Add unit tests for RNG, combat, quest, autotile, and world generation; fix CI - #28
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…; fix CI - tests/unit/rng.test.ts: 30 tests covering all RNG methods (int, float, pick, weightedPick, shuffle, roll, chance, word) including determinism and distribution - tests/unit/combat.test.ts: 34 tests covering spawnMonster, spawnEncounter, initCombat, playerAttack, playerFlee, applyRewards, xpToLevel, startPlayerTurn, and getActiveMonster - tests/unit/quest.test.ts: 34 tests covering onMonsterKilled, onItemPickedUp, onLocationVisited, acceptQuest, turnInQuest, quest list helpers, and checkGoalProgress - tests/unit/autotile.test.ts: 32 tests exhaustively covering all 16 bitmask cases for computeWallChar and all wall tile variants for isWallTile - tests/unit/worldgen.test.ts: 24 tests covering updateFog, clearFogAroundLocation, getBiomeAt, getLocationAt, and generateWorld (structure, determinism, fog init) - .github/workflows/ci.yml: add 'Run unit tests' step before Playwright so Vitest tests are enforced on every PR Total: 213 unit tests passing (up from 55). https://claude.ai/code/session_01LFXi894k1v25aMpme8xQqq
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weightedPick, shuffle, roll, chance, word) including determinism and distribution
initCombat, playerAttack, playerFlee, applyRewards, xpToLevel, startPlayerTurn,
and getActiveMonster
onLocationVisited, acceptQuest, turnInQuest, quest list helpers, and
checkGoalProgress
cases for computeWallChar and all wall tile variants for isWallTile
getBiomeAt, getLocationAt, and generateWorld (structure, determinism, fog init)
tests are enforced on every PR
Total: 213 unit tests passing (up from 55).
https://claude.ai/code/session_01LFXi894k1v25aMpme8xQqq