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A browser-based roguelike synchronized with crypto block timing. A run is a race against the next block: reach the exit before the block lands, or the house wins. The same codebase runs the solo dungeon, the social Tavern, and operator-selected PvP and race rulesets, with separate free and paid leaderboards. Self-hostable under the MIT License. See README.md to run it, docs/ARCHITECTURE.md for the design, and docs/DEPLOY.md to operate an instance.
34 lines
1.2 KiB
JavaScript
34 lines
1.2 KiB
JavaScript
const MovementManager = require('../src/game/movementManager');
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// Minimal fake game implementing movePlayer & getState
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function makeGame() {
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return {
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player: { x: 5, y: 5, getState() { return { x: this.x, y: this.y }; } },
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movePlayer(dx, dy) {
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this.player.x += dx;
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this.player.y += dy;
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return { status: 'moved' };
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},
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getState() { return { player: { x: this.player.x, y: this.player.y } }; }
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};
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}
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describe('MovementManager', () => {
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test('applies movement and rate limits subsequent rapid moves', () => {
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const activeGames = new Map();
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const socketId = 'sock1';
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const game = makeGame();
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activeGames.set(socketId, game);
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const emitted = [];
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const io = { to: () => ({ emit: (evt, data) => emitted.push({ evt, data }) }) };
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const debugManager = { getCurrentBlockHeight: () => 123 };
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const mm = new MovementManager({ activeGames, io, debugManager, moveCooldown: 100 });
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mm.handleMove(socketId, { direction: 'right' });
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mm.handleMove(socketId, { direction: 'right' }); // should be rate-limited
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expect(game.player.x).toBe(6); // only first move applied
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expect(emitted.filter(e => e.evt === 'game_update').length).toBe(1);
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});
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});
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