Files
OpenFrontIO/tests/ConquerGold.test.ts
Evan Pelle 43d07ca85f refactor: rename core-public -> engine-public; fold helpers in; drop shared
Tighten the package model around the determinism invariant: everything the
engine imports must itself be deterministic.

- Rename core-public -> engine-public (package, dir, `engine-public/*` alias,
  all 118 import sites). It is the deterministic public surface the engine
  depends on and that client/server also use.
- Move the pure formatting helpers (renderNumber/renderTroops) from shared
  into engine-public/format — the engine uses them and they're deterministic.
- Drop the now-empty shared package (and its alias). `shared` was intended for
  client/server-shared, engine-forbidden code; there is none yet, so it is
  removed and can be re-added when such code appears.

Final graph: engine-public (leaf) <- engine <- {client, server};
client/server also -> engine-public.

Verified: tsc clean; 1364 + 65 tests pass; prod build succeeds; engine-public
is a leaf; engine has no client/server imports. Lockfile regenerated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 20:32:32 +00:00

101 lines
3.2 KiB
TypeScript

import { SpawnExecution } from "engine/execution/SpawnExecution";
import { Game, Player, PlayerInfo, PlayerType } from "engine/game/Game";
import { GameID } from "engine-public/Schemas";
import { setup } from "./util/Setup";
const gameID: GameID = "test_game";
function addPlayerWithGold(
game: Game,
id: string,
type: PlayerType,
gold: bigint,
): Player {
game.addPlayer(new PlayerInfo(id, type, null, id));
const player = game.player(id);
player.addGold(gold);
return player;
}
describe("DefaultConfig.conquerGoldAmount", () => {
let game: Game;
beforeEach(async () => {
game = await setup("ocean_and_land");
});
test("returns full gold for Bot", () => {
const bot = addPlayerWithGold(game, "bot", PlayerType.Bot, 1000n);
expect(game.config().conquerGoldAmount(bot)).toBe(1000n);
});
test("returns full gold for Nation", () => {
const nation = addPlayerWithGold(game, "nation", PlayerType.Nation, 2000n);
expect(game.config().conquerGoldAmount(nation)).toBe(2000n);
});
test("returns half gold for Human", () => {
const human = addPlayerWithGold(game, "human", PlayerType.Human, 1000n);
expect(game.config().conquerGoldAmount(human)).toBe(500n);
});
});
describe("Conquest gold transfer", () => {
let game: Game;
let conqueror: Player;
beforeEach(async () => {
game = await setup("ocean_and_land");
const conquerorInfo = new PlayerInfo(
"conqueror",
PlayerType.Human,
null,
"conqueror",
);
game.addPlayer(conquerorInfo);
game.addExecution(
new SpawnExecution(gameID, conquerorInfo, game.ref(0, 10)),
);
conqueror = game.player(conquerorInfo.id);
});
test("conqueror receives 100% of gold when conquering a Bot", () => {
const bot = addPlayerWithGold(game, "bot", PlayerType.Bot, 1000n);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, bot);
expect(conqueror.gold()).toBe(goldBefore + 1000n);
expect(bot.gold()).toBe(0n);
});
test("conqueror receives 100% of gold when conquering a Nation", () => {
const nation = addPlayerWithGold(game, "nation", PlayerType.Nation, 800n);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, nation);
expect(conqueror.gold()).toBe(goldBefore + 800n);
expect(nation.gold()).toBe(0n);
});
test("conqueror receives 50% of gold when conquering a Human who has attacked", () => {
// clientID must be non-null for stats tracking to work
game.addPlayer(
new PlayerInfo("victim", PlayerType.Human, "victim_client", "victim"),
);
const victim = game.player("victim");
victim.addGold(1000n);
// Record an attack so the gold transfer is not skipped
game.stats().attack(victim, game.terraNullius(), 100);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, victim);
expect(conqueror.gold()).toBe(goldBefore + 500n);
expect(victim.gold()).toBe(0n);
});
test("conqueror receives no gold when conquering a Human who never attacked", () => {
const victim = addPlayerWithGold(game, "afk", PlayerType.Human, 1000n);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, victim);
expect(conqueror.gold()).toBe(goldBefore);
expect(victim.gold()).toBe(1000n);
});
});