0ad/binaries/data/mods/public/simulation/components/tests/test_Researcher.js
Dunedan 93ce94655d
Use @stylistic/brace-style for eslint
Up to now `eslint-plugin-brace-rules` was used to enforce a common brace
style for JavaScript code. This plugin was however updated the last time
over 9 years ago and will be incompatible with ESLint v10, as that
[removes `context.getSourceCode()`][1], the plugin relies on.

To keep the eslint config working with ESLint v10, this replaces
`eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule
from `@stylistic/eslint-plugin`, a package we already use.

While `@stylistic/brace-style` doesn't offer an option to format braces
in exactly the same way as before, the "allman" style seems to be the
one closest to the existing code.

[1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members
[2]: https://eslint.style/rules/brace-style
2026-01-12 21:33:52 +01:00

166 lines
4.8 KiB
JavaScript

Engine.RegisterGlobal("Resources", {
"BuildSchema": (a, b) => {},
"GetCodes": () => ["food"]
});
Engine.LoadHelperScript("Player.js");
Engine.LoadComponentScript("interfaces/TechnologyManager.js");
Engine.LoadComponentScript("interfaces/Researcher.js");
Engine.LoadComponentScript("Researcher.js");
Engine.RegisterGlobal("ApplyValueModificationsToEntity", (_, value) => value);
const playerID = 1;
const playerEntityID = 11;
const entityID = 21;
Engine.RegisterGlobal("TechnologyTemplates", {
"Has": name => name == "phase_town_athen" || name == "phase_city_athen",
"Get": () => ({})
});
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetPlayerByID": id => playerEntityID
});
AddMock(playerEntityID, IID_Player, {
"GetDisabledTechnologies": () => ({}) // ToDo: Should be in the techmanager.
});
AddMock(playerEntityID, IID_Identity, {
"GetCiv": () => "iber",
});
AddMock(playerEntityID, IID_TechnologyManager, {
"CheckTechnologyRequirements": () => true,
"IsInProgress": () => false,
"IsTechnologyResearched": () => false
});
AddMock(entityID, IID_Ownership, {
"GetOwner": () => playerID
});
AddMock(entityID, IID_Identity, {
"GetCiv": () => "iber"
});
let cmpResearcher = ConstructComponent(entityID, "Researcher", {
"Technologies": { "_string": "gather_fishing_net " +
"phase_town_{civ} " +
"phase_city_{civ}" }
});
TS_ASSERT_UNEVAL_EQUALS(
cmpResearcher.GetTechnologiesList(),
["gather_fishing_net", "phase_town_generic", "phase_city_generic"]
);
AddMock(playerEntityID, IID_Player, {
"GetDisabledTechnologies": () => ({ "gather_fishing_net": true })
});
AddMock(playerEntityID, IID_Identity, {
"GetCiv": () => "athen",
});
TS_ASSERT_UNEVAL_EQUALS(cmpResearcher.GetTechnologiesList(), ["phase_town_athen", "phase_city_athen"]);
AddMock(playerEntityID, IID_TechnologyManager, {
"CheckTechnologyRequirements": () => true,
"IsInProgress": () => false,
"IsTechnologyResearched": tech => tech == "phase_town_athen"
});
TS_ASSERT_UNEVAL_EQUALS(cmpResearcher.GetTechnologiesList(), [undefined, "phase_city_athen"]);
AddMock(playerEntityID, IID_Player, {
"GetDisabledTechnologies": () => ({})
});
AddMock(playerEntityID, IID_Identity, {
"GetCiv": () => "iber",
});
TS_ASSERT_UNEVAL_EQUALS(
cmpResearcher.GetTechnologiesList(),
["gather_fishing_net", "phase_town_generic", "phase_city_generic"]
);
Engine.RegisterGlobal("ApplyValueModificationsToEntity", (_, value) => typeof value === "string" ? value + " some_test": value);
TS_ASSERT_UNEVAL_EQUALS(
cmpResearcher.GetTechnologiesList(),
["gather_fishing_net", "phase_town_generic", "phase_city_generic", "some_test"]
);
// Test Queuing a tech.
const queuedTech = "gather_fishing_net";
const cost = {
"food": 10
};
Engine.RegisterGlobal("TechnologyTemplates", {
"Has": () => true,
"Get": () => ({
"cost": cost,
"researchTime": 1
})
});
const cmpPlayer = AddMock(playerEntityID, IID_Player, {
"GetDisabledTechnologies": () => ({}),
"GetPlayerID": () => playerID,
});
AddMock(playerEntityID, IID_Identity, {
"GetCiv": () => "iber",
});
const techManager = AddMock(playerEntityID, IID_TechnologyManager, {
"CheckTechnologyRequirements": () => true,
"IsInProgress": () => false,
"IsTechnologyResearched": () => false,
"QueuedResearch": (templateName, researcher, techCostMultiplier) =>
{
TS_ASSERT_UNEVAL_EQUALS(templateName, queuedTech);
TS_ASSERT_UNEVAL_EQUALS(researcher, entityID);
return true;
},
"StoppedResearch": (templateName, _) =>
{
TS_ASSERT_UNEVAL_EQUALS(templateName, queuedTech);
},
"StartedResearch": (templateName, _) =>
{
TS_ASSERT_UNEVAL_EQUALS(templateName, queuedTech);
},
"ResearchTechnology": (templateName, _) =>
{
TS_ASSERT_UNEVAL_EQUALS(templateName, queuedTech);
}
});
let spyTechManager = new Spy(techManager, "QueuedResearch");
let id = cmpResearcher.QueueTechnology(queuedTech);
TS_ASSERT_EQUALS(spyTechManager._called, 1);
TS_ASSERT_EQUALS(cmpResearcher.queue.size, 1);
// Test removing a queued tech.
spyTechManager = new Spy(techManager, "StoppedResearch");
cmpResearcher.StopResearching(id);
TS_ASSERT_EQUALS(spyTechManager._called, 1);
TS_ASSERT_EQUALS(cmpResearcher.queue.size, 0);
// Test finishing a queued tech.
id = cmpResearcher.QueueTechnology(queuedTech);
techManager.Progress = () => 500;
techManager.IsTechnologyQueued = () => true;
TS_ASSERT_EQUALS(cmpResearcher.Progress(id, 500), 500);
cmpResearcher = SerializationCycle(cmpResearcher);
techManager.IsTechnologyQueued = () => false;
TS_ASSERT_EQUALS(cmpResearcher.Progress(id, 1000), 500);
TS_ASSERT_EQUALS(cmpResearcher.queue.size, 0);
// Test that we can affect an empty researcher.
Engine.RegisterGlobal("ApplyValueModificationsToEntity", (_, value) => value + "some_test");
TS_ASSERT_UNEVAL_EQUALS(
ConstructComponent(entityID, "Researcher", null).GetTechnologiesList(),
["some_test"]
);