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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:
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d7bcbf54f3
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import { MirvExecution } from "../../../src/core/execution/MIRVExecution";
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import {
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Game,
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MessageType,
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Player,
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PlayerInfo,
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PlayerType,
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UnitType,
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} from "../../../src/core/game/Game";
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import { setup } from "../../util/Setup";
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import { executeTicks } from "../../util/utils";
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let game: Game;
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let player: Player;
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let otherPlayer: Player;
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describe("MIRVExecution", () => {
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beforeEach(async () => {
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game = await setup(
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"big_plains",
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{
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infiniteGold: true,
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instantBuild: true,
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},
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[
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new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id"),
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new PlayerInfo("other", PlayerType.Human, "client_id2", "other_id"),
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],
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);
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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player = game.player("player_id");
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otherPlayer = game.player("other_id");
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// Give player territory and missile silo
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for (let x = 5; x < 15; x++) {
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for (let y = 5; y < 15; y++) {
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const tile = game.ref(x, y);
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if (game.map().isLand(tile)) {
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player.conquer(tile);
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}
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}
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}
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player.buildUnit(UnitType.MissileSilo, game.ref(10, 10), {});
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// Give other player territory closer to player
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for (let x = 25; x < 75; x++) {
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for (let y = 25; y < 75; y++) {
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const tile = game.ref(x, y);
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if (game.map().isLand(tile)) {
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otherPlayer.conquer(tile);
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}
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}
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}
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});
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test("MIRV should launch successfully", async () => {
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const targetTile = game.ref(50, 50);
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const mirvExec = new MirvExecution(player, targetTile);
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game.addExecution(mirvExec);
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// Execute until MIRV is launched (need 2 ticks: 1 to init execution, 1 to spawn MIRV)
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executeTicks(game, 2);
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// Verify MIRV unit was created
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expect(player.units(UnitType.MIRV)).toHaveLength(1);
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// Verify execution is still active (MIRV is flying)
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expect(mirvExec.isActive()).toBe(true);
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});
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test("MIRV should break alliances on launch", async () => {
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const req = player.createAllianceRequest(otherPlayer);
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req!.accept();
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expect(player.isAlliedWith(otherPlayer)).toBe(true);
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const targetTile = game.ref(50, 50);
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const mirvExec = new MirvExecution(player, targetTile);
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game.addExecution(mirvExec);
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executeTicks(game, 2);
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// Alliance should be broken
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expect(player.isAlliedWith(otherPlayer)).toBe(false);
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expect(player.isTraitor()).toBe(true);
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});
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test("MIRV should separate into warheads", async () => {
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// Increase territory to allow for multiple warhead targets
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for (let x = 75; x < 200; x++) {
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for (let y = 75; y < 200; y++) {
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const tile = game.ref(x, y);
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if (game.map().isLand(tile)) {
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otherPlayer.conquer(tile);
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}
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}
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}
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const targetTile = game.ref(110, 110);
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const mirvExec = new MirvExecution(player, targetTile);
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game.addExecution(mirvExec);
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executeTicks(game, 2);
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expect(player.units(UnitType.MIRV)).toHaveLength(1);
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expect(mirvExec.isActive()).toBe(true);
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while (mirvExec.isActive()) {
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game.executeNextTick();
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}
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expect(player.units(UnitType.MIRV)).toHaveLength(0);
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expect(mirvExec.isActive()).toBe(false);
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// Wait one tick for NukeExecution
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executeTicks(game, 1);
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// Exact number of warheads may vary due to randomness, but should be more than 0
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expect(player.units(UnitType.MIRVWarhead).length).toBeGreaterThan(0);
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});
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test("MIRV warheads should only target tiles owned by target player", async () => {
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// Increase territory to allow for multiple warhead targets
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for (let x = 75; x < 200; x++) {
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for (let y = 75; y < 200; y++) {
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const tile = game.ref(x, y);
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if (game.map().isLand(tile)) {
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otherPlayer.conquer(tile);
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}
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}
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}
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// Also give player some territory near the target area to test filtering
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for (let x = 100; x < 120; x++) {
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for (let y = 100; y < 120; y++) {
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const tile = game.ref(x, y);
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if (game.map().isLand(tile) && game.owner(tile) === otherPlayer) {
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otherPlayer.relinquish(tile);
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player.conquer(tile);
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}
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}
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}
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const targetTile = game.ref(150, 150);
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const mirvExec = new MirvExecution(player, targetTile);
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game.addExecution(mirvExec);
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executeTicks(game, 2);
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expect(player.units(UnitType.MIRV)).toHaveLength(1);
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while (mirvExec.isActive()) {
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game.executeNextTick();
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}
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executeTicks(game, 1);
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const warheads = player.units(UnitType.MIRVWarhead);
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expect(warheads.length).toBeGreaterThan(0);
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// Check all warhead targets are owned by otherPlayer
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for (const warhead of warheads) {
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const target = warhead.targetTile();
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if (target) {
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const owner = game.owner(target);
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expect(owner).toBe(otherPlayer);
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}
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}
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});
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test("MIRV warheads should be distributed with minimum spacing", async () => {
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// Increase territory to allow for multiple warhead targets
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for (let x = 75; x < 200; x++) {
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for (let y = 75; y < 200; y++) {
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const tile = game.ref(x, y);
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if (game.map().isLand(tile)) {
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otherPlayer.conquer(tile);
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}
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}
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}
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const targetTile = game.ref(110, 110);
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const mirvExec = new MirvExecution(player, targetTile);
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game.addExecution(mirvExec);
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executeTicks(game, 2);
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expect(player.units(UnitType.MIRV)).toHaveLength(1);
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while (mirvExec.isActive()) {
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game.executeNextTick();
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}
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executeTicks(game, 1);
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const warheads = player.units(UnitType.MIRVWarhead);
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expect(warheads.length).toBeGreaterThan(0);
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const targets = warheads.map((w) => w.targetTile());
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// Check that targets have minimum spacing (minimumSpread = 55 from MIRVExecution)
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const minimumSpread = 55;
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for (let i = 0; i < targets.length; i++) {
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for (let j = i + 1; j < targets.length; j++) {
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const dist = game.manhattanDist(targets[i]!, targets[j]!);
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expect(dist).toBeGreaterThanOrEqual(minimumSpread);
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}
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}
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});
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test("MIRV should display warning message on launch", async () => {
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const displaySpy = vi.spyOn(game, "displayIncomingUnit");
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const targetTile = game.ref(50, 50);
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const mirvExec = new MirvExecution(player, targetTile);
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game.addExecution(mirvExec);
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executeTicks(game, 2);
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expect(displaySpy).toHaveBeenCalled();
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const callArgs = displaySpy.mock.calls[0];
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expect(callArgs[1]).toContain("MIRV INBOUND");
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expect(callArgs[2]).toBe(MessageType.MIRV_INBOUND);
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expect(callArgs[3]).toBe(otherPlayer.id());
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});
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test("MIRV should not launch if player cannot build it", async () => {
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// Remove player's missile silo
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const silos = player.units(UnitType.MissileSilo);
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for (const silo of silos) {
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silo.delete(false);
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}
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const targetTile = game.ref(50, 50);
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const mirvExec = new MirvExecution(player, targetTile);
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game.addExecution(mirvExec);
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executeTicks(game, 2);
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// MIRV should not be launched
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expect(player.units(UnitType.MIRV)).toHaveLength(0);
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expect(mirvExec.isActive()).toBe(false);
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});
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test("MIRV should not launch when targeting terra nullius", async () => {
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// Find an unowned land tile near player territory
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let unownedTile: any = null;
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for (let x = 20; x < 25; x++) {
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for (let y = 20; y < 25; y++) {
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const tile = game.ref(x, y);
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if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
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unownedTile = tile;
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break;
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}
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}
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if (unownedTile) {
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break;
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}
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}
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expect(unownedTile).not.toBeNull();
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const mirvExec = new MirvExecution(player, unownedTile!);
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game.addExecution(mirvExec);
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executeTicks(game, 2);
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// MIRV should NOT launch against terra nullius
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expect(player.units(UnitType.MIRV)).toHaveLength(0);
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expect(mirvExec.isActive()).toBe(false);
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// Should not break any alliance or mark as traitor (since no player owns it)
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expect(player.isTraitor()).toBe(false);
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});
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test("MIRV should launch when targeting own territory without breaking alliances", async () => {
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const playerTile = Array.from(player.tiles())[0];
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const mirvExec = new MirvExecution(player, playerTile);
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game.addExecution(mirvExec);
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executeTicks(game, 2);
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// Expect MIRV to launch successfully without marking player as traitor
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expect(player.units(UnitType.MIRV)).toHaveLength(1);
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expect(player.isTraitor()).toBe(false);
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});
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});
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@@ -0,0 +1,155 @@
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import Benchmark from "benchmark";
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import { dirname } from "path";
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import { fileURLToPath } from "url";
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import { MirvExecution } from "../../src/core/execution/MIRVExecution";
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import { PlayerInfo, PlayerType, UnitType } from "../../src/core/game/Game";
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import { setup } from "../util/Setup";
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// Setup sparse territory scenario (small target area)
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const sparseTerritoryGame = await setup(
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"big_plains",
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{
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infiniteGold: true,
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instantBuild: true,
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},
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[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
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dirname(fileURLToPath(import.meta.url)),
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);
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while (sparseTerritoryGame.inSpawnPhase()) {
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sparseTerritoryGame.executeNextTick();
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}
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const sparsePlayer = sparseTerritoryGame.player("player_id");
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function claimRow(y: number, length: number) {
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for (let x = 0; x < 200; x++) {
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for (let dy = y; dy < y + length; dy++) {
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const tile = sparseTerritoryGame.ref(x, dy);
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if (sparseTerritoryGame.map().isLand(tile)) {
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sparsePlayer.conquer(tile);
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}
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}
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}
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}
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claimRow(0, 15);
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claimRow(40, 15);
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claimRow(90, 15);
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claimRow(140, 15);
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claimRow(185, 15);
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sparsePlayer.buildUnit(
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UnitType.MissileSilo,
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sparseTerritoryGame.ref(10, 10),
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{},
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);
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// Setup dense territory scenario (large target area)
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const denseTerritoryGame = await setup(
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"big_plains",
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{
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infiniteGold: true,
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instantBuild: true,
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},
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[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
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dirname(fileURLToPath(import.meta.url)),
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);
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while (denseTerritoryGame.inSpawnPhase()) {
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denseTerritoryGame.executeNextTick();
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}
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const densePlayer = denseTerritoryGame.player("player_id");
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for (let x = 0; x < 200; x++) {
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for (let y = 0; y < 200; y++) {
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const tile = denseTerritoryGame.ref(x, y);
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if (denseTerritoryGame.map().isLand(tile)) {
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densePlayer.conquer(tile);
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}
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}
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}
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densePlayer.buildUnit(UnitType.MissileSilo, denseTerritoryGame.ref(10, 10), {});
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// Setup giant world map scenario (realistic large-scale test)
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const giantMapGame = await setup(
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"giantworldmap",
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{
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infiniteGold: true,
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instantBuild: true,
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},
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[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
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dirname(fileURLToPath(import.meta.url)),
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);
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while (giantMapGame.inSpawnPhase()) {
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giantMapGame.executeNextTick();
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}
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const giantMapPlayer = giantMapGame.player("player_id");
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// Conquer ALL available land tiles on the giant world map
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console.log("Conquering all tiles on giant world map...");
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let conqueredCount = 0;
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for (let x = 0; x < giantMapGame.map().width(); x++) {
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for (let y = 0; y < giantMapGame.map().height(); y++) {
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const tile = giantMapGame.ref(x, y);
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if (giantMapGame.map().isLand(tile)) {
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giantMapPlayer.conquer(tile);
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conqueredCount++;
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}
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}
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}
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console.log(`Conquered ${conqueredCount} tiles on giant world map`);
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giantMapPlayer.buildUnit(UnitType.MissileSilo, giantMapGame.ref(800, 350), {});
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const results: string[] = [];
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new Benchmark.Suite()
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.add("MIRV target selection - sparse territory", () => {
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const targetTile = sparseTerritoryGame.ref(100, 100);
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const mirvExec = new MirvExecution(sparsePlayer, targetTile);
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mirvExec.init(sparseTerritoryGame, sparseTerritoryGame.ticks());
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let ticks = 0;
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while (mirvExec.isActive() && ticks < 1000) {
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mirvExec.tick(ticks++);
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}
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})
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.add("MIRV target selection - dense territory", () => {
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const targetTile = denseTerritoryGame.ref(100, 100);
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const mirvExec = new MirvExecution(densePlayer, targetTile);
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mirvExec.init(denseTerritoryGame, denseTerritoryGame.ticks());
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let ticks = 0;
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while (mirvExec.isActive() && ticks < 1000) {
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mirvExec.tick(ticks++);
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}
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})
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.add("MIRV target selection - giant world map (350 targets)", () => {
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const targetTile = giantMapGame.ref(2150, 800);
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const mirvExec = new MirvExecution(giantMapPlayer, targetTile);
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mirvExec.init(giantMapGame, giantMapGame.ticks());
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let ticks = 0;
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while (mirvExec.isActive() && ticks < 1000) {
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mirvExec.tick(ticks++);
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}
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})
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.on("cycle", (event: any) => {
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results.push(String(event.target));
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})
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.on("complete", () => {
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console.log("\n=== MIRV Performance Benchmark Results ===");
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for (const result of results) {
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console.log(result);
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}
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})
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.run({ async: true });
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