Files
OpenFrontIO/tests/FakeHumanMIRV.test.ts
T
VariableVince 9b125c8cfe Bugfix: nation strength undefined in only place it is used (#2498)
## Description:

In commit
https://github.com/openfrontio/OpenFrontIO/commit/bbf72bd14f7f31146c687523aea8fc0aff31bbe1#diff-ee2fcbca50d87cc09d2c7d2667210defe2e3e111239820c89c40283be5385b64
it was added that startManpower in DefaultConfig used
playerInfo.nation.strength to set the starting troops for a Nation. In
ExecutionManager, param nation of PlayerInfo was set during the
instantiation of a new FakeHumanExecution.

However in commit
https://github.com/openfrontio/OpenFrontIO/commit/d6a412aa50dd86d474d80c216fd9ba36e7426ef9#diff-2d0a5d8b171d8b504f934891025e42742e142ef0964d6e17712bfdcd30bf050c
the changes made it so that **param nation of PlayerInfo was never
set**. While startManpower in DefaultConfig still checked for
playerinfo.nation.strength. Since it was always undefined, it would use
a multiplier of 1 instead of the actual nation strength.

This PR fixes it by passing the nation strength to param nationStrength
in PlayerInfo. Removing param strength from class Nation. Strength isn't
used anywhere else so this isn't a problem and it also consolidates
human player info and nation player info even more. We could have also
used the Nation.strength directly, but that would have required more
code in addPlayers and addPlayer in GameImpl, especially for Teams
games. So this PR has the simplest solution.

- I did add a config setting useNationStrengthForStartManpower with a
comment that explains its reason for being. Namely that in the months
that startManpower didn't get to use nation strength because of the bug,
FakeHumans have become much harder to fight. Re-enabling higher starting
troops from this fix would make them even harder to fight, and i think
rebalancing is needed before that.

- Or we could decide to scrap Nation strength altogether, as it is only
ever used to set starting troops anyway. This would make map making a
little easier as a bycatch.


## 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
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33
2025-11-24 10:30:18 -08:00

742 lines
24 KiB
TypeScript

import { FakeHumanExecution } from "../src/core/execution/FakeHumanExecution";
import { MirvExecution } from "../src/core/execution/MIRVExecution";
import {
Cell,
GameMode,
Nation,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { setup } from "./util/Setup";
import { executeTicks } from "./util/utils";
describe("FakeHuman MIRV Retaliation", () => {
test("fakehuman retaliates with MIRV when attacked by MIRV", async () => {
const game = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
});
// Create two players
const attackerInfo = new PlayerInfo(
"attacker",
PlayerType.Human,
null,
"attacker_id",
);
const fakehumanInfo = new PlayerInfo(
"defender_fakehuman",
PlayerType.FakeHuman,
null,
"fakehuman_id",
);
game.addPlayer(attackerInfo);
game.addPlayer(fakehumanInfo);
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
const attacker = game.player("attacker_id");
const fakehuman = game.player("fakehuman_id");
// Give attacker territory and missile silo
for (let x = 5; x < 15; x++) {
for (let y = 5; y < 15; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile)) {
attacker.conquer(tile);
}
}
}
attacker.buildUnit(UnitType.MissileSilo, game.ref(10, 10), {});
// Give fakehuman territory and missile silo
for (let x = 25; x < 75; x++) {
for (let y = 25; y < 75; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile)) {
fakehuman.conquer(tile);
}
}
}
fakehuman.buildUnit(UnitType.MissileSilo, game.ref(50, 50), {});
// Give both players enough gold for MIRVs
attacker.addGold(100_000_000n);
fakehuman.addGold(100_000_000n);
// Verify preconditions
expect(attacker.units(UnitType.MissileSilo)).toHaveLength(1);
expect(fakehuman.units(UnitType.MissileSilo)).toHaveLength(1);
expect(attacker.gold()).toBeGreaterThan(35_000_000n);
expect(fakehuman.gold()).toBeGreaterThan(35_000_000n);
// Track MIRVs before fakehuman retaliates
const mirvCountBefore = fakehuman.units(UnitType.MIRV).length;
// Initialize fakehuman with FakeHumanExecution to enable retaliation logic
const fakehumanNation = new Nation(new Cell(50, 50), fakehuman.info());
// Try different game IDs to account for hesitation odds
const gameIds = Array.from({ length: 20 }, (_, i) => `game_${i}`);
let retaliationAttempted = false;
for (const gameId of gameIds) {
const testExecution = new FakeHumanExecution(gameId, fakehumanNation);
testExecution.init(game);
// Launch MIRV from attacker to fakehuman
const targetTile = Array.from(fakehuman.tiles())[0];
game.addExecution(new MirvExecution(attacker, targetTile));
// Execute fakehuman's tick logic
for (let tick = 0; tick < 200; tick++) {
testExecution.tick(tick);
// Allow the game to process executions
if (tick % 10 === 0) {
game.executeNextTick();
}
// Check if fakehuman attempted retaliation
if (fakehuman.units(UnitType.MIRV).length > mirvCountBefore) {
retaliationAttempted = true;
break;
}
}
if (retaliationAttempted) break;
}
// Assert that retaliation was attempted
expect(retaliationAttempted).toBe(true);
// Process the retaliation
executeTicks(game, 2);
// Assert: Fakehuman launched a retaliatory MIRV
const mirvCountAfter = fakehuman.units(UnitType.MIRV).length;
expect(mirvCountAfter).toBeGreaterThan(mirvCountBefore);
// Verify the retaliatory MIRV targets the attacker's territory
const fakehumanMirvs = fakehuman.units(UnitType.MIRV);
expect(fakehumanMirvs.length).toBeGreaterThan(0);
const retaliationMirv = fakehumanMirvs[fakehumanMirvs.length - 1];
const retaliationTarget = retaliationMirv.targetTile();
expect(retaliationTarget).toBeDefined();
if (retaliationTarget) {
const targetOwner = game.owner(retaliationTarget);
expect(targetOwner).toBe(attacker);
}
});
test("fakehuman launches MIRV to prevent victory when player approaches win condition", async () => {
// Setup game
const game = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
});
// Create two players
const dominantPlayerInfo = new PlayerInfo(
"dominant_player",
PlayerType.Human,
null,
"dominant_id",
);
const fakehumanInfo = new PlayerInfo(
"defender_fakehuman",
PlayerType.FakeHuman,
null,
"fakehuman_id",
);
game.addPlayer(dominantPlayerInfo);
game.addPlayer(fakehumanInfo);
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
const dominantPlayer = game.player("dominant_id");
const fakehuman = game.player("fakehuman_id");
// First, give fakehuman a small territory and missile silo
let fakehumanTiles = 0;
for (let x = 45; x < 55; x++) {
for (let y = 45; y < 55; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
fakehuman.conquer(tile);
fakehumanTiles++;
}
}
}
// If we didn't find enough tiles, try a different area
if (fakehumanTiles === 0) {
for (let x = 60; x < 70; x++) {
for (let y = 60; y < 70; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
fakehuman.conquer(tile);
fakehumanTiles++;
if (fakehumanTiles >= 10) break; // Need at least some territory
}
}
if (fakehumanTiles >= 10) break;
}
}
// Build missile silo on one of the fakehuman's tiles
const fakehumanTile = Array.from(fakehuman.tiles())[0];
if (fakehumanTile) {
fakehuman.buildUnit(UnitType.MissileSilo, fakehumanTile, {});
}
// Then give dominant player a large amount of territory
// This should trigger the victory denial threshold
const totalLandTiles = game.map().numLandTiles();
const targetTiles = Math.floor(totalLandTiles * 0.66);
let conqueredTiles = 0;
for (
let x = 0;
x < game.map().width() && conqueredTiles < targetTiles;
x++
) {
for (
let y = 0;
y < game.map().height() && conqueredTiles < targetTiles;
y++
) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
dominantPlayer.conquer(tile);
conqueredTiles++;
}
}
}
// Give both players enough gold for MIRVs
dominantPlayer.addGold(100_000_000n);
fakehuman.addGold(100_000_000n);
// Verify preconditions
expect(dominantPlayer.units(UnitType.MissileSilo)).toHaveLength(0);
expect(fakehuman.units(UnitType.MissileSilo)).toHaveLength(1);
expect(fakehuman.units(UnitType.MIRV)).toHaveLength(0);
expect(dominantPlayer.units(UnitType.MIRV)).toHaveLength(0);
expect(dominantPlayer.gold()).toBeGreaterThan(35_000_000n);
expect(fakehuman.gold()).toBeGreaterThan(35_000_000n);
expect(fakehuman.isAlive()).toBe(true);
expect(fakehuman.numTilesOwned()).toBeGreaterThan(0);
// Verify dominant player has enough territory to trigger victory denial
const dominantTerritoryShare =
dominantPlayer.numTilesOwned() / game.map().numLandTiles();
expect(dominantTerritoryShare).toBeGreaterThan(0.65);
// Track MIRVs before fakehuman considers victory denial
const mirvCountBefore = fakehuman.units(UnitType.MIRV).length;
// Initialize fakehuman with FakeHumanExecution to enable victory denial logic
const fakehumanNation = new Nation(new Cell(50, 50), fakehuman.info());
// Try different game IDs to account for hesitation odds
const gameIds = Array.from({ length: 20 }, (_, i) => `game_${i}`);
let victoryDenialSuccessful = false;
for (const gameId of gameIds) {
const testExecution = new FakeHumanExecution(gameId, fakehumanNation);
testExecution.init(game);
for (let tick = 0; tick < 200; tick++) {
testExecution.tick(game.ticks());
// Allow the game to process executions
if (tick % 10 === 0) {
game.executeNextTick();
}
if (fakehuman.units(UnitType.MIRV).length > mirvCountBefore) {
victoryDenialSuccessful = true;
break;
}
}
if (victoryDenialSuccessful) break;
}
// Assert that victory denial was successful
expect(victoryDenialSuccessful).toBe(true);
// Process the victory denial MIRV
executeTicks(game, 2);
// Assert: Fakehuman launched a victory denial MIRV
const mirvCountAfter = fakehuman.units(UnitType.MIRV).length;
expect(mirvCountAfter).toBeGreaterThan(mirvCountBefore);
// Verify the victory denial MIRV targets the dominant player's territory
const fakehumanMirvs = fakehuman.units(UnitType.MIRV);
expect(fakehumanMirvs.length).toBeGreaterThan(0);
const victoryDenialMirv = fakehumanMirvs[fakehumanMirvs.length - 1];
const victoryDenialTarget = victoryDenialMirv.targetTile();
expect(victoryDenialTarget).toBeDefined();
if (victoryDenialTarget) {
const targetOwner = game.owner(victoryDenialTarget);
expect(targetOwner).toBe(dominantPlayer);
}
});
test("fakehuman launches MIRV to stop steamrolling player with excessive cities", async () => {
// Setup game
const game = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
});
// Create three players
const steamrollerInfo = new PlayerInfo(
"steamroller",
PlayerType.Human,
null,
"steamroller_id",
);
const secondPlayerInfo = new PlayerInfo(
"second_player",
PlayerType.Human,
null,
"second_id",
);
const fakehumanInfo = new PlayerInfo(
"defender_fakehuman",
PlayerType.FakeHuman,
null,
"fakehuman_id",
);
game.addPlayer(steamrollerInfo);
game.addPlayer(secondPlayerInfo);
game.addPlayer(fakehumanInfo);
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
const steamroller = game.player("steamroller_id");
const secondPlayer = game.player("second_id");
const fakehuman = game.player("fakehuman_id");
// Give fakehuman a small territory and missile silo
for (let x = 45; x < 55; x++) {
for (let y = 45; y < 55; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
fakehuman.conquer(tile);
}
}
}
const fakehumanTile = Array.from(fakehuman.tiles())[0];
if (fakehumanTile) {
fakehuman.buildUnit(UnitType.MissileSilo, fakehumanTile, {});
}
// Give second player some territory and cities
for (let x = 20; x < 30; x++) {
for (let y = 20; y < 30; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
secondPlayer.conquer(tile);
}
}
}
// Give second player 5 cities
for (let i = 0; i < 5; i++) {
const secondPlayerTile = Array.from(secondPlayer.tiles())[0];
if (secondPlayerTile) {
secondPlayer.buildUnit(UnitType.City, secondPlayerTile, {});
}
}
// Give steamroller territory and many cities
for (let x = 5; x < 25; x++) {
for (let y = 5; y < 25; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
steamroller.conquer(tile);
}
}
}
// Give steamroller cities
const minLeaderCities = 10;
for (let i = 0; i < minLeaderCities + 2; i++) {
const steamrollerTile = Array.from(steamroller.tiles())[0];
if (steamrollerTile) {
steamroller.buildUnit(UnitType.City, steamrollerTile, {});
}
}
// Give all players enough gold for MIRVs
steamroller.addGold(100_000_000n);
secondPlayer.addGold(100_000_000n);
fakehuman.addGold(100_000_000n);
// Verify preconditions
expect(fakehuman.units(UnitType.MissileSilo)).toHaveLength(1);
expect(steamroller.unitCount(UnitType.City)).toBe(minLeaderCities + 2);
expect(secondPlayer.unitCount(UnitType.City)).toBe(5);
expect(fakehuman.units(UnitType.MIRV)).toHaveLength(0);
// Track MIRVs before fakehuman considers steamroll stop
const mirvCountBefore = fakehuman.units(UnitType.MIRV).length;
// Initialize fakehuman with FakeHumanExecution to enable steamroll stop logic
const fakehumanNation = new Nation(new Cell(50, 50), fakehuman.info());
// Try different game IDs to account for hesitation odds
const gameIds = Array.from({ length: 20 }, (_, i) => `game_${i}`);
let steamrollStopSuccessful = false;
for (const gameId of gameIds) {
const testExecution = new FakeHumanExecution(gameId, fakehumanNation);
testExecution.init(game);
for (let tick = 0; tick < 200; tick++) {
testExecution.tick(game.ticks());
// Allow the game to process executions
if (tick % 10 === 0) {
game.executeNextTick();
}
if (fakehuman.units(UnitType.MIRV).length > mirvCountBefore) {
steamrollStopSuccessful = true;
break;
}
}
if (steamrollStopSuccessful) break;
}
// Assert that steamroll stop was successful
expect(steamrollStopSuccessful).toBe(true);
// Process the steamroll stop MIRV
executeTicks(game, 2);
// Assert: Fakehuman launched a steamroll stop MIRV
const mirvCountAfter = fakehuman.units(UnitType.MIRV).length;
expect(mirvCountAfter).toBeGreaterThan(mirvCountBefore);
// Verify the steamroll stop MIRV targets the steamroller's territory
const fakehumanMirvs = fakehuman.units(UnitType.MIRV);
expect(fakehumanMirvs.length).toBeGreaterThan(0);
const steamrollStopMirv = fakehumanMirvs[fakehumanMirvs.length - 1];
const steamrollStopTarget = steamrollStopMirv.targetTile();
expect(steamrollStopTarget).toBeDefined();
if (steamrollStopTarget) {
const targetOwner = game.owner(steamrollStopTarget);
expect(targetOwner).toBe(steamroller);
}
});
test("fakehuman does not launch MIRV for steamroll when leader has <= 10 cities", async () => {
// Setup game
const game = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
});
// Create three players
const steamrollerInfo = new PlayerInfo(
"steamroller",
PlayerType.Human,
null,
"steamroller_id",
);
const secondPlayerInfo = new PlayerInfo(
"second_player",
PlayerType.Human,
null,
"second_id",
);
const fakehumanInfo = new PlayerInfo(
"defender_fakehuman",
PlayerType.FakeHuman,
null,
"fakehuman_id",
);
game.addPlayer(steamrollerInfo);
game.addPlayer(secondPlayerInfo);
game.addPlayer(fakehumanInfo);
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
const steamroller = game.player("steamroller_id");
const secondPlayer = game.player("second_id");
const fakehuman = game.player("fakehuman_id");
// Give fakehuman a small territory and missile silo
for (let x = 45; x < 55; x++) {
for (let y = 45; y < 55; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
fakehuman.conquer(tile);
}
}
}
const fakehumanTile = Array.from(fakehuman.tiles())[0];
if (fakehumanTile) {
fakehuman.buildUnit(UnitType.MissileSilo, fakehumanTile, {});
}
// Give second player territory and cities (5 cities)
for (let x = 25; x < 45; x++) {
for (let y = 25; y < 45; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
secondPlayer.conquer(tile);
}
}
}
for (let i = 0; i < 5; i++) {
const secondPlayerTile = Array.from(secondPlayer.tiles())[0];
if (secondPlayerTile) {
secondPlayer.buildUnit(UnitType.City, secondPlayerTile, {});
}
}
// Give steamroller territory and cities
const minLeaderCities = 10;
for (let x = 5; x < 25; x++) {
for (let y = 5; y < 25; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
steamroller.conquer(tile);
}
}
}
for (let i = 0; i < minLeaderCities; i++) {
const steamrollerTile = Array.from(steamroller.tiles())[0];
if (steamrollerTile) {
steamroller.buildUnit(UnitType.City, steamrollerTile, {});
}
}
// Give all players enough gold for MIRVs
steamroller.addGold(100_000_000n);
secondPlayer.addGold(100_000_000n);
fakehuman.addGold(100_000_000n);
// Verify preconditions
expect(fakehuman.units(UnitType.MissileSilo)).toHaveLength(1);
expect(steamroller.unitCount(UnitType.City)).toBe(minLeaderCities);
expect(secondPlayer.unitCount(UnitType.City)).toBe(5);
expect(fakehuman.units(UnitType.MIRV)).toHaveLength(0);
// Track MIRVs before fakehuman considers steamroll stop
const mirvCountBefore = fakehuman.units(UnitType.MIRV).length;
// Initialize fakehuman with FakeHumanExecution to enable steamroll stop logic
const fakehumanNation = new Nation(new Cell(50, 50), fakehuman.info());
// Try different game IDs to account for hesitation odds
const gameIds = Array.from({ length: 20 }, (_, i) => `game_${i}`);
let steamrollStopAttempted = false;
for (const gameId of gameIds) {
const testExecution = new FakeHumanExecution(gameId, fakehumanNation);
testExecution.init(game);
for (let tick = 0; tick < 200; tick++) {
testExecution.tick(game.ticks());
game.executeNextTick();
}
// Check if any MIRVs were launched for steamroll stop
const fakehumanMirvs = fakehuman.units(UnitType.MIRV);
if (fakehumanMirvs.length > mirvCountBefore) {
steamrollStopAttempted = true;
break;
}
}
// Assert that steamroll stop was NOT attempted
expect(steamrollStopAttempted).toBe(false);
});
test("fakehuman launches MIRV to prevent team victory when team approaches victory denial threshold (targets biggest team member)", async () => {
// Setup game
const teamPlayer1Info = new PlayerInfo(
"[ALPHA]team_player_1",
PlayerType.Human,
null,
"team1_id",
);
const teamPlayer2Info = new PlayerInfo(
"[ALPHA]team_player_2",
PlayerType.Human,
null,
"team2_id",
);
const fakehumanInfo = new PlayerInfo(
"defender_fakehuman",
PlayerType.FakeHuman,
null,
"fakehuman_id",
);
const game = await setup(
"big_plains",
{
infiniteGold: true,
instantBuild: true,
gameMode: GameMode.Team,
playerTeams: 2,
},
[teamPlayer1Info, teamPlayer2Info, fakehumanInfo],
);
// Players already added via setup() with Team mode and shared clan for humans
// Skip spawn phase
while (game.inSpawnPhase()) {
game.executeNextTick();
}
const teamPlayer1 = game.player("team1_id");
const teamPlayer2 = game.player("team2_id");
const fakehuman = game.player("fakehuman_id");
// Give fakehuman a small territory and missile silo
for (let x = 45; x < 55; x++) {
for (let y = 45; y < 55; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
fakehuman.conquer(tile);
}
}
}
const fakehumanTile = Array.from(fakehuman.tiles())[0];
if (fakehumanTile) {
fakehuman.buildUnit(UnitType.MissileSilo, fakehumanTile, {});
}
// Give team players a large amount of territory to exceed team threshold,
// but skew so teamPlayer1 is clearly the largest member
const totalLandTiles = game.map().numLandTiles();
const teamTargetTiles = Math.floor(totalLandTiles * 0.82);
let conqueredTiles = 0;
for (
let x = 0;
x < game.map().width() && conqueredTiles < teamTargetTiles;
x++
) {
for (
let y = 0;
y < game.map().height() && conqueredTiles < teamTargetTiles;
y++
) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
// 3:1 bias towards teamPlayer1 to ensure largest-member targeting is well-defined
const teamPlayer =
conqueredTiles % 4 === 0 ? teamPlayer2 : teamPlayer1;
teamPlayer.conquer(tile);
conqueredTiles++;
}
}
}
// Give all players enough gold for MIRVs
teamPlayer1.addGold(100_000_000n);
teamPlayer2.addGold(100_000_000n);
fakehuman.addGold(100_000_000n);
// Verify preconditions
expect(fakehuman.units(UnitType.MissileSilo)).toHaveLength(1);
expect(fakehuman.units(UnitType.MIRV)).toHaveLength(0);
expect(teamPlayer1.gold()).toBeGreaterThan(35_000_000n);
expect(teamPlayer2.gold()).toBeGreaterThan(35_000_000n);
expect(fakehuman.gold()).toBeGreaterThan(35_000_000n);
expect(fakehuman.isAlive()).toBe(true);
expect(fakehuman.numTilesOwned()).toBeGreaterThan(0);
// Verify team has enough territory to trigger team victory denial
const teamTerritory =
teamPlayer1.numTilesOwned() + teamPlayer2.numTilesOwned();
const teamShare = teamTerritory / game.map().numLandTiles();
expect(teamShare).toBeGreaterThan(0.8); //
// Track MIRVs before fakehuman considers team victory denial
const mirvCountBefore = fakehuman.units(UnitType.MIRV).length;
// Initialize fakehuman with FakeHumanExecution to enable team victory denial logic
const fakehumanNation = new Nation(new Cell(50, 50), fakehuman.info());
// Try different game IDs to account for hesitation odds
const gameIds = Array.from({ length: 20 }, (_, i) => `game_${i}`);
let teamVictoryDenialSuccessful = false;
for (const gameId of gameIds) {
const testExecution = new FakeHumanExecution(gameId, fakehumanNation);
testExecution.init(game);
for (let tick = 0; tick < 200; tick++) {
testExecution.tick(game.ticks());
// Allow the game to process executions
if (tick % 10 === 0) {
game.executeNextTick();
}
if (fakehuman.units(UnitType.MIRV).length > mirvCountBefore) {
teamVictoryDenialSuccessful = true;
break;
}
}
if (teamVictoryDenialSuccessful) break;
}
// Assert that team victory denial was successful
expect(teamVictoryDenialSuccessful).toBe(true);
// Process the team victory denial MIRV
executeTicks(game, 2);
// Assert: Fakehuman launched a team victory denial MIRV
const mirvCountAfter = fakehuman.units(UnitType.MIRV).length;
expect(mirvCountAfter).toBeGreaterThan(mirvCountBefore);
// Verify the team victory denial MIRV targets the largest member of the team
const fakehumanMirvs = fakehuman.units(UnitType.MIRV);
expect(fakehumanMirvs.length).toBeGreaterThan(0);
const teamVictoryDenialMirv = fakehumanMirvs[fakehumanMirvs.length - 1];
const teamVictoryDenialTarget = teamVictoryDenialMirv.targetTile();
expect(teamVictoryDenialTarget).toBeDefined();
if (teamVictoryDenialTarget) {
const targetOwner = game.owner(teamVictoryDenialTarget);
// Should target the biggest member of the team
const biggest =
teamPlayer1.numTilesOwned() >= teamPlayer2.numTilesOwned()
? teamPlayer1
: teamPlayer2;
expect(targetOwner).toBe(biggest);
}
});
});