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

85 lines
2.3 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>";
},
"GetResource": (type) =>
{
return {
"subtypes": {
"meat": "meat",
"grain": "grain"
}
};
}
};
Engine.LoadHelperScript("Player.js");
Engine.LoadComponentScript("interfaces/Player.js");
Engine.LoadComponentScript("interfaces/StatisticsTracker.js");
Engine.LoadComponentScript("interfaces/Treasure.js");
Engine.LoadComponentScript("interfaces/TreasureCollector.js");
Engine.LoadComponentScript("interfaces/Timer.js");
Engine.LoadComponentScript("interfaces/Trigger.js");
Engine.LoadComponentScript("interfaces/UnitAI.js");
Engine.LoadComponentScript("Player.js");
Engine.LoadComponentScript("Timer.js");
Engine.LoadComponentScript("Treasure.js");
Engine.LoadComponentScript("TreasureCollector.js");
Engine.LoadComponentScript("Trigger.js");
const cmpTimer = ConstructComponent(SYSTEM_ENTITY, "Timer", {});
Engine.RegisterGlobal("ApplyValueModificationsToEntity", (prop, oVal, ent) => oVal);
ConstructComponent(SYSTEM_ENTITY, "Trigger", {});
const treasure = 11;
const treasurer = 12;
const owner = 1;
AddMock(treasurer, IID_Ownership, {
"GetOwner": () => owner
});
AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
"GetPlayerByID": (id) => owner
});
AddMock(SYSTEM_ENTITY, IID_ObstructionManager, {
"IsInTargetRange": (ent, target, min, max, invert) => true
});
const cmpPlayer = ConstructComponent(owner, "Player", {
"SpyCostMultiplier": 1,
"BarterMultiplier": {
"Buy": {},
"Sell": {}
},
"Formations": { "_string": "" }
});
const playerSpy = new Spy(cmpPlayer, "AddResources");
const cmpTreasure = ConstructComponent(treasure, "Treasure", {
"CollectTime": "1000",
"Resources": {
"Food": "10"
}
});
cmpTreasure.OnOwnershipChanged({ "to": 0 });
const cmpTreasurer = ConstructComponent(treasurer, "TreasureCollector", {
"MaxDistance": "2.0"
});
TS_ASSERT(cmpTreasurer.StartCollecting(treasure));
cmpTimer.OnUpdate({ "turnLength": 1 });
TS_ASSERT_EQUALS(playerSpy._called, 1);