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lens/packages/kata-for-gabriel/src/monster-beatdown.test.ts
Iku-turso 5d424b45d9 Refactor to using Feature and auto-register to register injectables
Co-authored-by: Janne Savolainen <janne.savolainen@live.fi>

Signed-off-by: Iku-turso <mikko.aspiala@gmail.com>
2023-03-15 10:09:11 +02:00

189 lines
6.1 KiB
TypeScript

import { Dependencies, gameInjectable } from "./monster-beatdown.injectable";
import asyncFn, { AsyncFnMock } from "@async-fn/jest";
import { getPromiseStatus } from "@k8slens/test-utils";
import { createContainer } from "@ogre-tools/injectable";
import messageToPlayerInjectable from "./message-to-player.injectable";
import castDieInjectable from "./cast-die.injectable";
import questionToPlayerInjectable from "./question-to-player.injectable";
import { registerFeature } from "@k8slens/feature-core";
import { gabrielFeature } from "./feature";
describe("monster-beatdown", () => {
let game: { start: () => Promise<void> };
let messageToPlayerMock: jest.Mock<Dependencies["messageToPlayer"]>;
let questionToPlayerMock: AsyncFnMock<Dependencies["questionToPlayer"]>;
let castDieMock: AsyncFnMock<Dependencies["castDie"]>;
let gamePromise: Promise<void>;
beforeEach(() => {
const di = createContainer("monster-beatdown");
registerFeature(di, gabrielFeature);
messageToPlayerMock = jest.fn();
di.override(messageToPlayerInjectable, () => messageToPlayerMock);
di.override(questionToPlayerInjectable, () => questionToPlayerMock);
di.override(castDieInjectable, () => castDieMock);
questionToPlayerMock = asyncFn();
castDieMock = asyncFn();
game = di.inject(gameInjectable);
});
describe("when game is not started", () => {
it("does not message player about anything", () => {
expect(messageToPlayerMock).not.toHaveBeenCalled();
});
it("does not question player about anything", () => {
expect(questionToPlayerMock).not.toHaveBeenCalled();
});
it("no dice are cast", () => {
expect(castDieMock).not.toHaveBeenCalled();
});
});
describe("when game is started", () => {
beforeEach(() => {
gamePromise = game.start();
});
it("player encounters a monster", () => {
expect(messageToPlayerMock.mock.calls).toEqual([
["You encounter a monster with 3 hit-points"],
]);
});
it("player is asked if they wants to attack the monster", () => {
expect(questionToPlayerMock.mock.calls).toEqual([["Attack the monster?"]]);
});
describe("when the player chooses to not attack the monster", () => {
beforeEach(async () => {
messageToPlayerMock.mockClear();
await questionToPlayerMock.resolve(false);
});
it("the player gets eaten", () => {
expect(messageToPlayerMock.mock.calls).toEqual([
[
"You chose not to attack the monster, and the monster eats you dead, in disappointment.",
],
["You lose. Game over!"],
]);
});
it("no dice are cast", () => {
expect(castDieMock).not.toHaveBeenCalled();
});
it("the game ends", async () => {
const promiseStatus = await getPromiseStatus(gamePromise);
expect(promiseStatus.fulfilled).toBe(true);
});
});
describe("when the player chooses to attack the monster", () => {
beforeEach(async () => {
messageToPlayerMock.mockClear();
await questionToPlayerMock.resolve(true);
});
it("the player attacks the monster", () => {
expect(messageToPlayerMock.mock.calls).toEqual([["You attack the monster."]]);
});
it("a die is cast", () => {
expect(castDieMock).toHaveBeenCalled();
});
it("when the die lands on 4 or more, the monster loses a hit-point", async () => {
messageToPlayerMock.mockClear();
await castDieMock.resolve(4);
expect(messageToPlayerMock.mock.calls).toEqual([
[
"You successfully land a hit on the monster, and it now only has 2 hit-points remaining.",
],
]);
});
it("when the die lands on 3 or less, the monster doesn't lose a hit-point", async () => {
messageToPlayerMock.mockClear();
await castDieMock.resolve(3);
expect(messageToPlayerMock.mock.calls).toEqual([
["You fail to land a hit on the monster, and it still has 3 hit-points remaining."],
]);
});
it("after the die lands, the player is asked to attack again", async () => {
questionToPlayerMock.mockClear();
await castDieMock.resolve(0);
expect(questionToPlayerMock.mock.calls).toEqual([["Do you want to attack again?"]]);
});
describe("when the player hits, and chooses to keep hitting until the monster is reduced to 0 hit-points", () => {
beforeEach(async () => {
await castDieMock.resolve(4);
await questionToPlayerMock.resolve(true);
await castDieMock.resolve(4);
await questionToPlayerMock.resolve(true);
messageToPlayerMock.mockClear();
await castDieMock.resolve(4);
});
it("the player wins", () => {
expect(messageToPlayerMock.mock.calls).toEqual([
["You successfully land a final hit on the monster, and it is now properly beat."],
["You win. Congratulations!"],
]);
});
it("the game ends", async () => {
const promiseStatus = await getPromiseStatus(gamePromise);
expect(promiseStatus.fulfilled).toBe(true);
});
});
describe("given the player hits, and chooses to keep hitting until the monster is reduced to only 1 hit-points, when the player chooses to not hit the monster", () => {
beforeEach(async () => {
await castDieMock.resolve(4);
await questionToPlayerMock.resolve(true);
await castDieMock.resolve(4);
messageToPlayerMock.mockClear();
await questionToPlayerMock.resolve(false);
});
it("the player loses", async () => {
expect(messageToPlayerMock.mock.calls).toEqual([
[
"You lose your nerve mid-beat-down, and try to run away. You get eaten by a sad, disappointed monster.",
],
["You lose. Game over!"],
]);
});
it("the game ends", async () => {
const promiseStatus = await getPromiseStatus(gamePromise);
expect(promiseStatus.fulfilled).toBe(true);
});
});
});
});
});