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22d5aba5ae
## Summary Follow-up to #4494. That PR added `forEachNeighborNSWE` as a third neighbor iterator because the existing allocation-free helpers (`forEachNeighbor`, `neighbors4`) visit in W,E,N,S order while `neighbors()` visits N,S,W,E — and substituting one for the other changes simulation behavior at order-sensitive call sites. This PR removes that duplication by standardizing on **one order everywhere**: `forEachNeighbor` and `neighbors4` now visit in the same N,S,W,E order as `neighbors()`, and `forEachNeighborNSWE` is deleted. ## ⚠️ Intentional behavior change Callers of the flipped helpers that are order-sensitive now make different (equally valid) decisions: - `AttackExecution.addNeighbors` — PRNG values are drawn per neighbor while building the conquest frontier, so attack expansion patterns differ - `AttackExecution.handleDeadDefender` — a dead defender's tiles go to the *first-visited* adjacent player - `WarshipExecution.bestNeighborToward` — distance ties break by visit order - `PlayerExecution` surrounded-cluster flood fill — set insertion order propagates to conquer order Game outcomes for a given seed differ from previous builds (verified: the 12k-tick reference run ends with 31 players alive vs 24 before). Determinism across clients *within* a build is unaffected — all clients run the same code, so there is no desync risk. Replays/verification pinned to old hashes will not match this build. New reference hashes for the headless perf harness (seed `perf-default`): | Run | Final hash | |---|---| | giantworldmap, 12,000 ticks | `57830793797434300` | | giantworldmap, 2,000 ticks | `55125379638382860` | | world, 1,800 ticks | `32337437717390864` | ## Verification - [x] Full suite green (1,901 tests), including new exact-order contract tests: `forEachNeighbor` and `neighbors4` must match `neighbors()` contents **and order** for every tile - [x] 20-game-minute Giant World Map benchmark: no perf regression (73 ticks/sec, GC 1.2% of wall, allocation profile unchanged) - [x] Order-sensitivity audit of every `forEachNeighbor`/`neighbors4` call site (sensitive ones listed above; the rest are booleans, counts, or min/max accumulations) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
223 lines
6.6 KiB
TypeScript
223 lines
6.6 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 N, S, W, E 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(5, 6),
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game.ref(5, 8),
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game.ref(4, 7),
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game.ref(6, 7),
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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: S, E only
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expect(collectNeighbors(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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]);
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// bottom-right corner: N, W only
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expect(collectNeighbors(game.ref(w - 1, h - 1))).toEqual([
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game.ref(w - 1, h - 2),
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game.ref(w - 2, h - 1),
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]);
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// left edge: N, S, E
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expect(collectNeighbors(game.ref(0, 5))).toEqual([
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game.ref(0, 4),
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game.ref(0, 6),
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game.ref(1, 5),
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]);
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// bottom edge: N, W, E
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expect(collectNeighbors(game.ref(5, h - 1))).toEqual([
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game.ref(5, h - 2),
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game.ref(4, h - 1),
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game.ref(6, h - 1),
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]);
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});
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// All cardinal-neighbor helpers share neighbors()'s exact N, S, W, E order,
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// including at edges and corners, so they are interchangeable even in
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// order-sensitive simulation code.
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test("forEachNeighbor matches map.neighbors() exactly (contents and order) for every tile", () => {
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game.forEachTile((tile) => {
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expect(collectNeighbors(tile)).toEqual(game.map().neighbors(tile));
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});
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});
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test("neighbors4 matches map.neighbors() exactly (contents and order) for every tile", () => {
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const nbuf: TileRef[] = [0, 0, 0, 0];
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game.forEachTile((tile) => {
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const n = game.map().neighbors4(tile, nbuf);
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expect(nbuf.slice(0, n)).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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