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## 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
156 lines
4.2 KiB
TypeScript
156 lines
4.2 KiB
TypeScript
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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