mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-19 14:53:56 -07:00
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
142 lines
3.8 KiB
JavaScript
142 lines
3.8 KiB
JavaScript
Resources = {
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"GetCodes": () => ["food", "metal", "stone", "wood"],
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"GetTradableCodes": () => ["food", "metal", "stone", "wood"],
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"GetBarterableCodes": () => ["food", "metal", "stone", "wood"],
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"BuildSchema": () =>
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{
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let schema = "";
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for (const res of ["food", "metal"])
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{
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for (const subtype in ["meat", "grain"])
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schema += "<value>" + res + "." + subtype + "</value>";
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schema += "<value> treasure." + res + "</value>";
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}
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return "<choice>" + schema + "</choice>";
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},
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"BuildChoicesSchema": () =>
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{
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let schema = "";
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for (const res of ["food", "metal"])
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{
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for (const subtype in ["meat", "grain"])
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schema += "<value>" + res + "." + subtype + "</value>";
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schema += "<value> treasure." + res + "</value>";
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}
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return "<choice>" + schema + "</choice>";
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},
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"GetResource": (type) =>
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{
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return {
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"subtypes": {
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"meat": "meat",
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"grain": "grain"
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}
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};
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}
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};
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Engine.LoadHelperScript("Player.js");
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Engine.LoadComponentScript("interfaces/Player.js");
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Engine.LoadComponentScript("interfaces/ResourceDropsite.js");
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Engine.LoadComponentScript("interfaces/ResourceGatherer.js");
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Engine.LoadComponentScript("interfaces/ResourceSupply.js");
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Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
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Engine.LoadComponentScript("interfaces/Timer.js");
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Engine.LoadComponentScript("interfaces/UnitAI.js");
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Engine.LoadComponentScript("Player.js");
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Engine.LoadComponentScript("ResourceDropsite.js");
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Engine.LoadComponentScript("ResourceGatherer.js");
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Engine.LoadComponentScript("ResourceSupply.js");
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Engine.LoadComponentScript("Timer.js");
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Engine.RegisterGlobal("ApplyValueModificationsToEntity", (prop, oVal, ent) => oVal);
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const cmpTimer = ConstructComponent(SYSTEM_ENTITY, "Timer", null);
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AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
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"IsInTargetRange": () => true
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});
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const owner = 1;
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const gatherer = 11;
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const supply = 12;
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const dropsite = 12;
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AddMock(supply, IID_Fogging, {
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"Activate": () => {}
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});
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AddMock(gatherer, IID_Ownership, {
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"GetOwner": () => owner
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});
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AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
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"GetPlayerByID": (id) => owner
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});
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const cmpPlayer = ConstructComponent(owner, "Player", {
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"SpyCostMultiplier": "1",
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"BarterMultiplier": {
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"Buy": {},
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"Sell": {}
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},
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"Formations": { "_string": "" }
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});
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const playerSpy = new Spy(cmpPlayer, "AddResources");
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const cmpResourceGatherer = ConstructComponent(gatherer, "ResourceGatherer", {
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"MaxDistance": "10",
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"BaseSpeed": "1",
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"Rates": {
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"food.meat": "1"
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},
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"Capacities": {
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"food": "10"
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}
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});
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cmpResourceGatherer.OnGlobalInitGame();
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const cmpResourceSupply = ConstructComponent(supply, "ResourceSupply", {
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"Max": 1000,
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"Type": "food.meat",
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"KillBeforeGather": false,
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"MaxGatherers": 2
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});
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cmpResourceSupply.RecalculateValues();
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const cmpResourceDropsite = ConstructComponent(dropsite, "ResourceDropsite", {
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"Sharable": "true",
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"Types": "food"
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});
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TS_ASSERT_UNEVAL_EQUALS(cmpResourceSupply.GetCurrentAmount(), 1000);
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TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), []);
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// Test gathering.
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TS_ASSERT(cmpResourceGatherer.StartGathering(supply));
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cmpTimer.OnUpdate({ "turnLength": 1 });
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TS_ASSERT_UNEVAL_EQUALS(cmpResourceSupply.GetCurrentAmount(), 999);
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TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), [{
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"type": "food",
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"amount": 1,
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"max": 10
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}]);
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cmpResourceGatherer.StopGathering();
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// Test committing resources.
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cmpResourceGatherer.CommitResources(dropsite);
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TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), []);
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TS_ASSERT(cmpResourceGatherer.StartGathering(supply));
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cmpTimer.OnUpdate({ "turnLength": 1 });
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cmpResourceGatherer.StopGathering();
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cmpResourceGatherer.GiveResources([{
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"type": "wood",
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"amount": 1
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}]);
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cmpResourceGatherer.CommitResources(dropsite);
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TS_ASSERT_UNEVAL_EQUALS(cmpResourceGatherer.GetCarryingStatus(), [ {
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"type": "wood",
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"amount": 1,
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"max": 0
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}]);
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TS_ASSERT_EQUALS(playerSpy._called, 2);
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