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2026-05-23 23:00:07 +02:00

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JavaScript

/**
* tests/fixtures/foundry-adapter.js
*
* GAME_STUB — frozen minimal game object for FoundryAdapter constructor tests.
*
* Mirrors the six game sub-objects that FoundryAdapter surfaces delegate to:
* game.settings, game.socket, game.users, game.user, game.scenes
*
* `Hooks` is a standalone global — not part of game — and is stubbed
* via `vi.stubGlobal('Hooks', HOOKS_STUB)` in individual test files.
* `ui.notifications` is similarly a standalone global.
*/
import { vi } from 'vitest';
/** Minimal game.settings stub. All methods are vi.fn(). */
const SETTINGS_STUB = {
register: vi.fn(),
get: vi.fn().mockReturnValue(null),
set: vi.fn().mockResolvedValue(undefined),
};
/** Minimal game.socket stub. */
const SOCKET_STUB = {
emit: vi.fn(),
on: vi.fn(),
off: vi.fn(),
};
/** A representative user object. */
const createUserWithFlags = (id, name, isGM, flags = {}) => {
const flagStore = { ...flags };
return Object.freeze({
id,
name,
isGM,
/**
* Get a flag value for this user.
* @param {string} scope - The flag scope/namespace
* @param {string} key - The flag key
* @returns {unknown|null} The flag value or null if not found
*/
getFlag: (scope, key) => {
const scopeKey = `${scope}.${key}`;
return flagStore[scopeKey] ?? null;
},
/**
* Set a flag value for this user.
* @param {string} scope - The flag scope/namespace
* @param {string} key - The flag key
* @param {unknown} value - The value to set
* @returns {Promise<unknown>} Resolves when set
*/
setFlag: (scope, key, value) => {
const scopeKey = `${scope}.${key}`;
flagStore[scopeKey] = value;
return Promise.resolve(value);
},
});
};
const GM_USER = createUserWithFlags('gm-user-1', 'GM', true);
const PLAYER_USER = createUserWithFlags('player-user-1', 'Player', false);
/** Minimal game.users map-like stub. */
const USERS_STUB = {
get: vi.fn((id) => {
if (id === GM_USER.id) return GM_USER;
if (id === PLAYER_USER.id) return PLAYER_USER;
return null;
}),
[Symbol.iterator]: vi.fn(function* () {
yield GM_USER;
yield PLAYER_USER;
}),
};
/** Minimal game.user (current user) stub. */
const USER_STUB = Object.freeze({ id: GM_USER.id, name: GM_USER.name, isGM: true });
/** A representative scene object. */
const ACTIVE_SCENE = Object.freeze({ id: 'scene-1', name: 'Test Scene' });
/** Minimal game.scenes stub. */
const SCENES_STUB = {
active: ACTIVE_SCENE,
get: vi.fn((id) => (id === ACTIVE_SCENE.id ? ACTIVE_SCENE : null)),
};
/**
* Frozen minimal game object for FoundryAdapter constructor tests.
* Reset individual stubs between tests with `vi.clearAllMocks()` or per-spy.
*/
export const GAME_STUB = Object.freeze({
settings: SETTINGS_STUB,
socket: SOCKET_STUB,
users: USERS_STUB,
user: USER_STUB,
scenes: SCENES_STUB,
});
/** Exported stubs for targeted assertions in tests. */
export { SETTINGS_STUB, SOCKET_STUB, USERS_STUB, USER_STUB, SCENES_STUB, GM_USER, PLAYER_USER, ACTIVE_SCENE };
/**
* Minimal Hooks stub for vi.stubGlobal('Hooks', HOOKS_STUB).
* Each method is a vi.fn().
*/
export const HOOKS_STUB = {
on: vi.fn(),
once: vi.fn(),
off: vi.fn(),
callAll: vi.fn(),
};
/**
* Minimal ui.notifications stub for vi.stubGlobal('ui', UI_STUB).
*/
export const UI_STUB = Object.freeze({
notifications: {
info: vi.fn(),
warn: vi.fn(),
error: vi.fn(),
},
});