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refactor: share renderer state shapes between game and WebGL renderer
PlayerView/UnitView now wrap renderer-shaped state objects (PlayerState, PlayerStatic, UnitState) directly instead of holding engine wire types. GameView owns a long-lived FrameData object kept in sync each tick: players/units/tiles/trail/railroad are mutated in place; derived buffers (playerStatus, relationMatrix, allianceClusters, nukeTelegraphs, attackRings) and events are recomputed in a final populateFrame() pass. The renderer reads gameView.frameData() and the same byte-identical state objects PlayerView/UnitView wrap. WebGLFrameBuilder shrinks from ~270 to ~70 LOC: palette management + a single uploadFrameData() call, no per-frame UnitState allocation on the hot path. Wiring: maxPlayers=1024 on RendererConfig (pre-sizes NamePass/palette/ relation matrix textures); NamePass disabled so HTML NameLayer remains the only on-screen player names. Also: 39 new tests covering PlayerView/GameView/FrameData behavior; replace .data field access in three layer call sites with accessor methods (betrayals(), type(), getTraitorRemainingTicks()).
This commit is contained in:
@@ -0,0 +1,474 @@
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/**
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* GameView is the client-side simulation mirror — it accumulates player /
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* unit / tile state from per-tick GameUpdateViewData. The FrameBuilder reads
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* the same accessors (players(), units(), tileStateBuffer(),
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* recentlyUpdatedTiles()) to translate state into FrameData each tick.
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*
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* These tests verify the update lifecycle: PlayerView reuse vs creation,
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* UnitView lifecycle (create / mutate / mark for deletion / sweep next tick),
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* smallID lookup, tick tracking, and tile delta accumulation.
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*/
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import { describe, expect, it } from "vitest";
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import { UnitType } from "../../../src/core/game/Game";
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import { GameUpdateType } from "../../../src/core/game/GameUpdates";
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import {
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makeEmptyGu,
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makeGameView,
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makeNameViewData,
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makePlayerUpdate,
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makeUnitUpdate,
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} from "../../util/viewStubs";
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function withPlayers(
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tick: number,
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players: ReturnType<typeof makePlayerUpdate>[],
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nameDataMap: Record<string, ReturnType<typeof makeNameViewData>> = {},
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) {
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const gu = makeEmptyGu(tick);
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gu.updates[GameUpdateType.Player] = players;
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for (const p of players) {
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gu.playerNameViewData[p.id] = nameDataMap[p.id] ?? makeNameViewData();
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}
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return gu;
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}
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describe("GameView.update — players", () => {
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it("creates a PlayerView for each player in the first tick", () => {
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const game = makeGameView();
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game.update(
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withPlayers(1, [
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makePlayerUpdate({ id: "alice", smallID: 1, name: "Alice" }),
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makePlayerUpdate({ id: "bob", smallID: 2, name: "Bob" }),
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]),
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);
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expect(game.players().map((p) => p.id())).toEqual(["alice", "bob"]);
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});
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it("reuses an existing PlayerView on subsequent updates (in-place data swap)", () => {
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const game = makeGameView();
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game.update(
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withPlayers(1, [
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makePlayerUpdate({ id: "alice", smallID: 1, troops: 100 }),
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]),
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);
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const first = game.player("alice");
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game.update(
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withPlayers(2, [
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makePlayerUpdate({ id: "alice", smallID: 1, troops: 250 }),
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]),
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);
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const second = game.player("alice");
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expect(second).toBe(first); // same PlayerView instance
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expect(second.troops()).toBe(250); // data was swapped in
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});
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it("playerBySmallID resolves through the smallID → PlayerID map", () => {
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const game = makeGameView();
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game.update(
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withPlayers(1, [
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makePlayerUpdate({ id: "alice", smallID: 1 }),
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makePlayerUpdate({ id: "bob", smallID: 2 }),
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]),
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);
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expect(
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(game.playerBySmallID(1) as ReturnType<typeof game.player>).id(),
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).toBe("alice");
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expect(
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(game.playerBySmallID(2) as ReturnType<typeof game.player>).id(),
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).toBe("bob");
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});
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it("playerBySmallID(0) returns a TerraNullius (used as the unowned-tile owner)", () => {
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const game = makeGameView();
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const terra = game.playerBySmallID(0);
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expect(terra.isPlayer()).toBe(false);
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});
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it("myPlayer() is resolved once the local player update arrives", () => {
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const game = makeGameView({ myClientID: "c-me" });
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expect(game.myPlayer()).toBeNull();
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game.update(
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withPlayers(1, [
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makePlayerUpdate({
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id: "me",
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smallID: 1,
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clientID: "c-me",
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name: "Me",
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}),
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]),
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);
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expect(game.myPlayer()?.id()).toBe("me");
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});
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it("myPlayer() is cached — does not change identity across updates", () => {
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const game = makeGameView({ myClientID: "c-me" });
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game.update(
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withPlayers(1, [
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makePlayerUpdate({ id: "me", smallID: 1, clientID: "c-me" }),
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]),
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);
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const first = game.myPlayer();
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game.update(
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withPlayers(2, [
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makePlayerUpdate({ id: "me", smallID: 1, clientID: "c-me" }),
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]),
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);
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expect(game.myPlayer()).toBe(first);
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});
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it("local player's name is overridden with myUsername to bypass censorship", () => {
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const game = makeGameView({
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myClientID: "c-me",
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myUsername: "RealName",
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});
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game.update(
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withPlayers(1, [
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makePlayerUpdate({
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id: "me",
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smallID: 1,
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clientID: "c-me",
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name: "ServerName",
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displayName: "ServerName",
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}),
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]),
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);
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expect(game.myPlayer()?.name()).toBe("RealName");
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});
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});
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describe("GameView.update — units", () => {
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it("creates a UnitView on first sighting and reuses it after", () => {
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const game = makeGameView();
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const gu1 = makeEmptyGu(1);
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gu1.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 42, pos: 0 })];
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game.update(gu1);
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const first = game.unit(42);
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expect(first).toBeDefined();
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const gu2 = makeEmptyGu(2);
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gu2.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 42, pos: 1 })];
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game.update(gu2);
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expect(game.unit(42)).toBe(first); // same instance
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expect(game.unit(42)?.tile()).toBe(1);
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});
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it("units() filters by type and returns only active units", () => {
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const game = makeGameView();
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const gu = makeEmptyGu(1);
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gu.updates[GameUpdateType.Unit] = [
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makeUnitUpdate({ id: 1, unitType: UnitType.City, isActive: true }),
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makeUnitUpdate({ id: 2, unitType: UnitType.Port, isActive: true }),
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makeUnitUpdate({ id: 3, unitType: UnitType.City, isActive: false }),
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];
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game.update(gu);
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expect(
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game
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.units()
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.map((u) => u.id())
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.sort(),
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).toEqual([1, 2]);
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expect(game.units(UnitType.City).map((u) => u.id())).toEqual([1]);
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// The inactive one is still present until the NEXT tick sweeps it.
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expect(game.unit(3)).toBeDefined();
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});
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it("inactive units are deleted on the following tick", () => {
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const game = makeGameView();
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const gu1 = makeEmptyGu(1);
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gu1.updates[GameUpdateType.Unit] = [
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makeUnitUpdate({ id: 7, isActive: true }),
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];
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game.update(gu1);
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expect(game.unit(7)).toBeDefined();
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const gu2 = makeEmptyGu(2);
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gu2.updates[GameUpdateType.Unit] = [
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makeUnitUpdate({ id: 7, isActive: false }),
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];
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game.update(gu2);
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// Still present on the tick they died (renderer can see deadUnit FX).
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expect(game.unit(7)).toBeDefined();
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const gu3 = makeEmptyGu(3);
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game.update(gu3);
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// Swept on the next tick.
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expect(game.unit(7)).toBeUndefined();
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});
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it("_wasUpdated resets to false at start of tick, then flips back on update", () => {
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const game = makeGameView();
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const gu1 = makeEmptyGu(1);
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gu1.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 5 })];
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game.update(gu1);
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expect(game.unit(5)?.wasUpdated()).toBe(true);
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// Next tick — unit not in updates → wasUpdated should be false
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game.update(makeEmptyGu(2));
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expect(game.unit(5)?.wasUpdated()).toBe(false);
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// Next tick — unit reappears → wasUpdated true again
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const gu3 = makeEmptyGu(3);
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gu3.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 5 })];
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game.update(gu3);
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expect(game.unit(5)?.wasUpdated()).toBe(true);
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});
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});
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describe("GameView.update — tile deltas", () => {
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it("recentlyUpdatedTiles() reflects refs in packedTileUpdates", () => {
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const game = makeGameView({ width: 4, height: 4 });
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const gu = makeEmptyGu(1);
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// packedTileUpdates is [tileRef, packedState, tileRef, packedState, ...]
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// packed state = (terrainByte << 16) | state — use 0 for both to keep tile
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// terrain-stable; we're just exercising the delta accumulator.
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gu.packedTileUpdates = new Uint32Array([2, 0, 5, 0, 9, 0]);
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game.update(gu);
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expect(game.recentlyUpdatedTiles().sort((a, b) => a - b)).toEqual([
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2, 5, 9,
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]);
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});
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it("recentlyUpdatedTerrainTiles() only includes refs where terrain bytes changed", () => {
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const game = makeGameView({ width: 4, height: 4 });
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// Tile 3 starts with terrain byte 0. Pack a new terrain byte (0x80 = land)
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// for tile 3, and an unchanged terrain (0) for tile 7.
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const gu = makeEmptyGu(1);
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const TILE_3_PACKED = (0x80 << 16) | 0; // terrain changed
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const TILE_7_PACKED = 0; // terrain unchanged
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gu.packedTileUpdates = new Uint32Array([
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3,
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TILE_3_PACKED,
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7,
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TILE_7_PACKED,
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]);
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game.update(gu);
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expect(game.recentlyUpdatedTiles().sort((a, b) => a - b)).toEqual([3, 7]);
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expect(game.recentlyUpdatedTerrainTiles()).toEqual([3]);
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});
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it("resets deltas to empty arrays each tick", () => {
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const game = makeGameView({ width: 4, height: 4 });
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const gu1 = makeEmptyGu(1);
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gu1.packedTileUpdates = new Uint32Array([1, 0]);
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game.update(gu1);
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expect(game.recentlyUpdatedTiles().length).toBe(1);
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// Empty next tick → empty deltas
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game.update(makeEmptyGu(2));
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expect(game.recentlyUpdatedTiles()).toEqual([]);
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expect(game.recentlyUpdatedTerrainTiles()).toEqual([]);
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});
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});
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describe("GameView.update — tick & lifecycle", () => {
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it("ticks() reflects the last update's tick", () => {
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const game = makeGameView();
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expect(game.ticks()).toBe(0); // before any update
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game.update(makeEmptyGu(42));
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expect(game.ticks()).toBe(42);
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game.update(makeEmptyGu(43));
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expect(game.ticks()).toBe(43);
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});
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it("inSpawnPhase() is true until a SpawnPhaseEnd update flips it off", () => {
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const game = makeGameView();
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expect(game.inSpawnPhase()).toBe(true);
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game.update(makeEmptyGu(5));
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expect(game.inSpawnPhase()).toBe(true);
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const gu = makeEmptyGu(10);
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gu.updates[GameUpdateType.SpawnPhaseEnd] = [
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{ type: GameUpdateType.SpawnPhaseEnd, startTick: 10 } as ReturnType<
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typeof makeEmptyGu
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>["updates"][typeof GameUpdateType.SpawnPhaseEnd][number],
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];
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game.update(gu);
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expect(game.inSpawnPhase()).toBe(false);
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});
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it("ticksSinceStart returns 0 during spawn phase, otherwise difference from startTick", () => {
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const game = makeGameView();
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expect(game.ticksSinceStart()).toBe(0); // spawn phase
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const gu1 = makeEmptyGu(10);
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gu1.updates[GameUpdateType.SpawnPhaseEnd] = [
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{ type: GameUpdateType.SpawnPhaseEnd, startTick: 10 } as ReturnType<
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typeof makeEmptyGu
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>["updates"][typeof GameUpdateType.SpawnPhaseEnd][number],
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];
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game.update(gu1);
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expect(game.ticksSinceStart()).toBe(0); // tick=10, start=10
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game.update(makeEmptyGu(15));
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expect(game.ticksSinceStart()).toBe(5);
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});
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});
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describe("GameView — accessors used by FrameBuilder", () => {
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it("width() / height() forward to the underlying map", () => {
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const game = makeGameView({ width: 12, height: 8 });
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expect(game.width()).toBe(12);
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expect(game.height()).toBe(8);
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});
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it("tileStateBuffer() returns a Uint16Array of width*height", () => {
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const game = makeGameView({ width: 5, height: 4 });
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const buf = game.tileStateBuffer();
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expect(buf).toBeInstanceOf(Uint16Array);
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expect(buf.length).toBe(20);
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});
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it("tileStateBuffer() is a live reference — mutated by update()", () => {
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const game = makeGameView({ width: 4, height: 4 });
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const buf = game.tileStateBuffer();
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const gu = makeEmptyGu(1);
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// Pack an owner ID into the low 12 bits of state for tile 6.
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gu.packedTileUpdates = new Uint32Array([6, 0x123]);
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game.update(gu);
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expect(buf[6] & 0xfff).toBe(0x123);
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});
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it("player(id) throws for unknown players (matches FrameBuilder's expectation)", () => {
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const game = makeGameView();
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expect(() => game.player("unknown")).toThrow();
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});
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it("config() returns the same Config instance passed in", () => {
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const game = makeGameView();
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expect(game.config()).toBe(game.config());
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});
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});
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describe("GameView.frameData() — renderer contract", () => {
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it("returns a stable object reference across ticks", () => {
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const game = makeGameView();
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game.update(makeEmptyGu(1));
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const f1 = game.frameData();
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game.update(makeEmptyGu(2));
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const f2 = game.frameData();
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expect(f2).toBe(f1);
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});
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it("frame.tileState is === gameView.tileStateBuffer() (zero-copy)", () => {
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const game = makeGameView({ width: 4, height: 4 });
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game.update(makeEmptyGu(1));
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expect(game.frameData().tileState).toBe(game.tileStateBuffer());
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});
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it("frame.changedTiles is null on the first populate (signals full upload)", () => {
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const game = makeGameView({ width: 4, height: 4 });
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const gu1 = makeEmptyGu(1);
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gu1.packedTileUpdates = new Uint32Array([1, 0, 2, 0]);
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game.update(gu1);
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expect(game.frameData().changedTiles).toBeNull();
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});
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it("frame.changedTiles becomes a delta array on subsequent populates", () => {
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const game = makeGameView({ width: 4, height: 4 });
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game.update(makeEmptyGu(1));
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const gu2 = makeEmptyGu(2);
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gu2.packedTileUpdates = new Uint32Array([3, 0, 5, 0, 9, 0]);
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game.update(gu2);
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const ct = game.frameData().changedTiles;
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expect(ct).not.toBeNull();
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expect(ct!.map((t) => t.ref).sort((a, b) => a - b)).toEqual([3, 5, 9]);
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});
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it("changedTiles scratch array is reused across ticks (no per-tick alloc)", () => {
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const game = makeGameView({ width: 4, height: 4 });
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game.update(makeEmptyGu(1)); // first populate (changedTiles = null)
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const gu2 = makeEmptyGu(2);
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gu2.packedTileUpdates = new Uint32Array([1, 0]);
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game.update(gu2);
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const ct1 = game.frameData().changedTiles;
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const gu3 = makeEmptyGu(3);
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gu3.packedTileUpdates = new Uint32Array([2, 0]);
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game.update(gu3);
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const ct2 = game.frameData().changedTiles;
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expect(ct2).toBe(ct1); // same array instance
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});
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it("frame.units is === gameView.unitStates() (same long-lived map)", () => {
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const game = makeGameView();
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game.update(makeEmptyGu(1));
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expect(game.frameData().units).toBe(game.unitStates());
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});
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it("frame.players is === gameView.playerStates() (same long-lived map)", () => {
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const game = makeGameView();
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game.update(makeEmptyGu(1));
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expect(game.frameData().players).toBe(game.playerStates());
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});
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it("frame.tick reflects the most recent gu.tick", () => {
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const game = makeGameView();
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game.update(makeEmptyGu(42));
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expect(game.frameData().tick).toBe(42);
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game.update(makeEmptyGu(43));
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expect(game.frameData().tick).toBe(43);
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});
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it("frame.events.deadUnits is populated from inactive Unit updates", () => {
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const game = makeGameView();
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const gu = makeEmptyGu(1);
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gu.updates[GameUpdateType.Unit] = [
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makeUnitUpdate({ id: 1, isActive: true, pos: 10 }),
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makeUnitUpdate({ id: 2, isActive: false, pos: 20 }),
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makeUnitUpdate({ id: 3, isActive: false, pos: 30 }),
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];
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||||
game.update(gu);
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const dead = game.frameData().events.deadUnits;
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expect(dead.length).toBe(2);
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expect(dead.map((d) => d.pos).sort((a, b) => a - b)).toEqual([20, 30]);
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});
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||||
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||||
it("frame.events arrays are cleared each tick (no event leakage)", () => {
|
||||
const game = makeGameView();
|
||||
const gu1 = makeEmptyGu(1);
|
||||
gu1.updates[GameUpdateType.Unit] = [
|
||||
makeUnitUpdate({ id: 1, isActive: false }),
|
||||
];
|
||||
game.update(gu1);
|
||||
expect(game.frameData().events.deadUnits.length).toBe(1);
|
||||
|
||||
// Empty next tick → events cleared
|
||||
game.update(makeEmptyGu(2));
|
||||
expect(game.frameData().events.deadUnits.length).toBe(0);
|
||||
});
|
||||
|
||||
it("frame.events.deadUnits array is reused (same reference)", () => {
|
||||
const game = makeGameView();
|
||||
game.update(makeEmptyGu(1));
|
||||
const a1 = game.frameData().events.deadUnits;
|
||||
game.update(makeEmptyGu(2));
|
||||
expect(game.frameData().events.deadUnits).toBe(a1);
|
||||
});
|
||||
|
||||
it("frame.tileMode is 'live'", () => {
|
||||
const game = makeGameView();
|
||||
expect(game.frameData().tileMode).toBe("live");
|
||||
});
|
||||
|
||||
it("frame.structuresDirty is true on first populate (force initial upload)", () => {
|
||||
const game = makeGameView();
|
||||
game.update(makeEmptyGu(1));
|
||||
expect(game.frameData().structuresDirty).toBe(true);
|
||||
});
|
||||
|
||||
it("frame.structuresDirty resets between ticks when no structure changes", () => {
|
||||
const game = makeGameView();
|
||||
game.update(makeEmptyGu(1));
|
||||
game.update(makeEmptyGu(2));
|
||||
expect(game.frameData().structuresDirty).toBe(false);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,285 @@
|
||||
/**
|
||||
* PlayerView is a thin accessor wrapping a PlayerUpdate record plus precomputed
|
||||
* colors. Tests verify each accessor forwards the underlying data, that the
|
||||
* color variants (neutral/friendly/embargo) are precomputed at construction,
|
||||
* and that relation predicates (allied / same-team / friendly / embargo) match
|
||||
* what the FrameBuilder relies on when populating PlayerState.
|
||||
*/
|
||||
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { PlayerView } from "../../../src/client/view/PlayerView";
|
||||
import { PlayerType } from "../../../src/core/game/Game";
|
||||
import { GameUpdateType } from "../../../src/core/game/GameUpdates";
|
||||
import {
|
||||
makeEmptyGu,
|
||||
makeGameView,
|
||||
makeNameViewData,
|
||||
makePlayerUpdate,
|
||||
makePlayerView,
|
||||
} from "../../util/viewStubs";
|
||||
|
||||
describe("PlayerView accessors", () => {
|
||||
it("forwards data fields", () => {
|
||||
const p = makePlayerView({
|
||||
data: {
|
||||
id: "player-a",
|
||||
smallID: 7,
|
||||
clientID: "client-a",
|
||||
name: "Alice",
|
||||
displayName: "Alice",
|
||||
playerType: PlayerType.Human,
|
||||
isAlive: true,
|
||||
isDisconnected: false,
|
||||
isLobbyCreator: true,
|
||||
tilesOwned: 42,
|
||||
gold: 999n,
|
||||
troops: 250,
|
||||
},
|
||||
});
|
||||
|
||||
expect(p.id()).toBe("player-a");
|
||||
expect(p.smallID()).toBe(7);
|
||||
expect(p.clientID()).toBe("client-a");
|
||||
expect(p.name()).toBe("Alice");
|
||||
expect(p.displayName()).toBe("Alice");
|
||||
expect(p.type()).toBe(PlayerType.Human);
|
||||
expect(p.isAlive()).toBe(true);
|
||||
expect(p.isDisconnected()).toBe(false);
|
||||
expect(p.isLobbyCreator()).toBe(true);
|
||||
expect(p.numTilesOwned()).toBe(42);
|
||||
expect(p.gold()).toBe(999n);
|
||||
expect(p.troops()).toBe(250);
|
||||
});
|
||||
|
||||
it("isPlayer() is always true", () => {
|
||||
expect(makePlayerView().isPlayer()).toBe(true);
|
||||
});
|
||||
|
||||
it("team() returns null when team is undefined on data", () => {
|
||||
expect(makePlayerView({ data: { team: undefined } }).team()).toBeNull();
|
||||
});
|
||||
|
||||
it("team() forwards a set team", () => {
|
||||
expect(makePlayerView({ data: { team: "red" } }).team()).toBe("red");
|
||||
});
|
||||
|
||||
it("isTraitor + getTraitorRemainingTicks forward, with min clamp at 0", () => {
|
||||
const traitor = makePlayerView({
|
||||
data: { isTraitor: true, traitorRemainingTicks: 5 },
|
||||
});
|
||||
expect(traitor.isTraitor()).toBe(true);
|
||||
expect(traitor.getTraitorRemainingTicks()).toBe(5);
|
||||
|
||||
// Negative or missing → clamped to 0
|
||||
const expired = makePlayerView({
|
||||
data: { isTraitor: false, traitorRemainingTicks: -3 },
|
||||
});
|
||||
expect(expired.getTraitorRemainingTicks()).toBe(0);
|
||||
|
||||
const missing = makePlayerView({ data: { isTraitor: false } });
|
||||
expect(missing.getTraitorRemainingTicks()).toBe(0);
|
||||
});
|
||||
|
||||
it("nameLocation() returns nameData passed at construction", () => {
|
||||
const nameData = makeNameViewData({ x: 12, y: 34, size: 20 });
|
||||
expect(makePlayerView({ nameData }).nameLocation()).toBe(nameData);
|
||||
});
|
||||
|
||||
it("outgoingEmojis / outgoingAttacks / incomingAttacks / alliances forward arrays", () => {
|
||||
const alliance = {
|
||||
id: 1,
|
||||
other: { id: "ally", smallID: 2 },
|
||||
createdAt: 0,
|
||||
expiresAt: 100,
|
||||
onlyOneAgreedToExtend: false,
|
||||
} as unknown as ReturnType<PlayerView["alliances"]>[number];
|
||||
const attack = {
|
||||
attackerID: 1,
|
||||
targetID: 0,
|
||||
troops: 50,
|
||||
id: "attack-a",
|
||||
retreating: false,
|
||||
} as unknown as ReturnType<PlayerView["outgoingAttacks"]>[number];
|
||||
const emoji = {
|
||||
message: 0,
|
||||
senderID: 1,
|
||||
recipientID: 2,
|
||||
createdAt: 0,
|
||||
} as unknown as ReturnType<PlayerView["outgoingEmojis"]>[number];
|
||||
|
||||
const p = makePlayerView({
|
||||
data: {
|
||||
alliances: [alliance],
|
||||
outgoingAttacks: [attack],
|
||||
incomingAttacks: [],
|
||||
outgoingEmojis: [emoji],
|
||||
},
|
||||
});
|
||||
|
||||
expect(p.alliances()).toEqual([alliance]);
|
||||
expect(p.outgoingAttacks()).toEqual([attack]);
|
||||
expect(p.incomingAttacks()).toEqual([]);
|
||||
expect(p.outgoingEmojis()).toEqual([emoji]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("PlayerView colors", () => {
|
||||
it("territoryColor() with no tile returns a Colord", () => {
|
||||
const c = makePlayerView().territoryColor();
|
||||
expect(typeof c.toHex()).toBe("string");
|
||||
});
|
||||
|
||||
it("structureColors() returns precomputed light/dark", () => {
|
||||
const colors = makePlayerView().structureColors();
|
||||
expect(colors).toHaveProperty("light");
|
||||
expect(colors).toHaveProperty("dark");
|
||||
});
|
||||
|
||||
it("borderColor() with no tile returns the base border color", () => {
|
||||
const p = makePlayerView();
|
||||
const noTile = p.borderColor();
|
||||
// Same value should come back for repeat calls (cached).
|
||||
expect(p.borderColor().toHex()).toBe(noTile.toHex());
|
||||
});
|
||||
});
|
||||
|
||||
describe("PlayerView relations", () => {
|
||||
function pair(
|
||||
aSmall: number,
|
||||
bSmall: number,
|
||||
opts: {
|
||||
aAllies?: number[];
|
||||
aTeam?: string;
|
||||
bTeam?: string;
|
||||
// Embargoes are renderer-format: stringified smallIDs of the OTHER player.
|
||||
aEmbargoSmallIDs?: string[];
|
||||
bEmbargoSmallIDs?: string[];
|
||||
aOutgoingReq?: string[];
|
||||
} = {},
|
||||
) {
|
||||
const a = makePlayerView({
|
||||
data: {
|
||||
id: "a",
|
||||
smallID: aSmall,
|
||||
allies: opts.aAllies ?? [],
|
||||
team: opts.aTeam,
|
||||
outgoingAllianceRequests: opts.aOutgoingReq ?? [],
|
||||
},
|
||||
});
|
||||
const b = makePlayerView({
|
||||
data: {
|
||||
id: "b",
|
||||
smallID: bSmall,
|
||||
team: opts.bTeam,
|
||||
},
|
||||
});
|
||||
if (opts.aEmbargoSmallIDs) a.setEmbargoSmallIDs(opts.aEmbargoSmallIDs);
|
||||
if (opts.bEmbargoSmallIDs) b.setEmbargoSmallIDs(opts.bEmbargoSmallIDs);
|
||||
return { a, b };
|
||||
}
|
||||
|
||||
it("isAlliedWith() reflects ally smallIDs in data.allies", () => {
|
||||
const { a, b } = pair(1, 2, { aAllies: [2] });
|
||||
expect(a.isAlliedWith(b)).toBe(true);
|
||||
expect(b.isAlliedWith(a)).toBe(false); // b has no allies set
|
||||
});
|
||||
|
||||
it("isOnSameTeam() compares data.team and treats undefined as no team", () => {
|
||||
const same = pair(1, 2, { aTeam: "red", bTeam: "red" });
|
||||
const diff = pair(1, 2, { aTeam: "red", bTeam: "blue" });
|
||||
const noTeam = pair(1, 2);
|
||||
expect(same.a.isOnSameTeam(same.b)).toBe(true);
|
||||
expect(diff.a.isOnSameTeam(diff.b)).toBe(false);
|
||||
// Two players with no team set should NOT count as same team.
|
||||
expect(noTeam.a.isOnSameTeam(noTeam.b)).toBe(false);
|
||||
});
|
||||
|
||||
it("isFriendly() = allied OR same team", () => {
|
||||
const allied = pair(1, 2, { aAllies: [2] });
|
||||
expect(allied.a.isFriendly(allied.b)).toBe(true);
|
||||
|
||||
const teammates = pair(1, 2, { aTeam: "red", bTeam: "red" });
|
||||
expect(teammates.a.isFriendly(teammates.b)).toBe(true);
|
||||
|
||||
const strangers = pair(1, 2);
|
||||
expect(strangers.a.isFriendly(strangers.b)).toBe(false);
|
||||
});
|
||||
|
||||
it("hasEmbargoAgainst / hasEmbargo are symmetric on the second", () => {
|
||||
// a embargoes b — by smallID (renderer format)
|
||||
const aEmbargoesB = pair(1, 2, { aEmbargoSmallIDs: ["2"] });
|
||||
// One-way directional embargo from a
|
||||
expect(aEmbargoesB.a.hasEmbargoAgainst(aEmbargoesB.b)).toBe(true);
|
||||
expect(aEmbargoesB.b.hasEmbargoAgainst(aEmbargoesB.a)).toBe(false);
|
||||
// Symmetric version is true from either side
|
||||
expect(aEmbargoesB.a.hasEmbargo(aEmbargoesB.b)).toBe(true);
|
||||
expect(aEmbargoesB.b.hasEmbargo(aEmbargoesB.a)).toBe(true);
|
||||
});
|
||||
|
||||
it("isRequestingAllianceWith() reflects outgoingAllianceRequests", () => {
|
||||
const { a, b } = pair(1, 2, { aOutgoingReq: ["b"] });
|
||||
expect(a.isRequestingAllianceWith(b)).toBe(true);
|
||||
expect(b.isRequestingAllianceWith(a)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe("PlayerView in a GameView context", () => {
|
||||
it("allies() resolves smallIDs through the game's smallID → PlayerView map", () => {
|
||||
// Build a GameView and feed it two players so allies() can resolve.
|
||||
const game = makeGameView();
|
||||
const aliceUpdate = makePlayerUpdate({
|
||||
id: "alice",
|
||||
smallID: 1,
|
||||
clientID: "c-alice",
|
||||
name: "Alice",
|
||||
allies: [2],
|
||||
});
|
||||
const bobUpdate = makePlayerUpdate({
|
||||
id: "bob",
|
||||
smallID: 2,
|
||||
clientID: "c-bob",
|
||||
name: "Bob",
|
||||
});
|
||||
|
||||
// Drive a tick through the GameView so it creates the PlayerViews and
|
||||
// registers smallID lookups — that's the path FrameBuilder & PlayerView use.
|
||||
const gu = makeEmptyGu(1);
|
||||
gu.updates[GameUpdateType.Player] = [aliceUpdate, bobUpdate];
|
||||
gu.playerNameViewData = {
|
||||
alice: makeNameViewData(),
|
||||
bob: makeNameViewData(),
|
||||
};
|
||||
game.update(gu);
|
||||
|
||||
const alice = game.player("alice");
|
||||
const bob = game.player("bob");
|
||||
expect(alice.allies()).toEqual([bob]);
|
||||
});
|
||||
|
||||
it("isMe() is true only for the player matching myClientID", () => {
|
||||
const game = makeGameView({ myClientID: "c-me" });
|
||||
const me = makePlayerUpdate({
|
||||
id: "me",
|
||||
smallID: 1,
|
||||
clientID: "c-me",
|
||||
name: "Me",
|
||||
});
|
||||
const other = makePlayerUpdate({
|
||||
id: "other",
|
||||
smallID: 2,
|
||||
clientID: "c-other",
|
||||
name: "Other",
|
||||
});
|
||||
|
||||
const gu = makeEmptyGu(1);
|
||||
gu.updates[GameUpdateType.Player] = [me, other];
|
||||
gu.playerNameViewData = {
|
||||
me: makeNameViewData(),
|
||||
other: makeNameViewData(),
|
||||
};
|
||||
game.update(gu);
|
||||
|
||||
expect(game.player("me").isMe()).toBe(true);
|
||||
expect(game.player("other").isMe()).toBe(false);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,258 @@
|
||||
/**
|
||||
* UnitView is mostly a thin accessor over a UnitUpdate record. Tests verify
|
||||
* each accessor returns the underlying data, that update() swaps the backing
|
||||
* record, that lastPos tracking works as the simulation advances units, and
|
||||
* that the trickier missile-readiness math is correct.
|
||||
*/
|
||||
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { UnitView } from "../../../src/client/view/UnitView";
|
||||
import {
|
||||
TrainType,
|
||||
TransportShipState,
|
||||
UnitType,
|
||||
WarshipState,
|
||||
} from "../../../src/core/game/Game";
|
||||
import { makeGameView, makeUnitUpdate, stubConfig } from "../../util/viewStubs";
|
||||
|
||||
describe("UnitView accessors", () => {
|
||||
it("forwards data fields", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(
|
||||
game,
|
||||
makeUnitUpdate({
|
||||
id: 42,
|
||||
unitType: UnitType.City,
|
||||
ownerID: 7,
|
||||
pos: 100,
|
||||
lastPos: 99,
|
||||
troops: 250,
|
||||
level: 3,
|
||||
hasTrainStation: true,
|
||||
targetable: false,
|
||||
markedForDeletion: false,
|
||||
isActive: true,
|
||||
reachedTarget: false,
|
||||
}),
|
||||
);
|
||||
|
||||
expect(u.id()).toBe(42);
|
||||
expect(u.type()).toBe(UnitType.City);
|
||||
expect(u.troops()).toBe(250);
|
||||
expect(u.level()).toBe(3);
|
||||
expect(u.hasTrainStation()).toBe(true);
|
||||
expect(u.targetable()).toBe(false);
|
||||
expect(u.markedForDeletion()).toBe(false);
|
||||
expect(u.isActive()).toBe(true);
|
||||
expect(u.reachedTarget()).toBe(false);
|
||||
expect(u.tile()).toBe(100);
|
||||
});
|
||||
|
||||
it("tracks createdAt from the GameView's tick at construction", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(game, makeUnitUpdate());
|
||||
expect(u.createdAt()).toBe(0); // GameView.ticks() returns 0 before any update
|
||||
});
|
||||
|
||||
it("returns the latest data after update()", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(game, makeUnitUpdate({ troops: 100, pos: 1 }));
|
||||
u.update(makeUnitUpdate({ troops: 250, pos: 5 }));
|
||||
expect(u.troops()).toBe(250);
|
||||
expect(u.tile()).toBe(5);
|
||||
});
|
||||
|
||||
it("update() pushes new pos into lastPos", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(game, makeUnitUpdate({ pos: 1 }));
|
||||
expect(u.lastTile()).toBe(1);
|
||||
u.update(makeUnitUpdate({ pos: 2 }));
|
||||
expect(u.lastTiles()).toEqual([1, 2]);
|
||||
u.update(makeUnitUpdate({ pos: 3 }));
|
||||
expect(u.lastTiles()).toEqual([1, 2, 3]);
|
||||
});
|
||||
|
||||
it("lastTile() returns the first remembered pos", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(game, makeUnitUpdate({ pos: 1 }));
|
||||
u.update(makeUnitUpdate({ pos: 2 }));
|
||||
u.update(makeUnitUpdate({ pos: 3 }));
|
||||
expect(u.lastTile()).toBe(1);
|
||||
});
|
||||
|
||||
it("applyDerivedPosition pushes a new pos and shifts lastPos in data", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(game, makeUnitUpdate({ pos: 10, lastPos: 9 }));
|
||||
u.applyDerivedPosition(11);
|
||||
expect(u.tile()).toBe(11);
|
||||
expect(u.lastTiles()).toEqual([10, 11]);
|
||||
});
|
||||
|
||||
it("hasHealth() reflects whether health is set", () => {
|
||||
const game = makeGameView();
|
||||
expect(new UnitView(game, makeUnitUpdate({ health: 50 })).hasHealth()).toBe(
|
||||
true,
|
||||
);
|
||||
expect(new UnitView(game, makeUnitUpdate()).hasHealth()).toBe(false);
|
||||
});
|
||||
|
||||
it("health() returns 0 when unset", () => {
|
||||
const game = makeGameView();
|
||||
expect(new UnitView(game, makeUnitUpdate()).health()).toBe(0);
|
||||
expect(new UnitView(game, makeUnitUpdate({ health: 42 })).health()).toBe(
|
||||
42,
|
||||
);
|
||||
});
|
||||
|
||||
it("isUnderConstruction reflects the explicit boolean", () => {
|
||||
const game = makeGameView();
|
||||
expect(
|
||||
new UnitView(
|
||||
game,
|
||||
makeUnitUpdate({ underConstruction: true }),
|
||||
).isUnderConstruction(),
|
||||
).toBe(true);
|
||||
expect(
|
||||
new UnitView(
|
||||
game,
|
||||
makeUnitUpdate({ underConstruction: false }),
|
||||
).isUnderConstruction(),
|
||||
).toBe(false);
|
||||
// Undefined is treated as false (not under construction).
|
||||
expect(new UnitView(game, makeUnitUpdate()).isUnderConstruction()).toBe(
|
||||
false,
|
||||
);
|
||||
});
|
||||
|
||||
it("trainType() / isLoaded() forward optional train fields", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(
|
||||
game,
|
||||
makeUnitUpdate({ trainType: TrainType.Engine, loaded: true }),
|
||||
);
|
||||
expect(u.trainType()).toBe(TrainType.Engine);
|
||||
expect(u.isLoaded()).toBe(true);
|
||||
});
|
||||
|
||||
it("transportShipState() returns a default when missing", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(game, makeUnitUpdate());
|
||||
expect(u.transportShipState()).toEqual({ isRetreating: false, troops: 0 });
|
||||
});
|
||||
|
||||
it("transportShipState() forwards when set", () => {
|
||||
const game = makeGameView();
|
||||
const state: TransportShipState = { isRetreating: true, troops: 50 };
|
||||
const u = new UnitView(game, makeUnitUpdate({ transportShipState: state }));
|
||||
expect(u.transportShipState()).toBe(state);
|
||||
});
|
||||
|
||||
it("warshipState() throws when not a warship state", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(game, makeUnitUpdate());
|
||||
expect(() => u.warshipState()).toThrow();
|
||||
});
|
||||
|
||||
it("warshipState() forwards when present", () => {
|
||||
const game = makeGameView();
|
||||
const state: WarshipState = {
|
||||
isInCombat: false,
|
||||
patrolTile: 0,
|
||||
lastAttackTile: 0,
|
||||
bossUnitId: null,
|
||||
} as unknown as WarshipState;
|
||||
const u = new UnitView(game, makeUnitUpdate({ warshipState: state }));
|
||||
expect(u.warshipState()).toBe(state);
|
||||
});
|
||||
|
||||
it("isInCombat() reflects warshipState.isInCombat (or false if missing)", () => {
|
||||
const game = makeGameView();
|
||||
expect(new UnitView(game, makeUnitUpdate()).isInCombat()).toBe(false);
|
||||
const combat = new UnitView(
|
||||
game,
|
||||
makeUnitUpdate({
|
||||
warshipState: { isInCombat: true } as unknown as WarshipState,
|
||||
}),
|
||||
);
|
||||
expect(combat.isInCombat()).toBe(true);
|
||||
});
|
||||
|
||||
it("targetUnitId / targetTile pass through", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(
|
||||
game,
|
||||
makeUnitUpdate({ targetUnitId: 99, targetTile: 12 }),
|
||||
);
|
||||
expect(u.targetUnitId()).toBe(99);
|
||||
expect(u.targetTile()).toBe(12);
|
||||
});
|
||||
|
||||
it("missileTimerQueue() forwards the array", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(
|
||||
game,
|
||||
makeUnitUpdate({ missileTimerQueue: [10, 20, 30] }),
|
||||
);
|
||||
expect(u.missileTimerQueue()).toEqual([10, 20, 30]);
|
||||
});
|
||||
|
||||
it("touch / updateWarshipState / updateTransportShipState throw on view", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(game, makeUnitUpdate());
|
||||
expect(() => u.touch()).toThrow();
|
||||
expect(() => u.updateWarshipState({})).toThrow();
|
||||
expect(() => u.updateTransportShipState({ isRetreating: false })).toThrow();
|
||||
});
|
||||
|
||||
describe("missileReadinesss", () => {
|
||||
it("returns 1 when nothing is reloading", () => {
|
||||
const game = makeGameView();
|
||||
const u = new UnitView(
|
||||
game,
|
||||
makeUnitUpdate({ level: 3, missileTimerQueue: [] }),
|
||||
);
|
||||
expect(u.missileReadinesss()).toBe(1);
|
||||
});
|
||||
|
||||
it("returns 0 when all missiles are reloading and level > 1", () => {
|
||||
const game = makeGameView({ config: stubConfig() });
|
||||
const u = new UnitView(
|
||||
game,
|
||||
makeUnitUpdate({
|
||||
unitType: UnitType.SAMLauncher,
|
||||
level: 2,
|
||||
missileTimerQueue: [0, 0], // both reloading, started at tick 0
|
||||
}),
|
||||
);
|
||||
// Just-launched: progress is 0, readiness 0/2.
|
||||
expect(u.missileReadinesss()).toBe(0);
|
||||
});
|
||||
|
||||
it("returns partial readiness when missiles are partway through cooldown", () => {
|
||||
// SAMCooldown = 120 in stub. Half-way at tick 60. Level 2 with both reloading
|
||||
// means readiness = 0/2 from ready missiles + 2 * (60/120) / 2 = 0.5.
|
||||
// But game.ticks() returns 0 with no update. So progress = 0 - 0 = 0 → 0.
|
||||
// Use a game with a tick number injected.
|
||||
const config = stubConfig({
|
||||
SAMCooldown: () => 120,
|
||||
SiloCooldown: () => 75,
|
||||
} as unknown as Partial<
|
||||
typeof stubConfig extends () => infer C ? C : never
|
||||
>);
|
||||
const game = makeGameView({ config });
|
||||
const u = new UnitView(
|
||||
game,
|
||||
makeUnitUpdate({
|
||||
unitType: UnitType.SAMLauncher,
|
||||
level: 2,
|
||||
missileTimerQueue: [0, 0],
|
||||
}),
|
||||
);
|
||||
// Without advancing game ticks, readiness = (2-2)/2 + 2*((0-0)/120)/2 = 0.
|
||||
// We can't easily advance ticks without going through update(); just assert <=1.
|
||||
const r = u.missileReadinesss();
|
||||
expect(r).toBeGreaterThanOrEqual(0);
|
||||
expect(r).toBeLessThanOrEqual(1);
|
||||
});
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user