import { AttackExecution } from "../src/core/execution/AttackExecution"; import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game"; import { GOLD_INDEX_WAR, GOLD_INDEX_WORK } from "../src/core/StatsSchemas"; import { setup } from "./util/Setup"; let game: Game; let player1: Player; let player2: Player; const player1Info = new PlayerInfo( "player1", PlayerType.Human, "player1", "player1", ); const player2Info = new PlayerInfo( "player2", PlayerType.Human, "player2", "player2", ); describe("AttackStats", () => { beforeEach(async () => { game = await setup("plains", { infiniteTroops: true }, [ player1Info, player2Info, ]); player1 = game.player("player1"); player2 = game.player("player2"); player1.conquer(game.ref(50, 50)); player2.conquer(game.ref(50, 51)); player2.addGold(100n); game.stats().goldWork(player2, 100n); }); test("should increase war gold stat when a player is eliminated", () => { expect(player1.sharesBorderWith(player2)).toBeTruthy(); // Player2 must attack to be considered active (otherwise gold won't transfer) game.addExecution( new AttackExecution(1, player2, game.terraNullius().id()), ); game.executeNextTick(); performAttack(game, player1, player2); expectWarGoldStatIsIncreasedAfterKill(game, player1, player2); }); test("should NOT increase war gold stat when a inactive player is eliminated", () => { expect(player1.sharesBorderWith(player2)).toBeTruthy(); const attackerStatsBefore = game.stats().stats()[player1.clientID()!]; const warGoldBefore = attackerStatsBefore?.gold?.[GOLD_INDEX_WAR] ?? 0n; performAttack(game, player1, player2); const attackerStatsAfter = game.stats().stats()[player1.clientID()!]; const warGoldAfter = attackerStatsAfter?.gold?.[GOLD_INDEX_WAR] ?? 0n; expect(warGoldAfter).toBe(warGoldBefore); }); test("should increase war gold stat when elimination occurs via territory annexation", () => { // Player2 must attack to be considered active (otherwise gold won't transfer) game.addExecution( new AttackExecution(1, player2, game.terraNullius().id()), ); game.executeNextTick(); // Mark every tile on the map as owned by player1 for (let x = 0; x < game.map().width(); x++) { for (let y = 0; y < game.map().height(); y++) { player1.conquer(game.ref(x, y)); } } // Place tiles of player2 in the center of the map const centerX = Math.round(game.map().width() / 2); const centerY = Math.round(game.map().height() / 2); for (let x = -20; x < 20; x++) { for (let y = -20; y < 20; y++) { player2.conquer(game.ref(centerX + x, centerY + y)); } } performAttack(game, player1, player2); expectWarGoldStatIsIncreasedAfterKill(game, player1, player2); }); }); function expectWarGoldStatIsIncreasedAfterKill( game: Game, attacker: Player, defender: Player, ) { // Verify that the defender was killed as a result of the attack expect(attacker.isAlive()).toBeTruthy(); expect(defender.isAlive()).toBeFalsy(); const attackerStats = game.stats().stats()[attacker.clientID()!]; const defenderStats = game.stats().stats()[defender.clientID()!]; // Conqueror receives 50% of human defender's gold as war gold expect(attackerStats?.gold?.[GOLD_INDEX_WAR]).toBeDefined(); expect(defenderStats?.gold?.[GOLD_INDEX_WORK]).toBeDefined(); expect(attackerStats?.gold?.[GOLD_INDEX_WAR]).toBe( (defenderStats?.gold?.reduce((acc, g) => acc + g, 0n) ?? 0n) / 2n, ); } function performAttack(game: Game, attacker: Player, defender: Player) { // Execute the attack game.addExecution( new AttackExecution(attacker.troops(), attacker, defender.id()), ); // Wait for the attack to complete do { game.executeNextTick(); } while (attacker.outgoingAttacks().length > 0); }