- Political map country names were invisible because the label SVG had a zero-sized viewport, which some browsers never paint; size it to the world and guard it with a test. - Added a Devlog button showing the ten latest commits, generated into client/js/devlog_data.js by scripts/generate-devlog.js and refreshed by the pre-commit hook. - Worked through FIXME.md: the city button and a unit double-click now open the city, and the stat tooltip escapes the HUD so the unit panel cannot cover it. - The server creates its game at startup and clients only join it; the Create game screen and the configure_game path are gone, and testing is a --testing server flag. - A page on a loopback host signs in as adrien, claims France and gets the free, instant testing buttons, while the server grants free orders only to a loopback socket whose Origin is also loopback.
127 lines
3.7 KiB
JavaScript
127 lines
3.7 KiB
JavaScript
// Shared fixtures for the test suite. A small deterministic map is used
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// throughout so tests are fast and their results stable.
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import { GameState } from "../../shared/game_state.js";
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import { parseKey } from "../../shared/hex.js";
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import { MAP_CONFIG, CIVILISATIONS } from "../../shared/data.js";
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import { startServer } from "../../server/server.js";
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// Boots the real server on an ephemeral port for an integration test, then
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// guarantees it is closed afterwards. The server configures its game at
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// startup, so a small deterministic roster keeps the fixtures fast and stable.
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export async function withServer(fn, options = {}) {
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const server = startServer({
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port: 0,
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bind: "127.0.0.1",
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log: () => {},
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seed: SEED,
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civilisations: ["france", "britain"],
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...options,
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});
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const address = await server.listen;
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try {
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await fn(address.port, server);
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} finally {
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server.close();
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}
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}
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export const SEED = 12345;
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export const SEA = "Sea";
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export function smallConfig(overrides = {}) {
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return {
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...MAP_CONFIG,
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mapSize: { x: 24, y: 16 },
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minCapitalLandmass: 1,
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minCapitalDistance: 2,
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citiesPerCiv: 2,
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citySpacing: 2,
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// The fixtures stay one continent: splitting them changes where capitals
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// and cities fall, which the tests pin down.
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minContinents: 1,
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...overrides,
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};
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}
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export function smallState(civIds = ["france", "britain"], seed = SEED, overrides = {}) {
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const state = new GameState();
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state.mapConfig = smallConfig(overrides);
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const civs = civIds.map((id) => CIVILISATIONS.find((c) => c.id === id));
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state.configure(civs, seed);
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return state;
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}
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// A state on the full default map, so its coordinates line up with the terrain
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// the browser view regenerates from MAP_CONFIG.
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export function defaultState(civIds = ["france", "britain"], seed = SEED) {
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const state = new GameState();
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const civs = civIds.map((id) => CIVILISATIONS.find((c) => c.id === id));
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state.configure(civs, seed);
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return state;
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}
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// The six render layers of the world map, as jQuery objects.
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export function mapLayers($) {
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return {
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terrain: $("#layer-terrain"),
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roads: $("#layer-roads"),
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borders: $("#layer-borders"),
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fog: $("#layer-fog"),
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highlight: $("#layer-highlight"),
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paths: $("#layer-paths"),
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targets: $("#layer-targets"),
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entities: $("#layer-entities"),
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labels: $("#layer-labels"),
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};
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}
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export function adjacentLand(state, unit) {
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for (const neighbour of state.topology.neighbours(unit.coords.x, unit.coords.y)) {
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if (state._isLand(neighbour)) return neighbour;
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}
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return null;
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}
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export function seaTile(state) {
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for (const k in state.tiles) {
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if (state.tiles[k].terrainClass === SEA) return parseKey(k);
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}
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return null;
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}
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export function cityOf(state, civ) {
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return state.cities.find((city) => city.civ === civ) || null;
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}
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// Gives a city a level of a building directly, so a test that trains a unit
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// gated behind a building does not have to walk the construction queue first.
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export function grantBuilding(state, city, id, level = 1) {
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const index = state.protoBuildings.findIndex((building) => building.id === id);
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if (index < 0) return -1;
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city.buildings[index] = level;
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state._gdpPerCapitaCache.clear();
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state._touchModifiers();
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return index;
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}
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export function unitsOf(state, civ) {
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return state.units.filter((unit) => unit.civ === civ).length;
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}
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export function snapshotUnit(state, unitId, viewer = 0) {
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return (state.snapshot(viewer).units || []).find((u) => u.id === unitId) || null;
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}
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export function gdpBuilding(overrides = {}) {
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return {
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id: "test_market",
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name: "Test market",
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baseCost: 100,
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costAlpha: 2.0,
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refundFraction: 0.5,
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effects: [{ stat: "gdp", baseValue: 0.5, exponent: 1.0 }],
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...overrides,
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};
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}
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