Files
Ryan 1049b7e7dc Clan System Part 1 (#3276)
## Description:

Properly split out clantags and usernames, a clantag should not be part
of a username.

<img width="285" height="286" alt="image"
src="https://github.com/user-attachments/assets/8ac56e82-b12c-4fc0-9774-e445252a6e61"
/>

https://api.openfront.dev/game/ojkqZFb2


<img width="296" height="596" alt="image"
src="https://github.com/user-attachments/assets/85152f80-c111-4f87-b85b-8516c9c6137b"
/>


https://api.openfront.dev/game/MF32BkVc


requires;
https://github.com/openfrontio/infra/pull/264

## Please complete the following:

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

w.o.n
2026-03-17 15:55:47 -07:00

774 lines
24 KiB
TypeScript

import { MirvExecution } from "../src/core/execution/MIRVExecution";
import { MissileSiloExecution } from "../src/core/execution/MissileSiloExecution";
import { NationExecution } from "../src/core/execution/NationExecution";
import {
Cell,
GameMode,
Nation,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { setup } from "./util/Setup";
import { executeTicks } from "./util/utils";
describe("Nation MIRV Retaliation", () => {
test("nation retaliates with MIRV when attacked by MIRV", async () => {
const game = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
});
// Create two players
const attackerInfo = new PlayerInfo(
"attacker",
PlayerType.Human,
null,
"attacker_id",
);
const nationInfo = new PlayerInfo(
"defender_nation",
PlayerType.Nation,
null,
"nation_id",
);
game.addPlayer(attackerInfo);
game.addPlayer(nationInfo);
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
const attacker = game.player("attacker_id");
const nation = game.player("nation_id");
// Give attacker 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)) {
attacker.conquer(tile);
}
}
}
attacker.buildUnit(UnitType.MissileSilo, game.ref(10, 10), {});
// Give nation territory and missile silo
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)) {
nation.conquer(tile);
}
}
}
nation.buildUnit(UnitType.MissileSilo, game.ref(50, 50), {});
// Register MissileSiloExecution so the silo can reload after firing
const nationSilo = nation.units(UnitType.MissileSilo)[0];
if (nationSilo) {
game.addExecution(new MissileSiloExecution(nationSilo));
}
// Give both players enough gold for MIRVs
attacker.addGold(1_000_000_000n);
nation.addGold(1_000_000_000n);
// Verify preconditions
expect(attacker.units(UnitType.MissileSilo)).toHaveLength(1);
expect(nation.units(UnitType.MissileSilo)).toHaveLength(1);
expect(attacker.gold()).toBeGreaterThan(35_000_000n);
expect(nation.gold()).toBeGreaterThan(35_000_000n);
// Track MIRVs before nation retaliates
const mirvCountBefore = nation.units(UnitType.MIRV).length;
// Initialize nation with NationExecution to enable retaliation logic
const testExecutionNation = new Nation(new Cell(50, 50), nation.info());
// Try different game IDs to account for hesitation odds
const gameIds = Array.from({ length: 20 }, (_, i) => `game_${i}`);
let retaliationAttempted = false;
for (const gameId of gameIds) {
// Advance game to clear any silo cooldowns from previous iteration
executeTicks(game, 100);
const testExecution = new NationExecution(gameId, testExecutionNation);
testExecution.init(game);
// Launch MIRV from attacker to nation
const targetTile = Array.from(nation.tiles())[0];
game.addExecution(new MirvExecution(attacker, targetTile));
// Execute nation's tick logic
for (let tick = 0; tick < 200; tick++) {
testExecution.tick(tick);
// Allow the game to process executions
if (tick % 10 === 0) {
game.executeNextTick();
}
// Check if nation attempted retaliation
if (nation.units(UnitType.MIRV).length > mirvCountBefore) {
retaliationAttempted = true;
break;
}
}
if (retaliationAttempted) break;
}
// Assert that retaliation was attempted
expect(retaliationAttempted).toBe(true);
// Process the retaliation
executeTicks(game, 2);
// Assert: Nation launched a retaliatory MIRV
const mirvCountAfter = nation.units(UnitType.MIRV).length;
expect(mirvCountAfter).toBeGreaterThan(mirvCountBefore);
// Verify the retaliatory MIRV targets the attacker's territory
const nationMirvs = nation.units(UnitType.MIRV);
expect(nationMirvs.length).toBeGreaterThan(0);
const retaliationMirv = nationMirvs[nationMirvs.length - 1];
const retaliationTarget = retaliationMirv.targetTile();
expect(retaliationTarget).toBeDefined();
if (retaliationTarget) {
const targetOwner = game.owner(retaliationTarget);
expect(targetOwner).toBe(attacker);
}
});
test("nation launches MIRV to prevent victory when player approaches win condition", async () => {
// Setup game
const game = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
});
// Create two players
const dominantPlayerInfo = new PlayerInfo(
"dominant_player",
PlayerType.Human,
null,
"dominant_id",
);
const nationInfo = new PlayerInfo(
"defender_nation",
PlayerType.Nation,
null,
"nation_id",
);
game.addPlayer(dominantPlayerInfo);
game.addPlayer(nationInfo);
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
const dominantPlayer = game.player("dominant_id");
const nation = game.player("nation_id");
// First, give nation a small territory and missile silo
let nationTiles = 0;
for (let x = 45; x < 55; x++) {
for (let y = 45; y < 55; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
nation.conquer(tile);
nationTiles++;
}
}
}
// If we didn't find enough tiles, try a different area
if (nationTiles === 0) {
for (let x = 60; x < 70; x++) {
for (let y = 60; y < 70; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
nation.conquer(tile);
nationTiles++;
if (nationTiles >= 10) break; // Need at least some territory
}
}
if (nationTiles >= 10) break;
}
}
// Build missile silo on one of the nation's tiles
const nationTile = Array.from(nation.tiles())[0];
if (nationTile) {
nation.buildUnit(UnitType.MissileSilo, nationTile, {});
// Register MissileSiloExecution so the silo can reload after firing
const silo = nation.units(UnitType.MissileSilo)[0];
if (silo) {
game.addExecution(new MissileSiloExecution(silo));
}
}
// Then give dominant player a large amount of territory
// This should trigger the victory denial threshold
const totalLandTiles = game.map().numLandTiles();
const targetTiles = Math.floor(totalLandTiles * 0.66);
let conqueredTiles = 0;
for (
let x = 0;
x < game.map().width() && conqueredTiles < targetTiles;
x++
) {
for (
let y = 0;
y < game.map().height() && conqueredTiles < targetTiles;
y++
) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
dominantPlayer.conquer(tile);
conqueredTiles++;
}
}
}
// Give both players enough gold for MIRVs
dominantPlayer.addGold(100_000_000n);
nation.addGold(100_000_000n);
// Verify preconditions
expect(dominantPlayer.units(UnitType.MissileSilo)).toHaveLength(0);
expect(nation.units(UnitType.MissileSilo)).toHaveLength(1);
expect(nation.units(UnitType.MIRV)).toHaveLength(0);
expect(dominantPlayer.units(UnitType.MIRV)).toHaveLength(0);
expect(dominantPlayer.gold()).toBeGreaterThan(35_000_000n);
expect(nation.gold()).toBeGreaterThan(35_000_000n);
expect(nation.isAlive()).toBe(true);
expect(nation.numTilesOwned()).toBeGreaterThan(0);
// Verify dominant player has enough territory to trigger victory denial
const dominantTerritoryShare =
dominantPlayer.numTilesOwned() / game.map().numLandTiles();
expect(dominantTerritoryShare).toBeGreaterThan(0.65);
// Track MIRVs before nation considers victory denial
const mirvCountBefore = nation.units(UnitType.MIRV).length;
// Initialize nation with NationExecution to enable victory denial logic
const testExecutionNation = new Nation(new Cell(50, 50), nation.info());
// Try different game IDs to account for hesitation odds
const gameIds = Array.from({ length: 20 }, (_, i) => `game_${i}`);
let victoryDenialSuccessful = false;
for (const gameId of gameIds) {
// Advance game to clear any silo cooldowns from previous iteration
executeTicks(game, 100);
const testExecution = new NationExecution(gameId, testExecutionNation);
testExecution.init(game);
for (let tick = 0; tick < 200; tick++) {
testExecution.tick(tick);
// Allow the game to process executions
if (tick % 10 === 0) {
game.executeNextTick();
}
if (nation.units(UnitType.MIRV).length > mirvCountBefore) {
victoryDenialSuccessful = true;
break;
}
}
if (victoryDenialSuccessful) break;
}
// Assert that victory denial was successful
expect(victoryDenialSuccessful).toBe(true);
// Process the victory denial MIRV
executeTicks(game, 2);
// Assert: Nation launched a victory denial MIRV
const mirvCountAfter = nation.units(UnitType.MIRV).length;
expect(mirvCountAfter).toBeGreaterThan(mirvCountBefore);
// Verify the victory denial MIRV targets the dominant player's territory
const nationMirvs = nation.units(UnitType.MIRV);
expect(nationMirvs.length).toBeGreaterThan(0);
const victoryDenialMirv = nationMirvs[nationMirvs.length - 1];
const victoryDenialTarget = victoryDenialMirv.targetTile();
expect(victoryDenialTarget).toBeDefined();
if (victoryDenialTarget) {
const targetOwner = game.owner(victoryDenialTarget);
expect(targetOwner).toBe(dominantPlayer);
}
});
test("nation launches MIRV to stop steamrolling player with excessive cities", async () => {
// Setup game
const game = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
});
// Create three players
const steamrollerInfo = new PlayerInfo(
"steamroller",
PlayerType.Human,
null,
"steamroller_id",
);
const secondPlayerInfo = new PlayerInfo(
"second_player",
PlayerType.Human,
null,
"second_id",
);
const nationInfo = new PlayerInfo(
"defender_nation",
PlayerType.Nation,
null,
"nation_id",
);
game.addPlayer(steamrollerInfo);
game.addPlayer(secondPlayerInfo);
game.addPlayer(nationInfo);
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
const steamroller = game.player("steamroller_id");
const secondPlayer = game.player("second_id");
const nation = game.player("nation_id");
// Give nation a small territory and missile silo
for (let x = 45; x < 55; x++) {
for (let y = 45; y < 55; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
nation.conquer(tile);
}
}
}
const nationTile = Array.from(nation.tiles())[0];
if (nationTile) {
nation.buildUnit(UnitType.MissileSilo, nationTile, {});
// Register MissileSiloExecution so the silo can reload after firing
const silo = nation.units(UnitType.MissileSilo)[0];
if (silo) {
game.addExecution(new MissileSiloExecution(silo));
}
}
// Give second player some territory and cities
for (let x = 20; x < 30; x++) {
for (let y = 20; y < 30; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
secondPlayer.conquer(tile);
}
}
}
// Give second player 5 cities
for (let i = 0; i < 5; i++) {
const secondPlayerTile = Array.from(secondPlayer.tiles())[0];
if (secondPlayerTile) {
secondPlayer.buildUnit(UnitType.City, secondPlayerTile, {});
}
}
// Give steamroller territory and many cities
for (let x = 5; x < 25; x++) {
for (let y = 5; y < 25; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
steamroller.conquer(tile);
}
}
}
// Give steamroller cities
const minLeaderCities = 10;
for (let i = 0; i < minLeaderCities + 2; i++) {
const steamrollerTile = Array.from(steamroller.tiles())[0];
if (steamrollerTile) {
steamroller.buildUnit(UnitType.City, steamrollerTile, {});
}
}
// Give all players enough gold for MIRVs
steamroller.addGold(100_000_000n);
secondPlayer.addGold(100_000_000n);
nation.addGold(100_000_000n);
// Verify preconditions
expect(nation.units(UnitType.MissileSilo)).toHaveLength(1);
expect(steamroller.unitCount(UnitType.City)).toBe(minLeaderCities + 2);
expect(secondPlayer.unitCount(UnitType.City)).toBe(5);
expect(nation.units(UnitType.MIRV)).toHaveLength(0);
// Track MIRVs before nation considers steamroll stop
const mirvCountBefore = nation.units(UnitType.MIRV).length;
// Initialize nation with NationExecution to enable steamroll stop logic
const testExecutionNation = new Nation(new Cell(50, 50), nation.info());
// Try different game IDs to account for hesitation odds
const gameIds = Array.from({ length: 20 }, (_, i) => `game_${i}`);
let steamrollStopSuccessful = false;
for (const gameId of gameIds) {
// Advance game to clear any silo cooldowns from previous iteration
executeTicks(game, 100);
const testExecution = new NationExecution(gameId, testExecutionNation);
testExecution.init(game);
for (let tick = 0; tick < 200; tick++) {
testExecution.tick(tick);
// Allow the game to process executions
if (tick % 10 === 0) {
game.executeNextTick();
}
if (nation.units(UnitType.MIRV).length > mirvCountBefore) {
steamrollStopSuccessful = true;
break;
}
}
if (steamrollStopSuccessful) break;
}
// Assert that steamroll stop was successful
expect(steamrollStopSuccessful).toBe(true);
// Process the steamroll stop MIRV
executeTicks(game, 2);
// Assert: Nation launched a steamroll stop MIRV
const mirvCountAfter = nation.units(UnitType.MIRV).length;
expect(mirvCountAfter).toBeGreaterThan(mirvCountBefore);
// Verify the steamroll stop MIRV targets the steamroller's territory
const nationMirvs = nation.units(UnitType.MIRV);
expect(nationMirvs.length).toBeGreaterThan(0);
const steamrollStopMirv = nationMirvs[nationMirvs.length - 1];
const steamrollStopTarget = steamrollStopMirv.targetTile();
expect(steamrollStopTarget).toBeDefined();
if (steamrollStopTarget) {
const targetOwner = game.owner(steamrollStopTarget);
expect(targetOwner).toBe(steamroller);
}
});
test("nation does not launch MIRV for steamroll when leader has <= 10 cities", async () => {
// Setup game
const game = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
});
// Create three players
const steamrollerInfo = new PlayerInfo(
"steamroller",
PlayerType.Human,
null,
"steamroller_id",
);
const secondPlayerInfo = new PlayerInfo(
"second_player",
PlayerType.Human,
null,
"second_id",
);
const nationInfo = new PlayerInfo(
"defender_nation",
PlayerType.Nation,
null,
"nation_id",
);
game.addPlayer(steamrollerInfo);
game.addPlayer(secondPlayerInfo);
game.addPlayer(nationInfo);
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
const steamroller = game.player("steamroller_id");
const secondPlayer = game.player("second_id");
const nation = game.player("nation_id");
// Give nation a small territory and missile silo
for (let x = 45; x < 55; x++) {
for (let y = 45; y < 55; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
nation.conquer(tile);
}
}
}
const nationTile = Array.from(nation.tiles())[0];
if (nationTile) {
nation.buildUnit(UnitType.MissileSilo, nationTile, {});
}
// Give second player territory and cities (5 cities)
for (let x = 25; x < 45; x++) {
for (let y = 25; y < 45; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
secondPlayer.conquer(tile);
}
}
}
for (let i = 0; i < 5; i++) {
const secondPlayerTile = Array.from(secondPlayer.tiles())[0];
if (secondPlayerTile) {
secondPlayer.buildUnit(UnitType.City, secondPlayerTile, {});
}
}
// Give steamroller territory and cities
const minLeaderCities = 10;
for (let x = 5; x < 25; x++) {
for (let y = 5; y < 25; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
steamroller.conquer(tile);
}
}
}
for (let i = 0; i < minLeaderCities; i++) {
const steamrollerTile = Array.from(steamroller.tiles())[0];
if (steamrollerTile) {
steamroller.buildUnit(UnitType.City, steamrollerTile, {});
}
}
// Give all players enough gold for MIRVs
steamroller.addGold(100_000_000n);
secondPlayer.addGold(100_000_000n);
nation.addGold(100_000_000n);
// Verify preconditions
expect(nation.units(UnitType.MissileSilo)).toHaveLength(1);
expect(steamroller.unitCount(UnitType.City)).toBe(minLeaderCities);
expect(secondPlayer.unitCount(UnitType.City)).toBe(5);
expect(nation.units(UnitType.MIRV)).toHaveLength(0);
// Track MIRVs before nation considers steamroll stop
const mirvCountBefore = nation.units(UnitType.MIRV).length;
// Initialize nation with NationExecution to enable steamroll stop logic
const testExecutionNation = new Nation(new Cell(50, 50), nation.info());
// Try different game IDs to account for hesitation odds
const gameIds = Array.from({ length: 20 }, (_, i) => `game_${i}`);
let steamrollStopAttempted = false;
for (const gameId of gameIds) {
const testExecution = new NationExecution(gameId, testExecutionNation);
testExecution.init(game);
for (let tick = 0; tick < 200; tick++) {
testExecution.tick(tick);
game.executeNextTick();
}
// Check if any MIRVs were launched for steamroll stop
const nationMirvs = nation.units(UnitType.MIRV);
if (nationMirvs.length > mirvCountBefore) {
steamrollStopAttempted = true;
break;
}
}
// Assert that steamroll stop was NOT attempted
expect(steamrollStopAttempted).toBe(false);
});
test("nation launches MIRV to prevent team victory when team approaches victory denial threshold (targets biggest team member)", async () => {
// Setup game
const teamPlayer1Info = new PlayerInfo(
"team_player_1",
PlayerType.Human,
null,
"team1_id",
false,
"ALPHA",
);
const teamPlayer2Info = new PlayerInfo(
"team_player_2",
PlayerType.Human,
null,
"team2_id",
false,
"ALPHA",
);
const nationInfo = new PlayerInfo(
"defender_nation",
PlayerType.Nation,
null,
"nation_id",
);
const game = await setup(
"big_plains",
{
infiniteGold: true,
instantBuild: true,
gameMode: GameMode.Team,
playerTeams: 2,
},
[teamPlayer1Info, teamPlayer2Info, nationInfo],
);
// Players already added via setup() with Team mode and shared clan for humans
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
const teamPlayer1 = game.player("team1_id");
const teamPlayer2 = game.player("team2_id");
const nation = game.player("nation_id");
// Give nation a small territory and missile silo
for (let x = 45; x < 55; x++) {
for (let y = 45; y < 55; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
nation.conquer(tile);
}
}
}
const nationTile = Array.from(nation.tiles())[0];
if (nationTile) {
nation.buildUnit(UnitType.MissileSilo, nationTile, {});
// Register MissileSiloExecution so the silo can reload after firing
const silo = nation.units(UnitType.MissileSilo)[0];
if (silo) {
game.addExecution(new MissileSiloExecution(silo));
}
}
// Give team players a large amount of territory to exceed team threshold,
// but skew so teamPlayer1 is clearly the largest member
const totalLandTiles = game.map().numLandTiles();
const teamTargetTiles = Math.floor(totalLandTiles * 0.82);
let conqueredTiles = 0;
for (
let x = 0;
x < game.map().width() && conqueredTiles < teamTargetTiles;
x++
) {
for (
let y = 0;
y < game.map().height() && conqueredTiles < teamTargetTiles;
y++
) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
// 3:1 bias towards teamPlayer1 to ensure largest-member targeting is well-defined
const teamPlayer =
conqueredTiles % 4 === 0 ? teamPlayer2 : teamPlayer1;
teamPlayer.conquer(tile);
conqueredTiles++;
}
}
}
// Give all players enough gold for MIRVs
teamPlayer1.addGold(100_000_000n);
teamPlayer2.addGold(100_000_000n);
nation.addGold(100_000_000n);
// Verify preconditions
expect(nation.units(UnitType.MissileSilo)).toHaveLength(1);
expect(nation.units(UnitType.MIRV)).toHaveLength(0);
expect(teamPlayer1.gold()).toBeGreaterThan(35_000_000n);
expect(teamPlayer2.gold()).toBeGreaterThan(35_000_000n);
expect(nation.gold()).toBeGreaterThan(35_000_000n);
expect(nation.isAlive()).toBe(true);
expect(nation.numTilesOwned()).toBeGreaterThan(0);
// Verify team has enough territory to trigger team victory denial
const teamTerritory =
teamPlayer1.numTilesOwned() + teamPlayer2.numTilesOwned();
const teamShare = teamTerritory / game.map().numLandTiles();
expect(teamShare).toBeGreaterThan(0.8); //
// Track MIRVs before nation considers team victory denial
const mirvCountBefore = nation.units(UnitType.MIRV).length;
// Initialize nation with NationExecution to enable team victory denial logic
const testExecutionNation = new Nation(new Cell(50, 50), nation.info());
// Try different game IDs to account for hesitation odds
const gameIds = Array.from({ length: 20 }, (_, i) => `game_${i}`);
let teamVictoryDenialSuccessful = false;
for (const gameId of gameIds) {
// Advance game to clear any silo cooldowns from previous iteration
executeTicks(game, 100);
const testExecution = new NationExecution(gameId, testExecutionNation);
testExecution.init(game);
for (let tick = 0; tick < 200; tick++) {
testExecution.tick(tick);
// Allow the game to process executions
if (tick % 10 === 0) {
game.executeNextTick();
}
if (nation.units(UnitType.MIRV).length > mirvCountBefore) {
teamVictoryDenialSuccessful = true;
break;
}
}
if (teamVictoryDenialSuccessful) break;
}
// Assert that team victory denial was successful
expect(teamVictoryDenialSuccessful).toBe(true);
// Process the team victory denial MIRV
executeTicks(game, 2);
// Assert: Nation launched a team victory denial MIRV
const mirvCountAfter = nation.units(UnitType.MIRV).length;
expect(mirvCountAfter).toBeGreaterThan(mirvCountBefore);
// Verify the team victory denial MIRV targets the largest member of the team
const nationMirvs = nation.units(UnitType.MIRV);
expect(nationMirvs.length).toBeGreaterThan(0);
const teamVictoryDenialMirv = nationMirvs[nationMirvs.length - 1];
const teamVictoryDenialTarget = teamVictoryDenialMirv.targetTile();
expect(teamVictoryDenialTarget).toBeDefined();
if (teamVictoryDenialTarget) {
const targetOwner = game.owner(teamVictoryDenialTarget);
// Should target the biggest member of the team
const biggest =
teamPlayer1.numTilesOwned() >= teamPlayer2.numTilesOwned()
? teamPlayer1
: teamPlayer2;
expect(targetOwner).toBe(biggest);
}
});
});