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Pathfinding Refactor
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@@ -0,0 +1,230 @@
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import { describe, expect, it } from "vitest";
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import { SpawnExecution } from "../../../src/core/execution/SpawnExecution";
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import {
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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} from "../../../src/core/game/Game";
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import { TileRef } from "../../../src/core/game/GameMap";
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import { SpatialQuery } from "../../../src/core/pathfinding/spatial/SpatialQuery";
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import { createGame, L, W } from "./_fixtures";
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// Spawns player and **expands territory** via getSpawnTiles (euclidean dist 4)
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// Ref: src/core/execution/Util.ts
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function addPlayer(game: Game, tile: TileRef): Player {
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const info = new PlayerInfo("test", PlayerType.Human, null, "test_id");
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game.addPlayer(info);
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game.addExecution(new SpawnExecution("game_id", info, tile));
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while (game.inSpawnPhase()) game.executeNextTick();
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return game.player(info.id);
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}
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describe("SpatialQuery", () => {
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describe("closestShore", () => {
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it("finds shore tile owned by player", () => {
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// prettier-ignore
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const game = createGame({
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width: 5, height: 5, grid: [
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W, W, W, W, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, W, W, W, W,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(2, 2));
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// All land tiles owned by player because of spawn expansion
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const result = spatial.closestShore(player, game.ref(2, 2));
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expect(result).not.toBeNull();
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expect(game.isShore(result!)).toBe(true);
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expect(game.ownerID(result!)).toBe(player.smallID());
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});
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it("returns null when no shore within maxDist", () => {
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// prettier-ignore
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const game = createGame({
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width: 7, height: 7, grid: [
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W, W, W, W, W, W, W,
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W, L, L, L, L, L, W,
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W, L, L, L, L, L, W,
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W, L, L, L, L, L, W,
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W, L, L, L, L, L, W,
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W, L, L, L, L, L, W,
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W, W, W, W, W, W, W,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(3, 3));
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// maxDist=1 from center (3,3) - shore is 2 tiles away
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const result = spatial.closestShore(player, game.ref(3, 3), 1);
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expect(result).toBeNull();
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});
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it("finds shore on player's island (two separate islands)", () => {
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// prettier-ignore
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const game = createGame({
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width: 8, height: 4, grid: [
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L, L, W, W, W, W, L, L,
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L, L, W, W, W, W, L, L,
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L, L, W, W, W, W, L, L,
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L, L, W, W, W, W, L, L,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(0, 0));
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const result = spatial.closestShore(player, game.ref(0, 2));
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expect(result).not.toBeNull();
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expect(game.isShore(result!)).toBe(true);
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expect(game.ownerID(result!)).toBe(player.smallID());
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expect(game.x(result!)).toBeLessThanOrEqual(2);
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});
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it("finds shore even if no land path exists (two separate islands)", () => {
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// prettier-ignore
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const game = createGame({
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width: 8, height: 4, grid: [
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L, L, W, W, W, W, L, L,
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L, L, W, W, W, W, L, L,
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L, L, W, W, W, W, L, L,
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L, L, W, W, W, W, L, L,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(0, 0));
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const result = spatial.closestShore(player, game.ref(7, 2));
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expect(result).not.toBeNull();
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expect(game.isShore(result!)).toBe(true);
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expect(game.ownerID(result!)).toBe(player.smallID());
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expect(game.x(result!)).toBeLessThanOrEqual(2);
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});
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it("finds shore for terra nullius when land is unclaimed", () => {
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// prettier-ignore
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const game = createGame({
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width: 5, height: 5, grid: [
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W, W, W, W, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, W, W, W, W,
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],
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});
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const spatial = new SpatialQuery(game);
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const terraNullius = game.terraNullius();
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const result = spatial.closestShore(terraNullius, game.ref(2, 2));
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expect(result).not.toBeNull();
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expect(game.isShore(result!)).toBe(true);
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});
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});
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describe("closestShoreByWater", () => {
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it("returns null for terra nullius", () => {
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// prettier-ignore
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const game = createGame({
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width: 5, height: 5, grid: [
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W, W, W, W, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, W, W, W, W,
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],
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});
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const spatial = new SpatialQuery(game);
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const terraNullius = game.terraNullius();
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const result = spatial.closestShoreByWater(terraNullius, game.ref(0, 0));
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expect(result).toBeNull();
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});
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it("returns null when target is on land", () => {
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// prettier-ignore
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const game = createGame({
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width: 5, height: 5, grid: [
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W, W, W, W, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, W, W, W, W,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(2, 2));
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const result = spatial.closestShoreByWater(player, game.ref(2, 2));
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expect(result).toBeNull();
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});
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it("returns null when target is in disconnected water body", () => {
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// prettier-ignore
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const game = createGame({
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width: 14, height: 6, grid: [
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W, W, L, L, L, L, L, L, L, L, L, L, W, W,
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W, W, L, L, L, L, L, L, L, L, L, L, W, W,
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W, W, L, L, L, L, L, L, L, L, L, L, W, W,
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W, W, L, L, L, L, L, L, L, L, L, L, W, W,
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W, W, L, L, L, L, L, L, L, L, L, L, W, W,
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W, W, L, L, L, L, L, L, L, L, L, L, W, W,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(3, 2));
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const result = spatial.closestShoreByWater(player, game.ref(13, 2));
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expect(result).toBeNull();
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});
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it("finds shore via long water path around island", () => {
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// prettier-ignore
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const game = createGame({
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width: 18, height: 14, grid: [
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
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W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
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W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
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W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
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W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
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W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, L,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(4, 4));
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const target = game.ref(17, 13);
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const result = spatial.closestShoreByWater(player, target);
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expect(result).not.toBeNull();
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expect(game.isShore(result!)).toBe(true);
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expect(game.ownerID(result!)).toBe(player.smallID());
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});
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});
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});
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