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