Files
OpenFrontIO/tests/MissileSilo.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

108 lines
3.1 KiB
TypeScript

import { NukeExecution } from "engine/execution/NukeExecution";
import { SpawnExecution } from "engine/execution/SpawnExecution";
import { UpgradeStructureExecution } from "engine/execution/UpgradeStructureExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "engine/game/Game";
import { TileRef } from "engine/game/GameMap";
import { GameID } from "engine-public/Schemas";
import { setup } from "./util/Setup";
import { constructionExecution, executeTicks } from "./util/utils";
const gameID: GameID = "game_id";
let game: Game;
let attacker: Player;
function attackerBuildsNuke(
source: TileRef | null,
target: TileRef,
initialize = true,
) {
game.addExecution(
new NukeExecution(UnitType.AtomBomb, attacker, target, source),
);
if (initialize) {
game.executeNextTick();
game.executeNextTick();
}
}
describe("MissileSilo", () => {
beforeEach(async () => {
game = await setup("plains", { infiniteGold: true, instantBuild: true });
const attacker_info = new PlayerInfo(
"attacker_id",
PlayerType.Human,
null,
"attacker_id",
);
game.addPlayer(attacker_info);
game.addExecution(
new SpawnExecution(
gameID,
game.player(attacker_info.id).info(),
game.ref(1, 1),
),
);
attacker = game.player("attacker_id");
constructionExecution(game, attacker, 1, 1, UnitType.MissileSilo);
});
test("missilesilo should launch nuke", async () => {
attackerBuildsNuke(null, game.ref(7, 7));
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
expect(attacker.units(UnitType.AtomBomb)[0].tile()).not.toBe(
game.map().ref(7, 7),
);
for (let i = 0; i < 5; i++) {
game.executeNextTick();
}
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(0);
});
test("missilesilo should only launch one nuke at a time", async () => {
attackerBuildsNuke(null, game.ref(7, 7));
attackerBuildsNuke(null, game.ref(7, 7));
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
});
test("missilesilo should cooldown as long as configured", async () => {
expect(attacker.units(UnitType.MissileSilo)[0].isInCooldown()).toBeFalsy();
// send the nuke far enough away so it doesn't destroy the silo
attackerBuildsNuke(null, game.ref(50, 50));
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
for (let i = 0; i < game.config().SiloCooldown() - 2; i++) {
game.executeNextTick();
expect(
attacker.units(UnitType.MissileSilo)[0].isInCooldown(),
).toBeTruthy();
}
executeTicks(game, 2);
expect(attacker.units(UnitType.MissileSilo)[0].isInCooldown()).toBeFalsy();
});
test("missilesilo should have increased level after upgrade", async () => {
expect(attacker.units(UnitType.MissileSilo)[0].level()).toEqual(1);
const upgradeStructureExecution = new UpgradeStructureExecution(
attacker,
attacker.units(UnitType.MissileSilo)[0].id(),
);
game.addExecution(upgradeStructureExecution);
executeTicks(game, 2);
expect(attacker.units(UnitType.MissileSilo)[0].level()).toEqual(2);
});
});