// 五型布局求解器(清单 §6.1 / §6.2) const { load, throws } = require('./_load'); const t = require('./_assert')(); load('client/js/gameabc-framework/ui/AlignmentUtils.js'); load('client/js/01_SubGame/codes/ui/LayoutSolver.js'); // ============ point ============ const point = { kind: 'point', x: 486, y: 4, w: 276, h: 68 }; t.eq('point 返回单元素数组', EQW_LayoutSolver.solve(point, {}), [{ x: 486, y: 4, width: 276, height: 68 }]); // ============ line 等距 ============ // 底牌区:8 张 110×190,spacing -36,anchor center,基准 (655,110) // totalWidth = 8*110 + 7*(-36) = 880 - 252 = 628;startX = 655 - 314 = 341 const line8 = { kind: 'line', direction: 'horizontal', anchorX: 655, anchorY: 110, itemWidth: 110, itemHeight: 190, spacing: -36, anchor: 'center' }; const r1 = EQW_LayoutSolver.solve(line8, { count: 8 }); t.eq('line 张数', r1.length, 8); t.eq('line 首张 x', r1[0].x, 341); t.eq('line 次张 x', r1[1].x, 341 + 110 - 36); t.eq('line y 恒定', r1[7].y, 110); t.eq('line 带上尺寸', { w: r1[0].width, h: r1[0].height }, { w: 110, h: 190 }); // ============ line + items 逐项不等宽 ============ // 底栏功能钮组:宽 74/87/93/78,spacing 15,anchor right,基准 x=1250 // totalWidth = 74+87+93+78 + 3*15 = 332 + 45 = 377;startX = 1250 - 377 = 873 const lineItems = { kind: 'line', direction: 'horizontal', anchorX: 1250, anchorY: 672, itemHeight: 30, spacing: 15, anchor: 'right', items: [{ key: 'A', width: 74 }, { key: 'B', width: 87 }, { key: 'C', width: 93 }, { key: 'D', width: 78 }] }; const r2 = EQW_LayoutSolver.solve(lineItems, {}); t.eq('items 项数(count 由 items 决定)', r2.length, 4); t.eq('items 首项 x', r2[0].x, 873); t.eq('items 第二项 x', r2[1].x, 873 + 74 + 15); t.eq('items 第三项 x', r2[2].x, 873 + 74 + 15 + 87 + 15); t.eq('items 逐项宽度', r2.map(r => r.width), [74, 87, 93, 78]); t.eq('items 末项右边缘贴基准', r2[3].x + r2[3].width, 1250); // ============ line 垂直 ============ const lineV = { kind: 'line', direction: 'vertical', anchorX: 100, anchorY: 0, itemWidth: 200, itemHeight: 32, spacing: 8, anchor: 'top' }; const r3 = EQW_LayoutSolver.solve(lineV, { count: 3 }); t.eq('垂直 y 递增', r3.map(r => r.y), [0, 40, 80]); t.eq('垂直 x 恒定', r3.map(r => r.x), [100, 100, 100]); // ============ fan 自适应压缩 ============ // 手牌单排:maxWidth 1215,itemWidth 110,spacingMin -78,spacingMax 0 // 36 张:raw = (1215-110)/35 - 110 = 31.571... - 110 = -78.43 → clamp 到 -78 const fan = { kind: 'fan', direction: 'horizontal', anchorX: 640, anchorY: 455, maxWidth: 1215, itemWidth: 110, itemHeight: 190, spacingMax: 0, spacingMin: -78, anchor: 'center', overlapFrom: 'left' }; const f36 = EQW_LayoutSolver.solve(fan, { count: 36 }); t.eq('fan 36 张间距取下限', f36[1].x - f36[0].x, 110 - 78); // 少量牌时 raw 为正 → clamp 到 spacingMax const f2 = EQW_LayoutSolver.solve(fan, { count: 2 }); t.eq('fan 2 张间距取上限', f2[1].x - f2[0].x, 110 + 0); // count <= 1 的边界 const f1 = EQW_LayoutSolver.solve(fan, { count: 1 }); t.eq('fan 单张', f1.length, 1); t.eq('fan 单张居中', f1[0].x, 640 - 55); t.eq('fan 零张', EQW_LayoutSolver.solve(fan, { count: 0 }), []); // clamp 中间值:raw 落在 [min,max] 内时原样取用 // maxWidth 500、itemWidth 100、count 5:raw = (500-100)/4 - 100 = 0 → 落在 [-60, 10] 内 const fanMid = { kind: 'fan', direction: 'horizontal', anchorX: 0, anchorY: 0, maxWidth: 500, itemWidth: 100, itemHeight: 100, spacingMax: 10, spacingMin: -60, anchor: 'left' }; const fm = EQW_LayoutSolver.solve(fanMid, { count: 5 }); t.eq('fan clamp 中间值', fm[1].x - fm[0].x, 100 + 0); // ============ grid ============ // 叫分 14 档:7 列 2 行,74×56,间距 7/24,anchor center,基准 (640,160) // 行宽 = 7*74 + 6*7 = 518 + 42 = 560;startX = 640 - 280 = 360 const grid = { kind: 'grid', anchorX: 640, anchorY: 160, cols: 7, rows: 2, itemWidth: 74, itemHeight: 56, spacingX: 7, spacingY: 24, anchor: 'center', fillOrder: 'row' }; const g = EQW_LayoutSolver.solve(grid, { count: 14 }); t.eq('grid 项数', g.length, 14); t.eq('grid 首项 x', g[0].x, 360); t.eq('grid 首项 y', g[0].y, 160); t.eq('grid 第2项 x', g[1].x, 360 + 74 + 7); t.eq('grid 第8项换行 x', g[7].x, 360); t.eq('grid 第8项 y', g[7].y, 160 + 56 + 24); // count 少于满格时只出 count 个 t.eq('grid 不足一行', EQW_LayoutSolver.solve(grid, { count: 3 }).length, 3); // 边界:count 恰好等于容量(cols*rows=14)时正常返回,不抛错 t.eq('grid 恰好满格不抛错', EQW_LayoutSolver.solve(grid, { count: 14 }).length, 14); // count 超出容量:显式抛错,不静默截断多出的项 t.eq('grid 超载抛错', throws(() => EQW_LayoutSolver.solve(grid, { count: 15 })), true); // fillOrder 校验:目前只支持行优先(YAGNI,未实现列优先),不写等同 row const gridNoFillOrder = { kind: 'grid', anchorX: 640, anchorY: 160, cols: 7, rows: 2, itemWidth: 74, itemHeight: 56, spacingX: 7, spacingY: 24, anchor: 'center' }; t.eq('grid 不写 fillOrder 正常', EQW_LayoutSolver.solve(gridNoFillOrder, { count: 14 }).length, 14); t.eq('grid fillOrder=row 正常', EQW_LayoutSolver.solve(grid, { count: 14 }).length, 14); const gridColumnOrder = { kind: 'grid', anchorX: 640, anchorY: 160, cols: 7, rows: 2, itemWidth: 74, itemHeight: 56, spacingX: 7, spacingY: 24, anchor: 'center', fillOrder: 'column' }; t.eq('grid fillOrder=column 抛错', throws(() => EQW_LayoutSolver.solve(gridColumnOrder, { count: 14 })), true); // ============ attach 内部对齐(corner 为空)============ const rects = { TARGET: { x: 100, y: 200, width: 80, height: 40 } }; const attachIn = { kind: 'attach', target: 'TARGET', hAlign: 'right', vAlign: 'top', offsetX: 8, offsetY: -4, w: 20, h: 10 }; const a1 = EQW_LayoutSolver.solve(attachIn, { rects: rects }); t.eq('attach 内部右上', a1, [{ x: 100 + 80 - 20 + 8, y: 200 - 4, width: 20, height: 10 }]); // ============ attach 贴外侧角 ============ // 注意:AlignmentUtils.alignCornerTopRight(client/js/gameabc-framework/ui/AlignmentUtils.js:292-298) // 的真实语义是【精灵的右上角与目标的右上角重合】,即 // x = target.x + target.width - sprite.width + offsetX // y = target.y + offsetY // 这与「贴在目标外侧右上角」(x = target.x + target.width + offsetX, y = target.y - sprite.height + offsetY) // 不是一回事——它是角对角重合(精灵会与目标重叠在右上角内侧),不是贴到外侧。 // 期望值以框架实际实现为准:x = 100 + 80 - 20 + 4 = 164,y = 200 + 6 = 206。 const attachCorner = { kind: 'attach', target: 'TARGET', corner: 'topRight', offsetX: 4, offsetY: 6, w: 20, h: 10 }; const a2 = EQW_LayoutSolver.solve(attachCorner, { rects: rects }); t.eq('attach 外侧右上角', a2, [{ x: 100 + 80 - 20 + 4, y: 200 + 6, width: 20, height: 10 }]); // 四个角都要能解(通用检查:长度与类型) ['topLeft', 'topRight', 'bottomLeft', 'bottomRight'].forEach(c => { const r = EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', corner: c, w: 20, h: 10 }, { rects: rects }); t.eq('attach 角 ' + c + ' 可解', r.length === 1 && typeof r[0].x === 'number', true); }); // 四角精确坐标核对:target={x:100,y:200,width:80,height:40},sprite={w:20,h:10},offset 缺省=0 // topLeft(AlignmentUtils.js:266-272):x=target.x=100,y=target.y=200 const cTopLeft = EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', corner: 'topLeft', w: 20, h: 10 }, { rects: rects }); t.eq('attach 角 topLeft 精确坐标', cTopLeft, [{ x: 100, y: 200, width: 20, height: 10 }]); // topRight(AlignmentUtils.js:292-298):x=target.x+target.width-sprite.width=100+80-20=160,y=target.y=200 const cTopRight = EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', corner: 'topRight', w: 20, h: 10 }, { rects: rects }); t.eq('attach 角 topRight 精确坐标', cTopRight, [{ x: 160, y: 200, width: 20, height: 10 }]); // bottomLeft(AlignmentUtils.js:318-324):x=target.x=100,y=target.y+target.height-sprite.height=200+40-10=230 const cBottomLeft = EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', corner: 'bottomLeft', w: 20, h: 10 }, { rects: rects }); t.eq('attach 角 bottomLeft 精确坐标', cBottomLeft, [{ x: 100, y: 230, width: 20, height: 10 }]); // bottomRight(AlignmentUtils.js:344-350):x=target.x+target.width-sprite.width=100+80-20=160,y=同 bottomLeft=230 const cBottomRight = EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', corner: 'bottomRight', w: 20, h: 10 }, { rects: rects }); t.eq('attach 角 bottomRight 精确坐标', cBottomRight, [{ x: 160, y: 230, width: 20, height: 10 }]); // ============ attach:按实际对齐模式校验 w/h(缺失且用得到时抛错,用不到时不强制) ============ // hAlign=right 用到 sprite.width(AlignmentUtils.js:111),缺 w 抛错;hAlign=left(101行)不用,缺 w 不抛错 t.eq('attach hAlign=right 缺 w 抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', hAlign: 'right', vAlign: 'top', h: 10 }, { rects: rects })), true); t.eq('attach hAlign=left 缺 w 不抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', hAlign: 'left', vAlign: 'top', h: 10 }, { rects: rects })), false); // vAlign=middle 用到 sprite.height(127行),缺 h 抛错;vAlign=top(122行)不用,缺 h 不抛错 t.eq('attach vAlign=middle 缺 h 抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', hAlign: 'left', vAlign: 'middle', w: 20 }, { rects: rects })), true); t.eq('attach vAlign=top 缺 h 不抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', hAlign: 'left', vAlign: 'top', w: 20 }, { rects: rects })), false); // vAlign=bottom(132行)用的是 target.height,不是 sprite.height,缺 h 不应抛错——这条容易想当然写错 t.eq('attach vAlign=bottom 缺 h 不抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', hAlign: 'left', vAlign: 'bottom', w: 20 }, { rects: rects })), false); // corner=topLeft(266-272行)不用 w/h,都缺不抛错;corner=bottomRight(344-350行)两者都用,缺一即抛错 t.eq('attach corner=topLeft 缺 w/h 不抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', corner: 'topLeft' }, { rects: rects })), false); t.eq('attach corner=bottomRight 缺 w 抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', corner: 'bottomRight', h: 10 }, { rects: rects })), true); t.eq('attach corner=bottomRight 缺 h 抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', corner: 'bottomRight', w: 20 }, { rects: rects })), true); // ============ attach w/h 运行时注入(ctx.w/ctx.h,供动态文字标签/牌角标等尺寸未知的模板节点用)============ // 配置无 w、hAlign=right(用得到 sprite.width)、靠 ctx.w 补上 → 正常求解,返回 width 就是 ctx.w const wFromCtx = EQW_LayoutSolver.solve( { kind: 'attach', target: 'TARGET', hAlign: 'right', vAlign: 'top', h: 10 }, { rects: rects, w: 42 } ); t.eq('ctx.w 补全缺失的 w,正常求解', throws(() => EQW_LayoutSolver.solve( { kind: 'attach', target: 'TARGET', hAlign: 'right', vAlign: 'top', h: 10 }, { rects: rects, w: 42 } )), false); t.eq('返回的 width 等于 ctx.w', wFromCtx[0].width, 42); // 配置有 w,同时给 ctx.w → ctx.w 优先覆盖配置值 const wOverride = EQW_LayoutSolver.solve( { kind: 'attach', target: 'TARGET', hAlign: 'right', vAlign: 'top', w: 20, h: 10 }, { rects: rects, w: 99 } ); t.eq('ctx.w 覆盖配置里的 w', wOverride[0].width, 99); // 配置无 h、vAlign=middle(用得到 sprite.height)、靠 ctx.h 补上 → 正常求解,返回 height 就是 ctx.h const hFromCtx = EQW_LayoutSolver.solve( { kind: 'attach', target: 'TARGET', hAlign: 'left', vAlign: 'middle', w: 20 }, { rects: rects, h: 33 } ); t.eq('返回的 height 等于 ctx.h', hFromCtx[0].height, 33); // 配置无 w、hAlign=right、ctx.w 也没给 → 仍然抛错(不能因为加了通道就失效) t.eq('两处都没给 w 仍抛错', throws(() => EQW_LayoutSolver.solve( { kind: 'attach', target: 'TARGET', hAlign: 'right', vAlign: 'top', h: 10 }, { rects: rects } )), true); // ctx.w/ctx.h 对不需要该维度的对齐模式(hAlign=left)不产生影响,仍正常求解 t.eq('hAlign=left 时给不给 ctx.w 都不影响', throws(() => EQW_LayoutSolver.solve( { kind: 'attach', target: 'TARGET', hAlign: 'left', vAlign: 'top' }, { rects: rects, w: 7 } )), false); // ============ attach target 运行时注入(ctx.target,供叫分档位/花色图标/牌角标等模板节点用)============ const rects2 = { TARGET: { x: 100, y: 200, width: 80, height: 40 }, OTHER: { x: 5, y: 6, width: 10, height: 10 } }; // ctx.target 覆盖配置里写死的 target const attachOverride = { kind: 'attach', target: 'TARGET', corner: 'topLeft' }; const aOverride = EQW_LayoutSolver.solve(attachOverride, { rects: rects2, target: 'OTHER' }); t.eq('ctx.target 覆盖配置 target', { x: aOverride[0].x, y: aOverride[0].y }, { x: 5, y: 6 }); // 配置无 target(模板节点)时,ctx.target 生效 const attachTemplate = { kind: 'attach', corner: 'topLeft' }; const aFromCtxOnly = EQW_LayoutSolver.solve(attachTemplate, { rects: rects, target: 'TARGET' }); t.eq('配置无 target 时 ctx.target 生效', { x: aFromCtxOnly[0].x, y: aFromCtxOnly[0].y }, { x: 100, y: 200 }); // 配置与 ctx 都没给 target:抛错 t.eq('target 与 ctx.target 都缺失抛错', throws(() => EQW_LayoutSolver.solve(attachTemplate, { rects: rects })), true); // ============ bySeat 合并:列出的覆盖、未列出的继承 ============ const bySeat = { kind: 'fan', direction: 'horizontal', itemWidth: 90, itemHeight: 155, maxWidth: 170, spacingMax: -35, spacingMin: -62, bySeat: { SELF: { anchorX: 650, anchorY: 265, anchor: 'center', overlapFrom: 'left' }, RIGHT: { anchorX: 1022, anchorY: 120, anchor: 'center', overlapFrom: 'left' }, LEFT: { anchorX: 258, anchorY: 120, anchor: 'center', overlapFrom: 'right' } } }; const sSelf = EQW_LayoutSolver.solve(bySeat, { seat: 'SELF', count: 1 }); const sLeft = EQW_LayoutSolver.solve(bySeat, { seat: 'LEFT', count: 1 }); t.eq('bySeat SELF 用自己的锚点', sSelf[0].x, 650 - 45); t.eq('bySeat LEFT 用自己的锚点', sLeft[0].x, 258 - 45); t.eq('bySeat 继承 base 的尺寸', sLeft[0].width, 90); // ============ 显式失败:不兜底 ============ t.eq('未知 kind 抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'blob' }, {})), true); t.eq('attach target 缺失抛错', throws(() => EQW_LayoutSolver.solve(attachIn, { rects: {} })), true); t.eq('attach 未给 rects 抛错', throws(() => EQW_LayoutSolver.solve(attachIn, {})), true); t.eq('bySeat 缺 seat 抛错', throws(() => EQW_LayoutSolver.solve(bySeat, { count: 1 })), true); t.eq('bySeat 未知 seat 抛错', throws(() => EQW_LayoutSolver.solve(bySeat, { seat: 'TOP', count: 1 })), true); t.eq('node 为空抛错', throws(() => EQW_LayoutSolver.solve(null, {})), true); t.eq('未知 corner 抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'attach', target: 'TARGET', corner: 'middle', w: 1, h: 1 }, { rects: rects })), true); // ============ 方向 × 对齐基准:写错方向的 anchor 必须抛错,不被框架 default 静默吞掉 ============ // AlignmentUtils.distributeVertically 只认 top/bottom/center,'left' 会落到 default(居中)—— // 3 项 32 高 8 间距时算出 y=[-56,-16,24],前两行跑到画布外,界面上却看不出是配置写错了 const vLine = (anchor) => ({ kind: 'line', direction: 'vertical', anchorX: 0, anchorY: 0, itemWidth: 200, itemHeight: 32, spacing: 8, anchor: anchor }); const hLine = (anchor) => ({ kind: 'line', direction: 'horizontal', anchorX: 0, anchorY: 0, itemWidth: 200, itemHeight: 32, spacing: 8, anchor: anchor }); t.eq('竖排 anchor=left 抛错', throws(() => EQW_LayoutSolver.solve(vLine('left'), { count: 3 })), true); t.eq('竖排 anchor=right 抛错', throws(() => EQW_LayoutSolver.solve(vLine('right'), { count: 3 })), true); t.eq('竖排 anchor=top 正常', throws(() => EQW_LayoutSolver.solve(vLine('top'), { count: 3 })), false); t.eq('竖排 anchor=bottom 正常', throws(() => EQW_LayoutSolver.solve(vLine('bottom'), { count: 3 })), false); t.eq('竖排 anchor=center 正常', throws(() => EQW_LayoutSolver.solve(vLine('center'), { count: 3 })), false); t.eq('竖排 不写 anchor 正常(框架默认 center)', throws(() => EQW_LayoutSolver.solve(vLine(undefined), { count: 3 })), false); t.eq('横排 anchor=top 抛错', throws(() => EQW_LayoutSolver.solve(hLine('top'), { count: 3 })), true); t.eq('横排 anchor=bottom 抛错', throws(() => EQW_LayoutSolver.solve(hLine('bottom'), { count: 3 })), true); t.eq('横排 anchor=left 正常', throws(() => EQW_LayoutSolver.solve(hLine('left'), { count: 3 })), false); t.eq('横排 anchor=right 正常', throws(() => EQW_LayoutSolver.solve(hLine('right'), { count: 3 })), false); t.eq('未知 direction 抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'line', direction: 'diagonal', anchorX: 0, anchorY: 0, itemWidth: 10, itemHeight: 10, anchor: 'left' }, { count: 3 })), true); // fan 走同一条 distribute,校验一致 t.eq('fan 竖排 anchor=left 抛错', throws(() => EQW_LayoutSolver.solve( { kind: 'fan', direction: 'vertical', anchorX: 0, anchorY: 0, maxWidth: 100, itemWidth: 10, itemHeight: 10, spacingMax: 0, spacingMin: -5, anchor: 'left' }, { count: 3 })), true); // grid 逐行走水平分布,竖排语义的 anchor 同样拒绝 t.eq('grid anchor=top 抛错', throws(() => EQW_LayoutSolver.solve( { kind: 'grid', anchorX: 0, anchorY: 0, cols: 2, rows: 2, itemWidth: 10, itemHeight: 10, anchor: 'top' }, { count: 4 })), true); // line + items 只实现了水平:竖排显式拒绝,不按水平硬算 t.eq('line+items 竖排抛错', throws(() => EQW_LayoutSolver.solve( { kind: 'line', direction: 'vertical', anchorX: 0, anchorY: 0, itemHeight: 10, anchor: 'top', items: [{ key: 'A', width: 10 }] }, {})), true); // ============ 对齐基准点必填:框架的 anchorY||0 会把缺失静默变成 0 ============ t.eq('line 缺 anchorY 抛错', throws(() => EQW_LayoutSolver.solve( { kind: 'line', direction: 'horizontal', anchorX: 0, itemWidth: 10, itemHeight: 10, anchor: 'left' }, { count: 2 })), true); t.eq('line 由 ctx.anchorY 补上则正常', EQW_LayoutSolver.solve( { kind: 'line', direction: 'horizontal', anchorX: 0, itemWidth: 10, itemHeight: 10, anchor: 'left' }, { count: 2, anchorY: 77 })[0].y, 77); t.eq('ctx.anchorX 覆盖配置 anchorX', EQW_LayoutSolver.solve( { kind: 'line', direction: 'horizontal', anchorX: 0, anchorY: 0, itemWidth: 10, itemHeight: 10, anchor: 'left' }, { count: 2, anchorX: 500 })[0].x, 500); t.eq('fan 缺 anchorX 抛错', throws(() => EQW_LayoutSolver.solve( { kind: 'fan', direction: 'horizontal', anchorY: 0, maxWidth: 100, itemWidth: 10, itemHeight: 10, spacingMax: 0, spacingMin: -5, anchor: 'left' }, { count: 3 })), true); // ============ grid:cols/rows 缺失必须抛错(曾静默返回空数组)============ // cols*undefined = NaN → count > NaN 恒 false(超载守卫失效)、for(row EQW_LayoutSolver.solve(gridNoRows, { count: 3 })), true); t.eq('grid 缺 cols 抛错', throws(() => EQW_LayoutSolver.solve( { kind: 'grid', anchorX: 0, anchorY: 0, rows: 2, itemWidth: 10, itemHeight: 10, anchor: 'left' }, { count: 3 })), true); // ctx.rows 运行时注入:行数由实际项数决定的场景 t.eq('ctx.rows 注入后正常求解', EQW_LayoutSolver.solve(gridNoRows, { count: 6, rows: 2 }).length, 6); t.eq('ctx.rows 参与容量计算(满格)', EQW_LayoutSolver.solve(gridNoRows, { count: 8, rows: 2 }).length, 8); t.eq('ctx.rows 参与容量计算(超载仍抛错)', throws(() => EQW_LayoutSolver.solve(gridNoRows, { count: 9, rows: 2 })), true); t.eq('ctx.rows 覆盖配置 rows', throws(() => EQW_LayoutSolver.solve( { kind: 'grid', anchorX: 0, anchorY: 0, cols: 4, rows: 4, itemWidth: 10, itemHeight: 10, anchor: 'left' }, { count: 9, rows: 2 })), true); // ============ point:x/y 缺失抛错 + 运行时注入 ============ t.eq('point 缺 x/y 抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'point', w: 10, h: 10 }, {})), true); t.eq('point 缺 y 抛错', throws(() => EQW_LayoutSolver.solve({ kind: 'point', x: 1, w: 10, h: 10 }, {})), true); t.eq('point 由 ctx.x/ctx.y 注入', EQW_LayoutSolver.solve({ kind: 'point', w: 10, h: 10 }, { x: 5, y: 6 }), [{ x: 5, y: 6, width: 10, height: 10 }]); t.eq('point 的 ctx.w/ctx.h 也生效', EQW_LayoutSolver.solve({ kind: 'point', x: 1, y: 2 }, { w: 33, h: 44 }), [{ x: 1, y: 2, width: 33, height: 44 }]); // ============ 运行时注入通道清单 ============ t.eq('INJECT_KEYS 覆盖 target/x/y/w/h/anchorX/anchorY/rows/itemWidth/itemHeight', EQW_LayoutSolver.INJECT_KEYS.slice().sort(), ['anchorX', 'anchorY', 'h', 'itemHeight', 'itemWidth', 'rows', 'target', 'w', 'x', 'y']); t.eq('ctx.itemWidth 注入生效', EQW_LayoutSolver.solve( { kind: 'line', direction: 'vertical', anchorX: 0, anchorY: 0, itemHeight: 32, spacing: 8, anchor: 'top' }, { count: 2, itemWidth: 240 })[0].width, 240); // runtime 声明只是给人和守卫看的契约,不影响求解(求解器对所有 INJECT_KEYS 一视同仁) t.eq('runtime 声明不影响求解', EQW_LayoutSolver.solve( { kind: 'point', runtime: ['x', 'y'] }, { x: 7, y: 8 }), [{ x: 7, y: 8, width: undefined, height: undefined }]); // ============ apply:精灵数与矩形数不一致必须抛错,不静默截断 ============ // 少摆的精灵会停在上一手牌的旧坐标上(陈旧精灵 + 陈旧坐标),是最难反查的一类错位 const moved = []; global.SpriteManager = { setPosition: function (id, x, y) { moved.push([id, x, y]); } }; const applyLine = { kind: 'line', direction: 'horizontal', anchorX: 0, anchorY: 0, itemWidth: 10, itemHeight: 10, spacing: 0, anchor: 'left' }; moved.length = 0; EQW_LayoutSolver.apply(applyLine, [11, 12, 13], { count: 3 }); t.eq('apply 数量相等时逐个摆位', moved, [[11, 0, 0], [12, 10, 0], [13, 20, 0]]); moved.length = 0; t.eq('apply 精灵多于矩形抛错', throws(() => EQW_LayoutSolver.apply(applyLine, [11, 12, 13], { count: 2 })), true); t.eq('apply 精灵少于矩形抛错', throws(() => EQW_LayoutSolver.apply(applyLine, [11, 12], { count: 3 })), true); t.eq('apply 抛错时一个都没摆', moved, []); t.eq('apply 未传 spriteIds 抛错', throws(() => EQW_LayoutSolver.apply(applyLine, null, { count: 3 })), true); t.eq('apply 空数组 + 零矩形不抛错', throws(() => EQW_LayoutSolver.apply(applyLine, [], { count: 0 })), false); // ============ 纯函数:不修改入参 ============ const before = JSON.stringify(bySeat); EQW_LayoutSolver.solve(bySeat, { seat: 'SELF', count: 3 }); t.eq('solve 不修改配置对象', JSON.stringify(bySeat), before); process.exit(t.done('layoutsolver') ? 0 : 1);