Fixed failing action engine tests, moved more engine parts to ts
This commit is contained in:
9
app/imports/api/engine/action/functions/InputProvider.ts
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9
app/imports/api/engine/action/functions/InputProvider.ts
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@@ -0,0 +1,9 @@
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import { EngineAction } from '/imports/api/engine/action/EngineActions';
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type InputProvider = {
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rollDice(
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action: EngineAction, dice: { number: number, diceSize: number }[]
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): Promise<number[][]>;
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}
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export default InputProvider;
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@@ -1,4 +1,3 @@
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import { assert } from 'chai';
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import '/imports/api/simpleSchemaConfig.js';
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import CreatureProperties from '/imports/api/creature/creatureProperties/CreatureProperties';
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import { propsFromForest } from '/imports/api/properties/tests/propTestBuilder.testFn';
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@@ -9,6 +8,7 @@ import { loadCreature } from '/imports/api/engine/loadCreatures';
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import EngineActions, { EngineAction } from '/imports/api/engine/action/EngineActions';
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import { applyAction } from '/imports/api/engine/action/functions/applyAction';
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import { LogContent, Mutation, Removal, Update } from '/imports/api/engine/action/tasks/TaskResult';
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import InputProvider from '/imports/api/engine/action/functions/InputProvider';
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/**
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* Removes all creatures, properties, and creatureVariable documents from the database
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@@ -59,12 +59,12 @@ export const randomIds = new Array(100).fill(undefined).map(() => Random.id());
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* @param userInputFn A function that simulates user input
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* @returns The Engine Action with mutations resulting from running the action
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*/
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export async function runActionById(propId, targetIds?, userInputFn = () => 0) {
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export async function runActionById(propId, targetIds?, userInput = testInputProvider) {
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const prop = await CreatureProperties.findOneAsync(propId);
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const actionId = await createAction(prop, targetIds);
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const action = await EngineActions.findOneAsync(actionId);
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if (!action) throw 'Action is expected to exist';
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await applyAction(action, userInputFn, { simulate: true });
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await applyAction(action, userInput, { simulate: true });
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return action;
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}
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@@ -148,3 +148,25 @@ export function allLogContent(action: EngineAction) {
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});
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return contents;
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}
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const testInputProvider: InputProvider = {
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/**
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* For testing, randomness is hard to deal with
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* rollDice function returns the average roll for every dice rolled
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* [5d10, 1d4] => [[6,6,6,6,6], [3]]
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*/
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async rollDice(action, dice) {
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const result: number[][] = [];
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for (const diceRoll of dice) {
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const averageRoll = Math.round(diceRoll.diceSize / 2);
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// Return an array full of averagely rolled dice
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result.push(
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new Array(diceRoll.number)
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.fill(averageRoll)
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)
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}
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return result;
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}
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}
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export { testInputProvider }
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@@ -1,7 +1,8 @@
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import { EngineAction, ActionSchema } from '/imports/api/engine/action/EngineActions';
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import EngineActions, { EngineAction, ActionSchema } from '/imports/api/engine/action/EngineActions';
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import { getSingleProperty } from '/imports/api/engine/loadCreatures';
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import applyTask from '/imports/api/engine/action/tasks/applyTask'
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import { isEmpty } from 'lodash';
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import InputProvider from '/imports/api/engine/action/functions/InputProvider';
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// TODO create a function to get the effective value of a property,
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// simulating all the result updates in the action so far
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@@ -10,12 +11,12 @@ import { isEmpty } from 'lodash';
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// This is run once as a simulation on the client awaiting all the various inputs or step through
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// clicks from the user, then it is run as part of the runAction method, where it is expected to
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// complete instantly on the client, and sent to the server as a method call
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export async function applyAction(action: EngineAction, userInput?: any[] | Function, options?: {
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export async function applyAction(action: EngineAction, userInput: InputProvider, options?: {
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simulate?: boolean, stepThrough?: boolean
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}) {
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const { simulate, stepThrough } = options || {};
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if (!simulate && stepThrough) throw 'Cannot step through unless simulating';
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if (simulate && typeof userInput !== 'function') throw 'Must provide a function to get user input when simulating';
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if (simulate && !userInput) throw 'Must provide a function to get user input when simulating';
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action._stepThrough = stepThrough;
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action._isSimulation = simulate;
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@@ -37,6 +38,6 @@ function writeChangedAction(original: EngineAction, changed: EngineAction) {
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}
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}
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if (!isEmpty($set) && original._id) {
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return Actions.updateAsync(original._id, { $set });
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return EngineActions.updateAsync(original._id, { $set });
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}
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}
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@@ -2,25 +2,33 @@ import { Context, toPrimitiveOrString } from '/imports/parser/resolve';
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import {
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aggregateCalculationEffects,
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aggregateCalculationProficiencies,
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resolveCalculationNode,
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} from '/imports/api/engine/computation/computeComputation/computeByType/computeCalculation';
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import { getSingleProperty } from '/imports/api/engine/loadCreatures';
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import resolve from '/imports/parser/resolve';
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import { getEffectiveActionScope } from '/imports/api/engine/action/functions/getEffectiveActionScope';
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import { CalculatedField } from '/imports/api/properties/subSchemas/computedField';
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import { ResolveLevel } from '/imports/parser/parseTree/NodeFactory';
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import InputProvider from '/imports/api/engine/action/functions/InputProvider';
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import { EngineAction } from '/imports/api/engine/action/EngineActions';
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// TODO Redo the work of
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// imports/api/engine/computation/computeComputation/computeByType/computeCalculation.js
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// But in the action scope
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export default async function recalculateCalculation(
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calcObj, action, parseLevel = 'reduce', context, scope
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calcObj: CalculatedField,
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action,
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parseLevel: ResolveLevel = 'reduce',
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userInput: InputProvider,
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) {
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if (!calcObj?.parseNode) return;
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calcObj._parseLevel = parseLevel;
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if (!scope) {
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scope = await getEffectiveActionScope(action);
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}
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// Re-resolve the parse node
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resolveCalculationNode(calcObj, calcObj.parseNode, scope, context);
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const scope = await getEffectiveActionScope(action);
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// Re-resolve the parse node before effects and proficiencies
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const {
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result: unaffectedResult,
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context
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} = resolve(parseLevel, calcObj.parseNode, scope);
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calcObj.valueNode = unaffectedResult;
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// store the unaffected value
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if (calcObj.effectIds || calcObj.proficiencyIds) {
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calcObj.unaffected = toPrimitiveOrString(calcObj.valueNode);
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@@ -35,19 +43,28 @@ export default async function recalculateCalculation(
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id => getSingleProperty(action.creatureId, id),
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scope['proficiencyBonus']?.value || 0
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);
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// Resolve the modified valueNode
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resolveCalculationNode(calcObj, calcObj.valueNode, scope, context);
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// Store the primitive value
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calcObj.value = toPrimitiveOrString(calcObj.valueNode);
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// TODO log errors
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// Resolve the modified valueNode, use the same context
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const {
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result: finalResult
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} = resolve(parseLevel, calcObj.parseNode, scope, context);
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// Store the errors
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calcObj.errors = context.errors;
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// Store the value and its primitive
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calcObj.value = toPrimitiveOrString(finalResult);
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calcObj.valueNode = finalResult;
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}
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export async function rollAndReduceCalculation(calcObj, action) {
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export async function rollAndReduceCalculation(
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calcObj: CalculatedField, action: EngineAction, userInput: InputProvider
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) {
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const context = new Context();
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const scope = await getEffectiveActionScope(action);
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// Compile
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recalculateCalculation(calcObj, action, 'compile', context, scope);
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recalculateCalculation(calcObj, action, 'compile', userInput);
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const compiled = calcObj.valueNode;
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// Roll
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