import { AttackExecution } from "../src/core/execution/AttackExecution"; import { SpawnExecution } from "../src/core/execution/SpawnExecution"; import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game"; import { GameID } from "../src/core/Schemas"; import { GOLD_INDEX_WAR, GOLD_INDEX_WORK } from "../src/core/StatsSchemas"; import { setup } from "./util/Setup"; let game: Game; const gameID: GameID = "game_id"; let player1: Player; let player2: Player; describe("AttackStats", () => { beforeEach(async () => { game = await setup("plains", { infiniteTroops: true }, [ new PlayerInfo("player1", PlayerType.Human, "player1", "player1"), new PlayerInfo("player2", PlayerType.Human, "player2", "player2"), ]); player1 = game.player("player1"); player2 = game.player("player2"); game.addExecution( new SpawnExecution(gameID, player1.info(), game.ref(50, 50)), ); game.addExecution( new SpawnExecution(gameID, player2.info(), game.ref(50, 55)), ); while (game.inSpawnPhase()) { game.executeNextTick(); } }); test("should increase war gold stat when a player is eliminated", () => { expect(player1.sharesBorderWith(player2)).toBeTruthy(); performAttack(game, player1, player2); expectWarGoldStatIsIncreasedAfterKill(game, player1, player2); }); test("should increase war gold stat when elimination occurs via territory annexation", () => { // 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()!]; // Verify that all defender's gold was recorded as war gold in the attacker's stats 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), ); } 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); }