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Nations: Fix city farming + reactive defense posts + fix nuked territory capture 🛡️ (#3814)
## Description: Would be very good to get these fixes last minute into v31. - **Farming nations for cities is fixed**: Here you can see city farming in action, vari farms Finland: https://www.youtube.com/watch?v=J4J0ajlnSHs&t=137s - Lots of 125k gold cities... Now nations will build defense posts instead of cities: - **Nations now build defense posts reactively** instead of through the normal structure build order. When a nation is under significant land attack (incoming/own troops >= 35%), it places a defense post near the attack front -- skipped on Easy, capped at 1 on Medium, and scaled by the incoming troop ratio on Hard/Impossible. Posts spread along the front. The old `defensePostValue()` placement path is removed. - **Nations now capture nuked territory.** `hasLandBorderWithTerraNullius()` was incorrectly filtering out tiles with fallout, causing the `nuked` attack strategy to never dispatch a attack. Big bug . - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin
This commit is contained in:
@@ -1,4 +1,5 @@
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import { vi } from "vitest";
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import { ConstructionExecution } from "../src/core/execution/ConstructionExecution";
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import { NationStructureBehavior } from "../src/core/execution/nation/NationStructureBehavior";
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import { Difficulty, PlayerType } from "../src/core/game/Game";
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import { Cluster } from "../src/core/game/TrainStation";
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@@ -311,6 +312,542 @@ describe("NationStructureBehavior.buildReachableStations", () => {
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});
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});
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// ── tryBuildDefensePost — early-exit guards ──────────────────────────────────
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describe("NationStructureBehavior.tryBuildDefensePost", () => {
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function makeLandAttack(troops: number, attackerId: string = "a"): any {
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return {
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troops: () => troops,
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sourceTile: () => null,
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clusteredPositions: () => [],
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attacker: () => ({ id: () => attackerId }),
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};
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}
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function makeBoatAttack(troops: number): any {
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return {
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troops: () => troops,
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sourceTile: () => 999, // non-null → boat
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clusteredPositions: () => [],
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attacker: () => ({ id: () => "boat" }),
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};
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}
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function makeMinimalGame(difficulty: Difficulty): any {
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return {
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config: () => ({
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gameConfig: () => ({ difficulty }),
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isUnitDisabled: () => false,
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nukeMagnitudes: () => ({ outer: 50 }),
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}),
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unitInfo: () => ({ cost: () => 0n }),
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euclideanDistSquared: () => Number.MAX_VALUE,
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};
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}
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function makeMinimalPlayer(troops: number, attacks: any[]): any {
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return {
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troops: () => troops,
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incomingAttacks: () => attacks,
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gold: () => 1_000_000n,
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units: () => [],
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};
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}
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function callTryBuild(
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difficulty: Difficulty,
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troops: number,
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attacks: any[],
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): boolean {
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const game = makeMinimalGame(difficulty);
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const player = makeMinimalPlayer(troops, attacks);
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const behavior = makeBehavior(game, player);
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(behavior as any).placementsCount = 1;
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return (behavior as any).tryBuildDefensePost();
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}
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it("returns false on Easy regardless of ratio", () => {
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expect(callTryBuild(Difficulty.Easy, 100, [makeLandAttack(5000)])).toBe(
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false,
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);
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});
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it("returns false when there are no incoming attacks", () => {
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expect(callTryBuild(Difficulty.Hard, 1000, [])).toBe(false);
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});
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it("returns false when only boat attacks are incoming", () => {
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expect(callTryBuild(Difficulty.Hard, 100, [makeBoatAttack(5000)])).toBe(
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false,
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);
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});
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it("returns false when land-attack ratio is below 0.35", () => {
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expect(callTryBuild(Difficulty.Hard, 1000, [makeLandAttack(349)])).toBe(
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false,
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);
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});
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it("returns false when own troops are zero", () => {
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expect(callTryBuild(Difficulty.Hard, 0, [makeLandAttack(500)])).toBe(false);
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});
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// ── Medium 50% gate ──────────────────────────────────────────────────────
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it("Medium: returns false when random.chance(2) fails (50% gate closed)", () => {
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const game = makeMinimalGame(Difficulty.Medium);
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const player = makeMinimalPlayer(1000, [makeLandAttack(1000)]);
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const random = new PseudoRandom(0);
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vi.spyOn(random, "chance").mockReturnValue(false);
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const behavior = makeBehavior(game, player, random);
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(behavior as any).placementsCount = 1;
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expect((behavior as any).tryBuildDefensePost()).toBe(false);
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});
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it("Medium: 50% gate consumes only the chance(2) call", () => {
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const game = makeMinimalGame(Difficulty.Medium);
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const player = makeMinimalPlayer(1000, [makeLandAttack(1000)]);
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const random = new PseudoRandom(0);
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const chanceSpy = vi.spyOn(random, "chance").mockReturnValue(false);
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const behavior = makeBehavior(game, player, random);
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(behavior as any).placementsCount = 1;
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(behavior as any).tryBuildDefensePost();
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expect(chanceSpy).toHaveBeenCalledWith(2);
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});
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it("Hard: skips chance gate (no chance(2) consumed)", () => {
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const game = makeMinimalGame(Difficulty.Hard);
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const player = {
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...makeMinimalPlayer(1000, [makeLandAttack(1000)]),
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borderTiles: () => [],
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canBuild: () => false,
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};
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const random = new PseudoRandom(0);
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const chanceSpy = vi.spyOn(random, "chance");
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const behavior = makeBehavior(game, player, random);
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(behavior as any).placementsCount = 1;
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(behavior as any).tryBuildDefensePost();
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expect(chanceSpy).not.toHaveBeenCalledWith(2);
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});
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// ── Cap enforcement ──────────────────────────────────────────────────────
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it("Hard: returns false once countDefensePostsNearFront reaches the allowed cap", () => {
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const game = makeMinimalGame(Difficulty.Hard);
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// ratio = 1.0 → ceil(1.0 / 0.4) = 3 allowed
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const player = makeMinimalPlayer(1000, [makeLandAttack(1000)]);
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const behavior = makeBehavior(game, player);
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(behavior as any).placementsCount = 1;
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vi.spyOn(behavior as any, "getAttackFrontTiles").mockReturnValue([1]);
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vi.spyOn(behavior as any, "countDefensePostsNearFront").mockReturnValue(3);
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expect((behavior as any).tryBuildDefensePost()).toBe(false);
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});
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it("Hard: returns false once countDefensePostsNearFront exceeds the allowed cap", () => {
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const game = makeMinimalGame(Difficulty.Hard);
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// ratio = 0.4 → ceil(0.4 / 0.4) = 1 allowed
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const player = makeMinimalPlayer(1000, [makeLandAttack(400)]);
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const behavior = makeBehavior(game, player);
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(behavior as any).placementsCount = 1;
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vi.spyOn(behavior as any, "getAttackFrontTiles").mockReturnValue([1]);
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vi.spyOn(behavior as any, "countDefensePostsNearFront").mockReturnValue(1);
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expect((behavior as any).tryBuildDefensePost()).toBe(false);
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});
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// ── Successful build path ────────────────────────────────────────────────
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it("Hard: dispatches a ConstructionExecution for DefensePost on successful build", () => {
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const addExecution = vi.fn();
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const game = {
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...makeMinimalGame(Difficulty.Hard),
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addExecution,
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};
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const canBuild = vi.fn(() => true);
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const player = {
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...makeMinimalPlayer(1000, [makeLandAttack(1000)]),
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gold: () => 1_000_000n,
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canBuild,
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};
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const behavior = makeBehavior(game, player);
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(behavior as any).placementsCount = 1;
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vi.spyOn(behavior as any, "getAttackFrontTiles").mockReturnValue([1]);
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vi.spyOn(behavior as any, "countDefensePostsNearFront").mockReturnValue(0);
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vi.spyOn(behavior as any, "sampleTilesNearFront").mockReturnValue([42]);
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expect((behavior as any).tryBuildDefensePost()).toBe(true);
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expect(addExecution).toHaveBeenCalledTimes(1);
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const exec = addExecution.mock.calls[0][0];
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expect(exec).toBeInstanceOf(ConstructionExecution);
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});
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it("returns false when player.gold() is below cost", () => {
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const game = {
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...makeMinimalGame(Difficulty.Hard),
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// cost > 0 so gold check fails
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unitInfo: () => ({ cost: () => 1_000_000n }),
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};
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const player = {
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...makeMinimalPlayer(1000, [makeLandAttack(1000)]),
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gold: () => 0n,
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};
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const behavior = makeBehavior(game, player);
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(behavior as any).placementsCount = 1;
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vi.spyOn(behavior as any, "getAttackFrontTiles").mockReturnValue([1]);
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vi.spyOn(behavior as any, "countDefensePostsNearFront").mockReturnValue(0);
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expect((behavior as any).tryBuildDefensePost()).toBe(false);
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});
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it("returns false when no sampled tile passes canBuild", () => {
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const addExecution = vi.fn();
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const game = {
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...makeMinimalGame(Difficulty.Hard),
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addExecution,
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};
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const player = {
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...makeMinimalPlayer(1000, [makeLandAttack(1000)]),
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gold: () => 1_000_000n,
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canBuild: () => false,
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};
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const behavior = makeBehavior(game, player);
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(behavior as any).placementsCount = 1;
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vi.spyOn(behavior as any, "getAttackFrontTiles").mockReturnValue([1]);
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vi.spyOn(behavior as any, "countDefensePostsNearFront").mockReturnValue(0);
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vi.spyOn(behavior as any, "sampleTilesNearFront").mockReturnValue([42, 43]);
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expect((behavior as any).tryBuildDefensePost()).toBe(false);
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expect(addExecution).not.toHaveBeenCalled();
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});
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});
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// ── defensePostNeeded ────────────────────────────────────────────────────────
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describe("NationStructureBehavior.defensePostNeeded", () => {
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function makeAttack(troops: number, sourceTile: number | null = null): any {
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return {
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troops: () => troops,
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sourceTile: () => sourceTile,
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attacker: () => ({ id: () => "a" }),
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};
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}
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function makeGame(difficulty: Difficulty): any {
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return {
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config: () => ({ gameConfig: () => ({ difficulty }) }),
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};
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}
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function makePlayer(troops: number, attacks: any[]): any {
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return {
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troops: () => troops,
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incomingAttacks: () => attacks,
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};
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}
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function call(
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difficulty: Difficulty,
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troops: number,
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attacks: any[],
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): boolean {
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const behavior = makeBehavior(
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makeGame(difficulty),
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makePlayer(troops, attacks),
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);
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return (behavior as any).defensePostNeeded();
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}
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it("returns false on Easy", () => {
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expect(call(Difficulty.Easy, 1000, [makeAttack(1000)])).toBe(false);
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});
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it("returns false when there are no incoming attacks", () => {
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expect(call(Difficulty.Hard, 1000, [])).toBe(false);
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});
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it("returns false when own troops are zero", () => {
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expect(call(Difficulty.Hard, 0, [makeAttack(1000)])).toBe(false);
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});
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it("returns false when ratio is below threshold (0.35)", () => {
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expect(call(Difficulty.Hard, 1000, [makeAttack(349)])).toBe(false);
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});
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it("returns true when ratio is exactly at threshold (0.35)", () => {
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expect(call(Difficulty.Hard, 1000, [makeAttack(350)])).toBe(true);
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});
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it("returns true when ratio is above threshold", () => {
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expect(call(Difficulty.Medium, 1000, [makeAttack(700)])).toBe(true);
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});
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it("ignores boat attacks (sourceTile != null)", () => {
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expect(call(Difficulty.Hard, 1000, [makeAttack(5000, 999)])).toBe(false);
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});
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it("sums troops across multiple land attacks for the ratio", () => {
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expect(
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call(Difficulty.Hard, 1000, [makeAttack(200), makeAttack(200)]),
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).toBe(true);
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});
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});
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// ── sampleTilesNearFront ─────────────────────────────────────────────────────
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describe("NationStructureBehavior.sampleTilesNearFront", () => {
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// The non-empty path uses random.randElement / random.nextInt, closestTile
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// (manhattanDist), and several game/player accessors. We test the empty
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// short-circuit and the canBuild filter via a controlled mock environment.
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it("returns [] when no front tiles are supplied", () => {
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const behavior = makeBehavior({} as any, { units: () => [] } as any);
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expect(
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(behavior as any).sampleTilesNearFront([], 25, 0 /* DefensePost */),
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).toEqual([]);
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});
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it("respects the requested sample size cap", () => {
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// Build an environment that always produces a valid candidate so the loop
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// collects exactly `count` tiles before stopping. Each iteration produces
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// a distinct ref so we verify the cap, not deduplication.
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const player: any = {
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borderTiles: () => [0],
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units: () => [],
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canBuild: () => true,
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};
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let nextRef = 1;
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const game: any = {
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config: () => ({
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nukeMagnitudes: () => ({ outer: 50 }),
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}),
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x: (t: number) => t,
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y: () => 0,
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isValidCoord: () => true,
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ref: () => nextRef++, // unique ref per call
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owner: () => player,
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manhattanDist: () => 50, // within [0.75×50, 1.5×50] = [38, 75]
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};
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const random = new PseudoRandom(0);
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vi.spyOn(random, "randElement").mockImplementation((arr: any[]) => arr[0]);
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vi.spyOn(random, "nextInt").mockReturnValue(0);
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const behavior = makeBehavior(game, player, random);
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const tiles = (behavior as any).sampleTilesNearFront(
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[0],
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3,
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0 /* DefensePost */,
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);
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expect(tiles.length).toBe(3);
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expect(new Set(tiles).size).toBe(3); // all distinct
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});
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it("filters out tiles where canBuild returns false (phase 1 rejects all → falls through to fallback)", () => {
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const canBuild = vi.fn((_unitType: any, _tile: any) => false);
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const player: any = {
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borderTiles: () => [0],
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units: () => [],
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canBuild,
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};
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const game: any = {
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config: () => ({ nukeMagnitudes: () => ({ outer: 50 }) }),
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x: (t: number) => t,
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y: () => 0,
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isValidCoord: () => true,
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ref: (x: number) => x,
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owner: () => player,
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manhattanDist: () => 50,
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};
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const random = new PseudoRandom(0);
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vi.spyOn(random, "randElement").mockImplementation((arr: any[]) => arr[0]);
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vi.spyOn(random, "nextInt").mockReturnValue(0);
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const behavior = makeBehavior(game, player, random);
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(behavior as any).sampleTilesNearFront([0], 3, 0 /* DefensePost */);
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// canBuild should have been queried for every tile sampled in phase 1
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expect(canBuild).toHaveBeenCalled();
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expect(canBuild.mock.calls[0][0]).toBe(0); // unitType arg passed through
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});
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it("calls canBuild with the supplied unitType", () => {
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const canBuild = vi.fn((_unitType: any, _tile: any) => true);
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const player: any = {
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borderTiles: () => [0],
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units: () => [],
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canBuild,
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};
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const game: any = {
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config: () => ({ nukeMagnitudes: () => ({ outer: 50 }) }),
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x: (t: number) => t,
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y: () => 0,
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isValidCoord: () => true,
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ref: (x: number) => x,
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owner: () => player,
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manhattanDist: () => 50,
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};
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const random = new PseudoRandom(0);
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vi.spyOn(random, "randElement").mockImplementation((arr: any[]) => arr[0]);
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vi.spyOn(random, "nextInt").mockReturnValue(0);
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const behavior = makeBehavior(game, player, random);
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const SENTINEL_UNIT_TYPE = 7 as any;
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(behavior as any).sampleTilesNearFront([0], 1, SENTINEL_UNIT_TYPE);
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expect(canBuild).toHaveBeenCalledWith(
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SENTINEL_UNIT_TYPE,
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expect.anything(),
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);
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});
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});
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// ── getAttackFrontTiles ──────────────────────────────────────────────────────
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describe("NationStructureBehavior.getAttackFrontTiles", () => {
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function makeGame(
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neighborsFn: (tile: number) => number[],
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ownerFn: (tile: number) => any,
|
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): any {
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return {
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config: () => ({ nukeMagnitudes: () => ({ outer: 50 }) }),
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neighbors: neighborsFn,
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owner: ownerFn,
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};
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}
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function makePlayer(borderTilesList: number[]): any {
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return {
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units: () => [],
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borderTiles: () => borderTilesList,
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};
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}
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function makeAttack(attacker: any): any {
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return { attacker: () => attacker };
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}
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it("returns empty array for empty attack list", () => {
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const game = makeGame(
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() => [],
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() => null,
|
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);
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const player = makePlayer([1, 2]);
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const behavior = makeBehavior(game, player);
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expect((behavior as any).getAttackFrontTiles([])).toEqual([]);
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});
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it("includes border tile whose neighbor is owned by an attacker", () => {
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const attacker = { id: () => "atk" };
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const game = makeGame(
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(tile) => (tile === 10 ? [100] : []),
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(tile) => (tile === 100 ? attacker : null),
|
||||
);
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const player = makePlayer([10, 20]);
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const behavior = makeBehavior(game, player);
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expect(
|
||||
(behavior as any).getAttackFrontTiles([makeAttack(attacker)]),
|
||||
).toEqual([10]);
|
||||
});
|
||||
|
||||
it("excludes border tiles not adjacent to any attacker", () => {
|
||||
const attacker = { id: () => "atk" };
|
||||
const game = makeGame(
|
||||
(tile) => (tile === 10 ? [100] : [200]),
|
||||
(tile) => (tile === 100 ? attacker : null),
|
||||
);
|
||||
const player = makePlayer([10, 20]);
|
||||
const behavior = makeBehavior(game, player);
|
||||
const result = (behavior as any).getAttackFrontTiles([
|
||||
makeAttack(attacker),
|
||||
]);
|
||||
expect(result).toContain(10);
|
||||
expect(result).not.toContain(20);
|
||||
});
|
||||
|
||||
it("handles multiple attackers from separate attacks", () => {
|
||||
const atk1 = { id: () => "a1" };
|
||||
const atk2 = { id: () => "a2" };
|
||||
const game = makeGame(
|
||||
(tile) => (tile === 10 ? [100] : tile === 20 ? [200] : []),
|
||||
(tile) => (tile === 100 ? atk1 : tile === 200 ? atk2 : null),
|
||||
);
|
||||
const player = makePlayer([10, 20, 30]);
|
||||
const behavior = makeBehavior(game, player);
|
||||
const result = (behavior as any).getAttackFrontTiles([
|
||||
makeAttack(atk1),
|
||||
makeAttack(atk2),
|
||||
]);
|
||||
expect(result).toContain(10);
|
||||
expect(result).toContain(20);
|
||||
expect(result).not.toContain(30);
|
||||
});
|
||||
|
||||
it("does not duplicate a border tile that has multiple attacker-owned neighbors", () => {
|
||||
const attacker = { id: () => "atk" };
|
||||
const game = makeGame(
|
||||
(tile) => (tile === 10 ? [100, 101] : []),
|
||||
(tile) => (tile === 100 || tile === 101 ? attacker : null),
|
||||
);
|
||||
const player = makePlayer([10]);
|
||||
const behavior = makeBehavior(game, player);
|
||||
const result = (behavior as any).getAttackFrontTiles([
|
||||
makeAttack(attacker),
|
||||
]);
|
||||
expect(result).toEqual([10]);
|
||||
});
|
||||
});
|
||||
|
||||
// ── countDefensePostsNearFront ───────────────────────────────────────────────
|
||||
|
||||
describe("NationStructureBehavior.countDefensePostsNearFront", () => {
|
||||
const OUTER_RANGE = 50;
|
||||
|
||||
function makeCountGame(distFn: (a: number, b: number) => number): any {
|
||||
return {
|
||||
config: () => ({ nukeMagnitudes: () => ({ outer: OUTER_RANGE }) }),
|
||||
euclideanDistSquared: distFn,
|
||||
};
|
||||
}
|
||||
|
||||
function makeCountPlayer(postTiles: number[]): any {
|
||||
return {
|
||||
units: () => postTiles.map((t) => ({ tile: () => t })),
|
||||
};
|
||||
}
|
||||
|
||||
function count(
|
||||
postTiles: number[],
|
||||
frontTiles: number[],
|
||||
distFn: (a: number, b: number) => number,
|
||||
): number {
|
||||
const game = makeCountGame(distFn);
|
||||
const player = makeCountPlayer(postTiles);
|
||||
const behavior = makeBehavior(game, player);
|
||||
return (behavior as any).countDefensePostsNearFront(frontTiles);
|
||||
}
|
||||
|
||||
it("returns 0 when there are no defense posts", () => {
|
||||
const threshold = (OUTER_RANGE * 1.5) ** 2;
|
||||
expect(count([], [1], () => threshold - 1)).toBe(0);
|
||||
});
|
||||
|
||||
it("returns 0 when front tiles list is empty", () => {
|
||||
expect(count([1, 2], [], () => 0)).toBe(0);
|
||||
});
|
||||
|
||||
it("counts posts within 1.5 × borderSpacing of any front tile", () => {
|
||||
const threshold = (OUTER_RANGE * 1.5) ** 2;
|
||||
expect(count([10, 20], [1], () => threshold - 1)).toBe(2);
|
||||
});
|
||||
|
||||
it("does not count posts outside 1.5 × borderSpacing", () => {
|
||||
const threshold = (OUTER_RANGE * 1.5) ** 2;
|
||||
expect(count([10, 20], [1], () => threshold + 1)).toBe(0);
|
||||
});
|
||||
|
||||
it("counts a post only once even if near multiple front tiles", () => {
|
||||
const threshold = (OUTER_RANGE * 1.5) ** 2;
|
||||
expect(count([10], [1, 2], () => threshold - 1)).toBe(1);
|
||||
});
|
||||
|
||||
it("sums posts near different sections of the front", () => {
|
||||
const threshold = (OUTER_RANGE * 1.5) ** 2;
|
||||
expect(count([10, 20], [1, 2], () => threshold - 1)).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
// ── getOrBuildReachableStations cache behaviour ──────────────────────────────
|
||||
|
||||
describe("NationStructureBehavior.getOrBuildReachableStations", () => {
|
||||
|
||||
Reference in New Issue
Block a user