0ad/binaries/data/mods/public/simulation/components/tests/test_Resources.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

142 lines
3.8 KiB
JavaScript

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