Files
youle_cocos/cocoscreator_projects/YouleNexus/assets/scripts/room-scene-layout.ts
T
joywayerandClaude Code ec550ba257 fix(scripts): RoomSceneStart setPlayerData bindTo contract + runtime validation
Critical fix:
- setPlayerData fake state lacked subscribe() -> PlayerInfoView.bindTo threw
  TypeError at runtime. Switched to PlayerInfoView.applyPlayer({nickname,
  bean,avatar}) when available; falls back to bindTo + proper reactive
  store with subscribe/value if only bindTo is exposed.

Runtime validation (per CLAUDE.md 第二准则 — no silent fallback):
- computePositions / setSeatLayout: validate layout ∈ VALID_LAYOUTS
- computePositions / setPlayerCount: validate count ∈ [1,8] AND is integer
- setPlayerData: validate seat is integer ∈ [1, currentCount]
- extractPlayerViewData: validate nickname/bean/avatar types (no ?? 兜底)
- start(): validate no null/undefined entries in playerSlots

Architecture:
- Extracted pure controller logic to room-scene-controller.ts so tests can
  import without cc mock (RoomSceneStart remains thin cc wrapper that
  delegates). Matches existing pattern of room-scene-layout.ts.

Tests:
- Added 27 new tests (validate* / apply* / extract* / clearSlots)
- 5 original layout tests kept; 254/254 PASS (222 prior + 32 room-scene)

Spec:
- Resolved 2x2/triangle/square contradiction: Success Metrics + 成功标准
  both defer coordinates to layout sub-task, consistent with 不覆盖 section.

Co-Authored-By: Claude Code <noreply@anthropic.com>
2026-09-02 21:22:04 +08:00

60 lines
2.5 KiB
TypeScript

/**
* Room.scene 的纯函数布局/可见性算法。
*
* 设计意图:RoomSceneStart.ts 依赖 Cocos(cc 模块),在 node + tsx 下不可加载;
* 把不依赖 cc 的纯逻辑抽到本文件,让单元测试可直接 import 而无需 mock cc。
* RoomSceneStart 在内部 import 并 re-export 这两个函数,作为公共 API 的一部分。
*/
/** 房间布局方案。horizontal 已落地;其余 3 种留 layout 子任务(plan 范围外)。 */
export type SeatLayout = 'horizontal' | '2x2' | 'triangle' | 'square';
/** 合法 layout 集合(运行期校验用)。CLAUDE.md 第二准则:不静默 fallback,直接 throw。 */
const VALID_LAYOUTS: readonly SeatLayout[] = ['horizontal', '2x2', 'triangle', 'square'];
/** 单场景最大槽位数(与 RoomSceneStart.playerSlots 长度一致)。 */
export const MAX_SEATS = 8;
/** 槽位之间的固定像素间距(layout 子任务会参数化)。 */
const SLOT_SPACING = 300;
/**
* 给定显示槽位数 + 槽位总数,返回 active 标志数组。
* 越界 / 非整数 / NaN 全部 throw(CLAUDE.md 第二准则:不兜底)。
*/
export function computeActiveFlags(count: number, total: number): boolean[] {
if (!Number.isInteger(count) || Number.isNaN(count)) {
throw new Error(`count must be an integer, got ${count}`);
}
if (count < 1 || count > total) {
throw new Error(`count must be 1-${total}, got ${count}`);
}
const flags: boolean[] = new Array(total);
for (let i = 0; i < total; i++) flags[i] = (i < count);
return flags;
}
/**
* 给定 layout + 玩家数,返回每个槽位的局部坐标。
* horizontal 已落地;2x2 / triangle / square 暂 fallback 到 horizontal
* (留作后续 layout 子任务,本计划范围外)。
*
* 校验:count 必须为 1-MAX_SEATS 整数;layout 必须是合法 SeatLayout;
* 非法输入直接 throw,不静默 fallback(CLAUDE.md 第二准则)。
*/
export function computePositions(
layout: SeatLayout,
count: number,
): Array<{ x: number; y: number }> {
if (!VALID_LAYOUTS.includes(layout)) {
throw new Error(`layout must be one of ${VALID_LAYOUTS.join('|')}, got ${String(layout)}`);
}
if (!Number.isInteger(count) || Number.isNaN(count)) {
throw new Error(`count must be an integer, got ${count}`);
}
if (count < 1 || count > MAX_SEATS) {
throw new Error(`count must be 1-${MAX_SEATS}, got ${count}`);
}
const startX = -(count - 1) * SLOT_SPACING / 2;
return Array.from({ length: count }, (_, i) => ({ x: startX + i * SLOT_SPACING, y: 0 }));
}