Files
Battle-for-Tismo/tests/simple_ui_test.js
T
adrien 4e11af2b6c Showed the nation's resource pool in the simple economy's top panel
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.
2026-09-25 14:59:40 +02:00

258 lines
9.8 KiB
JavaScript

import { TestCase } from "./framework/test_case.js";
import { setupDom, teardownDom } from "./framework/dom.js";
import { CityModal, NationModal } from "../client/js/modals.js";
import { panelMethods } from "../client/js/game_screen/panels.js";
import { GOVERNMENTS, TECHNOLOGIES } from "../shared/data.js";
import { groupDigits } from "../shared/text_format.js";
import { formatResourceAmount } from "../shared/resources.js";
import { simpleState, smallState, cityOf } from "./framework/helpers.js";
import {
setCurrency,
setCurrencyBook,
currencyFor,
rateToNational,
} from "../client/js/currency.js";
// The market figures a simple game's snapshot carries: the viewer's pool in the
// summary's stock, and the world stock and price per storable good.
const SIMPLE_MARKET = [
{ id: "energy", price: 0.003, stock: null },
{ id: "steel", price: 600, stock: 900_000 },
{ id: "food", price: 300, stock: 1_000_000 },
{ id: "luxury", price: 60, stock: 1_000_000 },
{ id: "hightech", price: 800, stock: 1_000_000 },
];
const SIMPLE_SUMMARY = {
stock: { steel: 1_000_000, food: 500_000, luxury: 500_000, hightech: 20_000 },
consumption: { steel: 10, food: 20, luxury: 30, hightech: 1, energy: 50 },
demand: {},
prices: {},
};
export class SimpleUiTest extends TestCase {
async test_the_simple_resources_tab_is_a_market() {
const env = await setupDom();
try {
const modal = new NationModal();
const trades = [];
modal.onMarketTrade = (resource, side, lot) => trades.push([resource, side, lot]);
modal.show(
GOVERNMENTS, 0, TECHNOLOGIES, new Set(), 1.0e9, 1.0e9, 0,
{}, null, [], null, null,
{ summary: SIMPLE_SUMMARY, market: SIMPLE_MARKET, economyModel: "simple", budget: 1.0e9 }
);
env.$("#modal-nation .tab[data-tab=resources]").click();
// One row per storable good; energy is a flow and is not marketable.
const rows = env.$("#resources-list .market-table tbody tr");
this.assertSize(rows, 4, "the four storable goods are listed");
this.assertTrue(
env.$("#resources-sub").text().includes("Treasury"),
"the treasury is shown with the market"
);
// Steel leads the storable list; its first buy lot is the 100 button.
rows.eq(0).find(".market-lot").eq(0).click();
this.assertSize(trades, 1, "a buy order is sent");
this.assertEqual(trades[0][0], "steel");
this.assertEqual(trades[0][1], "buy");
this.assertEqual(trades[0][2], 100);
this.assertTrue(
env.$("#resources-subtabs").hasClass("hidden"),
"the hard sub-tabs are hidden in simple mode"
);
modal.close();
} finally {
teardownDom(env);
}
}
async test_an_unaffordable_buy_and_an_uncovered_sell_are_disabled() {
const env = await setupDom();
try {
const modal = new NationModal();
const summary = {
...SIMPLE_SUMMARY,
// Nothing in the pool to sell, and a treasury too small for any lot.
stock: { steel: 0, food: 0, luxury: 0, hightech: 0 },
};
modal.show(
GOVERNMENTS, 0, TECHNOLOGIES, new Set(), 1.0e9, 1.0e9, 0,
{}, null, [], null, null,
{ summary, market: SIMPLE_MARKET, economyModel: "simple", budget: 0 }
);
env.$("#modal-nation .tab[data-tab=resources]").click();
const $lot = env.$("#resources-list .market-lot");
this.assertTrue($lot.eq(0).prop("disabled"), "a buy the treasury cannot afford is disabled");
this.assertTrue($lot.eq(3).prop("disabled"), "a sell the pool cannot cover is disabled");
modal.close();
} finally {
teardownDom(env);
}
}
async test_the_simple_economy_tab_keeps_only_the_treasury_summary() {
const env = await setupDom();
try {
const modal = new NationModal();
modal.show(
GOVERNMENTS, 0, TECHNOLOGIES, new Set(), 1.0e9, 1.0e9, 0,
{}, null, [], null, null, null,
{ economyModel: "simple", budget: 1.0e9, takeTax: { income: 5000 } }
);
env.$("#modal-nation .tab[data-tab=economy]").click();
this.assertTrue(
env.$("#economy-subtabs").hasClass("hidden"),
"no Taxes, central-bank or FX sub-tabs remain"
);
const text = env.$("#economy-summary").text();
this.assertTrue(text.includes("Tax income"), "the single tax income line is shown");
this.assertTrue(text.includes("Treasury"), "the treasury is shown");
modal.close();
} finally {
teardownDom(env);
}
}
async test_the_simple_city_resources_show_the_pool_and_region_power() {
const env = await setupDom();
try {
const modal = new CityModal();
modal.show(
{ id: 1, name: "Lyon" },
{
economyModel: "simple",
resources: {
stock: { steel: 123456, food: 500_000, luxury: 500_000, hightech: 20_000 },
consumption: { steel: 10, food: 20, luxury: 30, hightech: 1, energy: 50 },
demand: {},
energy: 7_000_000,
},
}
);
env.$("#modal-city .tab[data-tab=resources]").click();
const text = env.$("#city-resources-list").text();
this.assertTrue(text.includes("National pool"), "the pool is named");
this.assertTrue(text.includes("spare power"), "the region's spare power is named");
this.assertTrue(
!env.$("#city-resources-list").text().includes("private sector holds"),
"no per-region store table is drawn"
);
modal.close();
} finally {
teardownDom(env);
}
}
async test_the_simple_build_line_names_the_spare_power() {
const env = await setupDom();
try {
const modal = new CityModal();
modal.economyModel = "simple";
modal.energyAvailable = 7_000_000;
modal.beginTraining("Riflemen", 10, 0, "Training");
this.assertTrue(
env.$("#city-train-label").text().includes("spare power"),
"the progress line explains the build speed"
);
modal.close();
} finally {
teardownDom(env);
}
}
test_a_single_currency_book_needs_no_conversion() {
setCurrency({ code: "EUR", symbol: "€", name: "Euro" });
setCurrencyBook(
[
{ civ: 0, code: "EUR", symbol: "€", name: "Euro", value: 1 },
{ civ: 1, code: "EUR", symbol: "€", name: "Euro", value: 1 },
],
[],
0
);
this.assertEqual(currencyFor(1), null, "one shared currency has no foreign money");
this.assertEqual(rateToNational(1), 1, "and no rate to apply");
}
test_a_simple_city_ships_its_region_spare_power() {
const state = simpleState();
state.applyStartingScenario();
const shared = state.serializeShared();
const city = cityOf(state, 0);
const entry = shared.cityStats.find((stats) => stats.id === city.id);
this.assertNotNull(entry, "the city has stats");
this.assertEqual(
entry.resources.energy,
state.regionAvailableEnergy(city),
"the snapshot ships the region's spare power"
);
this.assertGreater(entry.resources.energy, 0, "a simple region opens with spare power");
}
test_a_hard_city_ships_no_region_energy() {
const state = smallState();
state.applyStartingScenario();
const shared = state.serializeShared();
const city = cityOf(state, 0);
const entry = shared.cityStats.find((stats) => stats.id === city.id);
this.assertNotNull(entry, "the city has stats");
this.assertEqual(entry.resources.energy, undefined, "the hard city has no power field");
}
// The top panel gains one chip per storable good in simple mode, each an icon
// and the full grouped pool. An arrow reads production against consumption,
// and the chip's tooltip spells both out. The hard economy keeps its
// per-region stores and shows nothing here.
async test_the_top_panel_shows_the_pool_in_simple_mode() {
const env = await setupDom();
try {
const screen = { economyModel: "simple", _updateTopResources: panelMethods._updateTopResources };
screen._updateTopResources({
resources: {
stock: { steel: 1_000_000, food: 500_000, luxury: 500_000, hightech: 20_000 },
production: { steel: 1_500, food: 500, luxury: 0, hightech: 0 },
consumed: { steel: 1_000, food: 600, luxury: 10, hightech: 5 },
},
});
const chips = env.$("#top-resources .top-resource");
this.assertSize(chips, 4, "one chip per storable good");
this.assertEqual(
chips.eq(0).find(".top-resource-value").text(),
groupDigits(1_000_000),
"the steel pool is grouped in full, not abbreviated"
);
this.assertTrue(
chips.eq(0).find("img").attr("src").includes("icon_steel"),
"the chip leads with the resource's icon"
);
// Steel makes 1 500 and uses 1 000, so the pool is filling; food makes
// less than it eats, so it is draining.
this.assertTrue(chips.eq(0).find(".stat-arrow").hasClass("up"), "a growing pool arrow up");
this.assertTrue(chips.eq(1).find(".stat-arrow").hasClass("down"), "a draining pool arrow down");
const tooltip = chips.eq(0).attr("data-tooltip");
this.assertTrue(
tooltip.includes(`Produced ${formatResourceAmount("steel", 1_500)}/day`),
"the tooltip names production"
);
this.assertTrue(
tooltip.includes(`Consumed ${formatResourceAmount("steel", 1_000)}/day`),
"the tooltip names consumption"
);
} finally {
teardownDom(env);
}
}
async test_the_top_panel_hides_the_pool_in_hard_mode() {
const env = await setupDom();
try {
const screen = { economyModel: "hard", _updateTopResources: panelMethods._updateTopResources };
screen._updateTopResources({ resources: { stock: { steel: 1 } } });
this.assertTrue(env.$("#top-resources").hasClass("hidden"), "hard mode shows no pool");
this.assertSize(env.$("#top-resources .top-resource"), 0, "no chips are left behind");
} finally {
teardownDom(env);
}
}
}