Files
OpenFrontIO/tests/perf/MIRVPerf.ts
T
Arkadiusz Sygulski d7bcbf54f3 Add tests for MIRV execution (#2767)
## Description:

This is a companion PR to
https://github.com/openfrontio/OpenFrontIO/pull/2765. It implements
tests and a performance benchmark for MIRV.

```bash
$ npm test -- tests/core/executions/MIRVExecution.test.ts

 ✓ tests/core/executions/MIRVExecution.test.ts (9 tests) 71ms
   ✓ MIRVExecution (9)
     ✓ MIRV should launch successfully 10ms
     ✓ MIRV should break alliances on launch 5ms
     ✓ MIRV should separate into warheads 20ms
     ✓ MIRV warheads should only target tiles owned by target player 15ms
     ✓ MIRV warheads should be distributed with minimum spacing 12ms
     ✓ MIRV should display warning message on launch 2ms
     ✓ MIRV should not launch if player cannot build it 2ms
     ✓ MIRV should not launch when targeting terra nullius 2ms
     ✓ MIRV should launch when targeting own territory without breaking alliances 2ms
```

```bash
$ npm tsx tests/perf/MIRVPerf.ts

...

=== MIRV Performance Benchmark Results ===
MIRV target selection - sparse territory x 53.53 ops/sec ±0.48% (71 runs sampled)
MIRV target selection - dense territory x 53.39 ops/sec ±0.57% (70 runs sampled)
MIRV target selection - giant world map (350 targets) x 1,129 ops/sec ±0.98% (90 runs sampled)
```

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] 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:

moleole
2026-01-02 10:36:02 -08:00

156 lines
4.2 KiB
TypeScript

import Benchmark from "benchmark";
import { dirname } from "path";
import { fileURLToPath } from "url";
import { MirvExecution } from "../../src/core/execution/MIRVExecution";
import { PlayerInfo, PlayerType, UnitType } from "../../src/core/game/Game";
import { setup } from "../util/Setup";
// Setup sparse territory scenario (small target area)
const sparseTerritoryGame = await setup(
"big_plains",
{
infiniteGold: true,
instantBuild: true,
},
[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
dirname(fileURLToPath(import.meta.url)),
);
while (sparseTerritoryGame.inSpawnPhase()) {
sparseTerritoryGame.executeNextTick();
}
const sparsePlayer = sparseTerritoryGame.player("player_id");
function claimRow(y: number, length: number) {
for (let x = 0; x < 200; x++) {
for (let dy = y; dy < y + length; dy++) {
const tile = sparseTerritoryGame.ref(x, dy);
if (sparseTerritoryGame.map().isLand(tile)) {
sparsePlayer.conquer(tile);
}
}
}
}
claimRow(0, 15);
claimRow(40, 15);
claimRow(90, 15);
claimRow(140, 15);
claimRow(185, 15);
sparsePlayer.buildUnit(
UnitType.MissileSilo,
sparseTerritoryGame.ref(10, 10),
{},
);
// Setup dense territory scenario (large target area)
const denseTerritoryGame = await setup(
"big_plains",
{
infiniteGold: true,
instantBuild: true,
},
[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
dirname(fileURLToPath(import.meta.url)),
);
while (denseTerritoryGame.inSpawnPhase()) {
denseTerritoryGame.executeNextTick();
}
const densePlayer = denseTerritoryGame.player("player_id");
for (let x = 0; x < 200; x++) {
for (let y = 0; y < 200; y++) {
const tile = denseTerritoryGame.ref(x, y);
if (denseTerritoryGame.map().isLand(tile)) {
densePlayer.conquer(tile);
}
}
}
densePlayer.buildUnit(UnitType.MissileSilo, denseTerritoryGame.ref(10, 10), {});
// Setup giant world map scenario (realistic large-scale test)
const giantMapGame = await setup(
"giantworldmap",
{
infiniteGold: true,
instantBuild: true,
},
[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
dirname(fileURLToPath(import.meta.url)),
);
while (giantMapGame.inSpawnPhase()) {
giantMapGame.executeNextTick();
}
const giantMapPlayer = giantMapGame.player("player_id");
// Conquer ALL available land tiles on the giant world map
console.log("Conquering all tiles on giant world map...");
let conqueredCount = 0;
for (let x = 0; x < giantMapGame.map().width(); x++) {
for (let y = 0; y < giantMapGame.map().height(); y++) {
const tile = giantMapGame.ref(x, y);
if (giantMapGame.map().isLand(tile)) {
giantMapPlayer.conquer(tile);
conqueredCount++;
}
}
}
console.log(`Conquered ${conqueredCount} tiles on giant world map`);
giantMapPlayer.buildUnit(UnitType.MissileSilo, giantMapGame.ref(800, 350), {});
const results: string[] = [];
new Benchmark.Suite()
.add("MIRV target selection - sparse territory", () => {
const targetTile = sparseTerritoryGame.ref(100, 100);
const mirvExec = new MirvExecution(sparsePlayer, targetTile);
mirvExec.init(sparseTerritoryGame, sparseTerritoryGame.ticks());
let ticks = 0;
while (mirvExec.isActive() && ticks < 1000) {
mirvExec.tick(ticks++);
}
})
.add("MIRV target selection - dense territory", () => {
const targetTile = denseTerritoryGame.ref(100, 100);
const mirvExec = new MirvExecution(densePlayer, targetTile);
mirvExec.init(denseTerritoryGame, denseTerritoryGame.ticks());
let ticks = 0;
while (mirvExec.isActive() && ticks < 1000) {
mirvExec.tick(ticks++);
}
})
.add("MIRV target selection - giant world map (350 targets)", () => {
const targetTile = giantMapGame.ref(2150, 800);
const mirvExec = new MirvExecution(giantMapPlayer, targetTile);
mirvExec.init(giantMapGame, giantMapGame.ticks());
let ticks = 0;
while (mirvExec.isActive() && ticks < 1000) {
mirvExec.tick(ticks++);
}
})
.on("cycle", (event: any) => {
results.push(String(event.target));
})
.on("complete", () => {
console.log("\n=== MIRV Performance Benchmark Results ===");
for (const result of results) {
console.log(result);
}
})
.run({ async: true });