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

57 lines
1.5 KiB
JavaScript

Resources = {
"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>";
}
};
Engine.LoadHelperScript("Player.js");
Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
Engine.LoadComponentScript("interfaces/Treasure.js");
Engine.LoadComponentScript("interfaces/Trigger.js");
Engine.LoadComponentScript("Treasure.js");
Engine.LoadComponentScript("Trigger.js");
Engine.RegisterGlobal("ApplyValueModificationsToEntity", (prop, oVal, ent) => oVal);
ConstructComponent(SYSTEM_ENTITY, "Trigger", {});
const entity = 11;
const treasurer = 12;
const treasurerOwner = 1;
const cmpTreasure = ConstructComponent(entity, "Treasure", {
"CollectTime": "1000",
"Resources": {
"Food": "10"
}
});
cmpTreasure.OnOwnershipChanged({ "to": 0 });
TS_ASSERT(!cmpTreasure.Reward(treasurer));
AddMock(treasurer, IID_Ownership, {
"GetOwner": () => treasurerOwner
});
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetPlayerByID": (id) => treasurerOwner
});
const cmpPlayer = AddMock(treasurerOwner, IID_Player, {
"AddResources": (type, amount) => {},
"GetPlayerID": () => treasurerOwner
});
const spy = new Spy(cmpPlayer, "AddResources");
TS_ASSERT(cmpTreasure.Reward(treasurer));
TS_ASSERT_EQUALS(spy._called, 1);
// Don't allow collecting twice.
TS_ASSERT(!cmpTreasure.Reward(treasurer));
TS_ASSERT_EQUALS(spy._called, 1);