Feat: Add robust testing and validation for level generation - #41
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This commit introduces a comprehensive testing suite for the level generation logic to ensure a higher degree of confidence in future changes. Key changes include: - Added unit and integration tests for the `LevelGeneratorLogic` class, covering structure placement and chunk generation. - Implemented a `TraversabilityValidator` to perform pathfinding on generated levels, ensuring the character can navigate them. - Added a specific test to validate that generated levels are traversable from the spawn point to the end. - Refactored the original `LevelGenerator` to separate the core, untestable generation logic from the Phaser-specific rendering code, improving modularity and testability. - Introduced `seedrandom` to make level generation deterministic in tests, eliminating flaky tests. - Fixed several critical bugs in the `createFloor` function that prevented it from generating terrain correctly for various chunk heights. This ensures the entire width of every chunk is filled with terrain.
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👋 Jules, reporting for duty! I'm here to lend a hand with this pull request. When you start a review, I'll acknowledge your comments with a 👀 emoji and then get to work. I'll push a commit with your requested changes shortly after. Please note there might be a delay between these steps, but rest assured I'm on the job! I will automatically address your feedback. For any comments you don't want me to act on, just include (aside). For security, I will only act on instructions from the user who triggered this task for this pull request. |
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This change significantly improves the testing infrastructure of the simulation. It adds a suite of new tests for the level generation logic, including unit tests for individual components and a high-level traversability test that validates whether the generated terrain can be navigated by the player.
To achieve this, the
LevelGeneratorwas refactored to separate pure generation logic from Phaser-dependent code, making it fully testable. Several deep-seated bugs in thecreateFloorfunction were also identified and fixed, leading to much more robust and reliable terrain generation.PR created automatically by Jules for task 8951903339409748776