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| 1 | +import { FakeHumanExecution } from "../src/core/execution/FakeHumanExecution"; |
| 2 | +import { MirvExecution } from "../src/core/execution/MIRVExecution"; |
| 3 | +import { |
| 4 | + Cell, |
| 5 | + Nation, |
| 6 | + PlayerInfo, |
| 7 | + PlayerType, |
| 8 | + UnitType, |
| 9 | +} from "../src/core/game/Game"; |
| 10 | +import { setup } from "./util/Setup"; |
| 11 | +import { executeTicks } from "./util/utils"; |
| 12 | + |
| 13 | +describe("FakeHuman MIRV Retaliation", () => { |
| 14 | + test("fakehuman retaliates with MIRV when attacked by MIRV", async () => { |
| 15 | + // Setup game |
| 16 | + const game = await setup("big_plains", { |
| 17 | + infiniteGold: true, |
| 18 | + instantBuild: true, |
| 19 | + }); |
| 20 | + |
| 21 | + // Create two players |
| 22 | + const attackerInfo = new PlayerInfo( |
| 23 | + "attacker", |
| 24 | + PlayerType.Human, |
| 25 | + null, |
| 26 | + "attacker_id", |
| 27 | + ); |
| 28 | + const fakehumanInfo = new PlayerInfo( |
| 29 | + "defender_fakehuman", |
| 30 | + PlayerType.FakeHuman, |
| 31 | + null, |
| 32 | + "fakehuman_id", |
| 33 | + ); |
| 34 | + |
| 35 | + game.addPlayer(attackerInfo); |
| 36 | + game.addPlayer(fakehumanInfo); |
| 37 | + |
| 38 | + // Skip spawn phase |
| 39 | + while (game.inSpawnPhase()) { |
| 40 | + game.executeNextTick(); |
| 41 | + } |
| 42 | + |
| 43 | + const attacker = game.player("attacker_id"); |
| 44 | + const fakehuman = game.player("fakehuman_id"); |
| 45 | + |
| 46 | + // Give attacker territory and missile silo |
| 47 | + for (let x = 5; x < 15; x++) { |
| 48 | + for (let y = 5; y < 15; y++) { |
| 49 | + const tile = game.ref(x, y); |
| 50 | + if (game.map().isLand(tile)) { |
| 51 | + attacker.conquer(tile); |
| 52 | + } |
| 53 | + } |
| 54 | + } |
| 55 | + attacker.buildUnit(UnitType.MissileSilo, game.ref(10, 10), {}); |
| 56 | + |
| 57 | + // Give fakehuman territory and missile silo |
| 58 | + for (let x = 45; x < 55; x++) { |
| 59 | + for (let y = 45; y < 55; y++) { |
| 60 | + const tile = game.ref(x, y); |
| 61 | + if (game.map().isLand(tile)) { |
| 62 | + fakehuman.conquer(tile); |
| 63 | + } |
| 64 | + } |
| 65 | + } |
| 66 | + fakehuman.buildUnit(UnitType.MissileSilo, game.ref(50, 50), {}); |
| 67 | + |
| 68 | + // Give both players enough gold for MIRVs |
| 69 | + attacker.addGold(100_000_000n); |
| 70 | + fakehuman.addGold(100_000_000n); |
| 71 | + |
| 72 | + // Verify preconditions |
| 73 | + expect(attacker.units(UnitType.MissileSilo)).toHaveLength(1); |
| 74 | + expect(fakehuman.units(UnitType.MissileSilo)).toHaveLength(1); |
| 75 | + expect(attacker.gold()).toBeGreaterThan(35_000_000n); |
| 76 | + expect(fakehuman.gold()).toBeGreaterThan(35_000_000n); |
| 77 | + |
| 78 | + // Attacker launches a MIRV at the fakehuman |
| 79 | + const targetTile = Array.from(fakehuman.tiles())[0]; |
| 80 | + game.addExecution(new MirvExecution(attacker, targetTile)); |
| 81 | + |
| 82 | + // Execute a few ticks so the MIRV is in flight |
| 83 | + executeTicks(game, 5); |
| 84 | + |
| 85 | + // Verify attacker's MIRV is in flight |
| 86 | + expect(attacker.units(UnitType.MIRV).length).toBeGreaterThan(0); |
| 87 | + |
| 88 | + // Track MIRVs before fakehuman retaliates |
| 89 | + const mirvCountBefore = fakehuman.units(UnitType.MIRV).length; |
| 90 | + |
| 91 | + // Initialize fakehuman with FakeHumanExecution to enable retaliation logic |
| 92 | + const fakehumanNation = new Nation(new Cell(50, 50), 1, fakehuman.info()); |
| 93 | + |
| 94 | + // Try different game IDs to find one that passes the 35% MIRV failure rate |
| 95 | + // Since random is seeded, we try multiple seeds to ensure at least one passes |
| 96 | + const gameIds = Array.from({ length: 20 }, (_, i) => `game_${i}`); |
| 97 | + let retaliationSuccessful = false; |
| 98 | + |
| 99 | + for (const gameId of gameIds) { |
| 100 | + const testExecution = new FakeHumanExecution(gameId, fakehumanNation); |
| 101 | + testExecution.init(game); |
| 102 | + |
| 103 | + // Execute fakehuman's tick logic - need to run many iterations because: |
| 104 | + // 1. Fakehuman only runs on ticks matching attackRate/attackTick pattern |
| 105 | + // 2. First run initializes behavior, subsequent runs execute MIRV logic |
| 106 | + for (let tick = 0; tick < 200; tick++) { |
| 107 | + testExecution.tick(game.ticks() + tick); |
| 108 | + // Allow the game to process executions |
| 109 | + if (tick % 10 === 0) { |
| 110 | + game.executeNextTick(); |
| 111 | + } |
| 112 | + if (fakehuman.units(UnitType.MIRV).length > mirvCountBefore) { |
| 113 | + retaliationSuccessful = true; |
| 114 | + break; |
| 115 | + } |
| 116 | + } |
| 117 | + |
| 118 | + if (retaliationSuccessful) break; |
| 119 | + } |
| 120 | + |
| 121 | + // Assert that retaliation was successful |
| 122 | + expect(retaliationSuccessful).toBe(true); |
| 123 | + |
| 124 | + // Process the retaliation |
| 125 | + executeTicks(game, 2); |
| 126 | + |
| 127 | + // Assert: Fakehuman launched a retaliatory MIRV |
| 128 | + const mirvCountAfter = fakehuman.units(UnitType.MIRV).length; |
| 129 | + expect(mirvCountAfter).toBeGreaterThan(mirvCountBefore); |
| 130 | + |
| 131 | + // Verify the retaliatory MIRV targets the attacker's territory |
| 132 | + const fakehumanMirvs = fakehuman.units(UnitType.MIRV); |
| 133 | + expect(fakehumanMirvs.length).toBeGreaterThan(0); |
| 134 | + |
| 135 | + const retaliationMirv = fakehumanMirvs[fakehumanMirvs.length - 1]; |
| 136 | + const retaliationTarget = retaliationMirv.targetTile(); |
| 137 | + expect(retaliationTarget).toBeDefined(); |
| 138 | + |
| 139 | + if (retaliationTarget) { |
| 140 | + const targetOwner = game.owner(retaliationTarget); |
| 141 | + expect(targetOwner).toBe(attacker); |
| 142 | + } |
| 143 | + }); |
| 144 | +}); |
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