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## Description: The Doomsday Clock drain wiped a caught side's troops (and warship health) to **zero**, an effective death sentence, so a brief dip below the bar was unrecoverable. Floor the drain at **5% of each max** (`drainFloorPercent`) for both troops and warships: a doomed side is crippled, not eliminated, and recovers if it climbs back above the bar. The rising territory bar still forces a finish (a 5%-strength side is trivial to conquer, and the leader is drain-exempt). - Config: `drainFloorPercent` (5), applied to both drains. - Execution: clamp troop + warship-health removal to what sits above the floor (integer-only, deterministic). - HUD: the Collapsing rate is shown net of the floor. - Tests: drain-to-zero / warship-scuttle cases updated to the floor + added coverage. ## 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
776 lines
30 KiB
TypeScript
776 lines
30 KiB
TypeScript
import { DoomsdayClockExecution } from "../src/core/execution/DoomsdayClockExecution";
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import { PlayerExecution } from "../src/core/execution/PlayerExecution";
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import {
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doomsdayClockDrain,
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doomsdayClockRequiredTiles,
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doomsdayClockSideRequiredTiles,
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doomsdayClockWaveState,
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} from "../src/core/game/DoomsdayClock";
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import {
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Game,
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GameMode,
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Player,
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PlayerType,
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Team,
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} from "../src/core/game/Game";
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import { TileRef } from "../src/core/game/GameMap";
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import { playerInfo, setup } from "./util/Setup";
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// ---------------------------------------------------------------------------
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// Unit tests: the flag / warn / drain / grouping logic is pure arithmetic over
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// a side's combined numTilesOwned() + each member's troops(). We drive it through
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// tiny fakes so the numbers are exact. The wave schedule + drain are covered by
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// the pure-function tests further down; the end-to-end integration against the
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// real simulation is the final test.
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//
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// The exec reads the real "veryfast" waves. WAVE_TICK sits in the 26% hold
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// window (elapsed 796-808), so the bar is a stable 26% of the map (land 1000 ->
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// bar 260) while the drain/flag logic is exercised. b(100) stays below it and
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// a(400) above, so the flag/drain assertions (which depend on the drain config,
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// not the exact bar) are unchanged.
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// ---------------------------------------------------------------------------
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const WAVE_TICK = 8000; // elapsed 800s -> veryfast 26% hold (bar 260 @ land 1000)
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type SDConfig = ReturnType<ReturnType<Game["config"]>["doomsdayClockConfig"]>;
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function sdConfig(over: Partial<SDConfig> = {}): SDConfig {
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return {
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enabled: true,
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speed: "veryfast", // waves rise to 30% by 15:00
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warnSeconds: 1,
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drainStartPercent: 10,
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drainMaxPercent: 80,
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drainRampSeconds: 3,
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drainFloorPercent: 5, // drain stops at 5% of max (matches production default)
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warshipDrainStartPercent: 10, // fixture: same start as troops (linear curve below)
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warshipDrainMaxPercent: 100, // ships ramp to a higher ceiling than troops
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warshipDrainCurveExponent: 1, // fixture uses a linear ramp for exact numbers
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...over,
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};
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}
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// A stand-in warship: tracks HP and whether a destroyer (kill credit) was ever
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// passed to modifyHealth. Doomsday decay must pass none, so destruction is
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// environmental and never scores a kill (see UnitImpl.delete).
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class FakeWarship {
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destroyed = false;
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attackerWasPassed = false;
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constructor(
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private hp: number,
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private readonly hpMax: number,
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) {}
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maxHealth(): number {
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return this.hpMax;
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}
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health(): number {
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return this.hp;
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}
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modifyHealth(delta: number, attacker?: unknown): void {
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if (attacker !== undefined) this.attackerWasPassed = true;
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this.hp = Math.max(0, Math.min(this.hpMax, this.hp + delta));
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if (this.hp === 0) this.destroyed = true;
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}
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}
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class FakePlayer {
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markedTick = -1;
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warships: FakeWarship[] = [];
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readonly troopMax: number;
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constructor(
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private game: FakeGame,
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public tiles: number,
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public troopCount: number,
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private kind: PlayerType = PlayerType.Human,
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private alive: boolean = true,
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private teamId: Team | null = null,
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) {
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this.troopMax = troopCount; // capacity = starting troops in tests
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}
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type(): PlayerType {
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return this.kind;
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}
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maxTroops(): number {
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return this.troopMax;
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}
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isAlive(): boolean {
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return this.alive;
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}
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team(): Team | null {
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return this.teamId;
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}
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kill(): void {
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this.alive = false;
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}
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numTilesOwned(): number {
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return this.tiles;
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}
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troops(): number {
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return this.troopCount;
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}
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removeTroops(n: number): number {
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const removed = Math.min(this.troopCount, n);
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this.troopCount -= removed;
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return removed;
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}
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// Mirrors PlayerImpl: a dead player is never in doomsday clock (the mark is
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// never cleared on death, so both are gated on isAlive()).
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inDoomsdayClock(): boolean {
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return this.alive && this.markedTick >= 0;
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}
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doomsdayClockTicks(): number {
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return this.inDoomsdayClock() ? this.game.now - this.markedTick : 0;
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}
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enterDoomsdayClock(): void {
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if (this.markedTick < 0) this.markedTick = this.game.now;
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}
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clearDoomsdayClock(): void {
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this.markedTick = -1;
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}
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// The exec calls units(UnitType.Warship); we ignore the filter and hand back
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// this side's warships.
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units(..._types: unknown[]): FakeWarship[] {
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return this.warships;
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}
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}
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class FakeGame {
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now = 0;
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gameMode: GameMode = GameMode.FFA;
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constructor(
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public land: number,
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public sd: SDConfig,
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public ps: FakePlayer[],
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) {}
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ticks(): number {
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return this.now;
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}
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elapsedGameSeconds(): number {
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return Math.floor(this.now / 10);
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}
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players(): FakePlayer[] {
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return this.ps.filter((p) => p.isAlive()); // match GameImpl.players(): alive only
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}
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numLandTiles(): number {
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return this.land;
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}
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numTilesWithFallout(): number {
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return 0;
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}
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config() {
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return {
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doomsdayClockConfig: () => this.sd,
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gameConfig: () => ({ gameMode: this.gameMode }),
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maxTroops: (p: FakePlayer) => p.maxTroops(),
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};
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}
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}
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// Advance the fake clock to a given tick (multiple of 10) and run the exec once.
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function runAt(
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exec: DoomsdayClockExecution,
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game: FakeGame,
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tick: number,
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): void {
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game.now = tick;
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exec.tick(tick);
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}
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function makeExec(game: FakeGame): DoomsdayClockExecution {
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const exec = new DoomsdayClockExecution();
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exec.init(game as unknown as Game, 0);
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return exec;
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}
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describe("DoomsdayClockExecution (logic)", () => {
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// land 1000, veryfast 20% wave -> bar = 200 at WAVE_TICK.
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function twoPlayerGame(
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aTiles: number,
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bTiles: number,
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over: Partial<SDConfig> = {},
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) {
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const game = new FakeGame(1000, sdConfig(over), []);
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const a = new FakePlayer(game, aTiles, 1000);
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const b = new FakePlayer(game, bTiles, 1000);
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game.ps = [a, b];
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return { game, a, b };
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}
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it("does nothing when disabled", () => {
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const { game, b } = twoPlayerGame(400, 100, { enabled: false });
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK);
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expect(b.inDoomsdayClock()).toBe(false);
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expect(b.troops()).toBe(1000);
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});
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it("does nothing before the first wave", () => {
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// veryfast grace runs to 180s; before it the bar is 0, nobody below it.
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const { game, b } = twoPlayerGame(400, 100);
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const exec = makeExec(game);
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runAt(exec, game, 500); // elapsed 50s < 180s (grace)
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expect(b.inDoomsdayClock()).toBe(false);
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expect(b.troops()).toBe(1000);
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});
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it("flags a player below the bar and spares one above it", () => {
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const { game, a, b } = twoPlayerGame(400, 100);
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK); // bar = 200
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expect(a.inDoomsdayClock()).toBe(false);
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expect(b.inDoomsdayClock()).toBe(true);
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});
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it("warns before draining, then drains harder over time", () => {
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const { game, b } = twoPlayerGame(400, 100); // b below the 200 bar
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK); // flagged this tick, 0s under -> within the warn
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expect(b.inDoomsdayClock()).toBe(true);
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expect(b.troops()).toBe(1000); // no drain yet
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runAt(exec, game, WAVE_TICK + 10); // 1s under -> 10% of max(1000) = 100
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expect(b.troops()).toBe(900);
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runAt(exec, game, WAVE_TICK + 20); // 2s under -> 33% of max(1000) = 330 (linear)
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expect(b.troops()).toBe(570);
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});
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it("drains an unrecovered player down to the 5% floor, never zero", () => {
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// b (maxTroops 1000) is caught and never recovers. The drain cripples it to
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// drainFloorPercent of max (5% of 1000 = 50) and stops there, not at zero.
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const { game, b } = twoPlayerGame(400, 50);
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const exec = makeExec(game);
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for (let t = WAVE_TICK; t <= WAVE_TICK + 1000; t += 10)
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runAt(exec, game, t);
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expect(b.troops()).toBe(50); // 5% floor, not wiped
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expect(b.inDoomsdayClock()).toBe(true);
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// Holds at the floor on further ticks (no drift below it).
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runAt(exec, game, WAVE_TICK + 1010);
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expect(b.troops()).toBe(50);
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});
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it("clears the mark and stops draining when a player climbs back above the bar", () => {
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const { game, b } = twoPlayerGame(400, 100);
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK);
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runAt(exec, game, WAVE_TICK + 10); // drained once
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const afterDrain = b.troops();
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expect(b.inDoomsdayClock()).toBe(true);
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b.tiles = 400; // recovered above the bar
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runAt(exec, game, WAVE_TICK + 20);
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expect(b.inDoomsdayClock()).toBe(false);
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expect(b.troops()).toBe(afterDrain); // drain stopped
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});
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it("drops the mark once a flagged player dies (no stuck panel or churn)", () => {
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// Nothing clears the mark on death, so inDoomsdayClock()/doomsdayClockTicks()
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// must gate on isAlive() to avoid a permanently "Draining" panel and a
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// per-tick update delta for an eliminated player.
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const { game, b } = twoPlayerGame(400, 100);
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK);
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expect(b.inDoomsdayClock()).toBe(true);
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b.kill();
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expect(b.inDoomsdayClock()).toBe(false);
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expect(b.doomsdayClockTicks()).toBe(0);
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});
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it("never dooms the leading side, even below the bar (no all-drained stalemate)", () => {
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// Both sides below the 200 bar; the larger (a) is the crown, so it is spared
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// and keeps its army to close the game instead of everyone bleeding to zero.
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const { game, a, b } = twoPlayerGame(150, 100);
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK);
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expect(a.inDoomsdayClock()).toBe(false); // leader, spared
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expect(b.inDoomsdayClock()).toBe(true); // challenger, doomed
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runAt(exec, game, WAVE_TICK + 30);
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expect(a.troops()).toBe(1000); // never drained
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expect(b.troops()).toBeLessThan(1000); // bled
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});
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it("applies to nations like players and excludes map bots", () => {
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const game = new FakeGame(1000, sdConfig(), []);
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const leader = new FakePlayer(game, 400, 1000, PlayerType.Human);
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const human = new FakePlayer(game, 100, 1000, PlayerType.Human);
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const nation = new FakePlayer(game, 50, 1000, PlayerType.Nation);
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const bot = new FakePlayer(game, 5, 1000, PlayerType.Bot);
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game.ps = [leader, human, nation, bot];
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const exec = makeExec(game);
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// Bar 200; leader (400) is crown-exempt; human (100) and nation (50) are
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// below it; the bot is exempt by type.
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runAt(exec, game, WAVE_TICK);
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expect(human.inDoomsdayClock()).toBe(true);
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expect(nation.inDoomsdayClock()).toBe(true); // a nation is treated like a player
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expect(bot.inDoomsdayClock()).toBe(false); // map bots are never subject to it
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expect(leader.inDoomsdayClock()).toBe(false); // the crown is never doomed
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runAt(exec, game, WAVE_TICK + 10);
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expect(nation.troops()).toBeLessThan(1000); // drained like a player
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expect(bot.troops()).toBe(1000); // untouched
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});
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it("is deterministic: identical scenarios give identical drains", () => {
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const run = () => {
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const { game, b } = twoPlayerGame(400, 100);
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const exec = makeExec(game);
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for (let t = WAVE_TICK; t <= WAVE_TICK + 200; t += 10)
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runAt(exec, game, t);
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return b.troops();
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};
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expect(run()).toBe(run());
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});
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});
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// ---------------------------------------------------------------------------
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// Warship decay: a flagged (sub-threshold, non-leader) side's warships bleed HP
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// on the troop start + ramp but toward a much higher ceiling, so at full
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// attrition they drop to the 5% floor in ~2s (never sunk). Damage carries no
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// attacker (environmental, never a credited kill); the leader's fleet is spared.
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// ---------------------------------------------------------------------------
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describe("DoomsdayClockExecution (warship decay)", () => {
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// b (100 tiles) is below the 200 bar at WAVE_TICK and is flagged; a (400) is
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// the leader and is spared. maxTroops == warship maxHealth == 1000, so at the
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// start of the ramp troop and warship losses are numerically identical; they
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// diverge later as warships climb to their higher ceiling.
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function warshipGame(bShips: FakeWarship[], aShips: FakeWarship[] = []) {
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const game = new FakeGame(1000, sdConfig(), []);
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const a = new FakePlayer(game, 400, 1000); // leader, above the bar
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const b = new FakePlayer(game, 100, 1000); // below the bar
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a.warships = aShips;
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b.warships = bShips;
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game.ps = [a, b];
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return { game, a, b };
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}
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it("matches the troop drain at the start of the ramp", () => {
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const ship = new FakeWarship(1000, 1000);
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const { game, b } = warshipGame([ship]);
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK); // flag b (within the warn window)
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runAt(exec, game, WAVE_TICK + 10); // 1s under -> 0s past warn -> drainStart 10%
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expect(b.troops()).toBe(900); // troops: 10% of 1000
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expect(ship.health()).toBe(900); // warship: identical at the start (same 10%)
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});
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it("batters a warship down to the 5% floor at full attrition, never sunk", () => {
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// Once the side is fully ramped, a fresh full-HP warship would take its whole
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// ceiling (100% here) in one tick, but the floor (5% of maxHealth 1000 = 50)
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// clamps it: the ship drops to 50 HP and survives instead of being destroyed.
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const { game, b } = warshipGame([]);
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK); // flag b (starts the side's attrition clock)
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const fresh = new FakeWarship(1000, 1000);
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b.warships = [fresh]; // appears once the side is fully ramped
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runAt(exec, game, WAVE_TICK + 70); // secondsPastWarn 6 >= ramp 3 -> max
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expect(fresh.health()).toBe(50); // 5% floor
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expect(fresh.destroyed).toBe(false); // crippled, not sunk
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});
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it("decays HP with no attacker (environmental) and stops at the floor", () => {
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const ship = new FakeWarship(1000, 1000);
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const { game } = warshipGame([ship]);
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK);
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runAt(exec, game, WAVE_TICK + 10); // 10% of 1000 = 100 dmg
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expect(ship.health()).toBe(900); // took damage
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expect(ship.attackerWasPassed).toBe(false); // environmental, no kill credit
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expect(ship.destroyed).toBe(false);
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});
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it("leaves a warship already at the floor untouched", () => {
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const ship = new FakeWarship(50, 1000); // exactly the 5% floor
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const { game } = warshipGame([ship]);
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK);
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runAt(exec, game, WAVE_TICK + 70); // full attrition
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expect(ship.health()).toBe(50); // nothing left above the floor to remove
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expect(ship.destroyed).toBe(false);
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expect(ship.attackerWasPassed).toBe(false);
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});
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it("spares the leader's warships", () => {
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const leaderShip = new FakeWarship(1000, 1000);
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const { game } = warshipGame([new FakeWarship(1000, 1000)], [leaderShip]);
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK);
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runAt(exec, game, WAVE_TICK + 30); // well past the warn window
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expect(leaderShip.health()).toBe(1000);
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});
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it("does not damage warships during the warn window", () => {
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const ship = new FakeWarship(1000, 1000);
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const { game, b } = warshipGame([ship]);
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK); // flagged this tick, 0s under -> within warn
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expect(b.inDoomsdayClock()).toBe(true);
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expect(ship.health()).toBe(1000);
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});
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});
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// ---------------------------------------------------------------------------
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// Team modes: the bar applies to a whole team's combined territory, and every
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// member shares the fate (skull + drain together).
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// ---------------------------------------------------------------------------
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describe("DoomsdayClockExecution (teams)", () => {
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function teamGame(teams: { team: string; tiles: number[] }[]) {
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// base bar 200 @ land 1000; a team's threshold = 200 x its member count.
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const game = new FakeGame(1000, sdConfig(), []);
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game.gameMode = GameMode.Team;
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const players: FakePlayer[] = [];
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for (const t of teams) {
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for (const tiles of t.tiles) {
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players.push(
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new FakePlayer(game, tiles, 1000, PlayerType.Human, true, t.team),
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);
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}
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}
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game.ps = players;
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return { game, players };
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}
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it("judges a team on combined territory and skulls every member when below", () => {
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// Both teams size 2 -> threshold 200x2=400. Red 250+250=500 safe;
|
|
// Blue 50+50=100 below -> both Blue skulled.
|
|
const { game, players } = teamGame([
|
|
{ team: "Red", tiles: [250, 250] },
|
|
{ team: "Blue", tiles: [50, 50] },
|
|
]);
|
|
const [red1, red2, blue1, blue2] = players;
|
|
const exec = makeExec(game);
|
|
runAt(exec, game, WAVE_TICK);
|
|
expect(red1.inDoomsdayClock()).toBe(false);
|
|
expect(red2.inDoomsdayClock()).toBe(false);
|
|
expect(blue1.inDoomsdayClock()).toBe(true);
|
|
expect(blue2.inDoomsdayClock()).toBe(true);
|
|
runAt(exec, game, WAVE_TICK + 10); // past the warn -> both Blue members drain
|
|
expect(blue1.troops()).toBeLessThan(1000);
|
|
expect(blue2.troops()).toBeLessThan(1000);
|
|
expect(red1.troops()).toBe(1000); // safe team untouched
|
|
});
|
|
|
|
it("spares a tiny member whose team is collectively above the bar", () => {
|
|
// Size 2 -> threshold 400. Red 400+40=440 -> safe, so the 40-tile member
|
|
// is NOT skulled.
|
|
const { game, players } = teamGame([
|
|
{ team: "Red", tiles: [400, 40] },
|
|
{ team: "Blue", tiles: [50, 50] },
|
|
]);
|
|
const [, redTiny, blue1] = players;
|
|
const exec = makeExec(game);
|
|
runAt(exec, game, WAVE_TICK);
|
|
expect(redTiny.inDoomsdayClock()).toBe(false); // team is collectively safe
|
|
expect(blue1.inDoomsdayClock()).toBe(true);
|
|
});
|
|
|
|
it("scales the threshold by team size (a bigger team must hold more)", () => {
|
|
// base bar 200. Red is 3 members -> threshold 600; Blue is 1 -> threshold 200.
|
|
// Blue leads on tiles (crown-exempt), so Red is squeezed purely by its size.
|
|
const { game, players } = teamGame([
|
|
{ team: "Red", tiles: [200, 200, 100] }, // 500 combined, < 600, not leader
|
|
{ team: "Blue", tiles: [700] }, // leader, and 700 >= 200 -> safe
|
|
]);
|
|
const [red1, red2, red3, blue1] = players;
|
|
const exec = makeExec(game);
|
|
runAt(exec, game, WAVE_TICK);
|
|
expect(red1.inDoomsdayClock()).toBe(true); // 500 < 200x3
|
|
expect(red2.inDoomsdayClock()).toBe(true);
|
|
expect(red3.inDoomsdayClock()).toBe(true);
|
|
expect(blue1.inDoomsdayClock()).toBe(false); // leader
|
|
});
|
|
|
|
it("idles when only one team remains", () => {
|
|
const { game, players } = teamGame([{ team: "Red", tiles: [50, 50] }]);
|
|
const exec = makeExec(game);
|
|
runAt(exec, game, WAVE_TICK);
|
|
expect(players[0].inDoomsdayClock()).toBe(false);
|
|
expect(players[1].inDoomsdayClock()).toBe(false);
|
|
});
|
|
});
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// The shared wave schedule + drain: pure integer functions, so we assert the
|
|
// exact thresholds and wave cues the sim and the HUD both depend on.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
describe("doomsdayClockRequiredTiles (ramping waves)", () => {
|
|
const land = 10000;
|
|
|
|
it("is 0 through the grace, ramps linearly, then holds during the pause", () => {
|
|
// normal: grace 600s, then a 208s ramp 0->4%, then a 50s hold, ...
|
|
expect(doomsdayClockRequiredTiles("normal", land, 300)).toBe(0); // in the grace
|
|
expect(doomsdayClockRequiredTiles("normal", land, 600)).toBe(0); // grace ends
|
|
expect(doomsdayClockRequiredTiles("normal", land, 704)).toBe(200); // halfway up -> 2%
|
|
expect(doomsdayClockRequiredTiles("normal", land, 808)).toBe(400); // ramp done -> 4%
|
|
expect(doomsdayClockRequiredTiles("normal", land, 830)).toBe(400); // pause holds 4%
|
|
expect(doomsdayClockRequiredTiles("normal", land, 858)).toBe(400); // next ramp starts at 4%
|
|
expect(doomsdayClockRequiredTiles("normal", land, 9999)).toBe(5500); // final 55%
|
|
});
|
|
|
|
it("reaches the 40% wave then the final 55% squeeze per preset", () => {
|
|
// 40% waypoint (5th wave), then the 6th wave to 55% at the preset cap.
|
|
expect(doomsdayClockRequiredTiles("normal", land, 1850)).toBe(4000); // 40% wave
|
|
expect(doomsdayClockRequiredTiles("normal", land, 2110)).toBe(5500); // 55% @ 35:00
|
|
expect(doomsdayClockRequiredTiles("fast", land, 1510)).toBe(5500); // 55% @ 25:00
|
|
expect(doomsdayClockRequiredTiles("veryfast", land, 910)).toBe(5500); // 55% @ 15:00
|
|
expect(doomsdayClockRequiredTiles("slow", land, 2710)).toBe(5500); // 55% @ 45:00
|
|
});
|
|
|
|
it("never decreases, and is zero for no land", () => {
|
|
let prev = 0;
|
|
for (let t = 0; t <= 2400; t += 5) {
|
|
const r = doomsdayClockRequiredTiles("normal", land, t);
|
|
expect(r).toBeGreaterThanOrEqual(prev);
|
|
prev = r;
|
|
}
|
|
expect(doomsdayClockRequiredTiles("normal", 0, 1800)).toBe(0);
|
|
});
|
|
});
|
|
|
|
describe("doomsdayClockSideRequiredTiles (headcount scaling)", () => {
|
|
const land = 10000;
|
|
|
|
it("scales the base share by side size and caps at the whole map", () => {
|
|
// veryfast at 800s sits in the 26% hold -> base 2600 tiles.
|
|
expect(doomsdayClockRequiredTiles("veryfast", land, 800)).toBe(2600);
|
|
expect(doomsdayClockSideRequiredTiles("veryfast", land, 800, 1)).toBe(2600); // solo
|
|
expect(doomsdayClockSideRequiredTiles("veryfast", land, 800, 2)).toBe(5200); // 2x
|
|
expect(doomsdayClockSideRequiredTiles("veryfast", land, 800, 4)).toBe(
|
|
10000,
|
|
); // 10400 capped at the map
|
|
expect(doomsdayClockSideRequiredTiles("veryfast", land, 800, 0)).toBe(2600); // min size 1
|
|
});
|
|
});
|
|
|
|
describe("doomsdayClockWaveState", () => {
|
|
it("reports the live share and target while ramping", () => {
|
|
const s = doomsdayClockWaveState("normal", 704); // mid the first ramp (0->4%)
|
|
expect(s.currentPercent).toBe(2);
|
|
expect(s.targetPercent).toBe(4);
|
|
expect(s.growing).toBe(true);
|
|
expect(s.secondsToNextGrowth).toBe(0);
|
|
expect(s.secondsToTarget).toBe(104); // 208s ramp, 104s elapsed into it
|
|
expect(s.done).toBe(false);
|
|
});
|
|
|
|
it("counts down to the next ramp during a pause", () => {
|
|
const s = doomsdayClockWaveState("normal", 830); // in the first pause (808-858)
|
|
expect(s.growing).toBe(false);
|
|
expect(s.currentPercent).toBe(4); // held at the level just reached
|
|
expect(s.targetPercent).toBe(9); // next ramp climbs to 9%
|
|
expect(s.secondsToNextGrowth).toBe(28); // next ramp starts at 858
|
|
expect(s.secondsToTarget).toBe(0); // not rising, so no rise countdown
|
|
});
|
|
|
|
it("counts down through the grace", () => {
|
|
const s = doomsdayClockWaveState("normal", 200);
|
|
expect(s.currentPercent).toBe(0);
|
|
expect(s.targetPercent).toBe(4);
|
|
expect(s.secondsToNextGrowth).toBe(400); // first ramp at 600
|
|
});
|
|
|
|
it("flags the 10s window (5s each side) around a ramp starting", () => {
|
|
// veryfast first ramp starts at 600s.
|
|
expect(doomsdayClockWaveState("veryfast", 596).waveFlash).toBe(true); // 4s before
|
|
expect(doomsdayClockWaveState("veryfast", 604).waveFlash).toBe(true); // 4s after
|
|
expect(doomsdayClockWaveState("veryfast", 620).waveFlash).toBe(false); // mid-ramp
|
|
});
|
|
|
|
it("marks done after the last ramp", () => {
|
|
const s = doomsdayClockWaveState("veryfast", 1100); // past the final ramp (@900) = 55%
|
|
expect(s.done).toBe(true);
|
|
expect(s.currentPercent).toBe(55);
|
|
expect(s.secondsToNextGrowth).toBe(0);
|
|
});
|
|
});
|
|
|
|
describe("doomsdayClockDrain", () => {
|
|
const cfg = {
|
|
drainStartPercent: 10,
|
|
drainMaxPercent: 80,
|
|
drainRampSeconds: 3,
|
|
};
|
|
|
|
it("starts gentle and grows linearly, capping at the max", () => {
|
|
expect(doomsdayClockDrain(1000, 0, cfg)).toBe(100); // 10%
|
|
expect(doomsdayClockDrain(1000, 1, cfg)).toBe(330); // 33%
|
|
expect(doomsdayClockDrain(1000, 2, cfg)).toBe(560); // 56%
|
|
expect(doomsdayClockDrain(1000, 3, cfg)).toBe(800); // capped at 80%
|
|
expect(doomsdayClockDrain(1000, 100, cfg)).toBe(800);
|
|
// linear: each step before the cap removes the same amount more
|
|
const d0 = doomsdayClockDrain(1000, 0, cfg);
|
|
const d1 = doomsdayClockDrain(1000, 1, cfg);
|
|
const d2 = doomsdayClockDrain(1000, 2, cfg);
|
|
expect(d1 - d0).toBe(d2 - d1);
|
|
});
|
|
|
|
it("removes at least one troop and never less", () => {
|
|
expect(doomsdayClockDrain(1, 0, cfg)).toBe(1); // floor(0.1) -> min 1
|
|
});
|
|
|
|
it("treats time before the warn window as zero", () => {
|
|
expect(doomsdayClockDrain(1000, -5, cfg)).toBe(100); // clamped to start %
|
|
});
|
|
|
|
it("shapes a convex curve (exponent > 1): gentle early, steep late, integer-only", () => {
|
|
// Warship-style ramp: start 1%, max 50% over 90s, exponent 8. Integer-only
|
|
// (no floats) so it's deterministic in the lockstep sim.
|
|
const ship = {
|
|
drainStartPercent: 1,
|
|
drainMaxPercent: 50,
|
|
drainRampSeconds: 90,
|
|
};
|
|
const at = (t: number) => doomsdayClockDrain(10000, t, ship, 8);
|
|
|
|
expect(at(0)).toBe(100); // 1% of 10000 at the very start
|
|
expect(at(90)).toBe(5000); // 50% once fully ramped
|
|
expect(at(200)).toBe(5000); // holds at the max past the ramp
|
|
|
|
// Convex: at the ramp midpoint it's still far below the linear midpoint
|
|
// (which would be ~25%); the bulk of the attrition is back-loaded.
|
|
expect(at(45)).toBeLessThan(at(90) / 4);
|
|
|
|
// Monotonic non-decreasing, and every value an integer.
|
|
let prev = -1;
|
|
for (let t = 0; t <= 90; t++) {
|
|
const v = at(t);
|
|
expect(Number.isInteger(v)).toBe(true);
|
|
expect(v).toBeGreaterThanOrEqual(prev);
|
|
prev = v;
|
|
}
|
|
|
|
// Deterministic: identical inputs give identical output.
|
|
expect(at(37)).toBe(at(37));
|
|
});
|
|
});
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Integration: real simulation. We give one player a slice above the bar and
|
|
// another a sliver below it, then run real ticks. The drain is isolated from
|
|
// normal troop dynamics by comparing the enabled run vs the disabled run.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
function giveLandTiles(game: Game, player: Player, n: number): number {
|
|
let count = 0;
|
|
for (let y = 0; y < game.height() && count < n; y++) {
|
|
for (let x = 0; x < game.width() && count < n; x++) {
|
|
const t: TileRef = game.ref(x, y);
|
|
if (game.isLand(t) && !game.owner(t).isPlayer()) {
|
|
player.conquer(t);
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
return count;
|
|
}
|
|
|
|
describe("DoomsdayClockExecution (integration)", () => {
|
|
// Steepest preset; we run past its grace (600s) into the waves. Drain tuning
|
|
// is internal now, so this exercises the default drain (warn 30s, 2%->5%/90s).
|
|
const SD = {
|
|
enabled: true,
|
|
speed: "veryfast" as const,
|
|
};
|
|
const TICKS = 6500; // 650s of game time -> veryfast holding its 4% wave
|
|
|
|
async function buildGame(enabled: boolean) {
|
|
const game = await setup(
|
|
"plains",
|
|
{ instantBuild: true, doomsdayClock: { ...SD, enabled } },
|
|
[
|
|
playerInfo("big", PlayerType.Human),
|
|
playerInfo("small", PlayerType.Human),
|
|
],
|
|
);
|
|
const big = game.player("big");
|
|
const small = game.player("small");
|
|
// Size the slices to the bar at the point we stop.
|
|
const bar = doomsdayClockRequiredTiles(
|
|
"veryfast",
|
|
game.numLandTiles(),
|
|
TICKS / 10,
|
|
);
|
|
giveLandTiles(game, big, bar + 50); // above the bar
|
|
giveLandTiles(game, small, 3); // a sliver, below the bar
|
|
big.setTroops(50_000);
|
|
small.setTroops(50_000);
|
|
// setup() builds the game via createGame, not GameRunner, so the execution
|
|
// GameRunner normally registers must be added here.
|
|
game.addExecution(new DoomsdayClockExecution());
|
|
for (let i = 0; i < TICKS; i++) game.executeNextTick();
|
|
return { big, small };
|
|
}
|
|
|
|
it("skulls the player below the bar, spares the one above, and drains them", async () => {
|
|
const on = await buildGame(true);
|
|
const off = await buildGame(false);
|
|
|
|
expect(on.small.inDoomsdayClock()).toBe(true);
|
|
expect(on.big.inDoomsdayClock()).toBe(false);
|
|
expect(off.small.inDoomsdayClock()).toBe(false);
|
|
|
|
// The drain is the difference vs the disabled run (isolates it from the
|
|
// normal troop dynamics both runs share).
|
|
expect(on.small.troops()).toBeLessThan(off.small.troops());
|
|
});
|
|
});
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Default-config floor behavior. Uses the resolved DOOMSDAY_CLOCK_DEFAULTS (no
|
|
// drain overrides) with real troop income (PlayerExecution) flowing every tick.
|
|
// The drain cripples a caught side to drainFloorPercent (5%) of its max and
|
|
// stops there: it never reaches zero, and income keeps it hovering at the floor.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
describe("DoomsdayClockExecution (default drain, with income)", () => {
|
|
it("cripples a full-troop side down to ~5% of max, never wiped", async () => {
|
|
// Only enabled + speed set -> drain uses the defaults (warn 30s, 2%->5% /90s,
|
|
// floor 5%). veryfast is chosen so the bar rises fast enough to catch the sliver.
|
|
const game = await setup(
|
|
"plains",
|
|
{
|
|
instantBuild: true,
|
|
doomsdayClock: { enabled: true, speed: "veryfast" },
|
|
},
|
|
[
|
|
playerInfo("big", PlayerType.Human),
|
|
playerInfo("small", PlayerType.Human),
|
|
],
|
|
);
|
|
const big = game.player("big");
|
|
const small = game.player("small");
|
|
giveLandTiles(game, big, 4000); // safely above the bar
|
|
giveLandTiles(game, small, 3); // a sliver, caught once the bar rises
|
|
game.addExecution(new PlayerExecution(big));
|
|
game.addExecution(new PlayerExecution(small)); // income every tick
|
|
game.addExecution(new DoomsdayClockExecution());
|
|
|
|
// Run until the rising bar catches the sliver, then fill it to a full stack
|
|
// so the drain works from the worst case (a full army down to the floor).
|
|
let caughtTick = -1;
|
|
for (let i = 0; i < 8000; i++) {
|
|
// grace is 600s now -> the bar only rises after ~6000 ticks
|
|
game.executeNextTick();
|
|
if (small.inDoomsdayClock()) {
|
|
caughtTick = game.ticks();
|
|
break;
|
|
}
|
|
}
|
|
expect(caughtTick).toBeGreaterThan(0);
|
|
const maxTroops = game.config().maxTroops(small);
|
|
const floor = Math.floor((maxTroops * 5) / 100);
|
|
small.setTroops(maxTroops);
|
|
|
|
// Run well past the warn + ramp (30s + 90s) so the drain reaches steady state.
|
|
for (let i = 0; i < 2500; i++) game.executeNextTick();
|
|
|
|
expect(small.inDoomsdayClock()).toBe(true);
|
|
expect(small.troops()).toBeGreaterThan(0); // never wiped to zero
|
|
expect(small.troops()).toBeGreaterThanOrEqual(floor - 1); // never below the 5% floor
|
|
// Settles at the floor (income keeps it a little above, within one drain step).
|
|
expect(small.troops()).toBeLessThan(floor + Math.floor(maxTroops * 0.05));
|
|
});
|
|
});
|