mirror of
https://github.com/bitburner-official/bitburner-src.git
synced 2024-11-22 23:53:48 +01:00
337 lines
11 KiB
TypeScript
337 lines
11 KiB
TypeScript
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import { Bladeburner } from "../../../src/Bladeburner/Bladeburner";
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import { PlayerObject } from "../../../src/PersonObjects/Player/PlayerObject";
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import { Player, setPlayer } from "@player";
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import { BlackOperation, Contract, GeneralAction, Operation } from "../../../src/Bladeburner/Actions";
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import {
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BladeburnerActionType,
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BladeburnerContractName,
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BladeburnerGeneralActionName,
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BladeburnerOperationName,
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CityName,
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CrimeType,
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} from "@enums";
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import { FormatsNeedToChange } from "../../../src/ui/formatNumber";
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import { CrimeWork } from "../../../src/Work/CrimeWork";
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import type { Action, ActionIdentifier } from "../../../src/Bladeburner/Types";
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import type { Skills } from "@nsdefs";
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import { BlackOperations } from "../../../src/Bladeburner/data/BlackOperations";
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describe("Bladeburner Actions", () => {
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const SampleContract = Contract.createId(BladeburnerContractName.Tracking);
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const SampleGeneralAction = GeneralAction.createId(BladeburnerGeneralActionName.Diplomacy);
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const SampleOperation = Operation.createId(BladeburnerOperationName.Assassination);
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const SampleBlackOp = BlackOperations["Operation Centurion"].id;
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const ENOUGH_TIME_TO_FINISH_ACTION = 1e5;
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const BASE_STAT_EXP = 1e6;
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let bb: Bladeburner;
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const cities = <CityName[]>Object.keys(new Bladeburner().cities);
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const contracts = Object.values(new Bladeburner().contracts);
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const operations = Object.values(new Bladeburner().operations);
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const nonGeneralActions = [contracts, operations, Object.values(BlackOperations)].flat();
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describe("Without Simulacrum", () => {
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it("Starting an action cancels player's work immediately", () => {
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Player.startWork(new CrimeWork({ crimeType: CrimeType.assassination, singularity: false }));
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start(SampleGeneralAction);
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expect(Player.currentWork).toBeNull();
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});
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});
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describe("Upon successful completion", () => {
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/** Repetitive snapshot declarations in most tests below */
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let pop, before, after;
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describe(BladeburnerGeneralActionName.Training, () => {
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const train = GeneralAction.createId(BladeburnerGeneralActionName.Training);
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it("increases max stamina", () => {
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before = bb.maxStamina;
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complete(train);
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expect(bb.maxStamina).toBeGreaterThan(before);
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});
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it.each(<(keyof Skills)[]>["strength", "dexterity", "agility"])("awards %s exp", (stat: keyof Skills) => {
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before = Player.exp[stat];
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complete(train);
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expect(Player.exp[stat]).toBeGreaterThan(before);
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});
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});
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describe(BladeburnerGeneralActionName.HyperbolicRegen, () => {
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const regen = GeneralAction.createId(BladeburnerGeneralActionName.HyperbolicRegen);
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it("heals the player", () => {
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Player.takeDamage(Player.hp.max / 2);
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before = Player.hp.current;
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complete(regen);
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expect(Player.hp.current).toBeGreaterThan(before);
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});
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it("regains stamina", () => {
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bb.stamina = 0;
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complete(regen);
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expect(bb.stamina).toBeGreaterThan(0);
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});
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});
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describe(BladeburnerGeneralActionName.Diplomacy, () => {
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const diplomacy = GeneralAction.createId(BladeburnerGeneralActionName.Diplomacy);
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it("mildly reduces chaos in the current city", () => {
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allCitiesHighChaos();
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let { chaos } = bb.getCurrentCity();
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complete(diplomacy);
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expect(bb.getCurrentCity().chaos).toBeGreaterThan(chaos * 0.9);
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expect(bb.getCurrentCity().chaos).toBeLessThan(chaos);
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});
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it("effect scales significantly with player charisma", () => {
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Player.gainCharismaExp(1e500);
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allCitiesHighChaos();
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complete(diplomacy);
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expect(bb.getCurrentCity().chaos).toBe(0);
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});
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it("does NOT affect chaos in other cities", () => {
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const otherCity = <CityName>cities.find((c) => c !== bb.getCurrentCity().name);
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/** Testing against a guaranteed 0-chaos level of charisma */
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Player.gainCharismaExp(1e500);
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allCitiesHighChaos();
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complete(diplomacy);
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expect(bb.cities[otherCity].chaos).toBeGreaterThan(0);
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});
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});
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describe(BladeburnerGeneralActionName.FieldAnalysis, () => {
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const fa = GeneralAction.createId(BladeburnerGeneralActionName.FieldAnalysis);
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it("improves population estimate", () => {
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({ pop, popEst: before } = bb.getCurrentCity());
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complete(fa);
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({ popEst: after } = bb.getCurrentCity());
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expect(Math.abs(after - pop)).toBeLessThan(Math.abs(before - pop));
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});
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it.each(<(keyof Skills)[]>["hacking", "charisma"])("awards %s exp", (stat: keyof Skills) => {
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before = Player.exp[stat];
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complete(fa, forceSuccess);
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expect(Player.exp[stat]).toBeGreaterThan(before);
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});
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it("provides a minor increase in rank", () => {
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before = bb.rank;
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complete(fa, forceSuccess);
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expect(bb.rank).toBeGreaterThan(before);
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});
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});
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describe.each([SampleContract, SampleOperation, BlackOperations["Operation Archangel"].id])(
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"non-general actions increase rank",
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(id) => {
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it(`${id.type}`, () => {
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before = bb.rank;
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complete(id, forceSuccess);
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expect(bb.rank).toBeGreaterThan(before);
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});
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},
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);
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describe("non-general actions increase rank", () => {
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let beforeMinor, minorGain, beforeMajor, majorGain;
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it.each([
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{ major: SampleBlackOp, minor: SampleOperation },
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{ major: SampleOperation, minor: SampleContract },
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])("$major.type reward significantly more rank than $minor.type", ({ major, minor }) => {
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beforeMinor = bb.rank;
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complete(minor, forceSuccess);
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minorGain = bb.rank - beforeMinor;
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beforeMajor = bb.rank;
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complete(major, forceSuccess);
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majorGain = bb.rank - beforeMajor;
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expect(majorGain).toBeGreaterThan(minorGain);
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});
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});
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describe(BladeburnerGeneralActionName.InciteViolence, () => {
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const iv = GeneralAction.createId(BladeburnerGeneralActionName.InciteViolence);
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let chaos;
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it("generates available contracts", () => {
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const { count } = bb.getActionObject(SampleContract);
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complete(iv, forceSuccess);
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expect(bb.getActionObject(SampleContract).count).toBeGreaterThan(count);
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});
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it("generates available operations", () => {
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const { count } = bb.getActionObject(SampleOperation);
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complete(iv, forceSuccess);
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expect(bb.getActionObject(SampleOperation).count).toBeGreaterThan(count);
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});
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/** Relates to all issues mentioned in PR-1586:
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* - changing chaos rate of incite violence
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* - having chaos rate affect only one city
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*/
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it.each(cities)("SIGNIFICANTLY increases chaos in all cities when chaos is LOW: %s", (city: CityName) => {
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({ chaos } = bb.cities[city]);
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complete(iv, forceSuccess);
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expect(bb.cities[city].chaos).toBeGreaterThan(chaos * 2);
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});
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/** Relates to all issues mentioned in PR-1586:
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* - changing chaos rate of incite violence
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* - having chaos rate affect only one city
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*/
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it.each(cities)("MILDLY increases chaos in all cities when chaos is HIGH: %s", (city: CityName) => {
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allCitiesHighChaos();
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({ chaos } = bb.cities[city]);
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complete(iv, forceSuccess);
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expect(bb.cities[city].chaos).toBeGreaterThan(chaos * 1.05);
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});
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});
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describe(BladeburnerGeneralActionName.Recruitment, () => {
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const recruit = GeneralAction.createId(BladeburnerGeneralActionName.Recruitment);
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it("awards charisma exp", () => {
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before = Player.exp.charisma;
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complete(recruit, forceSuccess);
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expect(Player.exp.charisma).toBeGreaterThan(before);
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});
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it("hires team member", () => {
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complete(recruit, forceSuccess);
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expect(bb.teamSize).toBeGreaterThan(0);
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});
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});
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describe.each(contracts.map(({ id }) => ({ id })))("$id.name", ({ id }) => {
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it("all contracts award money", () => {
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before = Player.money;
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complete(id, forceSuccess);
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expect(Player.money).toBeGreaterThan(before);
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});
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});
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/** Stat EXP check for all actions */
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/** Checking all of them to avoid regressions */
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describe.each(nonGeneralActions.flatMap(actionIdWithIndividualStat))("$id.name", ({ id, stat }) => {
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it(`awards ${stat} exp`, () => {
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before = Player.exp[stat];
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complete(id, forceSuccess);
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expect(Player.exp[stat]).toBeGreaterThan(before);
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});
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});
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});
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describe("Upon failed completion", () => {
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let before;
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describe.each([SampleOperation, SampleBlackOp])("operations and black operations decrease rank", (id) => {
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it(`${id.type}`, () => {
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before = bb.rank;
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complete(id, forceFailure);
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expect(bb.rank).toBeLessThan(before);
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});
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});
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});
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it("have a minimum duration of 1 second", () => {
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complete(SampleContract);
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expect(bb.actionTimeToComplete).toBeGreaterThanOrEqual(1);
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});
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beforeAll(() => {
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/* Initialise Formatters. Dependency of Bladeburner Logs/Console */
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FormatsNeedToChange.emit();
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});
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beforeEach(() => {
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setPlayer(new PlayerObject());
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/** Need BN5 to receive Int EXP */
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Player.sourceFiles.set(5, 3);
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if (initBladeburner(Player)) {
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bb = Player.bladeburner;
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bb.clearConsole();
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}
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basicStats();
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});
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function initBladeburner(player: PlayerObject): player is PlayerObject & { bladeburner: Bladeburner } {
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player.startBladeburner();
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return true;
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}
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function basicStats() {
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bb.rank = 1;
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bb.changeRank(Player, 400e3);
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Player.gainStrengthExp(BASE_STAT_EXP);
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Player.gainDefenseExp(BASE_STAT_EXP);
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Player.gainAgilityExp(BASE_STAT_EXP);
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Player.gainDexterityExp(BASE_STAT_EXP);
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bb.calculateMaxStamina();
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bb.stamina = bb.maxStamina;
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resetCity();
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}
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function resetCity() {
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bb.cities[bb.city].chaos = 0;
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bb.cities[bb.city].comms = 100;
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bb.cities[bb.city].pop = 1e9;
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/** Disable random event */
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bb.randomEventCounter = Infinity;
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}
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function allCitiesHighChaos() {
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for (const city of Object.values(bb.cities)) {
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city.chaos = 1e12;
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}
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}
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function complete(id: ActionIdentifier, modifySuccessRate?: typeof forceSuccess | typeof forceFailure) {
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start(id);
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if (modifySuccessRate) modifySuccessRate(id);
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finish();
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}
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function forceSuccess(id: ActionIdentifier) {
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const action = bb.getActionObject(id);
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const success = jest.spyOn(action, "getSuccessChance");
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success.mockReturnValueOnce(1);
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}
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function forceFailure() {
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bb.stamina = 0;
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}
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function start(id: ActionIdentifier) {
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const action = bb.getActionObject(id);
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if ("count" in action) action.count = 1;
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if (action.type === BladeburnerActionType.Operation) action.autoLevel = true;
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if (id.type === "Black Operations") bb.numBlackOpsComplete = (<BlackOperation>action).n;
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bb.startAction(id);
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}
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function finish() {
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bb.processAction(ENOUGH_TIME_TO_FINISH_ACTION);
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bb.calculateMaxStamina();
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}
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function actionIdWithIndividualStat(action: Action) {
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return Object.entries(action.weights)
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.filter(([__, value]) => value > 0)
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.map(([stat]) => ({ id: action.id, stat } as { id: ActionIdentifier; stat: keyof Skills }));
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}
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});
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