#!/usr/bin/env node // Verifies the Total Annihilation engine, data and AI end to end. // // node tools/verifyTotalAnnihilation.js [--quick] // // Everything here runs headless: TARules/TALogic/TANav/TAMapGen/TAAI import no Phaser. The // campaign section is the payoff of routing every order through TALogic.issueOrder — the AI // plays the HUMAN side, so each mission gets an automated winnability assertion rather than a // promise that it is probably beatable. import { readFileSync } from 'fs'; import { fileURLToPath } from 'url'; import { dirname, join } from 'path'; import { compileRules, armorMul } from '../src/games/totalannihilation/TARules.js'; import { generateMap, decodeMap } from '../src/games/totalannihilation/TAMapGen.js'; import * as L from '../src/games/totalannihilation/TALogic.js'; import { runAI } from '../src/games/totalannihilation/TAAI.js'; import { ensureSheets } from '../src/games/totalannihilation/TAArt.js'; import TAWorldView, { DEPTHS } from '../src/games/totalannihilation/TAWorldView.js'; import TAFx from '../src/games/totalannihilation/TAFx.js'; import { makeStubScene } from './lib/taStubScene.js'; import { createNav, findPath, clearanceFor, segmentClear, tileOk, worldToTileX, worldToTileY, } from '../src/games/totalannihilation/TANav.js'; const ROOT = join(dirname(fileURLToPath(import.meta.url)), '..'); const QUICK = process.argv.includes('--quick'); const rulesJson = JSON.parse(readFileSync(join(ROOT, 'data/totalannihilation-rules.json'), 'utf8')); const artJson = JSON.parse(readFileSync(join(ROOT, 'data/totalannihilation-artwork.json'), 'utf8')); const campaign = JSON.parse(readFileSync(join(ROOT, 'data/totalannihilation-campaign.json'), 'utf8')); const opponents = JSON.parse(readFileSync(join(ROOT, 'data/opponents.json'), 'utf8')); const rules = compileRules(rulesJson); const HZ = rules.constants.tickHz; let pass = 0; const failures = []; function check(name, cond, detail) { if (cond) { pass++; return true; } failures.push(detail ? `${name} — ${detail}` : name); return false; } function section(title) { console.log(`\n── ${title}`); } // --------------------------------------------------------------------------- section('1. Rules integrity'); // --------------------------------------------------------------------------- { const ids = new Set(); for (const d of [...rules.units, ...rules.buildings]) { check(`unique def id ${d.id}`, !ids.has(d.id), 'duplicate'); ids.add(d.id); } for (const d of [...rules.units, ...rules.buildings]) { check(`${d.id} costs are positive`, (d.cost?.mass ?? 0) >= 0 && (d.cost?.energy ?? 0) >= 0); check(`${d.id} has hp`, d.hp > 0); for (const w of d.weaponDefs ?? []) { for (const a of rules.armorClasses) { check(`${w.id} vs ${a}`, Number.isFinite(armorMul(w, a)), 'missing armorMul'); } } } for (const u of rules.units) { if (!u.buildTime) continue; const makers = rules.buildings.filter((b) => (b.builds ?? []).includes(u.id)); check(`${u.id} is buildable by some factory`, makers.length > 0); } // Every producible thing must be reachable from the Commander's tech tree, or the player // can see it in the rules and never build it. const commander = rules.unitById.commander; const reach = new Set(commander.builds ?? []); for (let i = 0; i < 4; i++) { for (const id of [...reach]) for (const n of rules.defById[id].builds ?? []) reach.add(n); } for (const d of [...rules.units, ...rules.buildings]) { if (d.id === 'commander') continue; check(`${d.id} reachable from the Commander`, reach.has(d.id)); } for (const c of rules.commanders) { check(`commander ${c.id} maps to a real opponent`, (opponents.opponents ?? []).some((o) => o.id === c.opponentId), c.opponentId); check(`commander ${c.id} army exists`, !!rules.armyById[c.armyId]); } // The D-Gun must stay manual — auto-firing it turns every Commander into a base turret // that deletes one attacker per reload, which makes assaulting anything suicide. check('D-Gun is manual-fire', rules.weaponById.dgun.manual === true); check('Commander has a non-manual weapon', (commander.weaponDefs ?? []).some((w) => !w.manual), 'would be defenceless'); } // --------------------------------------------------------------------------- section('2. Artwork manifest'); // --------------------------------------------------------------------------- { const sheets = artJson.sheets ?? {}; check('artwork declares sheets', Object.keys(sheets).length > 0); for (const [name, s] of Object.entries(sheets)) { check(`sheet ${name} has a key`, !!s.key); check(`sheet ${name} has frame size`, s.frameWidth > 0 && s.frameHeight > 0); check(`sheet ${name} has a kind`, ['unit', 'structure', 'terrain', 'icon'].includes(s.kind), s.kind); } for (const a of rules.armies) { check(`army ${a.id} unit sheet declared`, !!sheets[a.unitSheet], a.unitSheet); check(`army ${a.id} structure sheet declared`, !!sheets[a.structureSheet], a.structureSheet); } for (const [id, t] of Object.entries(artJson.themes ?? {})) { check(`theme ${id} sheet declared`, !!sheets[t.sheet], t.sheet); for (const terr of rules.terrain) { check(`theme ${id} has a colour for ${terr.id}`, !!t.palette?.[terr.id]); } } // terrainFrames drives the procedural terrain sheet's size. It also carries a `_comment` // key, and one non-numeric value in there turns the frame count into NaN and the painted // sheet into a zero-height canvas — which fails in the browser as an opaque WebGL error, // so it gets caught here instead. const tf = Object.entries(artJson.terrainFrames ?? {}).filter(([k]) => !k.startsWith('_')); check('terrainFrames declares frames', tf.length > 0); for (const [name, v] of tf) { check(`terrainFrames.${name} is a frame index`, Number.isInteger(v) && v >= 0, String(v)); } for (const terr of rules.terrain) { check(`terrain "${terr.id}" has a frame in terrainFrames`, tf.some(([name]) => name === terr.id) || Number.isInteger(terr.frame)); } const maxTerrainFrame = Math.max(...tf.map(([, v]) => v)) + 1; for (const [name, sheet] of Object.entries(sheets)) { if (sheet.kind !== 'terrain') continue; const cols = sheet.cols ?? 8; check(`${name} layout is fully numeric`, [sheet.frameWidth, sheet.frameHeight, cols].every((v) => Number.isFinite(v) && v > 0)); check(`${name} holds every terrain frame`, maxTerrainFrame <= cols * Math.ceil(maxTerrainFrame / cols)); } // Frame indices must exist within each sheet's declared capacity. for (const d of [...rules.units, ...rules.buildings]) { for (const a of rules.armies) { const sheet = sheets[d.sheetSlot === 'unitSheet' ? a.unitSheet : a.structureSheet]; // `rows` is declared per sheet and measured off the real PNG, so this is the actual // number of frames the texture holds. Defaulting it would let a def point at a frame the // image simply does not contain — which Phaser renders as the whole spritesheet. const cap = (sheet.cols ?? 8) * (sheet.rows ?? 8); check(`${d.id} frame ${d.frame} fits ${sheet.key}`, d.frame < cap); if (d.turretFrame != null) check(`${d.id} turret frame fits`, d.turretFrame < cap); if (d.buildFrame != null) check(`${d.id} build frame fits`, d.buildFrame < cap); if (d.topperFrame != null) check(`${d.id} topper frame fits`, d.topperFrame < cap); } } } // --------------------------------------------------------------------------- section('2b. Procedural art actually paints'); // --------------------------------------------------------------------------- { // TAArt imports no Phaser, so the painters can be run right here against a stub canvas. // Checking the artwork JSON alone is not enough: the terrain sheet's frame count is DERIVED // from that JSON, and a bad derivation produced a zero-height texture that only failed in // the browser, as a WebGL error pointing nowhere near the cause. Running the painters also // catches NaN geometry, which paints nothing at all and is otherwise invisible until a // player sees a blank tank. const bad = []; const num = (where, ...vals) => { for (const v of vals) if (typeof v === 'number' && !Number.isFinite(v)) bad.push(where); }; const mkCtx = () => new Proxy({}, { get: (_t, prop) => { if (prop === 'save' || prop === 'restore' || prop === 'beginPath' || prop === 'closePath' || prop === 'fill' || prop === 'stroke') return () => {}; if (typeof prop === 'string') return (...args) => num(prop, ...args); return () => {}; }, set: (_t, prop, value) => { num(String(prop), value); return true; }, }); const made = new Map(); const scene = { textures: { exists: (k) => made.has(k), remove: (k) => made.delete(k), createCanvas(key, w, h) { if (!Number.isFinite(w) || !Number.isFinite(h) || w <= 0 || h <= 0) { bad.push(`createCanvas(${key}, ${w}, ${h})`); } const frames = []; const tex = { width: w, height: h, frames, getContext: () => mkCtx(), refresh() {}, add(f, _s, fx, fy, fw, fh) { num(`add(${key})`, fx, fy, fw, fh); if (fx + fw > w || fy + fh > h) bad.push(`frame ${f} outside ${key}`); frames.push(f); }, }; made.set(key, tex); return tex; }, }, }; const { keys, procedural } = ensureSheets(scene, rules, artJson); for (const name of Object.keys(artJson.sheets ?? {})) { check(`sheet ${name} resolves to a texture key`, !!keys[name]); const tex = made.get(keys[name]); check(`sheet ${name} painted a non-empty canvas`, !!tex && tex.width > 0 && tex.height > 0, tex ? `${tex.width}x${tex.height}` : 'no texture'); check(`sheet ${name} registered frames`, !!tex && tex.frames.length > 0); } check('every sheet fell back to a painted stand-in', procedural.length === Object.keys(artJson.sheets ?? {}).length, `${procedural.length} procedural`); check('no painter emitted a non-finite value', bad.length === 0, [...new Set(bad)].slice(0, 5).join(', ')); // Every frame a def references must have been registered by the painter that owns it. for (const d of [...rules.units, ...rules.buildings]) { for (const a of rules.armies) { const sheetName = d.sheetSlot === 'unitSheet' ? a.unitSheet : a.structureSheet; const tex = made.get(keys[sheetName]); check(`${d.id} frame ${d.frame} was painted on ${sheetName}`, tex?.frames.includes(d.frame)); if (d.turretFrame != null) { check(`${d.id} turret frame was painted`, tex?.frames.includes(d.turretFrame)); } if (d.buildFrame != null) { check(`${d.id} build frame was painted`, tex?.frames.includes(d.buildFrame)); } if (d.topperFrame != null) { check(`${d.id} topper frame was painted`, tex?.frames.includes(d.topperFrame)); } } } for (const [name, sheet] of Object.entries(artJson.sheets ?? {})) { if (sheet.kind !== 'terrain') continue; const tex = made.get(keys[name]); for (const terr of rules.terrain) { check(`terrain ${terr.id} frame ${terr.frame} painted on ${name}`, tex?.frames.includes(terr.frame)); } } } // --------------------------------------------------------------------------- section('2c. View layering and first frame'); // --------------------------------------------------------------------------- { // TAWorldView and TAFx import no Phaser either, so the real render path runs here against // a stub scene. This section exists because two bugs got past every data-level check and // straight into the browser: the fog sheet drew UNDER the terrain (a Phaser Container // renders in insertion order and never sorts by depth on its own), and the camera walked // off the map before the first frame. Both are invisible to any test that only inspects // simulation state. const map = generateMap(rules, { seed: 123456, size: 'small', theme: 'grasslands', symmetry: 'mirror-x', armies: 2 }); const st = L.createMatch(rules, { seed: 123456, map, armies: [{ armyId: 'arm', isHuman: true }, { armyId: 'core' }] }); const scene = makeStubScene(); let view = null; try { view = new TAWorldView(scene, rules, artJson, st, 0); const fx = new TAFx(scene, view.worldRoot, DEPTHS); view.setFogEnabled(true); const start = st.starts.find((x) => x.army === 0); view.centerOn(start.x * st.tileSize, start.y * st.tileSize); const out = view.render(0); check('render() returns fx payloads', !!out && Array.isArray(out.projectiles) && Array.isArray(out.nanoLinks)); const order = view.worldRoot.list; const lastChunk = Math.max(-1, ...order.map((o, i) => (o.type === 'renderTexture' ? i : -1))); check('terrain chunks were painted', lastChunk >= 0); check('fog draws ON TOP of terrain', order.indexOf(view.fogImg) > lastChunk, `fog at ${order.indexOf(view.fogImg)}, last chunk at ${lastChunk}`); check('fx layers are in the world container', order.includes(fx.gUnder) && order.includes(fx.gOver)); const own = st.entities.find((e) => e.army === 0); const foe = st.entities.find((e) => e.army === 1); const ownSprite = view.sprites.get(own.id); check('the player\'s starting unit has a sprite', !!ownSprite); check('own unit draws on top of terrain', order.indexOf(ownSprite.img) > lastChunk); check('own unit is visible through fog', ownSprite.img.visible); check('the enemy is hidden at match start', !view.visibleToPlayer(foe)); // The Commander must be ON SCREEN when the match opens — an off-screen start reads to a // player as "I have no units" and there is nothing they can do about it. const cam = scene.cameras.main.worldView; const onScreen = own.x >= cam.x && own.x <= cam.x + cam.width && own.y >= cam.y && own.y <= cam.y + cam.height; check('the opening camera frames the player\'s Commander', onScreen, `unit ${own.x.toFixed(0)},${own.y.toFixed(0)} vs view ${cam.x.toFixed(0)},${cam.y.toFixed(0)} ${cam.width}x${cam.height}`); // The queue overlay is the only feedback a player gets that a CTRL-queued order // registered at all, so assert it actually strokes something for a queued unit and // nothing at all when the selection is empty. const cmdr = st.entities.find((e) => e.army === 0); const tsz = st.tileSize; L.issueOrder(st, rules, { army: 0, unitIds: [cmdr.id], order: { type: 'move', x: cmdr.x + 3 * tsz, y: cmdr.y } }); L.issueOrder(st, rules, { army: 0, unitIds: [cmdr.id], order: { type: 'move', x: cmdr.x + 3 * tsz, y: cmdr.y + 3 * tsz }, queue: true }); L.issueOrder(st, rules, { army: 0, unitIds: [cmdr.id], order: { type: 'attackMove', x: cmdr.x, y: cmdr.y + 3 * tsz }, queue: true }); view.selection = new Set([cmdr.id]); view.render(0); check('the order-queue overlay draws for a queued unit', view.gOrders.ops > 0, `${view.gOrders.ops} ops`); view.selection = new Set(); view.render(0); check('the order-queue overlay draws nothing with no selection', view.gOrders.ops === 0); L.issueOrder(st, rules, { army: 0, unitIds: [cmdr.id], order: { type: 'stop' } }); // Wheel zoom must keep the world point under the cursor fixed, at any cursor position — // including well away from the screen centre, which is where a centre-anchored zoom (or a // correction computed from a stale camera matrix) visibly drifts. for (const [fx2, fy2] of [[960, 540], [320, 220], [1700, 900], [40, 1040]]) { for (const dir of [1, 1, -1, -1, -1, 1]) { const beforePt = view.worldPoint(fx2, fy2); const beforeZoom = view.zoom; view.zoomBy(dir, fx2, fy2); if (view.zoom === beforeZoom) continue; // already at the end of the ladder const afterPt = view.worldPoint(fx2, fy2); const drift = Math.hypot(afterPt.x - beforePt.x, afterPt.y - beforePt.y); check(`zoom at (${fx2},${fy2}) keeps the cursor's world point fixed`, drift < 0.5, `drifted ${drift.toFixed(1)}px`); } } // The Commander-death cascade blows units up one at a time while the simulation sits // frozen on state.over, so the view has to be able to stop drawing something that is still // very much alive in state. Everything drawn for that entity has to go, not just its hull. { const victim = st.entities.find((e) => !e.isBuilding && !e.site); view.selection.add(victim.id); view.render(0); check('a live entity draws before it is vaporised', view.sprites.has(victim.id)); view.vaporised.add(victim.id); view.render(0); check('a vaporised entity stops being drawn', !view.sprites.has(victim.id)); view.vaporised.clear(); view.selection.clear(); } // Depth bands must stay in the intended order. check('bars draw above actors', DEPTHS.bars > DEPTHS.actor); check('fog draws above everything', DEPTHS.fog > Math.max(DEPTHS.fxOver, DEPTHS.bars, DEPTHS.actor)); check('selection draws below actors', DEPTHS.selection < DEPTHS.actor); } catch (e) { check('the view layer builds and renders a frame', false, e.message); } } // --------------------------------------------------------------------------- section('2e. Altitude rendering'); // --------------------------------------------------------------------------- { // Height is SIMULATION state (`e.liftFrac`) because it decides whether a unit may fire. This // section only checks that the renderer turns that number into the right pixels — the flight // behaviour itself is §6g, where it can be tested headlessly like everything else. check('the Hover Constructor hovers without being an air unit', !!rules.unitById.hoverconstructor.flight && rules.unitById.hoverconstructor.isAir === false, 'the visual and the simulation domain must stay separate'); for (const u of rules.units) { if (!u.isAir) continue; check(`${u.id} declares a flight block`, !!u.flight); } const map = generateMap(rules, { seed: 4242, size: 'small', theme: 'grasslands', symmetry: 'mirror-x', armies: 2 }); const st = L.createMatch(rules, { seed: 4242, map, armies: [{ armyId: 'arm', isHuman: true }, { armyId: 'core' }] }); const scene = makeStubScene(); try { const view = new TAWorldView(scene, rules, artJson, st, 0); view.setFogEnabled(false); const def = rules.unitById.fighter; const start = st.starts.find((x) => x.army === 0); const e = L.spawnUnit(st, rules, 0, 'fighter', start.x * st.tileSize, start.y * st.tileSize); const run = (sec) => { for (let i = 0; i < sec * HZ; i++) L.tick(st, rules); }; run(0.2); view.render(0); let s = view.sprites.get(e.id); check('a grounded aircraft renders on the ground', Math.abs(s.img.y - e.y) < 0.01, `body ${(s.img.y - e.y).toFixed(2)}px off the ground`); check('a grounded aircraft casts no visible shadow', s.shadow.alpha < 0.001, `alpha ${s.shadow.alpha.toFixed(3)}`); L.issueOrder(st, rules, { army: 0, unitIds: [e.id], order: { type: 'move', x: e.x + 2000, y: e.y } }); run(2.0); // Rendered at alpha 1 — an airborne unit is in motion now, so anything comparing sprite // positions against the entity's CURRENT x/y has to sample the end of the tick, not a // point interpolated back toward where it was. view.render(1); s = view.sprites.get(e.id); const lift = e.y - s.img.y; check('a flying aircraft is drawn at its full hover height', Math.abs(lift - def.flight.height) < 0.5, `lifted ${lift.toFixed(1)} of ${def.flight.height}px`); check('the shadow stays pinned to the true ground position', Math.abs(s.shadow.x - e.x) < 0.01 && Math.abs(s.shadow.y - e.y) < 0.01); check('the shadow separates from the body by the hover height', Math.abs((s.shadow.y - s.img.y) - def.flight.height) < 0.5); check('the airborne shadow is 50% transparent', Math.abs(s.shadow.alpha - 0.5) < 0.001, `alpha ${s.shadow.alpha.toFixed(3)}`); check('the shadow tightens as the unit climbs', s.shadow.scaleX < s.img.scaleX); // Lifting the sprite must not re-sort it against its neighbours, or an aircraft would pop // in front of things as it took off. check('depth is taken from the ground position, not the lifted sprite', Math.abs(s.img.depth - (DEPTHS.air + (e.y / st.worldH) * 10 + 0.05)) < 1e-6); // Altitude is interpolated between ticks exactly like position, so a climb is smooth at // any framerate rather than stepping 20 times a second. Position is frozen here so the // only thing differing between the two renders is the altitude. e.px = e.x; e.py = e.y; e.pliftFrac = 0; e.liftFrac = 1; view.render(0); const low = e.y - view.sprites.get(e.id).img.y; view.render(1); const high = e.y - view.sprites.get(e.id).img.y; check('altitude interpolates between sim ticks', low < high - 1, `alpha 0 gave ${low.toFixed(1)}px, alpha 1 gave ${high.toFixed(1)}px`); view.destroy(); } catch (err) { check('the altitude renderer runs', false, err.message); } } // --------------------------------------------------------------------------- section('2f. Factory production dials'); // --------------------------------------------------------------------------- { // Two pies on a working factory: top-LEFT is the whole queue, top-RIGHT is the unit on the // bench. Read back off the stub's recorded slice geometry, because "a graphics call // happened" proves nothing — the arc has to match the progress it claims to show. const map = generateMap(rules, { seed: 5150, size: 'small', theme: 'grasslands', symmetry: 'mirror-x', armies: 2 }); const st = L.createMatch(rules, { seed: 5150, map, armies: [{ armyId: 'arm', isHuman: true }, { armyId: 'core' }] }); const scene = makeStubScene(); const TAU = Math.PI * 2; try { const view = new TAWorldView(scene, rules, artJson, st, 0); view.setFogEnabled(false); const plant = rules.buildingById.vehicleplant; /** Drop a finished factory for `army` somewhere legal near its start. */ const factory = (army) => { const s = st.starts.find((x) => x.army === army) ?? st.starts[0]; for (let r = 2; r < 16; r++) { for (let a = 0; a < 24; a++) { const ang = (a / 24) * TAU; const tx = Math.round(s.x + Math.cos(ang) * r), ty = Math.round(s.y + Math.sin(ang) * r); if (!L.canPlaceAt(st, rules, tx, ty, plant).ok) continue; const b = L.placeBuilding(st, rules, army, 'vehicleplant', tx, ty); b.site = false; b.progress = 1; b.hp = plant.hp; return b; } } return null; }; const f = factory(0); check('the dial fixture placed a factory', !!f); const slices = () => view.gPies.slices; view.render(0, 16.7); check('an idle factory draws no dials', slices().length === 0, `${slices().length} slice(s)`); // Queue 4 tanks (80s of work). A batch always starts before any work is done on it, so // the dials are sampled in that order here too. L.issueOrder(st, rules, { army: 0, order: { type: 'factoryEnqueue', factoryId: f.id, defId: 'tank', count: 4 } }); view.render(0, 16.7); check('a fresh queue starts both dials empty', slices().length === 0, `${slices().length} slice(s)`); f.jobProgress = 0.5; view.render(0, 16.7); let sl = slices(); check('a working factory draws two dials', sl.length === 2, `${sl.length} slice(s)`); if (sl.length === 2) { const left = sl.find((p) => p.x < f.x), right = sl.find((p) => p.x > f.x); check('the dials sit on the top-left and top-right corners', !!left && !!right); // Both must land inside the footprint, or they'd float over neighbouring buildings. const inside = [left, right].every((p) => p && Math.abs(p.x - f.x) < plant.halfW && Math.abs(p.y - f.y) < plant.halfH && p.y < f.y); check('both dials sit inside the top half of the footprint', inside); const sweep = (p) => (p.endAngle - p.startAngle) / TAU; check('the right dial tracks the unit on the bench', Math.abs(sweep(right) - 0.5) < 0.01, `${(sweep(right) * 100).toFixed(0)}% vs 50%`); // 4 tanks queued, half of the first one done => 0.5/4 of the batch. check('the left dial tracks the whole queue', Math.abs(sweep(left) - 0.125) < 0.01, `${(sweep(left) * 100).toFixed(1)}% vs 12.5%`); } // The important one. The queue array SHRINKS as units pop out of it, so a dial computed // from "done / still queued" would snap back to zero on every completion. After one tank // of four finishes, the batch dial must read a quarter, not nothing. f.queue = [{ defId: 'tank', count: 3 }]; f.jobProgress = 0; view.render(0, 16.7); sl = slices(); const left2 = sl.find((p) => p.x < f.x); check('the queue dial does not reset when a unit completes', !!left2 && Math.abs((left2.endAngle - left2.startAngle) / TAU - 0.25) < 0.01, left2 ? `${(((left2.endAngle - left2.startAngle) / TAU) * 100).toFixed(1)}% vs 25%` : 'no wedge drawn'); // Queueing 4 more mid-run must ENLARGE the batch without discarding the tank already // built: 20s done against a 160s total is 12.5%, not 0% and not still 25%. L.issueOrder(st, rules, { army: 0, order: { type: 'factoryEnqueue', factoryId: f.id, defId: 'tank', count: 4 } }); view.render(0, 16.7); const left3 = slices().find((p) => p.x < f.x); const frac3 = left3 ? (left3.endAngle - left3.startAngle) / TAU : 0; check('adding to the queue keeps the work already done', Math.abs(frac3 - 0.125) < 0.01, `${(frac3 * 100).toFixed(1)}% vs 12.5%`); // Emptying the queue forgets the batch, so the next run starts from zero. f.queue = []; view.render(0, 16.7); check('an emptied queue clears the dials', slices().length === 0); f.queue = [{ defId: 'tank', count: 2 }]; view.render(0, 16.7); check('a fresh batch restarts the queue dial from empty', slices().length === 0, 'the previous batch should be forgotten'); f.jobProgress = 0.5; view.render(0, 16.7); const left4 = slices().find((p) => p.x < f.x); check('the fresh batch then measures against its own total', Math.abs(((left4?.endAngle ?? 0) - (left4?.startAngle ?? 0)) / TAU - 0.25) < 0.01, left4 ? `${((((left4.endAngle - left4.startAngle) / TAU)) * 100).toFixed(1)}% vs 25%` : 'no wedge'); // Enemy production is not the player's business — no other part of the HUD leaks it. const foe = factory(1); if (foe) { L.issueOrder(st, rules, { army: 1, order: { type: 'factoryEnqueue', factoryId: foe.id, defId: 'tank', count: 4 } }); foe.jobProgress = 0.5; f.queue = []; view.render(0, 16.7); check('enemy factories show no dials', slices().length === 0, `${slices().length} slice(s)`); } view.destroy(); } catch (err) { check('the production dials render', false, err.message); } } // --------------------------------------------------------------------------- section('2d. Container hitbox lint'); // --------------------------------------------------------------------------- { // TAHud/TAScreens import Phaser directly, so they cannot be constructed here. This is a // source lint instead, guarding one specific mistake that is invisible until a human tries // to click something: a Phaser Container's origin is hard-coded to 0.5, so setInteractive() // centres the hit area on the container's position. A child drawn from a top-left origin // then sits half a button down-right of the region that actually receives the click. const files = ['src/games/totalannihilation/TAHud.js', 'src/games/totalannihilation/TAScreens.js']; for (const rel of files) { const src = readFileSync(join(ROOT, rel), 'utf8'); const lines = src.split('\n'); let offenders = 0; lines.forEach((line, i) => { if (!/add\.container\(/.test(line)) return; // Look at the block this container is built in. const block = lines.slice(i, i + 26).join('\n'); if (!/setInteractive\(/.test(block)) return; if (/setOrigin\(\s*0\s*,\s*0\s*\)/.test(block)) offenders++; }); check(`${rel.split('/').pop()} has no top-left-origin child in an interactive container`, offenders === 0, `${offenders} block(s)`); } const hudSrc = readFileSync(join(ROOT, 'src/games/totalannihilation/TAHud.js'), 'utf8'); const gameSrc = readFileSync(join(ROOT, 'src/games/totalannihilation/TotalAnnihilationGame.js'), 'utf8'); // The build menu is two rows deep and no more — a third would run off the bottom of the bar. // Adding a build option to a unit is otherwise a pure JSON edit, so nothing else would catch // an overflow: giving the Commander an Airfield once pushed it to 7 options and off the end // of the single row the grid had back then. const cols = Number(/const GRID_COLS = (\d+)/.exec(hudSrc)?.[1]); const gridRows = Number(/const GRID_ROWS = (\d+)/.exec(hudSrc)?.[1]); check('the HUD declares a build-grid size', cols > 0 && gridRows > 0); for (const d of [...rules.units, ...rules.buildings]) { const n = (d.builds ?? []).length; if (!n) continue; check(`${d.id}'s build options fit the grid`, n <= cols * gridRows, `${n} options vs ${cols}x${gridRows}`); } // ---- command bar ---- // The order buttons are the only way most of these verbs are discoverable now that the hint // string is gone, so a button naming an order the engine does not implement — or a grid that // silently drops its last row off the panel — is a dead end the player cannot route around. const cmdBlock = /const COMMANDS = \[([\s\S]*?)\n\];/.exec(hudSrc)?.[1] ?? ''; const cmdIds = [...cmdBlock.matchAll(/\{ id: '(\w+)'/g)].map((m) => m[1]); const cmdCols = Number(/const CMD_COLS = (\d+)/.exec(hudSrc)?.[1]); check('the HUD declares command buttons', cmdIds.length > 0); check('the command grid fits the bar', cmdIds.length <= cmdCols * 2, `${cmdIds.length} buttons in ${cmdCols}x2`); // Every id must be something issueOrder actually accepts, or the button does nothing. const engineOrders = new Set([ ...(/const ORDER_TYPES = new Set\(\[([\s\S]*?)\]\)/.exec( readFileSync(join(ROOT, 'src/games/totalannihilation/TALogic.js'), 'utf8'))?.[1] ?? '') .split(',').map((t) => t.trim().replace(/'/g, '')).filter(Boolean), 'factoryEnqueue', 'factoryCancel', 'setRally', ]); for (const id of cmdIds) { check(`command "${id}" is an order the engine implements`, engineOrders.has(id)); } for (const id of ['move', 'attack', 'attackMove', 'patrol', 'guard', 'stop', 'hold']) { check(`the bar offers ${id}`, cmdIds.includes(id)); } for (const id of ['repair', 'assist', 'setRally']) { check(`the bar offers ${id} for builders and factories`, cmdIds.includes(id)); } // Reclaim has no order, no wreck entity and no payout — it must not appear as a button until // it does, or it is a control that silently fails. check('no button promises an unimplemented verb', !cmdIds.some((id) => !engineOrders.has(id)), cmdIds.filter((id) => !engineOrders.has(id)).join(',')); // A prompt per targeted command, so an armed button always says what it wants. const prompts = /const COMMAND_PROMPTS = \{([\s\S]*?)\n\};/.exec(gameSrc)?.[1] ?? ''; for (const id of cmdIds) { // Instant commands (Stop, Hold) take effect on the button press and never wait for a click, // so they have nothing to prompt for. if (new RegExp(`\\{ id: '${id}'[^}]*instant: true`).test(cmdBlock)) continue; check(`command "${id}" has a prompt`, new RegExp(`\\b${id}:`).test(prompts)); } // The old hint string is gone; nothing should still be trying to set it. check('the hint line is fully removed', !/this\.hint\b/.test(hudSrc)); check('every command icon has a frame', cmdIds.every((id) => id === 'setRally' ? rules.commandIcons.rally != null : rules.commandIcons[id] != null), Object.keys(rules.commandIcons).join(',')); // ---- Commander death sequence ---- // A Phaser scene cannot be built here, so this is a source lint over the four things that // would each break the cue silently rather than loudly. // Anchored on the method definition, not the call site — `\n _name(` only matches a class // member at this indent, where `_name(` alone finds `this._startDeathSequence(...)` first // and lints the wrong function body entirely. const seq = /\n {2}_startDeathSequence\([\s\S]*?\n {2}\}/.exec(gameSrc)?.[0] ?? ''; check('the Commander death sequence exists', seq.length > 0); // Timed off the sample rather than a magic number, so re-cutting the audio retimes the cue. check('the cascade is timed to the nuclear sample', /_sfxDurationMs\('sfx-ta-nuclear'/.test(seq), 'a hardcoded duration would drift from the audio'); // Only what the player can see is blown up — an off-screen cascade is wasted work and // reveals an army's layout through fog. check('the cascade only consumes visible entities', /visibleToPlayer/.test(seq)); // The result screen has to wait, which is the whole point of the request. check('the result screen waits for the sequence', /if \(st\.over && !this\._deathSeq\) this\._finish/.test(gameSrc), 'the victory window would cover its own explosion'); // It must fire on elimination, not merely on a Commander dying — under the annihilation rule // an army fights on without one, and detonating its whole force would be a lie. check('the cascade fires on elimination, not on the death alone', /reason === 'commanderLost'|lost && this\._commanderDeath/.test(gameSrc)); // The sample it times against has to actually be loaded for this game. const manifest = readFileSync(join(ROOT, 'src/data/assetManifest.js'), 'utf8'); const taBlock = /totalannihilation: \[([\s\S]*?)\n \],/.exec(manifest)?.[1] ?? ''; check('the nuclear sample is in the Total Annihilation manifest', /'nuclear'/.test(taBlock), 'the cue would silently fall back to its default length'); } // --------------------------------------------------------------------------- section('3. Economy fixtures'); // --------------------------------------------------------------------------- { const map = generateMap(rules, { seed: 7, size: 'small', symmetry: 'mirror-x' }); const st = L.createMatch(rules, { seed: 7, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const a = st.armies[0]; a.mass = 0; a.energy = 0; for (let i = 0; i < HZ; i++) L.tick(st, rules); check('idle army banks its commander income', a.energy > 0 && a.mass > 0); // Building an Energy Generator takes exactly buildTime seconds at nominal build power, // given enough stored resources that nothing stalls. const st2 = L.createMatch(rules, { seed: 8, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const b = st2.armies[0]; b.mass = 99999; b.energy = 99999; b.massCap = 99999; b.energyCap = 99999; const cmd = st2.entities.find((e) => e.army === 0); const gen = rules.buildingById.energygen; let tx = worldToTileX(st2.nav, cmd.x) + 2, ty = worldToTileY(st2.nav, cmd.y); while (!L.canPlaceAt(st2, rules, tx, ty, gen) && tx < st2.w - 4) tx++; const r = L.issueOrder(st2, rules, { army: 0, unitIds: [cmd.id], order: { type: 'build', defId: 'energygen', tx, ty } }); check('build order accepted', r.ok, r.error); let ticks = 0; while (ticks < 200 * HZ) { b.mass = 99999; b.energy = 99999; // hold the economy open so only build power matters L.tick(st2, rules); ticks++; const site = st2.entities.find((e) => e.defId === 'energygen'); if (site && !site.site) break; } const secs = ticks / HZ; const expected = gen.buildTime * (rules.constants.buildPowerNominal / rules.unitById.commander.buildPower); check('unstalled build takes buildTime seconds', Math.abs(secs - expected) <= expected * 0.35 + 2, `${secs.toFixed(1)}s vs ${expected}s`); // Stall factor: halve the available mass flow and construction must slow, not stop. const st3 = L.createMatch(rules, { seed: 9, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const c = st3.armies[0]; c.mass = 0; c.energy = 0; L.tick(st3, rules); check('stall factors stay in [0,1]', c.stallM >= 0 && c.stallM <= 1 && c.stallE >= 0 && c.stallE <= 1); check('buildEff is the binding factor', Math.abs(c.buildEff - Math.min(c.stallE, c.stallM)) < 1e-9); // Storage is capped and the overflow is discarded rather than silently banked. const st4 = L.createMatch(rules, { seed: 10, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const d = st4.armies[0]; d.energy = d.energyCap; d.mass = d.massCap; for (let i = 0; i < HZ * 5; i++) L.tick(st4, rules); check('stored energy never exceeds cap', d.energy <= d.energyCap + 1e-6); check('stored mass never exceeds cap', d.mass <= d.massCap + 1e-6); // A Mass Generator on a metal patch must out-yield one on plain ground. const mgen = rules.buildingById.massgen; check('mass generator has a terrain multiplier', !!mgen.terrainMultiplier); const multTerrain = rules.terrain.find((t) => t[mgen.terrainMultiplier] > 1); check('some terrain carries that multiplier', !!multTerrain); } // --------------------------------------------------------------------------- section('3b. Building upgrades in place'); // --------------------------------------------------------------------------- { // The Advanced Metal Generator / Nuclear Power Plant can be placed directly on top of a // friendly Mass/Energy Generator instead of needing clear ground, reclaiming half the older // building's cost. This exercises the whole path end to end: canPlaceAt(..., army) recognising // the spot, buildCommand consuming the old building and crediting the refund, and a real site // for the new building landing exactly where the old one stood. const map = generateMap(rules, { seed: 40, size: 'small', symmetry: 'mirror-x' }); const cmdStart = map.starts.find((s) => s.army === 0) ?? map.starts[0]; const tx = cmdStart.x + 3, ty = cmdStart.y; const st = L.createMatch(rules, { seed: 40, map: { ...map, buildings: [{ army: 0, type: 'massgen', tx, ty }] }, armies: [{ armyId: 'arm' }, { armyId: 'core' }], }); const a = st.armies[0]; // Headroom below the cap, or the refund's Math.min(cap, ...) clamp would silently eat it and // this fixture would "pass" while testing nothing. a.massCap = 5000; a.energyCap = 5000; a.mass = 2500; a.energy = 2500; const oldGen = st.entities.find((e) => e.defId === 'massgen' && !e.dead); check('fixture mass generator placed', !!oldGen); const advDef = rules.buildingById.advancedmassgen; check('advanced metal generator declares upgradesFrom massgen', advDef.upgradesFrom === 'massgen'); const builder = L.spawnUnit(st, rules, 0, 'advancedconstructor', oldGen.x + 300, oldGen.y); const massBefore = a.mass; const expectedRefund = rules.buildingById.massgen.cost.mass * 0.5; const r = L.issueOrder(st, rules, { army: 0, unitIds: [builder.id], order: { type: 'build', defId: 'advancedmassgen', tx, ty }, }); check('advanced metal generator order accepted directly on the mass generator', r.ok, r.error); check('the old mass generator is gone', !!oldGen.dead); check('half the mass generator\'s build cost was refunded', Math.abs((a.mass - massBefore) - expectedRefund) < 1e-6, `+${(a.mass - massBefore).toFixed(1)} vs expected +${expectedRefund}`); const site = st.entities.find((e) => e.id === r.siteId); check('a new advanced metal generator site stands in its exact footprint', !!site && site.defId === 'advancedmassgen' && site.tx === tx && site.ty === ty && site.site === true); // Fresh ground still works — upgrading in place is an alternative, not a replacement. let fx = tx + 6, fy = ty; while (!L.canPlaceAt(st, rules, fx, fy, advDef, 0).ok && fx < st.w - 4) fx++; const r2 = L.issueOrder(st, rules, { army: 0, unitIds: [builder.id], order: { type: 'build', defId: 'advancedmassgen', tx: fx, ty: fy }, }); check('advanced metal generator also builds on fresh ground', r2.ok, r2.error); // Ownership: an enemy's finished mass generator must not be upgradeable. const enemyGen = L.placeBuilding(st, rules, 1, 'massgen', tx + 20, ty); enemyGen.site = false; enemyGen.progress = 1; enemyGen.hp = rules.buildingById.massgen.hp; check('cannot upgrade an enemy\'s mass generator', !L.canPlaceAt(st, rules, tx + 20, ty, advDef, 0).ok); // Type mismatch: an Advanced Metal Generator's upgradesFrom is massgen, not energygen. const wrongType = L.placeBuilding(st, rules, 0, 'energygen', tx + 30, ty); wrongType.site = false; wrongType.progress = 1; wrongType.hp = rules.buildingById.energygen.hp; check('cannot upgrade a different building type', !L.canPlaceAt(st, rules, tx + 30, ty, advDef, 0).ok); // The reverse pairing: a Nuclear Power Plant upgrades that same Energy Generator. const nukeDef = rules.buildingById.nuclearplant; check('nuclear power plant declares upgradesFrom energygen', nukeDef.upgradesFrom === 'energygen'); check('nuclear power plant can place directly on that energy generator', L.canPlaceAt(st, rules, tx + 30, ty, nukeDef, 0).ok); // Without an army argument, canPlaceAt must fall back to the plain occupancy check — callers // that don't know ownership (the AI's placement search, most of this very test file) should // never silently start recognising upgrade spots. check('canPlaceAt without an army never grants an upgrade placement', !L.canPlaceAt(st, rules, tx + 30, ty, nukeDef).ok); } // --------------------------------------------------------------------------- section('4. Pathfinding'); // --------------------------------------------------------------------------- { const ts = rules.constants.tileSize; const mk = (rows) => { const w = rows[0].length, h = rows.length; const terrain = new Uint8Array(w * h); const wall = rules.terrainByCh['^'].index, open = rules.terrainByCh['.'].index; for (let y = 0; y < h; y++) for (let x = 0; x < w; x++) terrain[y * w + x] = rows[y][x] === '#' ? wall : open; return createNav(rules, { w, h, terrain }); }; const nav = mk([ '..........', '..######..', '..#....#..', '..#....#..', '..######..', '..........', ]); const mc = 'tread'; check('tread is a declared movement class', mc in rules.moveClasses); const at = (nav2, x, y) => y * nav2.w + x; const p = findPath(nav, mc, 1, at(nav, 0, 0), at(nav, 9, 5)); check('A* finds a route around an obstacle', !!p && p.length > 0); const inside = findPath(nav, mc, 1, at(nav, 0, 0), at(nav, 4, 3)); check('sealed region is unreachable', !inside); // Clearance: a wide unit must refuse a one-tile gap but accept a wide corridor. const narrow = mk([ '####.####', '####.####', '####.####', ]); const wide = mk([ '##.....##', '##.....##', '##.....##', ]); const big = clearanceFor(rules.sizeClasses.large.radius, ts); check('large clearance requirement is > 1 tile', big > 1); check('large unit refuses a 1-wide corridor', !findPath(narrow, mc, big, 4, at(narrow, 4, 2))); check('large unit accepts a wide corridor', !!findPath(wide, mc, big, at(wide, 3, 0), at(wide, 5, 2))); // String-pulling must never shortcut through a blocked tile. const blocked = mk(['...', '.#.', '...']); check('segmentClear rejects a line through a wall', !segmentClear(blocked, mc, 1, 0.5 * ts, 0.5 * ts, 2.5 * ts, 2.5 * ts)); check('segmentClear accepts a clear line', segmentClear(blocked, mc, 1, 0.5 * ts, 0.5 * ts, 2.5 * ts, 0.5 * ts)); } // --------------------------------------------------------------------------- section('4b. Order queueing (CTRL)'); // --------------------------------------------------------------------------- { // Holding CTRL passes `queue: true` to issueOrder. The engine contract that has to hold: // a queued order APPENDS and leaves the current one running, an unqueued one REPLACES the // lot, and the unit then works through them in order. const map = generateMap(rules, { seed: 61, size: 'small', symmetry: 'mirror-x' }); const st = L.createMatch(rules, { seed: 61, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const cmd = st.entities.find((e) => e.army === 0); const ts = st.tileSize; const pt = (dx, dy) => ({ x: cmd.x + dx * ts, y: cmd.y + dy * ts }); const a = pt(3, 0), b = pt(3, 3), c = pt(0, 3); L.issueOrder(st, rules, { army: 0, unitIds: [cmd.id], order: { type: 'move', ...a } }); check('first order replaces an empty queue', cmd.orders.length === 1); L.issueOrder(st, rules, { army: 0, unitIds: [cmd.id], order: { type: 'move', ...b }, queue: true }); L.issueOrder(st, rules, { army: 0, unitIds: [cmd.id], order: { type: 'move', ...c }, queue: true }); check('queued orders append', cmd.orders.length === 3, `${cmd.orders.length}`); check('the queue keeps its issue order', Math.abs(cmd.orders[0].x - a.x) < 1 && Math.abs(cmd.orders[2].x - c.x) < 1); // An unqueued order wipes the queue — the standard "plain click cancels everything" rule. L.issueOrder(st, rules, { army: 0, unitIds: [cmd.id], order: { type: 'move', ...a } }); check('an unqueued order clears the queue', cmd.orders.length === 1, `${cmd.orders.length}`); // Run a three-leg queue and confirm it is actually consumed in sequence. L.issueOrder(st, rules, { army: 0, unitIds: [cmd.id], order: { type: 'move', ...b }, queue: true }); L.issueOrder(st, rules, { army: 0, unitIds: [cmd.id], order: { type: 'move', ...c }, queue: true }); const seen = [cmd.orders.length]; for (let i = 0; i < 240 * HZ && cmd.orders.length; i++) { L.tick(st, rules); if (cmd.orders.length !== seen[seen.length - 1]) seen.push(cmd.orders.length); } check('a queued route is consumed one leg at a time', seen.join(',') === '3,2,1,0', seen.join(',')); check('the unit ends up at the final waypoint', Math.hypot(cmd.x - c.x, cmd.y - c.y) < ts * 2, `${Math.hypot(cmd.x - c.x, cmd.y - c.y).toFixed(0)}px away`); // Queued BUILD orders: each places its site immediately (so the player sees the ghosts) // while the builder works through them one at a time. const st2 = L.createMatch(rules, { seed: 62, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const b2 = st2.armies[0]; b2.mass = 99999; b2.energy = 99999; b2.massCap = 99999; b2.energyCap = 99999; const builder = st2.entities.find((e) => e.army === 0); const gen = rules.buildingById.energygen; // Candidate spots must clear each other by the building's own footprint, or siting the // first one blocks the second and the "queue" under test never forms. const spots = []; const step = gen.footprint.w + 1; for (let d = 2; d < 30 && spots.length < 3; d += step) { const tx = worldToTileX(st2.nav, builder.x) + d; const ty = worldToTileY(st2.nav, builder.y); if (L.canPlaceAt(st2, rules, tx, ty, gen).ok) spots.push({ tx, ty }); } check('found room for three queued generators', spots.length === 3, `${spots.length}`); let queuedOk = 0; spots.forEach((sp, i) => { const r = L.issueOrder(st2, rules, { army: 0, unitIds: [builder.id], order: { type: 'build', defId: 'energygen', tx: sp.tx, ty: sp.ty }, queue: i > 0, }); if (r.ok) queuedOk++; }); check('three build orders queue onto one builder', queuedOk === 3, `${queuedOk}`); check('every queued building is sited straight away', st2.entities.filter((e) => e.defId === 'energygen').length === 3); check('the builder holds all three in its queue', builder.orders.length === 3, `${builder.orders.length}`); for (let i = 0; i < 400 * HZ && builder.orders.length; i++) { b2.mass = 99999; b2.energy = 99999; L.tick(st2, rules); } const finished = st2.entities.filter((e) => e.defId === 'energygen' && !e.site && !e.dead).length; check('a queued build list completes', finished === 3, `${finished}/3 built`); } // --------------------------------------------------------------------------- section('4c. Patrol routes'); // --------------------------------------------------------------------------- { // A patrol carries a `route`: a flat circuit whose first point is where the unit stood when // the order was given. Ctrl-clicking more points EXTENDS that circuit rather than queueing a // second patrol behind the first — which would never run, since a patrol never completes. const map = generateMap(rules, { seed: 909, size: 'small', symmetry: 'mirror-x' }); const fresh = () => { const st = L.createMatch(rules, { seed: 909, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const s = st.starts.find((x) => x.army === 0); return { st, e: L.spawnUnit(st, rules, 0, 'tank', s.x * st.tileSize, s.y * st.tileSize) }; }; const patrol = (st, e, x, y, queue) => L.issueOrder(st, rules, { army: 0, unitIds: [e.id], order: { type: 'patrol', x, y }, queue, }); { // One click is still the classic there-and-back: a two-point circuit, home included. const { st, e } = fresh(); const x0 = e.x, y0 = e.y; patrol(st, e, x0 + 400, y0, false); const o = e.orders[0]; check('a single patrol click builds a two-point circuit', o?.type === 'patrol' && o.route?.length === 4, `route ${JSON.stringify(o?.route)}`); check('the circuit starts where the unit stood', Math.abs(o.route[0] - x0) < 1e-6 && Math.abs(o.route[1] - y0) < 1e-6); check('and heads for the clicked point first', o.leg === 1); } { // Ctrl-clicking three more points extends the one order to a five-point circuit. const { st, e } = fresh(); const x0 = e.x, y0 = e.y; patrol(st, e, x0 + 300, y0, false); patrol(st, e, x0 + 300, y0 + 300, true); patrol(st, e, x0, y0 + 300, true); patrol(st, e, x0 - 300, y0, true); check('ctrl-clicking extends one patrol order', e.orders.length === 1, `${e.orders.length} orders`); check('every clicked point joins the route', e.orders[0].route.length === 10, `${e.orders[0].route.length / 2} points`); } { // A non-queued patrol replaces the route rather than growing it forever. const { st, e } = fresh(); patrol(st, e, e.x + 300, e.y, false); patrol(st, e, e.x + 300, e.y + 300, true); patrol(st, e, e.x - 200, e.y, false); check('an unqueued patrol starts a fresh route', e.orders.length === 1 && e.orders[0].route.length === 4, `${e.orders.length} orders, ${e.orders[0].route.length / 2} points`); } { // The circuit is actually flown: over a long run the unit must reach every corner, and the // order must never complete. const { st, e } = fresh(); const x0 = e.x, y0 = e.y, R = 260; patrol(st, e, x0 + R, y0, false); patrol(st, e, x0 + R, y0 + R, true); patrol(st, e, x0, y0 + R, true); const route = e.orders[0].route.slice(); const n = route.length >> 1; const visited = new Array(n).fill(false); const legsSeen = new Set(); for (let i = 0; i < 240 * HZ; i++) { L.tick(st, rules); if (e.dead || !e.orders.length) break; legsSeen.add(e.orders[0].leg); for (let k = 0; k < n; k++) { if (Math.hypot(e.x - route[k * 2], e.y - route[k * 2 + 1]) < st.tileSize) visited[k] = true; } } check('a patrol order never completes', e.orders.length === 1 && e.orders[0].type === 'patrol'); check('the unit visits every point on the route', visited.every(Boolean), `reached ${visited.filter(Boolean).length} of ${n}`); check('and cycles through every leg', legsSeen.size === n, `${legsSeen.size} of ${n} legs`); } { // Orders written by a save from before routes existed keep working untouched. const { st, e } = fresh(); const legacy = { type: 'patrol', sx: e.x + 200, sy: e.y, fromX: e.x, fromY: e.y, leg: 0 }; e.orders.push(legacy); const a = L.patrolWaypoint(legacy); legacy.leg = 1; const b = L.patrolWaypoint(legacy); check('a legacy two-point patrol still resolves both ends', Math.abs(a.x - (e.x + 200)) < 1e-6 && Math.abs(b.x - e.x) < 1e-6, `${JSON.stringify(a)} / ${JSON.stringify(b)}`); } { // Aircraft run the same routes; they just never stop at the corners. const raw = JSON.parse(readFileSync(join(ROOT, 'data/totalannihilation-rules.json'), 'utf8')); raw.constants.eliminateWhenUnrecoverable = false; const ar = compileRules(raw); const W = 64, H = 64, TS = ar.constants.tileSize; const px = (t) => t * TS + TS / 2; const st = L.createMatch(ar, { seed: 5, victory: 'annihilation', map: { w: W, h: H, terrain: new Uint8Array(W * H).fill(ar.terrainById.ground.index), starts: [], theme: 'grasslands' }, armies: [{ armyId: 'arm' }, { armyId: 'core' }], }); L.spawnUnit(st, ar, 0, 'infantry', px(1), px(1)); L.spawnUnit(st, ar, 1, 'infantry', px(W - 2), px(H - 2)); st.over = null; for (const a of st.armies) a.alive = true; const f = L.spawnUnit(st, ar, 0, 'fighter', px(30), px(30)); const pts = [[px(40), px(30)], [px(40), px(40)], [px(30), px(40)]]; pts.forEach(([x, y], i) => L.issueOrder(st, ar, { army: 0, unitIds: [f.id], order: { type: 'patrol', x, y }, queue: i > 0, })); const route = f.orders[0].route.slice(); const n = route.length >> 1; const visited = new Array(n).fill(false); for (let i = 0; i < 180 * HZ; i++) { L.tick(st, ar); if (f.dead || !f.orders.length) break; for (let k = 0; k < n; k++) { if (Math.hypot(f.x - route[k * 2], f.y - route[k * 2 + 1]) < TS * 1.5) visited[k] = true; } } check('an aircraft flies a multi-point patrol route', visited.every(Boolean), `reached ${visited.filter(Boolean).length} of ${n}`); check('and stays airborne doing it', f.liftFrac === 1); } } // --------------------------------------------------------------------------- section('5. Movement, separation and size classes'); // --------------------------------------------------------------------------- { const map = generateMap(rules, { seed: 21, size: 'small', symmetry: 'mirror-x' }); const st = L.createMatch(rules, { seed: 21, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); // Find a genuinely open tile with open neighbours — the middle of a generated map is as // likely to be a lake as a field, and units shoved out of water prove nothing. const openTile = (() => { for (let y = 3; y < map.h - 3; y++) { for (let x = 3; x < map.w - 3; x++) { let ok = true; for (let dy = -2; dy <= 2 && ok; dy++) { for (let dx = -2; dx <= 2 && ok; dx++) { if (!tileOk(st.nav, 'foot', 1, x + dx, y + dy)) ok = false; } } if (ok) return { x, y }; } } return { x: (map.w / 2) | 0, y: (map.h / 2) | 0 }; })(); const cx = openTile.x * st.tileSize + st.tileSize / 2; const cy = openTile.y * st.tileSize + st.tileSize / 2; check('found open ground for the packing fixture', tileOk(st.nav, 'foot', 1, openTile.x, openTile.y)); // The size-class requirement, asserted: three smalls share one tile, two mediums cannot. const packed = (defId, n) => { const s2 = L.createMatch(rules, { seed: 21, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const made = []; for (let i = 0; i < n; i++) { const u = L.spawnUnit(s2, rules, 0, defId, cx + (i - n / 2) * 6, cy + (i % 2) * 6); if (u) made.push(u); } for (let i = 0; i < 60; i++) L.tick(s2, rules); const ts = s2.tileSize; return made.filter((u) => Math.abs(u.x - cx) <= ts / 2 && Math.abs(u.y - cy) <= ts / 2).length; }; // The size-class contract is a statement about collision radii, so assert it there — and // then confirm the emergent behaviour matches, which is the part a player actually sees. const ts0 = rules.constants.tileSize; const small = rules.sizeClasses.small, medium = rules.sizeClasses.medium, large = rules.sizeClasses.large; check('small units are under half a tile wide', small.radius * 2 <= ts0 / 2, `${small.radius * 2}px`); check('medium units are about one tile wide', medium.radius * 2 > ts0 / 2 && medium.radius * 2 <= ts0, `${medium.radius * 2}px`); check('large units span more than one tile', large.radius * 2 > ts0, `${large.radius * 2}px`); check('large units claim a multi-tile footprint', (large.footprint ?? 1) > 1); check('3 small units settle inside one tile', packed('infantry', 3) >= 3, `${packed('infantry', 3)}`); check('3 medium units cannot settle inside one tile', packed('tank', 3) < 3, `${packed('tank', 3)}`); // Settled units must not overlap. for (let i = 0; i < 12; i++) L.spawnUnit(st, rules, 0, 'tank', cx + (i % 4) * 30, cy + Math.floor(i / 4) * 30); for (let i = 0; i < 120; i++) L.tick(st, rules); const mine = st.entities.filter((e) => !e.dead && e.army === 0 && e.defId === 'tank'); let worst = 0; for (let i = 0; i < mine.length; i++) { for (let j = i + 1; j < mine.length; j++) { const overlap = (mine[i].radius + mine[j].radius) - Math.hypot(mine[i].x - mine[j].x, mine[i].y - mine[j].y); worst = Math.max(worst, overlap); } } check('settled units barely overlap', worst < 12, `worst overlap ${worst.toFixed(1)}px`); check('all positions finite', st.entities.every((e) => Number.isFinite(e.x) && Number.isFinite(e.y))); } // --------------------------------------------------------------------------- section('6. Combat'); // --------------------------------------------------------------------------- { const raw = JSON.parse(readFileSync(join(ROOT, 'data/totalannihilation-rules.json'), 'utf8')); raw.constants.eliminateWhenUnrecoverable = false; // these fixtures field no builders const combatRules = compileRules(raw); const map = generateMap(combatRules, { seed: 31, size: 'small', symmetry: 'mirror-x' }); const cx = (map.w / 2) * combatRules.constants.tileSize, cy = (map.h / 2) * combatRules.constants.tileSize; const duel = (aId, na, bId, nb, sec = 150) => { // Annihilation rules: these fixtures throw the Commanders away, and the default rule would // call the match over before the first shot. const st = L.createMatch(combatRules, { seed: 31, map, victory: 'annihilation', armies: [{ armyId: 'arm' }, { armyId: 'core' }], }); for (const e of st.entities) e.dead = true; st.entities = []; const line = (army, id, n, dx) => { for (let i = 0; i < n; i++) { L.spawnUnit(st, combatRules, army, id, cx + dx - Math.sign(dx) * Math.floor(i / 10) * 40, cy - 180 + (i % 10) * 40); } }; line(0, aId, na, -240); line(1, bId, nb, 240); st.over = null; for (const a of st.armies) a.alive = true; const ids = (army) => st.entities.filter((e) => e.army === army && !e.dead).map((e) => e.id); L.issueOrder(st, combatRules, { army: 0, unitIds: ids(0), order: { type: 'attackMove', x: cx + 240, y: cy } }); L.issueOrder(st, combatRules, { army: 1, unitIds: ids(1), order: { type: 'attackMove', x: cx - 240, y: cy } }); let t = 0; for (; t < sec * HZ; t++) { L.tick(st, combatRules); const a0 = st.entities.some((e) => !e.dead && e.army === 0); const a1 = st.entities.some((e) => !e.dead && e.army === 1); if (!a0 || !a1) break; } const left = (a) => st.entities.filter((e) => !e.dead && e.army === a).length; const hp = (a) => st.entities.filter((e) => !e.dead && e.army === a).reduce((s, e) => s + e.hp, 0); return { a: left(0), b: left(1), hpA: hp(0), hpB: hp(1), secs: t / HZ }; }; const cost = (id) => combatRules.unitById[id].cost.mass + combatRules.unitById[id].cost.energy / 4; const equal = (a, b, n = 8) => { const nb = Math.max(1, Math.round(n * cost(a) / cost(b))); const r = duel(a, n, b, nb); // Score on surviving fraction of the force each side paid for, so a slow grind that the // tanks are clearly winning counts as a win even if the clock runs out first. r.fracA = r.a / n; r.fracB = r.b / nb; return r; }; // Ballistic shells travel 35px per 20Hz tick, so a point-sampled hit test tunnels straight // through its target. Tanks doing real damage is the observable proof the sweep works. const tvi = equal('tank', 'infantry'); check('tanks beat equal-cost infantry', tvi.fracA > tvi.fracB, `${tvi.a} tanks (${(tvi.fracA * 100) | 0}%) v ${tvi.b} infantry (${(tvi.fracB * 100) | 0}%)`); const rvs = equal('rockettank', 'sniper'); check('rocket tanks beat equal-cost snipers', rvs.fracA > rvs.fracB, `${rvs.a} (${(rvs.fracA * 100) | 0}%) v ${rvs.b} (${(rvs.fracB * 100) | 0}%)`); // Rockets are the answer to buildings and air, not to armour — a straight fight against a // Tank is one the Rocket Tank should lose, which is what makes the roster a triangle // (Tank counters Rocket Tank, Rocket Tank counters Sniper/structures) rather than a ladder // where one unit is simply the answer. const rvt = equal('rockettank', 'tank'); check('tanks beat equal-cost rocket tanks', rvt.fracB > rvt.fracA, `${rvt.b} tanks (${(rvt.fracB * 100) | 0}%) v ${rvt.a} rocket tanks (${(rvt.fracA * 100) | 0}%)`); // Engagements must take long enough for reinforcement and composition to matter. When // fights resolved in 2-4 seconds the whole AI skill ladder collapsed to a coin flip. check('an even engagement is not instant', tvi.secs > 5, `${tvi.secs.toFixed(1)}s`); // Damage fixtures. const st = L.createMatch(combatRules, { seed: 32, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const victim = L.spawnUnit(st, combatRules, 1, 'tank', cx, cy); const before = victim.hp; L.applyDamage(st, combatRules, victim, 100, { army: 0, id: 0 }); check('applyDamage subtracts exactly', Math.abs((before - victim.hp) - 100) < 1e-9); const rifle = combatRules.weaponById.rifle; check('rifle is strong vs infantry, weak vs medium', armorMul(rifle, 'infantry') > armorMul(rifle, 'medium') * 3); const rocket = combatRules.weaponById.rocketpod; check('rockets favour fortifications over vehicle armour', armorMul(rocket, 'fortification') > armorMul(rocket, 'heavy') * 3); check('rockets are weak against vehicle armour', armorMul(rocket, 'light') < 1 && armorMul(rocket, 'medium') < 1 && armorMul(rocket, 'heavy') < 1, `light ${armorMul(rocket, 'light')}, medium ${armorMul(rocket, 'medium')}, heavy ${armorMul(rocket, 'heavy')}`); // Commander death explosion. const dth = combatRules.unitById.commander.deathExplosion; check('commander has a death explosion', dth && dth.radius > 200 && dth.damage > 500); } // --------------------------------------------------------------------------- section('6b. Commander self-repair'); // --------------------------------------------------------------------------- { const raw = JSON.parse(readFileSync(join(ROOT, 'data/totalannihilation-rules.json'), 'utf8')); raw.constants.eliminateWhenUnrecoverable = false; // a lone Commander must not end the match const hr = compileRules(raw); const map = generateMap(hr, { seed: 71, size: 'small', symmetry: 'mirror-x' }); const cdef = hr.unitById.commander; check('the Commander declares self-repair', !!cdef.selfHeal); check('only the Commander regenerates by default', hr.units.filter((u) => u.selfHeal).length === 1); const fresh = () => { const st = L.createMatch(hr, { seed: 71, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); st.over = null; for (const a of st.armies) a.alive = true; return st; }; const run = (st, secs) => { for (let i = 0; i < secs * HZ; i++) L.tick(st, hr); }; // Rate: about a third of max HP per minute. const st = fresh(); const cmd = st.entities.find((e) => e.army === 0); cmd.hp = cmd.maxHp * 0.2; const startHp = cmd.hp; run(st, 60); const gained = (cmd.hp - startHp) / cmd.maxHp; check('regenerates ~33% of max HP per minute', Math.abs(gained - 0.33) < 0.02, `${(gained * 100).toFixed(1)}% in 60s`); // Damage pauses regeneration for the full 30 seconds, then it resumes. const st2 = fresh(); const c2 = st2.entities.find((e) => e.army === 0); c2.hp = c2.maxHp * 0.5; L.applyDamage(st2, hr, c2, 100, { army: 1, id: 0 }); const afterHit = c2.hp; run(st2, 25); check('no regeneration within 30s of taking damage', c2.hp === afterHit, `healed ${(c2.hp - afterHit).toFixed(1)} in 25s`); run(st2, 10); // now 35s since the hit check('regeneration resumes after the pause', c2.hp > afterHit, `healed ${(c2.hp - afterHit).toFixed(1)} by 35s`); // Every fresh hit restarts the clock, so sustained fire suppresses it entirely. const st3 = fresh(); const c3 = st3.entities.find((e) => e.army === 0); c3.hp = c3.maxHp * 0.5; let expected = c3.hp; for (let s2 = 0; s2 < 60; s2++) { L.applyDamage(st3, hr, c3, 10, { army: 1, id: 0 }); expected -= 10; run(st3, 1); } check('being hit every second suppresses regeneration entirely', Math.abs(c3.hp - expected) < 1e-6, `${c3.hp.toFixed(1)} vs ${expected.toFixed(1)}`); // Never overheals, and a unit with no selfHeal never recovers at all. const st4 = fresh(); const c4 = st4.entities.find((e) => e.army === 0); c4.hp = c4.maxHp - 5; run(st4, 120); check('regeneration stops at full health', c4.hp === c4.maxHp, `${c4.hp}/${c4.maxHp}`); // Well outside any builder's repair range, so this isolates passive selfHeal regen from the // auto-heal nanolathe mechanic (an idle builder now auto-repairs damaged allies in range — // a real, separate source of healing, not a regression of this one). const st5 = fresh(); const tank = L.spawnUnit(st5, hr, 0, 'tank', c4.x + 2000, c4.y); tank.hp = tank.maxHp * 0.5; const tankHp = tank.hp; run(st5, 60); check('units without selfHeal do not regenerate', tank.hp === tankHp, `${tank.hp} vs ${tankHp}`); // The pause must survive a save/load, or reloading mid-fight grants a free heal. const st6 = fresh(); const c6 = st6.entities.find((e) => e.army === 0); c6.hp = c6.maxHp * 0.5; L.applyDamage(st6, hr, c6, 50, { army: 1, id: 0 }); const back = L.deserialize(hr, L.serialize(st6)); const c6b = back.entities.find((e) => e.army === 0 && e.defId === 'commander'); check('the damage clock round-trips through a save', c6b.lastDamagedTick === c6.lastDamagedTick, `${c6b.lastDamagedTick} vs ${c6.lastDamagedTick}`); const hpAfterLoad = c6b.hp; for (let i = 0; i < 25 * HZ; i++) L.tick(back, hr); check('a reload does not hand back a free heal', c6b.hp === hpAfterLoad); } // --------------------------------------------------------------------------- section('6c. Repair'); // --------------------------------------------------------------------------- { const raw = JSON.parse(readFileSync(join(ROOT, 'data/totalannihilation-rules.json'), 'utf8')); raw.constants.eliminateWhenUnrecoverable = false; // Self-repair would confound the cost measurements below, so it is off for this fixture. for (const u of raw.units) delete u.selfHeal; const rr = compileRules(raw); const map = generateMap(rr, { seed: 81, size: 'small', symmetry: 'mirror-x' }); const setup = (defId, hpFrac) => { const st = L.createMatch(rr, { seed: 81, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); st.over = null; for (const a of st.armies) a.alive = true; const builder = st.entities.find((e) => e.army === 0); const patient = L.spawnUnit(st, rr, 0, defId, builder.x + 80, builder.y); patient.hp = patient.maxHp * hpFrac; const army = st.armies[0]; army.mass = 99999; army.energy = 99999; army.massCap = 99999; army.energyCap = 99999; // Silence the builder's own income, so a drop in stored resources IS the repair bill and // nothing else. Measuring the net change instead would net off the Commander's output. builder.produceE = 0; builder.produceM = 0; return { st, builder, patient, army }; }; // A damaged friendly is a legal repair target; a healthy one is not. { const { st, builder, patient } = setup('tank', 0.5); const ok = L.issueOrder(st, rr, { army: 0, unitIds: [builder.id], order: { type: 'repair', targetId: patient.id } }); check('repair order accepted on a damaged friendly', ok.ok, ok.error); patient.hp = patient.maxHp; const full = L.issueOrder(st, rr, { army: 0, unitIds: [builder.id], order: { type: 'repair', targetId: patient.id } }); check('repair is refused at full health', !full.ok, full.error); const foe = st.entities.find((e) => e.army === 1); const enemy = L.issueOrder(st, rr, { army: 0, unitIds: [builder.id], order: { type: 'repair', targetId: foe.id } }); check('repair is refused on an enemy', !enemy.ok, enemy.error); } // Cost and duration are both proportional to the damage healed. for (const [defId, frac] of [['tank', 0.5], ['tank', 0.25], ['rockettank', 0.5]]) { const { st, builder, patient, army } = setup(defId, frac); const def = rr.unitById[defId]; const missing = 1 - frac; const m0 = army.mass, e0 = army.energy; L.issueOrder(st, rr, { army: 0, unitIds: [builder.id], order: { type: 'repair', targetId: patient.id } }); let ticks = 0; const cap = 400 * HZ; while (ticks < cap && patient.hp < patient.maxHp) { L.tick(st, rr); ticks++; } check(`${defId} at ${frac * 100}% is repaired to full`, patient.hp >= patient.maxHp - 1e-6, `${patient.hp.toFixed(0)}/${patient.maxHp}`); const spentM = m0 - army.mass, spentE = e0 - army.energy; const wantM = def.cost.mass * missing, wantE = def.cost.energy * missing; check(`${defId} repair mass cost is ~${(missing * 100) | 0}% of build cost`, Math.abs(spentM - wantM) < wantM * 0.06 + 1, `${spentM.toFixed(0)} vs ${wantM.toFixed(0)}`); check(`${defId} repair energy cost is ~${(missing * 100) | 0}% of build cost`, Math.abs(spentE - wantE) < wantE * 0.06 + 1, `${spentE.toFixed(0)} vs ${wantE.toFixed(0)}`); // Time: same build power, so healing X% takes X% of the build time. const bp = rr.unitById.commander.buildPower / rr.constants.buildPowerNominal; const wantSecs = (def.buildTime * missing) / bp; const gotSecs = ticks / HZ; check(`${defId} repair takes ~${(missing * 100) | 0}% of build time`, Math.abs(gotSecs - wantSecs) < wantSecs * 0.25 + 1.5, `${gotSecs.toFixed(1)}s vs ${wantSecs.toFixed(1)}s`); } // Buildings repair too. { const { st, builder, army } = setup('tank', 0.99); const gen = rr.buildingById.energygen; let site = null; for (let d = 2; d < 20 && !site; d++) { const tx = worldToTileX(st.nav, builder.x) + d, ty = worldToTileY(st.nav, builder.y); if (L.canPlaceAt(st, rr, tx, ty, gen).ok) site = L.placeBuilding(st, rr, 0, 'energygen', tx, ty); } check('found room for a building to repair', !!site); site.site = false; site.progress = 1; site.hp = gen.hp * 0.4; const before = site.hp; L.issueOrder(st, rr, { army: 0, unitIds: [builder.id], order: { type: 'repair', targetId: site.id } }); for (let i = 0; i < 200 * HZ && site.hp < site.maxHp; i++) { army.mass = 99999; army.energy = 99999; L.tick(st, rr); } check('a damaged building can be repaired', site.hp > before && site.hp >= site.maxHp - 1e-6, `${site.hp.toFixed(0)}/${site.maxHp}`); } // The order ends by itself once the patient is whole, and an unqueued order breaks it. { const { st, builder, patient } = setup('tank', 0.5); L.issueOrder(st, rr, { army: 0, unitIds: [builder.id], order: { type: 'repair', targetId: patient.id } }); for (let i = 0; i < 400 * HZ && builder.orders.length; i++) L.tick(st, rr); check('the repair order clears itself when done', builder.orders.length === 0); check('the builder releases its build target', builder.buildTargetId === 0); } { const { st, builder, patient } = setup('tank', 0.5); L.issueOrder(st, rr, { army: 0, unitIds: [builder.id], order: { type: 'repair', targetId: patient.id } }); for (let i = 0; i < 3 * HZ; i++) L.tick(st, rr); const mid = patient.hp; check('repair is under way', mid > patient.maxHp * 0.5); // A plain (unqueued) order must break the heal outright. L.issueOrder(st, rr, { army: 0, unitIds: [builder.id], order: { type: 'move', x: builder.x + 600, y: builder.y } }); check('a new unqueued order replaces the repair', builder.orders.length === 1 && builder.orders[0].type === 'move'); for (let i = 0; i < 5 * HZ; i++) L.tick(st, rr); check('the interrupted patient stops healing', Math.abs(patient.hp - mid) < 1e-6, `${patient.hp.toFixed(1)} vs ${mid.toFixed(1)}`); } // A QUEUED order must not break it — the repair stays at the head of the queue. { const { st, builder, patient } = setup('tank', 0.5); L.issueOrder(st, rr, { army: 0, unitIds: [builder.id], order: { type: 'repair', targetId: patient.id } }); for (let i = 0; i < 2 * HZ; i++) L.tick(st, rr); L.issueOrder(st, rr, { army: 0, unitIds: [builder.id], order: { type: 'move', x: builder.x + 600, y: builder.y }, queue: true }); const mid = patient.hp; for (let i = 0; i < 3 * HZ; i++) L.tick(st, rr); check('a queued order leaves the repair running', patient.hp > mid, `${patient.hp.toFixed(1)} vs ${mid.toFixed(1)}`); check('the queued order is still waiting behind it', builder.orders.length === 2 && builder.orders[0].type === 'repair'); } // A damaged factory being repaired must not have its production accelerated. { const { st, builder, army } = setup('tank', 0.99); const plant = L.placeBuilding(st, rr, 0, 'vehicleplant', worldToTileX(st.nav, builder.x) + 6, worldToTileY(st.nav, builder.y)); check('placed a factory for the mixing test', !!plant); if (plant) { plant.site = false; plant.progress = 1; plant.hp = rr.buildingById.vehicleplant.hp * 0.5; L.issueOrder(st, rr, { army: 0, order: { type: 'factoryEnqueue', factoryId: plant.id, defId: 'tank', count: 1 } }); L.issueOrder(st, rr, { army: 0, unitIds: [builder.id], order: { type: 'repair', targetId: plant.id } }); let t = 0; for (; t < 30 * HZ; t++) { army.mass = 99999; army.energy = 99999; L.tick(st, rr); } const bp = rr.buildingById.vehicleplant.buildPower / rr.constants.buildPowerNominal; const expected = Math.min(1, (t / HZ) * bp / rr.unitById.tank.buildTime); check('repairing a factory does not speed up its production', Math.abs(plant.jobProgress - expected) < 0.08 || plant.jobProgress < expected + 0.08, `progress ${plant.jobProgress.toFixed(2)} vs expected ${expected.toFixed(2)}`); } } } // --------------------------------------------------------------------------- section('6c2. Guarding a structure'); // --------------------------------------------------------------------------- { // A builder told to guard a structure works on it: damage first, then whatever it is // producing. Both halves are measured against a control that has no guard, because "the // factory eventually finished" proves nothing on its own. const raw = JSON.parse(readFileSync(join(ROOT, 'data/totalannihilation-rules.json'), 'utf8')); raw.constants.eliminateWhenUnrecoverable = false; const gr = compileRules(raw); const map = generateMap(gr, { seed: 606, size: 'small', symmetry: 'mirror-x' }); const plant = gr.buildingById.vehicleplant; /** A finished Vehicle Plant with the Commander parked next to it (or not). */ const rig = (withGuard, damage = 0) => { const st = L.createMatch(gr, { seed: 606, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const cmd = st.entities.find((e) => e.defId === 'commander' && e.army === 0); let f = null; for (let r = 3; r < 16 && !f; r++) { for (let a = 0; a < 24 && !f; a++) { const ang = (a / 24) * Math.PI * 2; const tx = Math.round(cmd.x / st.tileSize + Math.cos(ang) * r); const ty = Math.round(cmd.y / st.tileSize + Math.sin(ang) * r); if (L.canPlaceAt(st, gr, tx, ty, plant).ok) { f = L.placeBuilding(st, gr, 0, 'vehicleplant', tx, ty); f.site = false; f.progress = 1; f.hp = plant.hp; } } } if (f && damage) f.hp = Math.max(1, plant.hp - damage); if (f && withGuard) { L.issueOrder(st, gr, { army: 0, unitIds: [cmd.id], order: { type: 'guard', targetId: f.id } }); } return { st, cmd, f }; }; const run = (st, sec, onTick) => { for (let i = 0; i < sec * HZ; i++) { st.armies[0].mass = 9999; st.armies[0].energy = 9999; L.tick(st, gr); if (onTick && onTick() === false) return i / HZ; } return sec; }; { // Repair. The guard has to close on the plant and mend it without any further order. const { st, cmd, f } = rig(true, 3000); check('the guard rig placed a plant', !!f); const before = f.hp; run(st, 60, () => f.hp < f.maxHp); check('a guarding builder repairs the structure', f.hp > before + 500, `${before.toFixed(0)} -> ${f.hp.toFixed(0)} of ${f.maxHp}`); check('and holds a nanolathe link while doing it', cmd.buildTargetId === f.id || f.hp >= f.maxHp); } { // Production assist, measured as time-to-first-tank against an unguarded control. const timeToTank = (withGuard) => { const { st, f } = rig(withGuard); L.issueOrder(st, gr, { army: 0, order: { type: 'factoryEnqueue', factoryId: f.id, defId: 'tank', count: 1 } }); let made = 0; const t = run(st, 120, () => { made = st.entities.filter((e) => !e.dead && e.defId === 'tank' && e.army === 0).length; return made === 0; }); return made ? t : Infinity; }; const solo = timeToTank(false); const helped = timeToTank(true); check('an unguarded plant builds its tank', Number.isFinite(solo), `${solo}s`); // Commander buildPower 100 on top of the plant's 100 should roughly halve it; the bar is // set well short of that so a tuning change to either number doesn't make this brittle. check('a guarding builder speeds the factory up', helped < solo * 0.8, `${helped.toFixed(1)}s guarded vs ${solo.toFixed(1)}s alone`); } { // Priority. While the plant is hurt the guard mends it INSTEAD of pushing the queue, so a // damaged-and-busy factory heals before its output accelerates. const { st, f } = rig(true, 3000); L.issueOrder(st, gr, { army: 0, order: { type: 'factoryEnqueue', factoryId: f.id, defId: 'tank', count: 1 } }); let sawRepairFirst = true; for (let i = 0; i < 6 * HZ; i++) { st.armies[0].mass = 9999; st.armies[0].energy = 9999; L.tick(st, gr); // Any tick where the plant is still damaged must show repair power, not extra build power. if (f.hp < f.maxHp && f._power > (gr.buildingById.vehicleplant.buildPower ?? 0)) sawRepairFirst = false; } check('damage is mended before production is helped', sawRepairFirst, 'the guard pushed the queue while the factory was still hurt'); } { // An intact, idle building needs nothing — the guard must not sit there billing the // economy for work that does not exist. const { st, cmd, f } = rig(true); run(st, 20); check('guarding an idle intact building draws no build power', cmd.buildTargetId === 0 && st.armies[0].mDrain < 1e-6, `link ${cmd.buildTargetId}, drain ${st.armies[0].mDrain.toFixed(2)}`); // ...and picks the work up on its own the moment there is some. L.issueOrder(st, gr, { army: 0, order: { type: 'factoryEnqueue', factoryId: f.id, defId: 'tank', count: 1 } }); run(st, 3); check('and starts assisting as soon as the factory has a job', cmd.buildTargetId === f.id); } { // Guarding a mobile unit is unchanged: escort only, no nanolathe. const { st, cmd } = rig(false); const tank = L.spawnUnit(st, gr, 0, 'tank', cmd.x + 200, cmd.y); tank.hp = tank.maxHp * 0.5; L.issueOrder(st, gr, { army: 0, unitIds: [cmd.id], order: { type: 'guard', targetId: tank.id } }); run(st, 10); check('guarding a mobile unit still just escorts it', cmd.buildTargetId === 0, 'buildings are the only guard target that implies work'); } } // --------------------------------------------------------------------------- section('6d. Victory conditions'); // --------------------------------------------------------------------------- { check('the shipped default is Commander kill', rules.constants.victoryDefault === 'commander'); check('both victory modes are offered', !!rules.victoryModeById.commander && !!rules.victoryModeById.annihilation); check('every victory mode has a label and a description', rules.victoryModes.every((v) => v.label && v.desc)); check('exactly one unit is flagged as a Commander', rules.commanderUnits.length === 1, rules.commanderUnits.map((u) => u.id).join(', ')); const map = generateMap(rules, { seed: 91, size: 'small', symmetry: 'mirror-x' }); const fresh = (victory) => L.createMatch(rules, { seed: 91, map, victory, armies: [{ armyId: 'arm', isHuman: true }, { armyId: 'core' }], }); const commanderOf = (st, army) => st.entities.find((e) => !e.dead && e.army === army && rules.unitById[e.defId]?.isCommander); // Give the army something that would keep it alive under the annihilation rule, so the two // modes are told apart by the Commander alone and not by an empty base. const propUp = (st, army) => { const cmd = commanderOf(st, army); const cx = worldToTileX(st.nav, cmd.x), cy = worldToTileY(st.nav, cmd.y); // Started well clear of the Commander's death explosion — the fixture is about the rule, // not about whether the blast happens to level the factory too. for (let d = 6; d < 24; d++) { for (const [dx, dy] of [[-1, 0], [1, 0], [0, -1], [0, 1], [-1, -1], [1, 1], [-1, 1], [1, -1]]) { const tx = cx + dx * d, ty = cy + dy * d; if (!L.canPlaceAt(st, rules, tx, ty, rules.buildingById.vehicleplant).ok) continue; const b = L.placeBuilding(st, rules, army, 'vehicleplant', tx, ty); b.site = false; b.progress = 1; b.hp = rules.buildingById.vehicleplant.hp; return b; } } return null; }; { const st = fresh(); check('a new match defaults to the Commander rule', st.victory === 'commander'); check('both armies are marked as having fielded a Commander', st.armies.every((a) => a.hadCommander)); const plant = propUp(st, 1); check('the enemy has a factory it could rebuild from', !!plant); const foe = commanderOf(st, 1); L.applyDamage(st, rules, foe, foe.maxHp * 10, { army: 0, id: 0 }); L.tick(st, rules); check('killing the enemy Commander ends the match', !!st.over); check('the survivor wins', st.over?.winner === 0, `winner ${st.over?.winner}`); check('the loss is reported as a lost Commander', st.events.some((e) => e.t === 'armyEliminated' && e.army === 1 && e.reason === 'commanderLost')); } { const st = fresh('annihilation'); const plant = propUp(st, 1); const foe = commanderOf(st, 1); L.applyDamage(st, rules, foe, foe.maxHp * 10, { army: 0, id: 0 }); for (let i = 0; i < 5 * HZ; i++) L.tick(st, rules); check('annihilation keeps the match alive while a factory stands', !st.over && !!plant); check('the bereaved army is still in it', st.armies[1].alive); // ...and it still ends once that army can no longer produce anything. The leftover tank is // what makes this an UNRECOVERABLE elimination rather than a plain wipe. L.spawnUnit(st, rules, 1, 'tank', plant.x + 200, plant.y); L.applyDamage(st, rules, plant, plant.maxHp * 10, { army: 0, id: 0 }); L.tick(st, rules); check('annihilation ends when an army can no longer build', !!st.over); check('that elimination reads as unrecoverable', st.events.some((e) => e.t === 'armyEliminated' && e.army === 1 && e.reason === 'unrecoverable')); } // An army that never had a Commander (a garrison-only scenario) must not lose on tick one. { const st = L.createMatch(rules, { seed: 91, map: { ...map, starts: [] }, armies: [{ armyId: 'arm' }, { armyId: 'core' }], }); check('a Commander-less army is not eliminated by the Commander rule', st.armies.every((a) => !a.hadCommander)); const before = st.over; L.tick(st, rules); check('an empty scenario still ends by wipe, not by Commander', !before && !!st.over && st.events.some((e) => e.t === 'armyEliminated' && e.reason === 'wiped')); } // The chosen rule has to survive a save, or a reload silently changes the match. { const st = fresh('annihilation'); for (let i = 0; i < 3 * HZ; i++) L.tick(st, rules); const back = L.deserialize(rules, L.serialize(st)); check('victory mode round-trips through a save', back.victory === 'annihilation'); check('hadCommander round-trips through a save', back.armies.every((a, i) => a.hadCommander === st.armies[i].hadCommander)); check('the save still hashes identically', L.hashState(back) === L.hashState(st)); } } // --------------------------------------------------------------------------- section('6e. Defensive structures'); // --------------------------------------------------------------------------- { const raw = JSON.parse(readFileSync(join(ROOT, 'data/totalannihilation-rules.json'), 'utf8')); raw.constants.eliminateWhenUnrecoverable = false; // these fixtures are a tower and a target const dr = compileRules(raw); const map = generateMap(dr, { seed: 101, size: 'small', symmetry: 'mirror-x' }); const tower = dr.buildingById.lasertower; const launcher = dr.buildingById.missilelauncher; check('the Commander can build the Laser Tower', dr.unitById.commander.builds.includes('lasertower')); check('the Commander can build the Missile Launcher', dr.unitById.commander.builds.includes('missilelauncher')); check('both defences are armed', tower.weaponDefs.length > 0 && launcher.weaponDefs.length > 0); // Neither builds anything, so a base of nothing but towers is still an army that can never // produce again — the elimination rule must not treat a turret as a factory. check('defences are not factories', !(tower.builds ?? []).length && !(launcher.builds ?? []).length); check('the Missile Launcher outranges every mobile unit', dr.units.every((u) => u.maxRange < launcher.maxRange), `${launcher.maxRange} vs best unit ${Math.max(...dr.units.map((u) => u.maxRange))}`); check('the Missile Launcher has a close-in dead zone', launcher.weaponDefs[0].minRange > 0 && launcher.weaponDefs[0].minRange < launcher.maxRange); check('the Laser Tower is the cheaper of the two', tower.cost.mass < launcher.cost.mass && tower.cost.energy < launcher.cost.energy); // Place a defence for army 0 on open ground and put one enemy next to it. const fixture = (defId, dx, dy) => { const st = L.createMatch(dr, { seed: 101, map, victory: 'annihilation', armies: [{ armyId: 'arm' }, { armyId: 'core' }], }); const cmd = st.entities.find((e) => e.army === 0); const def = dr.buildingById[defId]; const cx = worldToTileX(st.nav, cmd.x), cy = worldToTileY(st.nav, cmd.y); let built = null; for (let d = 4; d < 20 && !built; d++) { for (const [ox, oy] of [[1, 0], [-1, 0], [0, 1], [0, -1]]) { const tx = cx + ox * d, ty = cy + oy * d; if (!L.canPlaceAt(st, dr, tx, ty, def).ok) continue; built = L.placeBuilding(st, dr, 0, defId, tx, ty); built.site = false; built.progress = 1; built.hp = def.hp; break; } } if (!built) return null; const foe = L.spawnUnit(st, dr, 1, 'tank', built.x + dx, built.y + dy); return { st, built, foe }; }; const run = (f, secs) => { for (let i = 0; i < secs * HZ; i++) L.tick(f.st, dr); }; // A building's heading is fixed at 0, so a tower that had to face its target could only ever // shoot due east. Every compass point is checked because that bug looks fine from one side. for (const [name, dx, dy] of [['east', 220, 0], ['west', -220, 0], ['north', 0, -220], ['south', 0, 220]]) { const f = fixture('lasertower', dx, dy); check(`found ground for a Laser Tower (${name})`, !!f); if (!f) continue; const hp0 = f.foe.hp; run(f, 8); check(`the Laser Tower engages an enemy to the ${name}`, f.foe.hp < hp0, `${f.foe.hp.toFixed(0)}/${hp0}`); } // The Missile Launcher reaches far but cannot defend itself: inside its minimum range it // holds fire, which is what makes it need the Laser Tower next to it. { const far = fixture('missilelauncher', 520, 0); check('found ground for a Missile Launcher', !!far); if (far) { const hp0 = far.foe.hp; run(far, 12); check('the Missile Launcher hits a target beyond tank range', far.foe.hp < hp0, `${far.foe.hp.toFixed(0)}/${hp0}`); } const close = fixture('missilelauncher', 120, 0); if (close) { const hp0 = close.foe.hp; run(close, 12); check('the Missile Launcher holds fire inside its dead zone', close.foe.hp === hp0, `${close.foe.hp.toFixed(0)}/${hp0}`); } } // The 1x1 footprint is new — nothing else in the roster is one tile — so it goes through the // real order path: site it, build it, and have it end up on the nav grid as a solid. { const st = L.createMatch(dr, { seed: 102, map, victory: 'annihilation', armies: [{ armyId: 'arm' }, { armyId: 'core' }], }); const cmd = st.entities.find((e) => e.army === 0); st.armies[0].mass = 9999; st.armies[0].energy = 9999; st.armies[0].massCap = 9999; st.armies[0].energyCap = 9999; const cx = worldToTileX(st.nav, cmd.x), cy = worldToTileY(st.nav, cmd.y); let spot = null; for (let d = 2; d < 20 && !spot; d++) { const tx = cx + d, ty = cy; if (L.canPlaceAt(st, dr, tx, ty, tower).ok) spot = { tx, ty }; } check('found a tile for a 1x1 tower', !!spot); if (spot) { const r = L.issueOrder(st, dr, { army: 0, unitIds: [cmd.id], order: { type: 'build', defId: 'lasertower', ...spot }, }); check('a Laser Tower build order is accepted', r.ok, r.error); let done = null; for (let i = 0; i < 120 * HZ && !done; i++) { st.armies[0].mass = 9999; st.armies[0].energy = 9999; L.tick(st, dr); done = st.entities.find((e) => e.defId === 'lasertower' && !e.site && !e.dead); } check('the Commander finishes the tower', !!done); check('a finished 1x1 tower blocks its own tile', !!done && !L.canPlaceAt(st, dr, spot.tx, spot.ty, tower).ok); } } } // --------------------------------------------------------------------------- section('6f. Air domain and hover'); // --------------------------------------------------------------------------- { // Air is the one thing in this game that is not simply "another unit with different numbers": // it opts out of the nav grid, out of ground collision, and out of every weapon that doesn't // explicitly list the air domain. Each of those three is a separate place the sim could quietly // fall back to ground behaviour, so each gets its own fixture. const raw = JSON.parse(readFileSync(join(ROOT, 'data/totalannihilation-rules.json'), 'utf8')); raw.constants.eliminateWhenUnrecoverable = false; // these fixtures field no builders const ar = compileRules(raw); const TS = ar.constants.tileSize; // ---- data ---- check('the Fighter is an air unit', ar.unitById.fighter?.isAir === true); check('the Bomber is an air unit', ar.unitById.bomber?.isAir === true); check('the Hover Constructor stays on the ground', ar.unitById.hoverconstructor?.isAir === false); check('the Airfield builds fighter, bomber and hover constructor', ['fighter', 'bomber', 'hoverconstructor'].every((id) => (ar.buildingById.airfield?.builds ?? []).includes(id))); check('the Commander can build an Airfield', (ar.unitById.commander.builds ?? []).includes('airfield')); const waterIdx = ar.terrainById.water.index; const cliffIdx = ar.terrainById.cliff.index; check('hover crosses water', ar.moveClasses.hover.costByTerrainIndex[waterIdx] > 0); check('treads do not cross water', ar.moveClasses.tread.costByTerrainIndex[waterIdx] == null); check('air crosses water and cliffs', ar.moveClasses.air.costByTerrainIndex[waterIdx] > 0 && ar.moveClasses.air.costByTerrainIndex[cliffIdx] > 0); // Without this a ground-only army has literally no answer to a Bomber, which is not a // difficulty setting — it's an auto-win for whoever builds an Airfield first. const groundAA = ar.units.filter((u) => !u.isAir && (u.weaponDefs ?? []).some((w) => w.targetsAir)); check('some ground unit can shoot at aircraft', groundAA.length > 0, 'nothing on the ground has anti-air'); // ---- a map with a full-height water channel down the middle ---- const W = 40, H = 40; const flat = () => { const t = new Uint8Array(W * H).fill(ar.terrainById.ground.index); for (let y = 0; y < H; y++) for (let x = 18; x <= 21; x++) t[y * W + x] = waterIdx; return t; }; const px = (t) => t * TS + TS / 2; const arena = (seed = 5) => { const st = L.createMatch(ar, { seed, victory: 'annihilation', map: { w: W, h: H, terrain: flat(), starts: [], theme: 'grasslands' }, armies: [{ armyId: 'arm' }, { armyId: 'core' }], }); // Both armies need SOMETHING alive or checkResult ends the match on tick one and every // fixture below silently measures a frozen sim. These sit in opposite far corners, well // outside any sight or weapon range used here, so they never touch what is being measured. L.spawnUnit(st, ar, 0, 'infantry', px(1), px(1)); L.spawnUnit(st, ar, 1, 'infantry', px(W - 2), px(H - 2)); st.over = null; for (const a of st.armies) a.alive = true; return st; }; const runFor = (st, sec) => { for (let i = 0; i < sec * HZ; i++) L.tick(st, ar); }; { const st = arena(); const hover = L.spawnUnit(st, ar, 0, 'hoverconstructor', px(5), px(20)); const tank = L.spawnUnit(st, ar, 0, 'tank', px(5), px(24)); const fighter = L.spawnUnit(st, ar, 0, 'fighter', px(5), px(28)); for (const u of [hover, tank, fighter]) { L.issueOrder(st, ar, { army: 0, unitIds: [u.id], order: { type: 'move', x: px(35), y: u.y } }); } runFor(st, 120); const crossed = (e) => e.x > px(25); check('a hover unit crosses open water', crossed(hover), `x=${(hover.x / TS).toFixed(1)} tiles`); check('an aircraft crosses open water', crossed(fighter), `x=${(fighter.x / TS).toFixed(1)} tiles`); check('a tracked unit is stopped by the same water', !crossed(tank), `x=${(tank.x / TS).toFixed(1)} tiles`); // Aircraft must never enter the pathfinder: a path costs A* budget it can't use, and a // fighter holding a stale ground path would refuse to fly over the very water it just crossed. check('aircraft never hold a nav path', fighter.path == null); } // ---- ground weapons cannot touch aircraft, and air-only weapons cannot touch the ground ---- { // The Fighter carries the Jeep's gun for ground work, so it hurts infantry — but the // infantry still cannot reach back, which is the asymmetry the whole domain split exists // to create. It has to be flying for any of this: see §6g for the grounded case. check('the air-to-air cannon cannot touch the ground', ar.weaponById.aacannon.targetsGround === false); check('the Fighter carries the Jeep\'s gun for ground targets', (ar.unitById.fighter.weapons ?? []).includes('pintlegun')); const st = arena(6); const inf = []; for (let i = 0; i < 8; i++) inf.push(L.spawnUnit(st, ar, 0, 'infantry', px(8), px(14) + i * 30)); const fighter = L.spawnUnit(st, ar, 1, 'fighter', px(14), px(16)); L.issueOrder(st, ar, { army: 0, unitIds: inf.map((u) => u.id), order: { type: 'attackMove', x: px(12), y: px(16) } }); L.issueOrder(st, ar, { army: 1, unitIds: [fighter.id], order: { type: 'attack', targetId: inf[0].id } }); runFor(st, 60); check('rifles cannot damage a Fighter', fighter.hp === fighter.maxHp, `${fighter.hp.toFixed(0)}/${fighter.maxHp}`); check('a Fighter strafing infantry does hurt them', inf.some((u) => u.dead || u.hp < u.maxHp), 'the ground gun never connected'); } { const st = arena(7); const troopers = []; for (let i = 0; i < 8; i++) troopers.push(L.spawnUnit(st, ar, 0, 'rockettrooper', px(8), px(14) + i * 30)); const fighter = L.spawnUnit(st, ar, 1, 'fighter', px(11), px(16)); L.issueOrder(st, ar, { army: 1, unitIds: [fighter.id], order: { type: 'attack', targetId: troopers[0].id } }); runFor(st, 60); check('shoulder rockets do reach a Fighter', fighter.dead || fighter.hp < fighter.maxHp, `${fighter.hp.toFixed(0)}/${fighter.maxHp}`); } { // Fighters are the answer to fighters; that is the whole point of an air-only weapon. // They need somewhere to be — an idle aircraft lands, and a landed one cannot shoot. const st = arena(8); const a = L.spawnUnit(st, ar, 0, 'fighter', px(10), px(20)); const b = L.spawnUnit(st, ar, 1, 'fighter', px(16), px(20)); L.issueOrder(st, ar, { army: 0, unitIds: [a.id], order: { type: 'attack', targetId: b.id } }); L.issueOrder(st, ar, { army: 1, unitIds: [b.id], order: { type: 'attack', targetId: a.id } }); runFor(st, 90); check('fighters can kill each other', a.dead || b.dead || a.hp < a.maxHp || b.hp < b.maxHp, `${a.hp.toFixed(0)} v ${b.hp.toFixed(0)}`); } // ---- splash and blast radii respect the domain ---- { const st = arena(9); const bomber = L.spawnUnit(st, ar, 0, 'bomber', px(8), px(20)); const tank = L.spawnUnit(st, ar, 1, 'tank', px(13), px(20)); // Kept FLYING over the tank on a short patrol: a 96px bomb blast covers it, and must not // scratch it while it is in the air. Idling it would land it, and a landed aircraft is // deliberately no longer immune — see §6g. const overhead = L.spawnUnit(st, ar, 1, 'fighter', px(13), px(20)); L.issueOrder(st, ar, { army: 0, unitIds: [bomber.id], order: { type: 'attack', targetId: tank.id } }); L.issueOrder(st, ar, { army: 1, unitIds: [overhead.id], order: { type: 'patrol', x: px(15), y: px(20) } }); runFor(st, 60); check('a Bomber damages ground armour', tank.dead || tank.hp < tank.maxHp, `${tank.hp.toFixed(0)}/${tank.maxHp}`); check('the patrolling aircraft stayed airborne', overhead.dead || overhead.liftFrac === 1, 'the fixture landed it, so it proves nothing about splash'); check('bomb splash does not reach the aircraft above it', overhead.hp === overhead.maxHp, `${overhead.hp.toFixed(0)}/${overhead.maxHp}`); } // ---- orders and collision ---- { const st = arena(10); const inf = L.spawnUnit(st, ar, 0, 'infantry', px(10), px(20)); const fighter = L.spawnUnit(st, ar, 1, 'fighter', px(12), px(20)); // Airborne, so the rifleman genuinely cannot reach it. (Landed it would be a legal target; // that is the whole point of §6g's grounded-aircraft checks.) L.issueOrder(st, ar, { army: 1, unitIds: [fighter.id], order: { type: 'move', x: px(30), y: px(20) } }); L.tick(st, ar); L.issueOrder(st, ar, { army: 0, unitIds: [inf.id], order: { type: 'attack', targetId: fighter.id } }); L.tick(st, ar); check('an attack order on an unreachable domain is dropped', inf.orders.length === 0, 'the rifleman would chase the aircraft forever'); } { const st = arena(11); const tanks = []; for (let i = 0; i < 5; i++) tanks.push(L.spawnUnit(st, ar, 0, 'tank', px(12) + i * 8, px(20))); runFor(st, 5); // let the cluster settle first const before = tanks.map((t) => ({ x: t.x, y: t.y })); const fighter = L.spawnUnit(st, ar, 0, 'fighter', px(6), px(20)); L.issueOrder(st, ar, { army: 0, unitIds: [fighter.id], order: { type: 'move', x: px(30), y: px(20) } }); runFor(st, 15); const moved = tanks.reduce((m, t, i) => Math.max(m, Math.hypot(t.x - before[i].x, t.y - before[i].y)), 0); check('an aircraft flies through ground units without shoving them', moved < 0.5, `worst displacement ${moved.toFixed(2)}px`); check('the aircraft actually crossed them', fighter.x > px(25)); } // ---- the flag survives a save/load round trip ---- { const st = arena(12); L.spawnUnit(st, ar, 0, 'fighter', px(10), px(20)); const back = L.deserialize(ar, L.serialize(st)); check('isAir survives serialization', !!back && back.entities.find((e) => e.defId === 'fighter')?.isAir === true); } } // --------------------------------------------------------------------------- section('6g. Strafing flight'); // --------------------------------------------------------------------------- { // An armed aircraft has exactly two states: LANDED (still, and unable to shoot) or FLYING (at // cruise, always going somewhere). Every check here is about that having no third option — // the failure mode this replaces is a Fighter parked in mid-air over a target, sniping it // from a standstill, which is what the previous stop-on-arrival movement produced. const raw = JSON.parse(readFileSync(join(ROOT, 'data/totalannihilation-rules.json'), 'utf8')); raw.constants.eliminateWhenUnrecoverable = false; const sr = compileRules(raw); const TS = sr.constants.tileSize; const W = 64, H = 64; check('armed aircraft are marked as strafing', sr.unitById.fighter.strafes === true && sr.unitById.bomber.strafes === true); check('the Hover Constructor is exempt from strafing', sr.unitById.hoverconstructor.strafes === false, 'it is a ground unit that merely floats, and it does not attack'); const px = (t) => t * TS + TS / 2; const arena = (seed = 3) => { const st = L.createMatch(sr, { seed, victory: 'annihilation', map: { w: W, h: H, terrain: new Uint8Array(W * H).fill(sr.terrainById.ground.index), starts: [], theme: 'grasslands' }, armies: [{ armyId: 'arm' }, { armyId: 'core' }], }); // Both armies need something alive or checkResult ends the match on tick one — see §6f. L.spawnUnit(st, sr, 0, 'infantry', px(1), px(1)); L.spawnUnit(st, sr, 1, 'infantry', px(W - 2), px(H - 2)); st.over = null; for (const a of st.armies) a.alive = true; return st; }; const runFor = (st, sec) => { for (let i = 0; i < sec * HZ; i++) L.tick(st, sr); }; const speedOf = (e) => Math.hypot(e.x - e.px, e.y - e.py) * HZ; // ---- a move order ends in a landing, not a hover ---- { const st = arena(31); const f = L.spawnUnit(st, sr, 0, 'fighter', px(10), px(30)); check('a fresh aircraft starts on the ground', f.liftFrac === 0); L.issueOrder(st, sr, { army: 0, unitIds: [f.id], order: { type: 'move', x: px(40), y: px(30) } }); runFor(st, 1.0); check('an ordered aircraft takes off', f.liftFrac === 1, `liftFrac ${f.liftFrac.toFixed(2)}`); runFor(st, 30); check('a move order ends with the aircraft landed', f.liftFrac === 0, `liftFrac ${f.liftFrac.toFixed(2)}`); check('it landed where it was sent', Math.hypot(f.x - px(40), f.y - px(30)) < TS * 2, `${(Math.hypot(f.x - px(40), f.y - px(30)) / TS).toFixed(1)} tiles away`); check('a landed aircraft is stationary', speedOf(f) < 0.01, `${speedOf(f).toFixed(1)} px/s`); check('a landed aircraft holds no orders', f.orders.length === 0); } // ---- landed units cannot shoot ---- { const st = arena(32); const f = L.spawnUnit(st, sr, 0, 'fighter', px(30), px(30)); const foe = L.spawnUnit(st, sr, 1, 'infantry', px(32), px(30)); // well inside pintlegun range runFor(st, 20); check('a landed aircraft never takes off on its own', f.liftFrac === 0); check('a landed aircraft does not shoot', foe.hp === foe.maxHp && !foe.dead, `the target lost ${(foe.maxHp - foe.hp).toFixed(0)} hp`); check('a landed aircraft holds no target', f.targetId === 0); } // ---- a landed aircraft is an ordinary ground target ---- { // Immunity is a property of FLYING, not of having wings. A parked aircraft can be shot by // anything, which is what gives the keepout rule and the choice of where to land teeth. const st = arena(40); const f = L.spawnUnit(st, sr, 0, 'fighter', px(30), px(30)); const tank = L.spawnUnit(st, sr, 1, 'tank', px(34), px(30)); // tankgun is ground-only L.tick(st, sr); check('a landed aircraft is not an air target', f.airborne === false && f.isAir === true, 'isAir describes the layer it moves in; airborne describes where it is now'); runFor(st, 40); check('a tank gun can destroy a parked aircraft', f.dead || f.hp < f.maxHp, `${f.hp.toFixed(0)}/${f.maxHp}`); } { // ...and the same aircraft is untouchable the moment it is off the ground. const st = arena(41); const f = L.spawnUnit(st, sr, 0, 'fighter', px(30), px(30)); const tank = L.spawnUnit(st, sr, 1, 'tank', px(34), px(30)); L.issueOrder(st, sr, { army: 0, unitIds: [f.id], order: { type: 'attack', targetId: tank.id } }); runFor(st, 1.0); check('taking off makes it an air target again', f.airborne === true && f.liftFrac === 1); const hpAirborne = f.hp; runFor(st, 25); check('a tank gun cannot touch it once flying', f.hp === hpAirborne, `lost ${(hpAirborne - f.hp).toFixed(0)} hp while airborne`); check('and it kills the tank on its passes', tank.dead || tank.hp < tank.maxHp); } { // Landing under guns is now a real mistake, not a free escape. const st = arena(42); const f = L.spawnUnit(st, sr, 0, 'fighter', px(30), px(30)); const tank = L.spawnUnit(st, sr, 1, 'tank', px(33), px(30)); L.issueOrder(st, sr, { army: 0, unitIds: [f.id], order: { type: 'attack', targetId: tank.id } }); runFor(st, 1.0); const wasAir = f.airborne; L.issueOrder(st, sr, { army: 0, unitIds: [f.id], order: { type: 'hold' } }); // set down runFor(st, 2.0); check('an aircraft told to hold leaves the air domain', wasAir === true && f.airborne === false, `liftFrac ${f.liftFrac.toFixed(2)}`); } // ---- it never stops in the air ---- { const st = arena(33); const f = L.spawnUnit(st, sr, 0, 'fighter', px(20), px(30)); const foe = L.spawnUnit(st, sr, 1, 'tank', px(40), px(30)); L.issueOrder(st, sr, { army: 0, unitIds: [f.id], order: { type: 'attack', targetId: foe.id } }); runFor(st, 3); let slowest = Infinity, samples = 0; for (let i = 0; i < 40 * HZ; i++) { L.tick(st, sr); if (f.dead || foe.dead) break; if (f.liftFrac < 1) continue; // ignore the takeoff ramp slowest = Math.min(slowest, speedOf(f)); samples++; } const cruise = sr.unitById.fighter.speed; check('an attacking aircraft samples its speed', samples > 100, `${samples} samples`); check('an attacking aircraft never slows down', slowest > cruise * 0.98, `dropped to ${slowest.toFixed(0)} of ${cruise} px/s`); } // ---- the strafing run: overfly, carry through, come about, repeat ---- { const st = arena(34); const f = L.spawnUnit(st, sr, 0, 'fighter', px(20), px(30)); // A building, so it cannot run away and the geometry of the pass is unambiguous. const tgt = L.placeBuilding(st, sr, 1, 'energygen', 40, 30); tgt.site = false; tgt.progress = 1; tgt.hp = sr.buildingById.energygen.hp; tgt.maxHp = tgt.hp; L.issueOrder(st, sr, { army: 0, unitIds: [f.id], order: { type: 'attack', targetId: tgt.id } }); let closest = Infinity, farthest = 0, passes = 0, wasNear = false, egressSeen = false; for (let i = 0; i < 60 * HZ; i++) { L.tick(st, sr); tgt.hp = tgt.maxHp; // immortal, so the run repeats indefinitely if (f.liftFrac < 1) continue; const d = Math.hypot(f.x - tgt.x, f.y - tgt.y); closest = Math.min(closest, d); farthest = Math.max(farthest, d); if (f.egressing) egressSeen = true; const near = d < TS * 3; if (near && !wasNear) passes++; wasNear = near; } check('the aircraft actually overflies its target', closest < TS * 2, `closest approach ${(closest / TS).toFixed(1)} tiles`); check('it carries through past the target', egressSeen && farthest > sr.unitById.fighter.flight.overshoot * 0.6, `farthest ${farthest.toFixed(0)}px vs overshoot ${sr.unitById.fighter.flight.overshoot}`); check('it comes about and runs in again', passes >= 3, `${passes} passes in 60s`); check('it stays airborne throughout', f.liftFrac === 1); } // ---- opportunistic fire while transiting ---- { const st = arena(35); const f = L.spawnUnit(st, sr, 0, 'fighter', px(10), px(30)); // Ordered at something far away, with a bystander parked on the flight path. const far = L.spawnUnit(st, sr, 1, 'tank', px(55), px(30)); const bystander = L.spawnUnit(st, sr, 1, 'infantry', px(25), px(30)); L.issueOrder(st, sr, { army: 0, unitIds: [f.id], order: { type: 'attack', targetId: far.id } }); const startX = f.x; runFor(st, 12); check('a transiting aircraft shoots what it passes', bystander.dead || bystander.hp < bystander.maxHp, 'the bystander was never engaged'); check('shooting a bystander does not stop the aircraft', f.x > startX + TS * 8, `only travelled ${((f.x - startX) / TS).toFixed(1)} tiles`); } // ---- aircraft will not land in a hostile base ---- { const st = arena(36); const f = L.spawnUnit(st, sr, 0, 'fighter', px(20), px(30)); const base = L.placeBuilding(st, sr, 1, 'energygen', 40, 30); base.site = false; base.progress = 1; base.hp = sr.buildingById.energygen.hp; base.maxHp = base.hp; // Told to move ONTO the enemy structure. That is not a move, it is an attack run. L.issueOrder(st, sr, { army: 0, unitIds: [f.id], order: { type: 'move', x: base.x, y: base.y } }); L.tick(st, sr); check('a move into a hostile base becomes an attack run', f.orders[0]?.type === 'attack' && f.orders[0].targetId === base.id, `order is ${f.orders[0]?.type}`); let landed = false; for (let i = 0; i < 40 * HZ; i++) { L.tick(st, sr); base.hp = base.maxHp; if (f.liftFrac === 0) { landed = true; break; } } check('it never puts down inside the keepout', !landed, `landed ${(Math.hypot(f.x - base.x, f.y - base.y) / TS).toFixed(1)} tiles from the base`); } // ---- an idle aircraft inside a keepout clears out, then lands ---- { const st = arena(37); const base = L.placeBuilding(st, sr, 1, 'energygen', 30, 30); base.site = false; base.progress = 1; base.hp = sr.buildingById.energygen.hp; const f = L.spawnUnit(st, sr, 0, 'fighter', px(32), px(30)); // parked right next to it runFor(st, 40); const away = L.surfaceDist(sr, f, base); check('an idle aircraft leaves a hostile base before settling', away >= sr.unitById.fighter.flight.keepout * 0.9, `only got ${away.toFixed(0)}px from the base`); check('and then it lands', f.liftFrac === 0, `liftFrac ${f.liftFrac.toFixed(2)}`); } // ---- the Hover Constructor keeps the old stop-in-place behaviour ---- { const st = arena(38); const h = L.spawnUnit(st, sr, 0, 'hoverconstructor', px(20), px(30)); L.issueOrder(st, sr, { army: 0, unitIds: [h.id], order: { type: 'move', x: px(26), y: px(30) } }); runFor(st, 30); check('a hovering builder still stops exactly on its destination', Math.hypot(h.x - px(26), h.y - px(30)) < TS, `${(Math.hypot(h.x - px(26), h.y - px(30)) / TS).toFixed(2)} tiles off`); check('and settles back down when idle', h.liftFrac === 0); } // ---- builders leave aircraft alone until they are down ---- { // A nanolathe cannot reach something in flight, and a builder that tried would trail a // Fighter across the map at a third of its speed — walking itself out of the base for // nothing. Every route into that mistake is closed: auto-heal, an explicit order, a // patient that takes off mid-repair, and guard. const st = arena(50); const cmd = L.spawnUnit(st, sr, 0, 'commander', px(30), px(30)); const hurt = L.spawnUnit(st, sr, 0, 'fighter', px(33), px(30)); hurt.hp = hurt.maxHp * 0.4; // Grounded: the ordinary case must still work, or the guard is too broad. runFor(st, 2); check('a builder does mend a LANDED aircraft', cmd.buildTargetId === hurt.id, `link ${cmd.buildTargetId}`); const mended = hurt.hp; runFor(st, 10); check('and its hit points actually come back', hurt.hp > mended); // Airborne: send it somewhere and everything must let go. L.issueOrder(st, sr, { army: 0, unitIds: [hurt.id], order: { type: 'move', x: px(55), y: px(30) } }); runFor(st, 2); check('the aircraft is airborne for the rest of this fixture', hurt.airborne === true); check('a builder drops the repair when its patient takes off', cmd.buildTargetId === 0, 'the Commander kept nanolathing a Fighter in flight'); const inFlight = hurt.hp; const cmdX = cmd.x; runFor(st, 15); check('and does not heal it in the air', Math.abs(hurt.hp - inFlight) < 1e-6, `${inFlight.toFixed(0)} -> ${hurt.hp.toFixed(0)}`); check('and does not chase it', Math.abs(cmd.x - cmdX) < 1, `drifted ${(cmd.x - cmdX).toFixed(1)}px`); // An explicit order is refused rather than silently ignored. const r = L.issueOrder(st, sr, { army: 0, unitIds: [cmd.id], order: { type: 'repair', targetId: hurt.id } }); check('an explicit repair on a flying aircraft is refused', r.ok === false, JSON.stringify(r)); } { // Guard keeps the order but stops following, so it resumes when the aircraft lands. const st = arena(51); const cmd = L.spawnUnit(st, sr, 0, 'commander', px(30), px(30)); const f = L.spawnUnit(st, sr, 0, 'fighter', px(33), px(30)); L.issueOrder(st, sr, { army: 0, unitIds: [cmd.id], order: { type: 'guard', targetId: f.id } }); // A PATROL, not a move: a move ends in a landing, and once the aircraft is down the // Commander is supposed to start following it again — which is the behaviour below, not a // violation of it. Patrolling keeps it in the air for the whole window. L.issueOrder(st, sr, { army: 0, unitIds: [f.id], order: { type: 'patrol', x: px(58), y: px(30) } }); runFor(st, 2); const cmdX = cmd.x; runFor(st, 12); check('the guarded aircraft stayed airborne', f.airborne === true); check('a builder guarding an aircraft holds station while it flies', Math.abs(cmd.x - cmdX) < 1, `drifted ${(cmd.x - cmdX).toFixed(1)}px`); check('and keeps the guard order for when it lands', cmd.orders[0]?.type === 'guard' && cmd.orders[0].targetId === f.id); } // ---- altitude survives a save ---- { const st = arena(39); const f = L.spawnUnit(st, sr, 0, 'fighter', px(20), px(30)); L.issueOrder(st, sr, { army: 0, unitIds: [f.id], order: { type: 'move', x: px(50), y: px(30) } }); runFor(st, 2); const back = L.deserialize(sr, L.serialize(st)); const rf = back?.entities.find((e) => e.defId === 'fighter'); check('altitude survives serialization', !!rf && Math.abs(rf.liftFrac - f.liftFrac) < 0.01, `${rf?.liftFrac} vs ${f.liftFrac}`); } } // --------------------------------------------------------------------------- section('7. Fog of war'); // --------------------------------------------------------------------------- { const map = generateMap(rules, { seed: 41, size: 'small', symmetry: 'mirror-x' }); const st = L.createMatch(rules, { seed: 41, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const mine = st.entities.find((e) => e.army === 0); const theirs = st.entities.find((e) => e.army === 1); L.computeVision(st, rules); check('own units are always visible', L.isVisibleTo(st, 0, mine)); check('a distant enemy starts hidden', !L.isVisibleTo(st, 0, theirs)); // Explored is sticky; visible is not. const cell = st.tileSize * 2; const vx = Math.floor(mine.x / cell), vy = Math.floor(mine.y / cell); const idx = vy * st.visW + vx; check('own tile is explored', st.armies[0].explored[idx] === 1); L.spawnUnit(st, rules, 0, 'jeep', theirs.x, theirs.y); L.computeVision(st, rules); check('scouting reveals the enemy', L.isVisibleTo(st, 0, theirs)); // The AI must be fog-limited too — it may not target something it cannot see. const st2 = L.createMatch(rules, { seed: 42, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); for (let i = 0; i < HZ * 3; i++) { runAI(rules, st2, 0, { skill: 5 }); L.tick(st2, rules); } const mem = st2.aiMem?.[0]; const cheated = (mem?.knownEnemies ?? []).filter((k) => { const e = L.entityById(st2, k.id); return e && !L.isVisibleTo(st2, 0, e) && k.tick === st2.tick; }); check('AI never records an unseen enemy as seen-now', cheated.length === 0, `${cheated.length} leaks`); } // --------------------------------------------------------------------------- section('7b. Radar, advanced radar and jamming'); // --------------------------------------------------------------------------- { // Radar is a SECOND detection layer: sight tells you what a thing is, radar only that // something is there. Everything here is about the two staying independent — a jammer must // blind radar without dimming anyone's eyes, and a contact must never be confused for a // sighting. const radar = rules.buildingById.radar; const adv = rules.buildingById.advancedradar; const jam = rules.buildingById.radarjammer; const launcher = rules.weaponById.towermissile; check('the Radar Tower exists', !!radar && radar.radarRange > 0); check('its reach is about twice the Missile Launcher', Math.abs(radar.radarRange / launcher.range - 2) < 0.15, `${radar.radarRange} vs ${launcher.range}`); check('the Advanced Radar covers any map', adv.radarRange > 128 * rules.constants.tileSize * Math.SQRT2, `${adv.radarRange} vs the largest map diagonal`); check('the Advanced Radar also sees through fog at the basic dish\'s radius', adv.sight === radar.radarRange, `${adv.sight} vs ${radar.radarRange}`); check('the Jammer reaches as far as the basic dish', jam.jamRange === radar.radarRange, `${jam.jamRange} vs ${radar.radarRange}`); check('the Jammer is not itself a radar', !jam.radarRange); // Who may build what — the two upper tiers are the construction craft's job. check('the Commander can build the basic Radar', rules.unitById.commander.builds.includes('radar')); for (const id of ['advancedradar', 'radarjammer']) { check(`the Commander cannot build the ${id}`, !rules.unitById.commander.builds.includes(id)); check(`the Construction Vehicle can build the ${id}`, rules.unitById.constructor.builds.includes(id)); check(`the Hover Constructor can build the ${id}`, rules.unitById.hoverconstructor.builds.includes(id)); } const map = generateMap(rules, { seed: 5, size: 'small', symmetry: 'mirror-x' }); const rig = () => { const st = L.createMatch(rules, { seed: 5, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); return st; }; const put = (st, army, type, tx, ty) => { const b = L.placeBuilding(st, rules, army, type, tx, ty); b.site = false; b.progress = 1; b.hp = rules.buildingById[type].hp; return b; }; const covered = (st, a) => st.armies[a].radar.reduce((s, v) => s + v, 0); { const st = rig(); const cells = st.visW * st.visH; const s0 = st.starts.find((x) => x.army === 0); L.computeVision(st, rules); check('an army with no dish has no radar at all', covered(st, 0) === 0); put(st, 0, 'radar', s0.x + 2, s0.y + 2); L.computeVision(st, rules); const basic = covered(st, 0); check('a Radar Tower covers ground but not the map', basic > 0 && basic < cells, `${basic} of ${cells} cells`); put(st, 0, 'advancedradar', s0.x - 4, s0.y + 2); L.computeVision(st, rules); check('an Advanced Radar covers the whole map', covered(st, 0) === cells, `${covered(st, 0)} of ${cells}`); } { // The jammer's whole job: punch a hole in enemy coverage, including a whole-map dish. const st = rig(); const s0 = st.starts.find((x) => x.army === 0); const s1 = st.starts.find((x) => x.army === 1); put(st, 0, 'advancedradar', s0.x + 2, s0.y + 2); L.computeVision(st, rules); const before = covered(st, 0); const j = put(st, 1, 'radarjammer', s1.x, s1.y); L.computeVision(st, rules); const after = covered(st, 0); check('an enemy Jammer takes coverage away', after < before, `${before} -> ${after}`); check('it only takes a bite, not the lot', after > 0); // ...and it must not blind the side that owns it. put(st, 1, 'radar', s1.x + 3, s1.y); L.computeVision(st, rules); check('your own Jammer never blinds you', covered(st, 1) > 0, `${covered(st, 1)} cells`); j.dead = true; L.computeVision(st, rules); check('killing the Jammer restores coverage', covered(st, 0) === before); } { // Contact vs sighting. A unit out in the fog but under radar is a CONTACT; the same unit // in plain view is not, because there is nothing radar adds to looking straight at it. const st = rig(); const s0 = st.starts.find((x) => x.army === 0); put(st, 0, 'radar', s0.x + 2, s0.y + 2); const far = L.spawnUnit(st, rules, 1, 'tank', (s0.x + 12) * st.tileSize, s0.y * st.tileSize); L.computeVision(st, rules); check('a unit hidden by fog but under radar is a contact', !L.isVisibleTo(st, 0, far) && L.isDetectedBy(st, 0, far)); const near = L.spawnUnit(st, rules, 1, 'tank', s0.x * st.tileSize, s0.y * st.tileSize); L.computeVision(st, rules); check('a unit in plain sight is a sighting, not a contact', L.isVisibleTo(st, 0, near) && !L.isDetectedBy(st, 0, near)); check('your own units are never radar contacts', !L.isDetectedBy(st, 1, far)); // A jammer over that unit takes the contact away again. put(st, 1, 'radarjammer', s0.x + 12, s0.y); L.computeVision(st, rules); check('a Jammer hides a unit standing inside it', !L.isDetectedBy(st, 0, far)); } { // A dish still going up is not yet a dish. const st = rig(); const s0 = st.starts.find((x) => x.army === 0); L.placeBuilding(st, rules, 0, 'advancedradar', s0.x + 2, s0.y + 2); // left as a site L.computeVision(st, rules); check('a half-built dish gives no radar', covered(st, 0) === 0); } } // --------------------------------------------------------------------------- section('8. Map generation'); // --------------------------------------------------------------------------- { const seeds = QUICK ? 24 : 120; let symMismatch = 0, badStarts = 0, poorMetal = 0, unreachable = 0; const sizes = Object.keys(rules.skirmish.sizes); for (let i = 0; i < seeds; i++) { const size = sizes[i % sizes.length]; const sym = rules.skirmish.symmetries[i % rules.skirmish.symmetries.length]; const map = generateMap(rules, { seed: 5000 + i * 13, size, symmetry: sym, armies: 2 }); if (map.starts.length !== 2) { badStarts++; continue; } if (sym === 'mirror-x') { for (let y = 0; y < map.h; y++) { for (let x = 0; x < map.w; x++) { if (map.terrain[y * map.w + x] !== map.terrain[y * map.w + (map.w - 1 - x)]) { symMismatch++; y = map.h; break; } } } } // Every start needs metal within reach or its economy can never leave the ground. const mgen = rules.buildingById.massgen; for (const s of map.starts) { let spots = 0; const R = rules.skirmish.gen.metalSpotRadiusTiles; for (let y = Math.max(0, s.y - R); y < Math.min(map.h, s.y + R); y++) { for (let x = Math.max(0, s.x - R); x < Math.min(map.w, s.x + R); x++) { if (rules.terrain[map.terrain[y * map.w + x]][mgen.terrainMultiplier] > 1) spots++; } } if (spots < 4) poorMetal++; } // And the two starts must be mutually reachable by a medium ground unit. const nav = createNav(rules, map); const clr = clearanceFor(rules.sizeClasses.medium.radius, rules.constants.tileSize); const path = findPath(nav, 'tread', clr, map.starts[0].y * map.w + map.starts[0].x, map.starts[1].y * map.w + map.starts[1].x); if (!path) unreachable++; } check('every generated map places both starts', badStarts === 0, `${badStarts} bad`); check('mirror-x maps are exactly symmetric', symMismatch === 0, `${symMismatch} mismatches`); check('every start has metal nearby', poorMetal === 0, `${poorMetal} starved starts`); check('starts are mutually reachable', unreachable === 0, `${unreachable} unreachable`); } // --------------------------------------------------------------------------- section('9. Campaign data'); // --------------------------------------------------------------------------- { const missions = campaign.missions ?? []; check('campaign has missions', missions.length > 0); const OBJECTIVES = new Set(['destroyAll', 'destroyCommander', 'survive', 'holdArea', 'reachArea', 'protect', 'buildCount']); missions.forEach((m, i) => { let map = null; try { map = decodeMap(rules, m.map); } catch (e) { /* reported below */ } check(`${m.id} terrain decodes`, !!map); if (!map) return; check(`${m.id} declares both starts`, (map.starts ?? []).length >= 2); check(`${m.id} theme exists`, !!artJson.themes?.[m.theme], m.theme); check(`${m.id} player army exists`, !!rules.armyById[m.playerArmy]); check(`${m.id} player commander exists`, !!rules.commanderById[m.playerCommander]); check(`${m.id} objective is a known type`, OBJECTIVES.has(m.objective?.type), m.objective?.type); for (const e of m.enemies ?? []) { check(`${m.id} enemy commander exists`, !!rules.commanderById[e.commander], e.commander); const sk = e.aiProfile?.skill; check(`${m.id} enemy skill is 1-5`, sk >= 1 && sk <= 5, String(sk)); } for (const b of map.buildings ?? []) { check(`${m.id} prebuilt ${b.type} exists`, !!rules.buildingById[b.type], b.type); check(`${m.id} prebuilt ${b.type} is on the map`, b.tx >= 0 && b.ty >= 0 && b.tx < map.w && b.ty < map.h); } for (const line of [...(m.briefing ?? []), m.victoryLine, m.defeatLine].filter(Boolean)) { check(`${m.id} speaker ${line.speaker} exists`, (opponents.opponents ?? []).some((o) => o.id === line.speaker), line.speaker); } // Missions must get harder, or the unlock order is meaningless. if (i > 0) { const prev = missions[i - 1].enemies?.[0]?.aiProfile?.skill ?? 0; check(`${m.id} is no easier than the one before`, (m.enemies?.[0]?.aiProfile?.skill ?? 0) >= prev); } }); } // --------------------------------------------------------------------------- section('10. Serialization and determinism'); // --------------------------------------------------------------------------- { const map = generateMap(rules, { seed: 51, size: 'small', symmetry: 'mirror-x' }); const st = L.createMatch(rules, { seed: 51, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); for (let i = 0; i < HZ * 20; i++) { runAI(rules, st, 0, { skill: 3 }); runAI(rules, st, 1, { skill: 3 }); L.tick(st, rules); } const blob = L.serialize(st); const back = L.deserialize(rules, blob); check('serialize round-trips to the same hash', L.hashState(back) === L.hashState(st)); check('serialized save is a sane size', blob.length < 400000, `${blob.length} bytes`); const run = () => { const m2 = generateMap(rules, { seed: 52, size: 'small', symmetry: 'mirror-x' }); const s2 = L.createMatch(rules, { seed: 52, map: m2, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); for (let i = 0; i < HZ * 30; i++) { runAI(rules, s2, 0, { skill: 4 }); runAI(rules, s2, 1, { skill: 2 }); L.tick(s2, rules); } return L.hashState(s2); }; check('same seed replays identically', run() === run()); // The step() harness must produce the same result as driving tick() directly. const m3 = generateMap(rules, { seed: 53, size: 'small', symmetry: 'mirror-x' }); const byTick = L.createMatch(rules, { seed: 53, map: m3, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); for (let i = 0; i < 100; i++) L.tick(byTick, rules); const byStep = L.createMatch(rules, { seed: 53, map: m3, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); for (let i = 0; i < 100; i++) L.step(byStep, rules, rules.stepMs, 4); check('step() and tick() agree', L.hashState(byStep) === L.hashState(byTick)); } // --------------------------------------------------------------------------- section('11. Skirmish soak'); // --------------------------------------------------------------------------- { const games = QUICK ? 8 : 24; let decided = 0, negative = 0, nonFinite = 0, overCap = 0, peakUnits = 0; let totalTickMs = 0, ticks = 0, worstTick = 0; for (let g = 0; g < games; g++) { const map = generateMap(rules, { seed: 6000 + g * 17, size: g % 2 ? 'medium' : 'small', symmetry: 'mirror-x' }); const st = L.createMatch(rules, { seed: 6000 + g, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const cap = rules.constants.unitCapPerArmy; while (!st.over && st.tick < 1200 * HZ) { runAI(rules, st, 0, { skill: 3 }); runAI(rules, st, 1, { skill: 3 }); const t0 = process.hrtime.bigint(); L.tick(st, rules); const ms = Number(process.hrtime.bigint() - t0) / 1e6; totalTickMs += ms; ticks++; worstTick = Math.max(worstTick, ms); for (const a of st.armies) if (a.mass < -1e-6 || a.energy < -1e-6) negative++; if (st.tick % 200 === 0) { for (const e of st.entities) if (!Number.isFinite(e.x) || !Number.isFinite(e.y)) nonFinite++; for (let i = 0; i < st.armies.length; i++) { const n = st.entities.filter((e) => !e.dead && e.army === i && !e.isBuilding).length; peakUnits = Math.max(peakUnits, n); if (n > cap) overCap++; } } } if (st.over && st.over.winner >= 0) decided++; } const avg = totalTickMs / Math.max(1, ticks); console.log(` ${decided}/${games} decided · peak ${peakUnits} units/army · tick avg ${avg.toFixed(2)}ms worst ${worstTick.toFixed(1)}ms`); check('most games reach a decision', decided >= Math.ceil(games * 0.85), `${decided}/${games}`); check('resources never go negative', negative === 0, `${negative}`); check('positions stay finite', nonFinite === 0, `${nonFinite}`); check('unit cap is respected', overCap === 0, `${overCap} breaches`); // Average is the real budget signal at 20Hz (50ms per tick). The worst case is allowed // more headroom because one slow tick — a burst of path requests, or a GC landing on it — // costs a single dropped frame, not a stall; it is printed above either way. check('average tick is well inside the 20Hz budget', avg < 8, `avg ${avg.toFixed(2)}ms`); check('no tick blows the frame budget outright', worstTick < 120, `worst ${worstTick.toFixed(1)}ms`); } // --------------------------------------------------------------------------- section('12. AI skill ladder'); // --------------------------------------------------------------------------- { const pairs = QUICK ? 6 : 16; // Each seed is played BOTH ways round so that side advantage — turn order, spawn corner, // commander profile — cancels exactly instead of being assumed away. // // Re-baselined after units were made to hold at a stand-off from buildings rather than // driving into them. That behaviour costs real ladder strength, graded by how far out they // stop: measured at 64 games, 5v1 ran 90% with no hold, 82% at 0.45, 72% at 0.6 and 68% at // 0.85. Two different seed families put the shipped 0.45 setting between 68% and 82%, so // the bar sits at 0.60 — clearly above chance and above skill 3, without straddling the // noise band of a 32-game sample. const ladder = (sa, sb) => { let win = 0, dec = 0; for (let i = 0; i < pairs; i++) { for (const flip of [false, true]) { const map = generateMap(rules, { seed: 7000 + i * 7, size: 'small', symmetry: 'mirror-x' }); const st = L.createMatch(rules, { seed: 7000 + i, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); const p0 = flip ? sb : sa, p1 = flip ? sa : sb; while (!st.over && st.tick < 1200 * HZ) { runAI(rules, st, 0, { skill: p0 }); runAI(rules, st, 1, { skill: p1 }); L.tick(st, rules); } if (st.over && st.over.winner >= 0) { dec++; if (st.over.winner === (flip ? 1 : 0)) win++; } } } return dec ? win / dec : 0; }; const hi = ladder(5, 1); console.log(` skill 5 vs skill 1: ${(hi * 100).toFixed(1)}%`); check('skill 5 beats skill 1 decisively', hi >= 0.60, `${(hi * 100).toFixed(1)}%`); if (!QUICK) { const mid = ladder(4, 2); console.log(` skill 4 vs skill 2: ${(mid * 100).toFixed(1)}%`); check('skill 4 beats skill 2', mid >= 0.52, `${(mid * 100).toFixed(1)}%`); } } // --------------------------------------------------------------------------- section('12b. AI build repertoire'); // --------------------------------------------------------------------------- { // Everything in the rules is dead data unless the AI will actually build it. Defences and // the whole air branch were exactly that for a while: the Airfield gate was keyed on a mass // income the AI never reaches (it peaks at 11-27, the bar was 24), so a skill-5 AI built one // in zero games out of six while the roster claimed it could. // // Counts BOTH armies across several games — these are conditional behaviours, not a fixed // build order, so the assertion is that each shows up across a sample rather than in any // particular match. const games = QUICK ? 6 : 12; const built = Object.create(null); for (let i = 0; i < games; i++) { const map = generateMap(rules, { seed: 8000 + i * 13, size: 'medium', symmetry: 'mirror-x' }); const st = L.createMatch(rules, { seed: 8000 + i, map, armies: [{ armyId: 'arm' }, { armyId: 'core' }] }); while (!st.over && st.tick < 900 * HZ) { runAI(rules, st, 0, { skill: 4 }); runAI(rules, st, 1, { skill: 4 }); for (const ev of L.tick(st, rules)) { if (ev.t === 'buildingComplete' || ev.t === 'spawn') { built[ev.defId] = (built[ev.defId] ?? 0) + 1; } } } } const n = (id) => (built[id] ?? 0); console.log(` ${games} games · towers ${n('lasertower')} · launchers ${n('missilelauncher')}` + ` · airfields ${n('airfield')} · fighters ${n('fighter')} · bombers ${n('bomber')}`); check('the AI builds Laser Towers', n('lasertower') > 0, 'never built one'); check('the AI builds Missile Launchers', n('missilelauncher') > 0, 'never built one'); check('the AI builds Airfields', n('airfield') > 0, 'never built one'); check('the AI produces aircraft', n('fighter') + n('bomber') > 0, 'never built any'); // Defence is a reaction, not a habit. An AI that answers every game with a wall of towers // has stopped building an army, and the skill ladder above is measuring the wrong thing. check('defence stays a minority of construction', n('lasertower') + n('missilelauncher') < n('energygen') + n('massgen'), `${n('lasertower') + n('missilelauncher')} defences vs ${n('energygen') + n('massgen')} generators`); // Decisiveness is §11's job: it uses parameters tuned for it, whereas two equal skill-4 AIs // on a mirrored map are supposed to be able to draw. } // --------------------------------------------------------------------------- section('13. Campaign winnability'); // --------------------------------------------------------------------------- { // A skill-5 bot plays the PLAYER's side through the same issueOrder API a human uses. This // is the entire reason the order API is shared, and it is the only way to know a mission is // actually beatable rather than merely plausible. const runs = QUICK ? 2 : 4; for (const m of campaign.missions ?? []) { let wins = 0, played = 0; for (let r = 0; r < runs; r++) { const map = decodeMap(rules, m.map); const st = L.createMatch(rules, { seed: (m.seed ?? 1) + r * 101, map, armies: [ { armyId: m.playerArmy, commanderId: m.playerCommander, isHuman: true }, ...(m.enemies ?? []).map((e) => ({ armyId: e.army, commanderId: e.commander, aiSkill: e.aiProfile?.skill ?? 3, aiProfile: e.aiProfile ?? null, })), ], }); (m.startResources ?? []).forEach((res, i) => { if (!st.armies[i]) return; st.armies[i].mass = res.mass ?? st.armies[i].mass; st.armies[i].energy = res.energy ?? st.armies[i].energy; }); while (!st.over && st.tick < 1500 * HZ) { runAI(rules, st, 0, { skill: 5 }); for (let i = 1; i < st.armies.length; i++) { const e = m.enemies?.[i - 1]; runAI(rules, st, i, { skill: e?.aiProfile?.skill ?? 3, ...(e?.aiProfile ?? {}) }); } L.tick(st, rules); } played++; if (st.over && st.over.winner === 0) wins++; } const rate = played ? wins / played : 0; console.log(` ${m.id} ${m.name.padEnd(16)} bot wins ${wins}/${played} (${(rate * 100) | 0}%)`); // The gate is WINNABILITY, not a 50/50 split. Measured over 8 runs the missions sit at // 50-100%, and asserting >=50% off a 4-run sample would fail roughly a third of the time // on a genuinely fine mission. Seed quality is held to a higher bar by hand when a // mission is authored (tools/genTACampaign.js); this catches one that became impossible. check(`${m.id} is winnable by a skill-5 bot`, wins >= 1, `${wins}/${played}`); } } // --------------------------------------------------------------------------- console.log(`\n${'─'.repeat(60)}`); if (failures.length) { console.log(`FAILED — ${pass} checks passed, ${failures.length} failed:`); for (const f of failures) console.log(` ✗ ${f}`); process.exit(1); } console.log(`OK — all ${pass} checks passed${QUICK ? ' (quick)' : ''}.`);