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## Description: Follow-up to #4469. The Doomsday Clock drains a doomed side's troops but leaves its navy untouched, so a coastal or island turtle can sit below the bar indefinitely on warship defense, exactly the stall the clock is meant to break. This decays the warships of a flagged (sub-threshold, non-leader) side on the same ramp as its troops: - Each warship loses a percentage of its (veterancy-adjusted) max health per second, reusing `doomsdayClockDrain`, so the fleet and the army bleed in lockstep and reach zero together (~55s from full at the default rate). - Destruction passes **no attacker**, so it routes through `UnitImpl.delete` as an environmental loss: no kill credit, no boat-destroy stats, no veterancy granted. Scoring integrity is preserved. - Healing is suppressed for a flagged owner (`WarshipExecution.healWarship` early-returns), so the decay actually sinks the fleet instead of being out-healed at a port. Inert when the mode is off, since the mark is never set. - The leader's fleet is spared, same as its troops. No new config: warships reuse the existing drain curve. No HUD change, since warships count as part of the side's forces alongside troops. Tested: 4 new unit tests (same-ramp decay, no-kill-credit destruction, leader spared, warn-window grace), the full `DoomsdayClockExecution` and `Warship` suites, the whole test suite (1784 passing), `build-prod`, and a headless full-game sim run (resolves cleanly with the decay live, deterministic).
723 lines
27 KiB
TypeScript
723 lines
27 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 20% hold
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// window (elapsed 750-780), so the bar is a stable 20% of the map (land 1000 ->
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// bar 200) while the drain/flag logic is exercised.
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// ---------------------------------------------------------------------------
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const WAVE_TICK = 7600; // elapsed 760s -> veryfast 20% hold (bar 200 @ 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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warshipDrainMaxPercent: 100, // ships ramp to a higher ceiling than troops
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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 all the way to 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(0);
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expect(b.inDoomsdayClock()).toBe(true);
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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 sink in ~2s. Destroyed with no attacker (never a credited
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// 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("scuttles a warship in one tick at full attrition (its own high ceiling)", () => {
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// Once the side is fully ramped, a fresh full-HP warship is destroyed in a
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// single tick at warshipDrainMaxPercent (100% here). The troop max (80%)
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// would leave it at 200 HP, so destruction proves the ship uses its own
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// higher ceiling, not the troop rate.
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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.destroyed).toBe(true);
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});
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it("destroys warships with no attacker, so decay never scores a kill", () => {
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const ship = new FakeWarship(50, 1000); // less HP than one tick of drain
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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 > 50 hp
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expect(ship.destroyed).toBe(true);
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expect(ship.attackerWasPassed).toBe(false); // environmental, no kill credit
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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;
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// Blue 50+50=100 below -> both Blue skulled.
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const { game, players } = teamGame([
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{ team: "Red", tiles: [250, 250] },
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{ team: "Blue", tiles: [50, 50] },
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]);
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const [red1, red2, blue1, blue2] = players;
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const exec = makeExec(game);
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runAt(exec, game, WAVE_TICK);
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expect(red1.inDoomsdayClock()).toBe(false);
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expect(red2.inDoomsdayClock()).toBe(false);
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expect(blue1.inDoomsdayClock()).toBe(true);
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expect(blue2.inDoomsdayClock()).toBe(true);
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runAt(exec, game, WAVE_TICK + 10); // past the warn -> both Blue members drain
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expect(blue1.troops()).toBeLessThan(1000);
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expect(blue2.troops()).toBeLessThan(1000);
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expect(red1.troops()).toBe(1000); // safe team untouched
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});
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it("spares a tiny member whose team is collectively above the bar", () => {
|
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// 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 330s, then a 270s ramp 0->3%, then a 30s hold, ...
|
|
expect(doomsdayClockRequiredTiles("normal", land, 200)).toBe(0); // in the grace
|
|
expect(doomsdayClockRequiredTiles("normal", land, 330)).toBe(0); // grace ends
|
|
expect(doomsdayClockRequiredTiles("normal", land, 465)).toBe(150); // halfway up -> 1.5%
|
|
expect(doomsdayClockRequiredTiles("normal", land, 600)).toBe(300); // ramp done -> 3%
|
|
expect(doomsdayClockRequiredTiles("normal", land, 615)).toBe(300); // pause holds 3%
|
|
expect(doomsdayClockRequiredTiles("normal", land, 630)).toBe(300); // next ramp starts at 3%
|
|
expect(doomsdayClockRequiredTiles("normal", land, 9999)).toBe(5500); // final 55%
|
|
});
|
|
|
|
it("passes 30% then reaches the final 55% squeeze per preset", () => {
|
|
// 30% waypoint, then the 6th wave to 55% one cycle later.
|
|
expect(doomsdayClockRequiredTiles("normal", land, 1800)).toBe(3000); // 30% @ 30:00
|
|
expect(doomsdayClockRequiredTiles("normal", land, 2100)).toBe(5500); // 55% @ 35:00
|
|
expect(doomsdayClockRequiredTiles("fast", land, 1440)).toBe(5500); // 55% @ 24:00
|
|
expect(doomsdayClockRequiredTiles("veryfast", land, 1050)).toBe(5500); // 55% @ 17:30
|
|
expect(doomsdayClockRequiredTiles("slow", land, 2520)).toBe(5500); // 55% @ 42:00
|
|
});
|
|
|
|
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 900s is the final 30% wave -> base 3000 tiles.
|
|
expect(doomsdayClockRequiredTiles("veryfast", land, 900)).toBe(3000);
|
|
expect(doomsdayClockSideRequiredTiles("veryfast", land, 900, 1)).toBe(3000); // solo
|
|
expect(doomsdayClockSideRequiredTiles("veryfast", land, 900, 2)).toBe(6000); // 2x
|
|
expect(doomsdayClockSideRequiredTiles("veryfast", land, 900, 4)).toBe(
|
|
10000,
|
|
); // capped
|
|
expect(doomsdayClockSideRequiredTiles("veryfast", land, 900, 0)).toBe(3000); // min size 1
|
|
});
|
|
});
|
|
|
|
describe("doomsdayClockWaveState", () => {
|
|
it("reports the live share and target while ramping", () => {
|
|
const s = doomsdayClockWaveState("normal", 465); // mid the first ramp (0->3%)
|
|
expect(s.currentPercent).toBe(1.5);
|
|
expect(s.targetPercent).toBe(3);
|
|
expect(s.growing).toBe(true);
|
|
expect(s.secondsToNextGrowth).toBe(0);
|
|
expect(s.done).toBe(false);
|
|
});
|
|
|
|
it("counts down to the next ramp during a pause", () => {
|
|
const s = doomsdayClockWaveState("normal", 615); // in the first pause (600-630)
|
|
expect(s.growing).toBe(false);
|
|
expect(s.currentPercent).toBe(3); // held at the level just reached
|
|
expect(s.targetPercent).toBe(5); // next ramp climbs to 5%
|
|
expect(s.secondsToNextGrowth).toBe(15); // next ramp starts at 630
|
|
});
|
|
|
|
it("counts down through the grace", () => {
|
|
const s = doomsdayClockWaveState("normal", 200);
|
|
expect(s.currentPercent).toBe(0);
|
|
expect(s.targetPercent).toBe(3);
|
|
expect(s.secondsToNextGrowth).toBe(130); // first ramp at 330
|
|
});
|
|
|
|
it("flags the 10s window (5s each side) around a ramp starting", () => {
|
|
// veryfast first ramp starts at 180s.
|
|
expect(doomsdayClockWaveState("veryfast", 176).waveFlash).toBe(true); // 4s before
|
|
expect(doomsdayClockWaveState("veryfast", 184).waveFlash).toBe(true); // 4s after
|
|
expect(doomsdayClockWaveState("veryfast", 250).waveFlash).toBe(false); // mid-ramp
|
|
});
|
|
|
|
it("marks done after the last ramp", () => {
|
|
const s = doomsdayClockWaveState("veryfast", 1100); // past the final ramp (@1050) = 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 %
|
|
});
|
|
});
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// 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 (180s) into the waves. Drain tuning
|
|
// is internal now, so this exercises the default drain (warn 10s, 2%->6%/50s).
|
|
const SD = {
|
|
enabled: true,
|
|
speed: "veryfast" as const,
|
|
};
|
|
const TICKS = 3000; // 300s of game time -> veryfast holding its 3% 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 wipe time. Uses the resolved DOOMSDAY_CLOCK_DEFAULTS (no drain
|
|
// overrides) with real troop income (PlayerExecution) flowing every tick, so it
|
|
// pins the advertised "~1 minute from caught to wiped". A pure-drain analysis
|
|
// (ignoring income) under-counts this to ~45s; income offsets the early bleed.
|
|
// ---------------------------------------------------------------------------
|
|
|
|
describe("DoomsdayClockExecution (default drain, with income)", () => {
|
|
it("wipes a full-troop side in ~1 minute (warn + linear drain)", async () => {
|
|
// Only enabled + speed set -> drain uses the defaults (warn 10s, 2%->6% /50s).
|
|
// veryfast is chosen purely 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 we measure the worst-case (longest) wipe from that moment.
|
|
let caughtTick = -1;
|
|
for (let i = 0; i < 3000; i++) {
|
|
game.executeNextTick();
|
|
if (small.inDoomsdayClock()) {
|
|
caughtTick = game.ticks();
|
|
break;
|
|
}
|
|
}
|
|
expect(caughtTick).toBeGreaterThan(0);
|
|
small.setTroops(game.config().maxTroops(small));
|
|
|
|
let zeroTick = -1;
|
|
for (let i = 0; i < 1500; i++) {
|
|
game.executeNextTick();
|
|
if (small.troops() <= 0) {
|
|
zeroTick = game.ticks();
|
|
break;
|
|
}
|
|
}
|
|
expect(zeroTick).toBeGreaterThan(0);
|
|
const seconds = (zeroTick - caughtTick) / 10;
|
|
// ~10s warn + ~50s drain, income included: about a minute (NOT ~45s).
|
|
expect(seconds).toBeGreaterThan(50);
|
|
expect(seconds).toBeLessThan(85);
|
|
});
|
|
});
|