Validate battle save equipment state

This commit is contained in:
2026-07-05 11:46:17 +09:00
parent 1b6a8aea4c
commit 288fb839d1
3 changed files with 60 additions and 5 deletions

View File

@@ -17,7 +17,13 @@ try {
mapHeight: 8,
validUnitIds: new Set(['liu-bei', 'guan-yu', 'rebel-1']),
validUsableIds: new Set(['roar', 'fireTactic', 'aid', 'bean', 'salve', 'wine']),
validItemIds: new Set(['bean', 'salve', 'wine'])
validItemIds: new Set(['bean', 'salve', 'wine']),
validEquipmentItemIds: new Set(['training-sword', 'cloth-armor', 'grain-pouch']),
validEquipmentSlotItems: {
weapon: new Set(['training-sword']),
armor: new Set(['cloth-armor']),
accessory: new Set(['grain-pouch'])
}
};
const validState = createValidBattleSaveState();
const patchUnit = (index, patch) => validState.units.map((unit, unitIndex) => (unitIndex === index ? { ...unit, ...patch } : unit));
@@ -50,6 +56,12 @@ try {
['invalid unit hp', { units: patchUnit(0, { hp: 99, maxHp: 30 }) }],
['invalid unit x', { units: patchUnit(0, { x: 12 }) }],
['invalid unit direction', { units: patchUnit(0, { direction: 'down' }) }],
['missing equipment slot', { units: patchUnit(0, { equipment: { weapon: createEquipmentSet().weapon, armor: createEquipmentSet().armor } }) }],
['extra equipment slot', { units: patchUnit(0, { equipment: { ...createEquipmentSet(), charm: createEquipmentSet().accessory } }) }],
['unknown equipment item id', { units: patchUnit(0, { equipment: { ...createEquipmentSet(), weapon: { itemId: 'phantom-sword', level: 1, exp: 0 } } }) }],
['wrong equipment slot item id', { units: patchUnit(0, { equipment: { ...createEquipmentSet(), weapon: { itemId: 'cloth-armor', level: 1, exp: 0 } } }) }],
['invalid equipment level', { units: patchUnit(0, { equipment: { ...createEquipmentSet(), weapon: { itemId: 'training-sword', level: 0, exp: 0 } } }) }],
['invalid equipment exp', { units: patchUnit(0, { equipment: { ...createEquipmentSet(), weapon: { itemId: 'training-sword', level: 1, exp: -1 } } }) }],
['unknown unit id', { units: patchUnit(0, { id: 'ghost-unit' }) }],
['duplicate unit id', { units: [validState.units[0], { ...validState.units[0], x: 2 }, validState.units[2]] }],
['invalid bonds', { bonds: [{ ...validState.bonds[0], unitIds: ['liu-bei'] }] }],
@@ -113,7 +125,7 @@ function createValidBattleSaveState() {
x: 1,
y: 2,
direction: 'south',
equipment: {}
equipment: createEquipmentSet()
},
{
id: 'guan-yu',
@@ -126,7 +138,7 @@ function createValidBattleSaveState() {
x: 2,
y: 2,
direction: 'south',
equipment: {}
equipment: createEquipmentSet()
},
{
id: 'rebel-1',
@@ -139,7 +151,7 @@ function createValidBattleSaveState() {
x: 8,
y: 4,
direction: 'west',
equipment: {}
equipment: createEquipmentSet()
}
],
bonds: [
@@ -187,6 +199,14 @@ function createValidBattleSaveState() {
};
}
function createEquipmentSet() {
return {
weapon: { itemId: 'training-sword', level: 1, exp: 0 },
armor: { itemId: 'cloth-armor', level: 1, exp: 0 },
accessory: { itemId: 'grain-pouch', level: 1, exp: 0 }
};
}
function assert(condition, message) {
if (!condition) {
throw new Error(message);

View File

@@ -30,6 +30,7 @@ import {
equipmentSlotLabels,
equipmentSlots,
getItem,
itemCatalog,
type EquipmentSlot,
type ItemDefinition
} from '../data/battleItems';
@@ -11355,6 +11356,13 @@ export class BattleScene extends Phaser.Scene {
Object.values(usableCatalog)
.filter((usable) => usable.command === 'item')
.map((usable) => usable.id)
),
validEquipmentItemIds: new Set(Object.keys(itemCatalog)),
validEquipmentSlotItems: Object.fromEntries(
equipmentSlots.map((slot) => [
slot,
new Set(Object.values(itemCatalog).filter((item) => item.slot === slot).map((item) => item.id))
])
)
});
}

View File

@@ -1,6 +1,7 @@
import type { BattleBond, UnitData } from '../data/scenario';
import type { CampaignStep } from './campaignState';
import type { UnitDirection } from '../data/unitAssets';
import { equipmentSlots, type EquipmentSlot } from '../data/battleItems';
export type BattleSaveFaction = 'ally' | 'enemy';
export type BattleSaveRosterTab = 'ally' | 'enemy';
@@ -74,6 +75,8 @@ type BattleSaveValidationOptions = {
validUnitIds?: ReadonlySet<string>;
validUsableIds?: ReadonlySet<string>;
validItemIds?: ReadonlySet<string>;
validEquipmentItemIds?: ReadonlySet<string>;
validEquipmentSlotItems?: Partial<Record<EquipmentSlot, ReadonlySet<string>>>;
};
const unitDirections = new Set<UnitDirection>(['south', 'east', 'north', 'west']);
@@ -237,7 +240,7 @@ function areSavedBattleUnitsValid(units: unknown[], options: BattleSaveValidatio
}
function isSavedBattleUnitState(value: unknown, options: BattleSaveValidationOptions): value is SavedBattleUnitState {
if (!isRecord(value) || typeof value.id !== 'string' || value.id.length === 0 || !isRecord(value.equipment)) {
if (!isRecord(value) || typeof value.id !== 'string' || value.id.length === 0 || !isEquipmentSet(value.equipment, options)) {
return false;
}
@@ -266,6 +269,30 @@ function isSavedBattleUnitState(value: unknown, options: BattleSaveValidationOpt
return value.direction === undefined || unitDirections.has(value.direction as UnitDirection);
}
function isEquipmentSet(value: unknown, options: BattleSaveValidationOptions): value is UnitData['equipment'] {
if (!isRecord(value) || Object.keys(value).length !== equipmentSlots.length) {
return false;
}
return equipmentSlots.every((slot) => isEquipmentStateForSlot(value[slot], slot, options));
}
function isEquipmentStateForSlot(value: unknown, slot: EquipmentSlot, options: BattleSaveValidationOptions) {
if (!isRecord(value)) {
return false;
}
const { itemId, level, exp } = value;
return (
typeof itemId === 'string' &&
itemId.length > 0 &&
(!options.validEquipmentItemIds || options.validEquipmentItemIds.has(itemId)) &&
(!options.validEquipmentSlotItems?.[slot] || options.validEquipmentSlotItems[slot].has(itemId)) &&
isPositiveInteger(level) &&
isNonNegativeFiniteNumber(exp)
);
}
function isBondArray(value: unknown, options: BattleSaveValidationOptions) {
return (
Array.isArray(value) &&