Files
OpenFrontIO/tests/AttackStats.test.ts
2025-10-01 18:58:16 +02:00

86 lines
3.0 KiB
TypeScript

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 { GOLD_INDEX_WAR, GOLD_INDEX_WORK } from "../src/core/StatsSchemas";
import { setup } from "./util/Setup";
let game: Game;
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(player1.info(), game.ref(50, 50)));
game.addExecution(new SpawnExecution(player2.info(), game.ref(50, 55)));
while (game.inSpawnPhase()) {
await game.executeNextTick();
}
});
test("should increase war gold stat when a player is eliminated", async () => {
expect(player1.sharesBorderWith(player2)).toBeTruthy();
await performAttack(game, player1, player2);
expectWarGoldStatIsIncreasedAfterKill(game, player1, player2);
});
test("should increase war gold stat when elimination occurs via territory annexation", async () => {
// 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));
}
}
await 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),
);
}
async 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 {
await game.executeNextTick();
} while (attacker.outgoingAttacks().length > 0);
}