Add tests for MIRV execution (#2767)

## Description:

This is a companion PR to
https://github.com/openfrontio/OpenFrontIO/pull/2765. It implements
tests and a performance benchmark for MIRV.

```bash
$ npm test -- tests/core/executions/MIRVExecution.test.ts

 ✓ tests/core/executions/MIRVExecution.test.ts (9 tests) 71ms
   ✓ MIRVExecution (9)
     ✓ MIRV should launch successfully 10ms
     ✓ MIRV should break alliances on launch 5ms
     ✓ MIRV should separate into warheads 20ms
     ✓ MIRV warheads should only target tiles owned by target player 15ms
     ✓ MIRV warheads should be distributed with minimum spacing 12ms
     ✓ MIRV should display warning message on launch 2ms
     ✓ MIRV should not launch if player cannot build it 2ms
     ✓ MIRV should not launch when targeting terra nullius 2ms
     ✓ MIRV should launch when targeting own territory without breaking alliances 2ms
```

```bash
$ npm tsx tests/perf/MIRVPerf.ts

...

=== MIRV Performance Benchmark Results ===
MIRV target selection - sparse territory x 53.53 ops/sec ±0.48% (71 runs sampled)
MIRV target selection - dense territory x 53.39 ops/sec ±0.57% (70 runs sampled)
MIRV target selection - giant world map (350 targets) x 1,129 ops/sec ±0.98% (90 runs sampled)
```

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] 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:

moleole
This commit is contained in:
Arkadiusz Sygulski
2026-01-02 19:36:02 +01:00
committed by GitHub
parent 4c8bc33733
commit d7bcbf54f3
2 changed files with 445 additions and 0 deletions
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import { MirvExecution } from "../../../src/core/execution/MIRVExecution";
import {
Game,
MessageType,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../../../src/core/game/Game";
import { setup } from "../../util/Setup";
import { executeTicks } from "../../util/utils";
let game: Game;
let player: Player;
let otherPlayer: Player;
describe("MIRVExecution", () => {
beforeEach(async () => {
game = await setup(
"big_plains",
{
infiniteGold: true,
instantBuild: true,
},
[
new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id"),
new PlayerInfo("other", PlayerType.Human, "client_id2", "other_id"),
],
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
player = game.player("player_id");
otherPlayer = game.player("other_id");
// Give player territory and missile silo
for (let x = 5; x < 15; x++) {
for (let y = 5; y < 15; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile)) {
player.conquer(tile);
}
}
}
player.buildUnit(UnitType.MissileSilo, game.ref(10, 10), {});
// Give other player territory closer to player
for (let x = 25; x < 75; x++) {
for (let y = 25; y < 75; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile)) {
otherPlayer.conquer(tile);
}
}
}
});
test("MIRV should launch successfully", async () => {
const targetTile = game.ref(50, 50);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
// Execute until MIRV is launched (need 2 ticks: 1 to init execution, 1 to spawn MIRV)
executeTicks(game, 2);
// Verify MIRV unit was created
expect(player.units(UnitType.MIRV)).toHaveLength(1);
// Verify execution is still active (MIRV is flying)
expect(mirvExec.isActive()).toBe(true);
});
test("MIRV should break alliances on launch", async () => {
const req = player.createAllianceRequest(otherPlayer);
req!.accept();
expect(player.isAlliedWith(otherPlayer)).toBe(true);
const targetTile = game.ref(50, 50);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
// Alliance should be broken
expect(player.isAlliedWith(otherPlayer)).toBe(false);
expect(player.isTraitor()).toBe(true);
});
test("MIRV should separate into warheads", async () => {
// Increase territory to allow for multiple warhead targets
for (let x = 75; x < 200; x++) {
for (let y = 75; y < 200; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile)) {
otherPlayer.conquer(tile);
}
}
}
const targetTile = game.ref(110, 110);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
expect(player.units(UnitType.MIRV)).toHaveLength(1);
expect(mirvExec.isActive()).toBe(true);
while (mirvExec.isActive()) {
game.executeNextTick();
}
expect(player.units(UnitType.MIRV)).toHaveLength(0);
expect(mirvExec.isActive()).toBe(false);
// Wait one tick for NukeExecution
executeTicks(game, 1);
// Exact number of warheads may vary due to randomness, but should be more than 0
expect(player.units(UnitType.MIRVWarhead).length).toBeGreaterThan(0);
});
test("MIRV warheads should only target tiles owned by target player", async () => {
// Increase territory to allow for multiple warhead targets
for (let x = 75; x < 200; x++) {
for (let y = 75; y < 200; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile)) {
otherPlayer.conquer(tile);
}
}
}
// Also give player some territory near the target area to test filtering
for (let x = 100; x < 120; x++) {
for (let y = 100; y < 120; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && game.owner(tile) === otherPlayer) {
otherPlayer.relinquish(tile);
player.conquer(tile);
}
}
}
const targetTile = game.ref(150, 150);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
expect(player.units(UnitType.MIRV)).toHaveLength(1);
while (mirvExec.isActive()) {
game.executeNextTick();
}
executeTicks(game, 1);
const warheads = player.units(UnitType.MIRVWarhead);
expect(warheads.length).toBeGreaterThan(0);
// Check all warhead targets are owned by otherPlayer
for (const warhead of warheads) {
const target = warhead.targetTile();
if (target) {
const owner = game.owner(target);
expect(owner).toBe(otherPlayer);
}
}
});
test("MIRV warheads should be distributed with minimum spacing", async () => {
// Increase territory to allow for multiple warhead targets
for (let x = 75; x < 200; x++) {
for (let y = 75; y < 200; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile)) {
otherPlayer.conquer(tile);
}
}
}
const targetTile = game.ref(110, 110);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
expect(player.units(UnitType.MIRV)).toHaveLength(1);
while (mirvExec.isActive()) {
game.executeNextTick();
}
executeTicks(game, 1);
const warheads = player.units(UnitType.MIRVWarhead);
expect(warheads.length).toBeGreaterThan(0);
const targets = warheads.map((w) => w.targetTile());
// Check that targets have minimum spacing (minimumSpread = 55 from MIRVExecution)
const minimumSpread = 55;
for (let i = 0; i < targets.length; i++) {
for (let j = i + 1; j < targets.length; j++) {
const dist = game.manhattanDist(targets[i]!, targets[j]!);
expect(dist).toBeGreaterThanOrEqual(minimumSpread);
}
}
});
test("MIRV should display warning message on launch", async () => {
const displaySpy = vi.spyOn(game, "displayIncomingUnit");
const targetTile = game.ref(50, 50);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
expect(displaySpy).toHaveBeenCalled();
const callArgs = displaySpy.mock.calls[0];
expect(callArgs[1]).toContain("MIRV INBOUND");
expect(callArgs[2]).toBe(MessageType.MIRV_INBOUND);
expect(callArgs[3]).toBe(otherPlayer.id());
});
test("MIRV should not launch if player cannot build it", async () => {
// Remove player's missile silo
const silos = player.units(UnitType.MissileSilo);
for (const silo of silos) {
silo.delete(false);
}
const targetTile = game.ref(50, 50);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
// MIRV should not be launched
expect(player.units(UnitType.MIRV)).toHaveLength(0);
expect(mirvExec.isActive()).toBe(false);
});
test("MIRV should not launch when targeting terra nullius", async () => {
// Find an unowned land tile near player territory
let unownedTile: any = null;
for (let x = 20; x < 25; x++) {
for (let y = 20; y < 25; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
unownedTile = tile;
break;
}
}
if (unownedTile) {
break;
}
}
expect(unownedTile).not.toBeNull();
const mirvExec = new MirvExecution(player, unownedTile!);
game.addExecution(mirvExec);
executeTicks(game, 2);
// MIRV should NOT launch against terra nullius
expect(player.units(UnitType.MIRV)).toHaveLength(0);
expect(mirvExec.isActive()).toBe(false);
// Should not break any alliance or mark as traitor (since no player owns it)
expect(player.isTraitor()).toBe(false);
});
test("MIRV should launch when targeting own territory without breaking alliances", async () => {
const playerTile = Array.from(player.tiles())[0];
const mirvExec = new MirvExecution(player, playerTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
// Expect MIRV to launch successfully without marking player as traitor
expect(player.units(UnitType.MIRV)).toHaveLength(1);
expect(player.isTraitor()).toBe(false);
});
});
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import Benchmark from "benchmark";
import { dirname } from "path";
import { fileURLToPath } from "url";
import { MirvExecution } from "../../src/core/execution/MIRVExecution";
import { PlayerInfo, PlayerType, UnitType } from "../../src/core/game/Game";
import { setup } from "../util/Setup";
// Setup sparse territory scenario (small target area)
const sparseTerritoryGame = await setup(
"big_plains",
{
infiniteGold: true,
instantBuild: true,
},
[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
dirname(fileURLToPath(import.meta.url)),
);
while (sparseTerritoryGame.inSpawnPhase()) {
sparseTerritoryGame.executeNextTick();
}
const sparsePlayer = sparseTerritoryGame.player("player_id");
function claimRow(y: number, length: number) {
for (let x = 0; x < 200; x++) {
for (let dy = y; dy < y + length; dy++) {
const tile = sparseTerritoryGame.ref(x, dy);
if (sparseTerritoryGame.map().isLand(tile)) {
sparsePlayer.conquer(tile);
}
}
}
}
claimRow(0, 15);
claimRow(40, 15);
claimRow(90, 15);
claimRow(140, 15);
claimRow(185, 15);
sparsePlayer.buildUnit(
UnitType.MissileSilo,
sparseTerritoryGame.ref(10, 10),
{},
);
// Setup dense territory scenario (large target area)
const denseTerritoryGame = await setup(
"big_plains",
{
infiniteGold: true,
instantBuild: true,
},
[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
dirname(fileURLToPath(import.meta.url)),
);
while (denseTerritoryGame.inSpawnPhase()) {
denseTerritoryGame.executeNextTick();
}
const densePlayer = denseTerritoryGame.player("player_id");
for (let x = 0; x < 200; x++) {
for (let y = 0; y < 200; y++) {
const tile = denseTerritoryGame.ref(x, y);
if (denseTerritoryGame.map().isLand(tile)) {
densePlayer.conquer(tile);
}
}
}
densePlayer.buildUnit(UnitType.MissileSilo, denseTerritoryGame.ref(10, 10), {});
// Setup giant world map scenario (realistic large-scale test)
const giantMapGame = await setup(
"giantworldmap",
{
infiniteGold: true,
instantBuild: true,
},
[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
dirname(fileURLToPath(import.meta.url)),
);
while (giantMapGame.inSpawnPhase()) {
giantMapGame.executeNextTick();
}
const giantMapPlayer = giantMapGame.player("player_id");
// Conquer ALL available land tiles on the giant world map
console.log("Conquering all tiles on giant world map...");
let conqueredCount = 0;
for (let x = 0; x < giantMapGame.map().width(); x++) {
for (let y = 0; y < giantMapGame.map().height(); y++) {
const tile = giantMapGame.ref(x, y);
if (giantMapGame.map().isLand(tile)) {
giantMapPlayer.conquer(tile);
conqueredCount++;
}
}
}
console.log(`Conquered ${conqueredCount} tiles on giant world map`);
giantMapPlayer.buildUnit(UnitType.MissileSilo, giantMapGame.ref(800, 350), {});
const results: string[] = [];
new Benchmark.Suite()
.add("MIRV target selection - sparse territory", () => {
const targetTile = sparseTerritoryGame.ref(100, 100);
const mirvExec = new MirvExecution(sparsePlayer, targetTile);
mirvExec.init(sparseTerritoryGame, sparseTerritoryGame.ticks());
let ticks = 0;
while (mirvExec.isActive() && ticks < 1000) {
mirvExec.tick(ticks++);
}
})
.add("MIRV target selection - dense territory", () => {
const targetTile = denseTerritoryGame.ref(100, 100);
const mirvExec = new MirvExecution(densePlayer, targetTile);
mirvExec.init(denseTerritoryGame, denseTerritoryGame.ticks());
let ticks = 0;
while (mirvExec.isActive() && ticks < 1000) {
mirvExec.tick(ticks++);
}
})
.add("MIRV target selection - giant world map (350 targets)", () => {
const targetTile = giantMapGame.ref(2150, 800);
const mirvExec = new MirvExecution(giantMapPlayer, targetTile);
mirvExec.init(giantMapGame, giantMapGame.ticks());
let ticks = 0;
while (mirvExec.isActive() && ticks < 1000) {
mirvExec.tick(ticks++);
}
})
.on("cycle", (event: any) => {
results.push(String(event.target));
})
.on("complete", () => {
console.log("\n=== MIRV Performance Benchmark Results ===");
for (const result of results) {
console.log(result);
}
})
.run({ async: true });