bitburner-src/test/jest/Bladeburner/TeamCasualties.test.ts

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import { Player, setPlayer } from "@player";
import { FormatsNeedToChange } from "../../../src/ui/formatNumber";
import type { ActionIdFor } from "../../../src/Bladeburner/Types";
import type { Bladeburner } from "../../../src/Bladeburner/Bladeburner";
import { BlackOperation, Contract, Operation } from "../../../src/Bladeburner/Actions";
import { Sleeve } from "../../../src/PersonObjects/Sleeve/Sleeve";
import { SleeveSupportWork } from "../../../src/PersonObjects/Sleeve/Work/SleeveSupportWork";
import { BladeburnerBlackOpName, BladeburnerContractName, BladeburnerOperationName } from "@enums";
import { PlayerObject } from "../../../src/PersonObjects/Player/PlayerObject";
/**
* You may want to use hook to help with debugging
* <code>
* afterEach(() => {
* console.error(inst.consoleLogs);
* });
* </code>
*/
describe("Bladeburner Team", () => {
const MAX_ROLL = (_: number, high: number) => high;
const MIN_ROLL = (low: number, _: number) => low;
const BLACK_OP = BlackOperation.createId(BladeburnerBlackOpName.OperationAnnihilus);
const OP = Operation.createId(BladeburnerOperationName.Assassination);
let inst: Bladeburner;
let action: BlackOperation | Operation;
beforeAll(() => {
/* Initialise Formatters. Dependency of Bladeburner */
FormatsNeedToChange.emit();
});
beforeEach(() => {
setPlayer(new PlayerObject());
Player.init();
Player.startBladeburner();
if (!Player.bladeburner) throw new Error();
inst = Player.bladeburner;
Player.sourceFiles.set(10, 3);
Player.sleevesFromCovenant = 5;
Sleeve.recalculateNumOwned();
Player.sleeves.forEach((s) => (s.shock = 0));
});
describe("Operations", () => {
it("hav a chance of zero deaths for Operations", () => {
teamSize(10), startAction(OP), teamUsed(10), forceMinCasualties();
actionFails();
expect(inst.teamSize).toBe(10);
});
});
describe("Black Operations", () => {
it("always have at least 1 death", () => {
teamSize(10), startAction(BLACK_OP), teamUsed(10), forceMinCasualties();
actionFails();
expect(inst.teamSize).toBe(9);
});
});
describe("Solo: with no members or sleeves", () => {
it.each([
["success", actionSucceeds],
["fail", actionFails],
])("remains unchanged at all rates: %s", (_: string, attempt: CallableFunction) => {
teamSize(1000), startAction(OP), teamUsed(0);
attempt();
expect(inst.teamSize).toBe(1000);
});
});
describe("Human members", () => {
it("get killed according to roll", () => {
teamSize(15), startAction(OP), teamUsed(15), forceMaxCasualties(), actionSucceeds();
expect(inst).toMatchObject({ teamSize: 7, teamLost: 8 });
});
});
describe("Assigned team members", () => {
it("get killed with human casualties before sleeves", () => {
/** At most 10 + 8 -> 9 casualties occur at worst,
* killing human team members before sleeves */
teamSize(10), startAction(BLACK_OP), supportingSleeves(8), teamUsed(18);
actionSucceeds();
expect(inst.teamSize).toBeLessThanOrEqual(18);
assertNoShockIncrease();
});
it("shocks sleeves when deaths exceed humans", () => {
teamSize(0), startAction(OP), supportingSleeves(8), forceMaxCasualties(), teamUsed(8);
actionFails();
assertSleevesHaveBeenShocked();
});
});
describe("Casualties", () => {
it("do not affect contracts", () => {
teamSize(3);
inst.action = Contract.createId(BladeburnerContractName.Tracking);
actionFails();
expect(inst.teamSize).toBe(3);
});
it.each([[OP], [BLACK_OP]])(
"will occur on actions that support teams: %s",
(op: ActionIdFor<BlackOperation> | ActionIdFor<Operation>) => {
teamSize(5), startAction(op), forceMaxCasualties(), teamUsed(5), actionFails();
expect(inst.teamSize).toBe(0);
},
);
it("are potentially entire team when failing", () => {
teamSize(5), startAction(OP), forceMaxCasualties(), teamUsed(5), actionFails();
expect(inst).toMatchObject({ teamSize: 0, teamLost: 5 });
});
it("at worst half the team when succeeding (rounding up)", () => {
teamSize(5), startAction(OP), forceMaxCasualties(), teamUsed(5), actionSucceeds();
expect(inst).toMatchObject({ teamSize: 2, teamLost: 3 });
});
});
function teamSize(n: number) {
inst.teamSize = n;
}
function teamUsed(n: number) {
action.teamCount = n;
}
function startAction(type: ActionIdFor<BlackOperation> | ActionIdFor<Operation>) {
inst.action = type;
action = inst.getActionObject(type) as BlackOperation | Operation;
}
function forceMaxCasualties() {
inst.getTeamCasualtiesRoll = MAX_ROLL;
}
function forceMinCasualties() {
inst.getTeamCasualtiesRoll = MIN_ROLL;
}
function actionSucceeds() {
action.baseDifficulty = 0;
Player.skills.strength = 1e12;
Player.skills.agility = 1e12;
inst.action && inst.completeAction(Player, inst.action);
}
function actionFails() {
action.baseDifficulty = 1e15;
inst.action && inst.completeAction(Player, inst.action);
}
function supportingSleeves(n: number) {
for (let i = 0; i < n; i++) Player.sleeves[i].startWork(new SleeveSupportWork());
}
function assertNoShockIncrease() {
const shockIncrease = Player.sleeves.reduce((sum, s) => sum + s.shock, 0);
expect(shockIncrease).toBe(0);
}
function assertSleevesHaveBeenShocked() {
const shockIncrease = Player.sleeves.reduce((sum, s) => sum + s.shock, 0);
expect(shockIncrease).toBeGreaterThan(0);
}
});