Files
OpenFrontIO/tests/SAM.test.ts
evanpelle b48770faf0 Move maps generation out of repo, new map structure (#1256)
## Description:

Move map generation outside of main repo, it has been rewritten in Go
and is much faster. Also refactor how maps are stored, one dir per map.
The map binaries are basically identical to before. Some maps like
Africa have 1% difference in bytes, but playing it looks exactly the
same.

Use lazy loading for map data access so only needed files are accessed.

Unit tests now load map binary instead of regenerating it from scratch,
speeding them up.

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:
evan
2025-06-23 11:23:56 -07:00

215 lines
6.6 KiB
TypeScript

import { NukeExecution } from "../src/core/execution/NukeExecution";
import { SAMLauncherExecution } from "../src/core/execution/SAMLauncherExecution";
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import { UpgradeStructureExecution } from "../src/core/execution/UpgradeStructureExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { setup } from "./util/Setup";
import { constructionExecution, executeTicks } from "./util/utils";
let game: Game;
let attacker: Player;
let defender: Player;
let far_defender: Player;
describe("SAM", () => {
beforeEach(async () => {
game = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
});
const defender_info = new PlayerInfo(
undefined,
"us",
"defender_id",
PlayerType.Human,
null,
"defender_id",
);
const far_defender_info = new PlayerInfo(
undefined,
"us",
"far_defender_id",
PlayerType.Human,
null,
"far_defender_id",
);
const attacker_info = new PlayerInfo(
undefined,
"fr",
"attacker_id",
PlayerType.Human,
null,
"attacker_id",
);
game.addPlayer(defender_info);
game.addPlayer(far_defender_info);
game.addPlayer(attacker_info);
game.addExecution(
new SpawnExecution(game.player(defender_info.id).info(), game.ref(1, 1)),
new SpawnExecution(
game.player(far_defender_info.id).info(),
game.ref(199, 1),
),
new SpawnExecution(game.player(attacker_info.id).info(), game.ref(7, 7)),
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
attacker = game.player("attacker_id");
defender = game.player("defender_id");
far_defender = game.player("far_defender_id");
constructionExecution(game, attacker, 7, 7, UnitType.MissileSilo);
});
test("one sam should take down one nuke", async () => {
const sam = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
game.addExecution(new SAMLauncherExecution(defender, null, sam));
attacker.buildUnit(UnitType.AtomBomb, game.ref(1, 1), {
targetTile: game.ref(2, 1),
});
executeTicks(game, 3);
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(0);
});
test("sam should only get one nuke at a time", async () => {
const sam = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
game.addExecution(new SAMLauncherExecution(defender, null, sam));
attacker.buildUnit(UnitType.AtomBomb, game.ref(2, 1), {
targetTile: game.ref(2, 1),
});
attacker.buildUnit(UnitType.AtomBomb, game.ref(1, 2), {
targetTile: game.ref(1, 2),
});
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(2);
executeTicks(game, 3);
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
});
test("sam should cooldown as long as configured", async () => {
const sam = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
game.addExecution(new SAMLauncherExecution(defender, null, sam));
expect(sam.isInCooldown()).toBeFalsy();
const nuke = attacker.buildUnit(UnitType.AtomBomb, game.ref(1, 2), {
targetTile: game.ref(1, 2),
});
executeTicks(game, 3);
expect(nuke.isActive()).toBeFalsy();
for (let i = 0; i < game.config().SAMCooldown() - 3; i++) {
game.executeNextTick();
expect(sam.isInCooldown()).toBeTruthy();
}
executeTicks(game, 2);
expect(sam.isInCooldown()).toBeFalsy();
});
test("two sams should not target twice same nuke", async () => {
const sam1 = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {
cooldownDuration: 10,
});
game.addExecution(new SAMLauncherExecution(defender, null, sam1));
const sam2 = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 2), {});
game.addExecution(new SAMLauncherExecution(defender, null, sam2));
const nuke = attacker.buildUnit(UnitType.AtomBomb, game.ref(2, 2), {
targetTile: game.ref(2, 2),
});
executeTicks(game, 3);
expect(nuke.isActive()).toBeFalsy();
expect([sam1, sam2].filter((s) => s.isInCooldown())).toHaveLength(1);
});
test("SAMs should target close to launch site", async () => {
const targetDistance = 199;
// Close SAM: should intercept the nuke
const sam = defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
game.addExecution(new SAMLauncherExecution(defender, null, sam));
const nukeExecution = new NukeExecution(
UnitType.AtomBomb,
attacker,
game.ref(targetDistance, 1),
null,
);
game.addExecution(nukeExecution);
// Long distance nuke: compute the proper number of ticks
const ticksToExecute = Math.ceil(
targetDistance / game.config().defaultNukeSpeed(),
);
executeTicks(game, ticksToExecute);
expect(nukeExecution.isActive()).toBeFalsy();
expect(sam.isInCooldown()).toBeTruthy();
});
test("SAMs should target only nukes aimed at nearby targets if not close to launch site", async () => {
const targetDistance = 199;
// Middle SAM: should not intercept the nuke
const sam1 = defender.buildUnit(
UnitType.SAMLauncher,
game.ref(targetDistance / 2, 1),
{},
);
game.addExecution(new SAMLauncherExecution(defender, null, sam1));
// Far SAM: Should intercept the nuke. Use the far_defender so the SAM can be built
const sam2 = far_defender.buildUnit(
UnitType.SAMLauncher,
game.ref(targetDistance, 1),
{},
);
game.addExecution(new SAMLauncherExecution(far_defender, null, sam2));
const nukeExecution = new NukeExecution(
UnitType.AtomBomb,
attacker,
game.ref(targetDistance, 1),
null,
);
game.addExecution(nukeExecution);
// Long distance nuke: compute the proper number of ticks
const ticksToExecute = Math.ceil(
targetDistance / game.config().defaultNukeSpeed(),
);
executeTicks(game, ticksToExecute);
expect(nukeExecution.isActive()).toBeFalsy();
expect(sam1.isInCooldown()).toBeFalsy();
expect(sam2.isInCooldown()).toBeTruthy();
});
test("SAM should have increased level after upgrade", async () => {
defender.buildUnit(UnitType.SAMLauncher, game.ref(1, 1), {});
expect(defender.units(UnitType.SAMLauncher)[0].level()).toEqual(1);
const upgradeStructureExecution = new UpgradeStructureExecution(
defender,
defender.units(UnitType.SAMLauncher)[0].id(),
);
game.addExecution(upgradeStructureExecution);
executeTicks(game, 2);
expect(defender.units(UnitType.SAMLauncher)[0].level()).toEqual(2);
});
});