Files
Battle-for-Tismo/tests/framework/helpers.js
T
adrien e7ee5dbf0e Added the resource economy, its works and their icons
- Five resources (energy, steel, food, luxury, high-tech) with per-city stores, a world market, delivery and material upkeep.
- Resource-producing tile works built outside cities; every nation opens with the works its economy needs.
- Real game-icons.net art replacing the dummy icons for the new resources and works, with the credits updated.
2026-09-22 05:27:11 +02:00

141 lines
4.3 KiB
JavaScript

// Shared fixtures for the test suite. A small deterministic map is used
// throughout so tests are fast and their results stable.
import { GameState } from "../../shared/game_state.js";
import { parseKey } from "../../shared/hex.js";
import { MAP_CONFIG, CIVILISATIONS } from "../../shared/data.js";
import { startServer } from "../../server/server.js";
// Boots the real server on an ephemeral port for an integration test, then
// guarantees it is closed afterwards. The server configures its game at
// startup, so a small deterministic roster keeps the fixtures fast and stable.
export async function withServer(fn, options = {}) {
const server = startServer({
port: 0,
bind: "127.0.0.1",
log: () => {},
seed: SEED,
civilisations: ["france", "britain"],
...options,
});
const address = await server.listen;
try {
await fn(address.port, server);
} finally {
server.close();
}
}
export const SEED = 12345;
export const SEA = "Sea";
export function smallConfig(overrides = {}) {
return {
...MAP_CONFIG,
mapSize: { x: 24, y: 16 },
minCapitalLandmass: 1,
minCapitalDistance: 2,
citiesPerCiv: 2,
citySpacing: 2,
// The fixtures stay one continent: splitting them changes where capitals
// and cities fall, which the tests pin down.
minContinents: 1,
...overrides,
};
}
export function smallState(civIds = ["france", "britain"], seed = SEED, overrides = {}) {
const state = new GameState();
state.mapConfig = smallConfig(overrides);
const civs = civIds.map((id) => CIVILISATIONS.find((c) => c.id === id));
state.configure(civs, seed);
return state;
}
// A state on the full default map, so its coordinates line up with the terrain
// the browser view regenerates from MAP_CONFIG.
export function defaultState(civIds = ["france", "britain"], seed = SEED) {
const state = new GameState();
const civs = civIds.map((id) => CIVILISATIONS.find((c) => c.id === id));
state.configure(civs, seed);
return state;
}
// The six render layers of the world map, as jQuery objects.
export function mapLayers($) {
return {
terrain: $("#layer-terrain"),
roads: $("#layer-roads"),
borders: $("#layer-borders"),
fog: $("#layer-fog"),
highlight: $("#layer-highlight"),
paths: $("#layer-paths"),
targets: $("#layer-targets"),
resources: $("#layer-resources"),
entities: $("#layer-entities"),
labels: $("#layer-labels"),
};
}
export function adjacentLand(state, unit) {
for (const neighbour of state.topology.neighbours(unit.coords.x, unit.coords.y)) {
if (state._isLand(neighbour)) return neighbour;
}
return null;
}
export function seaTile(state) {
for (const k in state.tiles) {
if (state.tiles[k].terrainClass === SEA) return parseKey(k);
}
return null;
}
export function cityOf(state, civ) {
return state.cities.find((city) => city.civ === civ) || null;
}
// Gives a city a level of a building directly, so a test that trains a unit
// gated behind a building does not have to walk the construction queue first.
export function grantBuilding(state, city, id, level = 1) {
const index = state.protoBuildings.findIndex((building) => building.id === id);
if (index < 0) return -1;
city.buildings[index] = level;
state._gdpPerCapitaCache.clear();
state._touchModifiers();
return index;
}
export function unitsOf(state, civ) {
return state.units.filter((unit) => unit.civ === civ).length;
}
// Removes the port every naval city opens with, so a GDP-sensitive test starts
// from the same terrain-only economy it would have had before ports were seeded.
export function stripPorts(state, civ = null) {
const index = state.protoBuildings.findIndex((building) => building.id === "port");
if (index < 0) return;
for (const city of state.cities) {
if (civ !== null && city.civ !== civ) continue;
if (city.buildings[index]) delete city.buildings[index];
}
state._gdpPerCapitaCache.clear();
state._touchModifiers();
}
export function snapshotUnit(state, unitId, viewer = 0) {
return (state.snapshot(viewer).units || []).find((u) => u.id === unitId) || null;
}
export function gdpBuilding(overrides = {}) {
return {
id: "test_market",
name: "Test market",
baseCost: 100,
costAlpha: 2.0,
refundFraction: 0.5,
effects: [{ stat: "production", baseValue: 0.5, exponent: 1.0 }],
...overrides,
};
}