)) current = systems.completeQuest(current, id); }); assert.equal(current.sigils.length, 8); assert.equal(current.story.stage, "vault"); current = systems.recordBoss(current, "redactor"); assert.equal(current.story.stage, "postgame"); }); test("invalid collision positions resolve to a named safe spawn", () => { assert.equal(systems.isSafe("town", 200, 150), false); const safe = systems.nearestSafeSpawn("town", 200, 150); assert.equal(systems.isSafe(safe.area, safe.x, safe.y), true); assert.ok(["gate", "square", "library", "study", "inn", "workshop", "playroom", "museum", "garden"].includes(safe.spawn)); });