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https://github.com/openfrontio/OpenFrontIO.git
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5e4b2791aa
## Summary
Reduces core-simulation GC churn by **42%** on a 20-game-minute Giant
World Map run, and extends the headless full-game perf harness so churn
is measurable and regressions are visible.
### 1. GC-churn measurement (`tests/perf/fullgame/GcProfiler.ts`)
`npm run perf:game` now reports:
- **GC pauses** by kind (minor/major/incremental) via a
`PerformanceObserver` on `'gc'` entries, bucketed into tick windows by
timestamp (V8 only delivers these entries on a timer task, so they're
flushed after the run)
- **Allocation rate** per `--window N` ticks (default 1000) from
used-heap deltas sampled every tick, so churn can be tracked across game
phases
- **Top allocating functions** from the V8 sampling heap profiler with
`includeObjectsCollectedBy{Major,Minor}GC` — i.e. actual churn including
short-lived garbage, not live memory — plus a `.heapprofile` loadable in
Chrome DevTools (Memory → Allocation sampling)
New flags: `--window N`, `--no-gc-profile`, `--no-alloc-profile`.
### 2. Allocation reductions in the hot paths it found
| Site | Change |
|---|---|
| `GameMap.bfs` | inline neighbor enumeration instead of an array per
visited tile |
| `GameMap`/`Game` | new `forEachNeighborNSWE` — allocation-free
iterator matching `neighbors()` N,S,W,E order for order-sensitive
callers (`forEachNeighbor` visits W,E,N,S, so substituting it would
change sim behavior) |
| `PlayerImpl.nearby` / `sharesBorderWith` / `shoreReachableNeighbors` |
no per-call neighbor arrays; no materialized shore-tile array |
| `PlayerImpl.units(types)` | gather into a reusable scratch buffer,
return one exact-size slice (still a fresh snapshot array per call) |
| `AiAttackBehavior.maybeAttack` | single pass over border neighbors
replacing the `flatMap`/`filter`/`map` chain over every border tile |
| `AiAttackBehavior.isBorderingNukedTerritory` | reusable `neighbors4`
buffer with early exit |
| `SharedWaterCache.build` | allocation-free neighbor iteration |
| `SpatialQuery.bfsNearest` | first-minimum scan instead of
collect-then-stable-sort (identical result incl. tie-breaking) |
### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-minutes,
seed `perf-default`)
| Metric | Before | After |
|---|---|---|
| Sampled allocations (incl. collected) | 97.7 GB | **56.9 GB (−42%)** |
| GC count / total pause | 1,682 / 3,313 ms (1.8% of wall) | 1,058 /
2,087 ms (1.2%) |
| Ticks/sec | 66 | 70 |
| p99 / max tick | 49.9 ms / 988 ms | 43.5 ms / 689 ms |
| Ticks over 100 ms budget | 31 | 19 |
## Determinism
Every rewrite preserves exact iteration order (the new NSWE iterator
exists precisely for the order-sensitive sites). Verified by identical
final game-state hashes on three runs: Giant World Map 12,000 ticks
(`67286276735690560`), Giant World Map 2,000 ticks, and World 1,800
ticks.
## Test plan
- [x] Full suite green (1,896 tests)
- [x] New tests: `forEachNeighborNSWE` order contract vs `neighbors()`
over every tile; `units()` filtering semantics (insertion order,
fresh-array guarantee, duplicate types, Set path)
- [x] Final-hash equality on 3 seeded headless runs (2 maps)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
225 lines
6.7 KiB
TypeScript
225 lines
6.7 KiB
TypeScript
import { AttackExecution } from "../src/core/execution/AttackExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
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import { TileRef } from "../src/core/game/GameMap";
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import { GameID } from "../src/core/Schemas";
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import { setup } from "./util/Setup";
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let game: Game;
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const gameID: GameID = "game_id";
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function collectNeighbors(tile: TileRef): TileRef[] {
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const out: TileRef[] = [];
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game.forEachNeighbor(tile, (n) => out.push(n));
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return out;
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}
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function collectNeighborsWithDiag(tile: TileRef): TileRef[] {
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const out: TileRef[] = [];
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game.forEachNeighborWithDiag(tile, (n) => out.push(n));
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return out;
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}
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describe("Neighbor iteration", () => {
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beforeEach(async () => {
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game = await setup("ocean_and_land"); // 16x16
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});
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test("forEachNeighbor visits W, E, N, S in that exact order for interior tiles", () => {
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const tile = game.ref(5, 7);
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expect(collectNeighbors(tile)).toEqual([
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game.ref(4, 7),
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game.ref(6, 7),
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game.ref(5, 6),
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game.ref(5, 8),
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]);
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});
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test("forEachNeighbor clips at corners and edges", () => {
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const w = game.width();
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const h = game.height();
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// top-left corner: E, S only
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expect(collectNeighbors(game.ref(0, 0))).toEqual([
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game.ref(1, 0),
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game.ref(0, 1),
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]);
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// bottom-right corner: W, N only
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expect(collectNeighbors(game.ref(w - 1, h - 1))).toEqual([
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game.ref(w - 2, h - 1),
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game.ref(w - 1, h - 2),
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]);
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// left edge: E, N, S
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expect(collectNeighbors(game.ref(0, 5))).toEqual([
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game.ref(1, 5),
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game.ref(0, 4),
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game.ref(0, 6),
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]);
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// bottom edge: W, E, N
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expect(collectNeighbors(game.ref(5, h - 1))).toEqual([
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game.ref(4, h - 1),
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game.ref(6, h - 1),
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game.ref(5, h - 2),
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]);
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});
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test("forEachNeighbor matches map.neighbors() as a set for every tile", () => {
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game.forEachTile((tile) => {
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const a = [...collectNeighbors(tile)].sort((x, y) => x - y);
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const b = [...game.map().neighbors(tile)].sort((x, y) => x - y);
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expect(a).toEqual(b);
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});
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});
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// forEachNeighborNSWE's contract is exact order equality with neighbors(),
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// including at edges and corners, so order-sensitive code can use the two
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// interchangeably.
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test("forEachNeighborNSWE matches map.neighbors() exactly (contents and order) for every tile", () => {
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game.forEachTile((tile) => {
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const out: TileRef[] = [];
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game.forEachNeighborNSWE(tile, (n) => out.push(n));
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expect(out).toEqual(game.map().neighbors(tile));
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});
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});
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test("forEachNeighborWithDiag visits all 8 neighbors in dx-major order", () => {
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const tile = game.ref(5, 7);
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expect(collectNeighborsWithDiag(tile)).toEqual([
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game.ref(4, 6),
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game.ref(4, 7),
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game.ref(4, 8),
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game.ref(5, 6),
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game.ref(5, 8),
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game.ref(6, 6),
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game.ref(6, 7),
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game.ref(6, 8),
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]);
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});
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test("forEachNeighborWithDiag clips at corners and edges", () => {
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const w = game.width();
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const h = game.height();
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expect(collectNeighborsWithDiag(game.ref(0, 0))).toEqual([
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game.ref(0, 1),
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game.ref(1, 0),
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game.ref(1, 1),
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]);
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expect(collectNeighborsWithDiag(game.ref(w - 1, h - 1))).toEqual([
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game.ref(w - 2, h - 2),
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game.ref(w - 2, h - 1),
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game.ref(w - 1, h - 2),
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]);
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expect(collectNeighborsWithDiag(game.ref(5, 0))).toEqual([
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game.ref(4, 0),
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game.ref(4, 1),
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game.ref(5, 1),
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game.ref(6, 0),
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game.ref(6, 1),
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]);
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});
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});
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describe("Conquer border invariants", () => {
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let attacker: Player;
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let defender: Player;
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// For every player: borderTiles ⊆ tiles, and a tile is a border tile iff
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// some in-bounds cardinal neighbor has a different owner.
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function checkBorderInvariant() {
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for (const player of game.players()) {
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const tiles = player.tiles();
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const borderTiles = player.borderTiles();
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for (const tile of borderTiles) {
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expect(tiles.has(tile)).toBe(true);
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}
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const mismatches: TileRef[] = [];
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for (const tile of tiles) {
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let isBorder = false;
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game.forEachNeighbor(tile, (n) => {
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if (game.owner(n) !== player) {
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isBorder = true;
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}
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});
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if (borderTiles.has(tile) !== isBorder) {
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mismatches.push(tile);
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}
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}
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expect(mismatches).toEqual([]);
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}
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}
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beforeEach(async () => {
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game = await setup("plains", { infiniteTroops: true }); // 100x100, all land
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const attackerInfo = new PlayerInfo(
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"attacker dude",
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PlayerType.Human,
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null,
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"attacker_id",
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);
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game.addPlayer(attackerInfo);
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const defenderInfo = new PlayerInfo(
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"defender dude",
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PlayerType.Human,
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null,
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"defender_id",
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);
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game.addPlayer(defenderInfo);
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game.addExecution(
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new SpawnExecution(gameID, attackerInfo, game.ref(0, 0)),
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new SpawnExecution(gameID, defenderInfo, game.ref(5, 5)),
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);
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game.executeNextTick();
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game.executeNextTick();
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attacker = game.player(attackerInfo.id);
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defender = game.player(defenderInfo.id);
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});
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test("border invariant holds after expanding into terra nullius", () => {
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game.addExecution(
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new AttackExecution(1000, attacker, game.terraNullius().id()),
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);
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for (let i = 0; i < 30; i++) {
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game.executeNextTick();
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}
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expect(attacker.numTilesOwned()).toBeGreaterThan(10);
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checkBorderInvariant();
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});
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test("border invariant holds while two players fight over territory", () => {
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game.addExecution(
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new AttackExecution(1000, attacker, game.terraNullius().id()),
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new AttackExecution(1000, defender, game.terraNullius().id()),
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);
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for (let i = 0; i < 40; i++) {
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game.executeNextTick();
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}
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game.addExecution(new AttackExecution(5000, attacker, defender.id()));
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// Check the invariant repeatedly while the fight is in progress, not
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// just at the end.
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for (let i = 0; i < 40; i++) {
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game.executeNextTick();
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if (i % 10 === 0) {
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checkBorderInvariant();
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}
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}
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expect(attacker.numTilesOwned()).toBeGreaterThan(10);
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checkBorderInvariant();
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});
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test("conquering a specific tile updates owner and neighbors' border status", () => {
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game.addExecution(
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new AttackExecution(1000, attacker, game.terraNullius().id()),
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);
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for (let i = 0; i < 30; i++) {
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game.executeNextTick();
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}
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// Pick a border tile of the attacker and verify its interior neighbors
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// are not border tiles.
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for (const tile of attacker.tiles()) {
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expect(game.owner(tile)).toBe(attacker);
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}
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checkBorderInvariant();
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});
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});
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