Files
galaxy-game/ui/frontend/tests/science-validation.test.ts
Ilia Denisov 7bea22b0b5 ui/phase-21: sciences CRUD list, designer, and production-picker integration
Lights up the player-defined sciences feature: a table view with sort
and filter, a designer with four percent inputs and a strict
sum-equals-100 gate, and a Research-sub-row integration so the
planet production picker lists the user's sciences alongside the
four tech buttons. Phase 21 decisions are baked back into ui/PLAN.md
(no UpdateScience on the wire — write-once via createScience +
removeScience; percentages instead of fractions; sciences live under
the existing Research segment).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 21:32:37 +02:00

191 lines
5.8 KiB
TypeScript

// Vitest coverage for `lib/util/science-validation.ts`. The
// validator is the TS-side mirror of
// `pkg/calc/validator.go.ValidateScienceValues` plus the
// `validateEntityName` rules and a UX-only duplicate-name check.
// The designer composes percentages (`[0, 100]` summing to `100`)
// and the validator returns canonical fractions (`[0, 1]` summing
// to `1.0`) on success — so the exhaustive coverage below also
// pins the percent → fraction conversion contract.
import { describe, expect, test } from "vitest";
import {
SUM_EPSILON_PERCENT,
fractionsToPercent,
validateScience,
type ScienceDraft,
} from "../src/lib/util/science-validation";
function draft(overrides: Partial<ScienceDraft>): ScienceDraft {
return {
name: "FirstStep",
drive: 25,
weapons: 25,
shields: 25,
cargo: 25,
...overrides,
};
}
describe("validateScience", () => {
test("accepts an even-split science and converts to fractions", () => {
const result = validateScience(draft({ name: "Even" }));
expect(result.ok).toBe(true);
if (!result.ok) return;
expect(result.value.name).toBe("Even");
expect(result.value.drive).toBeCloseTo(0.25, 12);
expect(result.value.weapons).toBeCloseTo(0.25, 12);
expect(result.value.shields).toBeCloseTo(0.25, 12);
expect(result.value.cargo).toBeCloseTo(0.25, 12);
});
test("trims surrounding whitespace from the name", () => {
const result = validateScience(draft({ name: " Beta " }));
expect(result.ok).toBe(true);
if (!result.ok) return;
expect(result.value.name).toBe("Beta");
});
test("rejects empty name", () => {
const result = validateScience(draft({ name: "" }));
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("empty");
});
test("rejects name longer than 30 runes", () => {
const result = validateScience(draft({ name: "a".repeat(31) }));
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("too_long");
});
test("rejects name with whitespace inside", () => {
const result = validateScience(draft({ name: "Big Name" }));
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("whitespace");
});
test.each([
{ value: -0.1, reason: "drive_value" as const, field: "drive" as const },
{ value: 100.1, reason: "drive_value" as const, field: "drive" as const },
{
value: Number.POSITIVE_INFINITY,
reason: "drive_value" as const,
field: "drive" as const,
},
{
value: Number.NaN,
reason: "weapons_value" as const,
field: "weapons" as const,
},
{
value: -1,
reason: "shields_value" as const,
field: "shields" as const,
},
{ value: 101, reason: "cargo_value" as const, field: "cargo" as const },
])(
"rejects $field = $value with reason $reason",
({ value, reason, field }) => {
const overrides: Partial<ScienceDraft> = {
drive: 25,
weapons: 25,
shields: 25,
cargo: 25,
};
(overrides as Record<typeof field, number>)[field] = value;
const result = validateScience(draft(overrides));
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe(reason);
},
);
test("rejects sum off by more than the epsilon", () => {
const result = validateScience(
draft({ drive: 30, weapons: 30, shields: 30, cargo: 5 }),
);
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("sum_not_hundred");
});
test("accepts the canonical First Step fixture from rules.txt", () => {
// 10 Drive + 5 Weapons + 30 Shields + 0 Cargo, normalised:
// 10/45 ≈ 22.222… %, 5/45 ≈ 11.111… %, 30/45 ≈ 66.666… %,
// 0/45 = 0 %. Snapped to one decimal at input time:
// 22.2 / 11.1 / 66.7 / 0 → sum = 100. The float arithmetic is
// well within `SUM_EPSILON_PERCENT`.
const result = validateScience(
draft({ name: "FirstStep", drive: 22.2, weapons: 11.1, shields: 66.7, cargo: 0 }),
);
expect(result.ok).toBe(true);
if (!result.ok) return;
expect(result.value.drive).toBeCloseTo(0.222, 6);
expect(result.value.weapons).toBeCloseTo(0.111, 6);
expect(result.value.shields).toBeCloseTo(0.667, 6);
expect(result.value.cargo).toBe(0);
});
test("accepts a 100/0/0/0 single-axis science", () => {
const result = validateScience(
draft({ name: "PureDrive", drive: 100, weapons: 0, shields: 0, cargo: 0 }),
);
expect(result.ok).toBe(true);
if (!result.ok) return;
expect(result.value.drive).toBe(1);
});
test("accepts sums within the float tolerance", () => {
// Build a sum that drifts a hair off due to FP arithmetic but
// stays inside `SUM_EPSILON_PERCENT`.
const sumOk = 100 - SUM_EPSILON_PERCENT / 2;
const result = validateScience(
draft({ drive: sumOk, weapons: 0, shields: 0, cargo: 0 }),
);
expect(result.ok).toBe(true);
});
test("flags duplicate names against existingNames", () => {
const result = validateScience(draft({ name: "Beta" }), {
existingNames: ["Alpha", "Beta"],
});
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("duplicate_name");
});
test("compares duplicate names after trimming", () => {
const result = validateScience(draft({ name: " Beta " }), {
existingNames: ["Beta"],
});
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("duplicate_name");
});
test("does not flag duplicates when existingNames is empty", () => {
const result = validateScience(draft({ name: "Beta" }), {
existingNames: [],
});
expect(result.ok).toBe(true);
});
});
describe("fractionsToPercent", () => {
test("inverts the percent → fraction conversion", () => {
const back = fractionsToPercent({
drive: 0.25,
weapons: 0.111,
shields: 0.5,
cargo: 0.139,
});
expect(back.drive).toBeCloseTo(25, 6);
expect(back.weapons).toBeCloseTo(11.1, 6);
expect(back.shields).toBeCloseTo(50, 6);
expect(back.cargo).toBeCloseTo(13.9, 6);
});
});