The top bar now carries a two-by-two grid of the four storable goods, each a big icon, the grouped pool and an arrow reading production against consumption (purchases excluded); hovering a chip names both daily figures. The quantity column reserves room for 99 999 999 999 so the layout never shifts as stocks grow. formatResourceAmount paired each prefix with a divisor a thousand times too large, so a million tonnes printed as 1 kt; the steps now move together as kt, Mt, Gt and Tt.
258 lines
9.8 KiB
JavaScript
258 lines
9.8 KiB
JavaScript
import { TestCase } from "./framework/test_case.js";
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import { setupDom, teardownDom } from "./framework/dom.js";
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import { CityModal, NationModal } from "../client/js/modals.js";
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import { panelMethods } from "../client/js/game_screen/panels.js";
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import { GOVERNMENTS, TECHNOLOGIES } from "../shared/data.js";
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import { groupDigits } from "../shared/text_format.js";
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import { formatResourceAmount } from "../shared/resources.js";
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import { simpleState, smallState, cityOf } from "./framework/helpers.js";
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import {
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setCurrency,
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setCurrencyBook,
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currencyFor,
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rateToNational,
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} from "../client/js/currency.js";
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// The market figures a simple game's snapshot carries: the viewer's pool in the
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// summary's stock, and the world stock and price per storable good.
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const SIMPLE_MARKET = [
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{ id: "energy", price: 0.003, stock: null },
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{ id: "steel", price: 600, stock: 900_000 },
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{ id: "food", price: 300, stock: 1_000_000 },
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{ id: "luxury", price: 60, stock: 1_000_000 },
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{ id: "hightech", price: 800, stock: 1_000_000 },
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];
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const SIMPLE_SUMMARY = {
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stock: { steel: 1_000_000, food: 500_000, luxury: 500_000, hightech: 20_000 },
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consumption: { steel: 10, food: 20, luxury: 30, hightech: 1, energy: 50 },
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demand: {},
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prices: {},
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};
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export class SimpleUiTest extends TestCase {
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async test_the_simple_resources_tab_is_a_market() {
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const env = await setupDom();
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try {
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const modal = new NationModal();
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const trades = [];
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modal.onMarketTrade = (resource, side, lot) => trades.push([resource, side, lot]);
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modal.show(
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GOVERNMENTS, 0, TECHNOLOGIES, new Set(), 1.0e9, 1.0e9, 0,
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{}, null, [], null, null,
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{ summary: SIMPLE_SUMMARY, market: SIMPLE_MARKET, economyModel: "simple", budget: 1.0e9 }
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);
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env.$("#modal-nation .tab[data-tab=resources]").click();
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// One row per storable good; energy is a flow and is not marketable.
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const rows = env.$("#resources-list .market-table tbody tr");
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this.assertSize(rows, 4, "the four storable goods are listed");
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this.assertTrue(
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env.$("#resources-sub").text().includes("Treasury"),
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"the treasury is shown with the market"
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);
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// Steel leads the storable list; its first buy lot is the 100 button.
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rows.eq(0).find(".market-lot").eq(0).click();
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this.assertSize(trades, 1, "a buy order is sent");
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this.assertEqual(trades[0][0], "steel");
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this.assertEqual(trades[0][1], "buy");
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this.assertEqual(trades[0][2], 100);
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this.assertTrue(
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env.$("#resources-subtabs").hasClass("hidden"),
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"the hard sub-tabs are hidden in simple mode"
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);
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modal.close();
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} finally {
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teardownDom(env);
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}
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}
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async test_an_unaffordable_buy_and_an_uncovered_sell_are_disabled() {
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const env = await setupDom();
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try {
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const modal = new NationModal();
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const summary = {
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...SIMPLE_SUMMARY,
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// Nothing in the pool to sell, and a treasury too small for any lot.
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stock: { steel: 0, food: 0, luxury: 0, hightech: 0 },
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};
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modal.show(
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GOVERNMENTS, 0, TECHNOLOGIES, new Set(), 1.0e9, 1.0e9, 0,
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{}, null, [], null, null,
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{ summary, market: SIMPLE_MARKET, economyModel: "simple", budget: 0 }
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);
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env.$("#modal-nation .tab[data-tab=resources]").click();
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const $lot = env.$("#resources-list .market-lot");
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this.assertTrue($lot.eq(0).prop("disabled"), "a buy the treasury cannot afford is disabled");
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this.assertTrue($lot.eq(3).prop("disabled"), "a sell the pool cannot cover is disabled");
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modal.close();
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} finally {
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teardownDom(env);
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}
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}
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async test_the_simple_economy_tab_keeps_only_the_treasury_summary() {
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const env = await setupDom();
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try {
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const modal = new NationModal();
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modal.show(
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GOVERNMENTS, 0, TECHNOLOGIES, new Set(), 1.0e9, 1.0e9, 0,
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{}, null, [], null, null, null,
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{ economyModel: "simple", budget: 1.0e9, takeTax: { income: 5000 } }
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);
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env.$("#modal-nation .tab[data-tab=economy]").click();
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this.assertTrue(
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env.$("#economy-subtabs").hasClass("hidden"),
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"no Taxes, central-bank or FX sub-tabs remain"
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);
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const text = env.$("#economy-summary").text();
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this.assertTrue(text.includes("Tax income"), "the single tax income line is shown");
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this.assertTrue(text.includes("Treasury"), "the treasury is shown");
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modal.close();
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} finally {
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teardownDom(env);
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}
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}
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async test_the_simple_city_resources_show_the_pool_and_region_power() {
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const env = await setupDom();
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try {
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const modal = new CityModal();
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modal.show(
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{ id: 1, name: "Lyon" },
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{
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economyModel: "simple",
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resources: {
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stock: { steel: 123456, food: 500_000, luxury: 500_000, hightech: 20_000 },
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consumption: { steel: 10, food: 20, luxury: 30, hightech: 1, energy: 50 },
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demand: {},
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energy: 7_000_000,
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},
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}
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);
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env.$("#modal-city .tab[data-tab=resources]").click();
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const text = env.$("#city-resources-list").text();
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this.assertTrue(text.includes("National pool"), "the pool is named");
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this.assertTrue(text.includes("spare power"), "the region's spare power is named");
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this.assertTrue(
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!env.$("#city-resources-list").text().includes("private sector holds"),
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"no per-region store table is drawn"
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);
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modal.close();
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} finally {
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teardownDom(env);
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}
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}
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async test_the_simple_build_line_names_the_spare_power() {
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const env = await setupDom();
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try {
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const modal = new CityModal();
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modal.economyModel = "simple";
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modal.energyAvailable = 7_000_000;
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modal.beginTraining("Riflemen", 10, 0, "Training");
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this.assertTrue(
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env.$("#city-train-label").text().includes("spare power"),
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"the progress line explains the build speed"
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);
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modal.close();
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} finally {
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teardownDom(env);
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}
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}
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test_a_single_currency_book_needs_no_conversion() {
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setCurrency({ code: "EUR", symbol: "€", name: "Euro" });
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setCurrencyBook(
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[
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{ civ: 0, code: "EUR", symbol: "€", name: "Euro", value: 1 },
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{ civ: 1, code: "EUR", symbol: "€", name: "Euro", value: 1 },
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],
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[],
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0
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);
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this.assertEqual(currencyFor(1), null, "one shared currency has no foreign money");
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this.assertEqual(rateToNational(1), 1, "and no rate to apply");
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}
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test_a_simple_city_ships_its_region_spare_power() {
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const state = simpleState();
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state.applyStartingScenario();
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const shared = state.serializeShared();
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const city = cityOf(state, 0);
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const entry = shared.cityStats.find((stats) => stats.id === city.id);
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this.assertNotNull(entry, "the city has stats");
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this.assertEqual(
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entry.resources.energy,
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state.regionAvailableEnergy(city),
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"the snapshot ships the region's spare power"
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);
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this.assertGreater(entry.resources.energy, 0, "a simple region opens with spare power");
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}
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test_a_hard_city_ships_no_region_energy() {
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const state = smallState();
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state.applyStartingScenario();
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const shared = state.serializeShared();
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const city = cityOf(state, 0);
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const entry = shared.cityStats.find((stats) => stats.id === city.id);
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this.assertNotNull(entry, "the city has stats");
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this.assertEqual(entry.resources.energy, undefined, "the hard city has no power field");
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}
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// The top panel gains one chip per storable good in simple mode, each an icon
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// and the full grouped pool. An arrow reads production against consumption,
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// and the chip's tooltip spells both out. The hard economy keeps its
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// per-region stores and shows nothing here.
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async test_the_top_panel_shows_the_pool_in_simple_mode() {
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const env = await setupDom();
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try {
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const screen = { economyModel: "simple", _updateTopResources: panelMethods._updateTopResources };
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screen._updateTopResources({
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resources: {
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stock: { steel: 1_000_000, food: 500_000, luxury: 500_000, hightech: 20_000 },
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production: { steel: 1_500, food: 500, luxury: 0, hightech: 0 },
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consumed: { steel: 1_000, food: 600, luxury: 10, hightech: 5 },
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},
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});
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const chips = env.$("#top-resources .top-resource");
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this.assertSize(chips, 4, "one chip per storable good");
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this.assertEqual(
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chips.eq(0).find(".top-resource-value").text(),
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groupDigits(1_000_000),
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"the steel pool is grouped in full, not abbreviated"
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);
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this.assertTrue(
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chips.eq(0).find("img").attr("src").includes("icon_steel"),
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"the chip leads with the resource's icon"
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);
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// Steel makes 1 500 and uses 1 000, so the pool is filling; food makes
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// less than it eats, so it is draining.
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this.assertTrue(chips.eq(0).find(".stat-arrow").hasClass("up"), "a growing pool arrow up");
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this.assertTrue(chips.eq(1).find(".stat-arrow").hasClass("down"), "a draining pool arrow down");
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const tooltip = chips.eq(0).attr("data-tooltip");
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this.assertTrue(
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tooltip.includes(`Produced ${formatResourceAmount("steel", 1_500)}/day`),
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"the tooltip names production"
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);
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this.assertTrue(
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tooltip.includes(`Consumed ${formatResourceAmount("steel", 1_000)}/day`),
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"the tooltip names consumption"
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);
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} finally {
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teardownDom(env);
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}
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}
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async test_the_top_panel_hides_the_pool_in_hard_mode() {
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const env = await setupDom();
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try {
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const screen = { economyModel: "hard", _updateTopResources: panelMethods._updateTopResources };
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screen._updateTopResources({ resources: { stock: { steel: 1 } } });
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this.assertTrue(env.$("#top-resources").hasClass("hidden"), "hard mode shows no pool");
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this.assertSize(env.$("#top-resources .top-resource"), 0, "no chips are left behind");
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} finally {
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teardownDom(env);
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}
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}
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}
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