File size: 8,947 Bytes
076c3cb
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
/**
 * Adaptive Tactics - Rules Tests
 * Tests for movement, attack range, hit/damage calculations
 */

import { Unit, Weapon, Tile, MapData } from '../js/models.js';
import {
    calculateMoveRange,
    calculateAttackRange,
    calculateHealRange,
    calculateDisplayedHit,
    calculateDisplayedAvoid,
    calculateHitChance,
    calculateDamage,
    canDouble,
    canCounter,
    rollHit
} from '../js/rules.js';

// Test utilities
function assert(condition, message) {
    if (!condition) {
        throw new Error(`FAILED: ${message}`);
    }
    console.log(`PASSED: ${message}`);
}

function createTestWeapon(overrides = {}) {
    return new Weapon({
        id: 'test_sword',
        name: 'Test Sword',
        kind: 'physical',
        might: 5,
        hit: 90,
        minRange: 1,
        maxRange: 1,
        heal: 0,
        ...overrides
    });
}

function createTestUnit(overrides = {}) {
    const weapons = { test_sword: createTestWeapon() };
    return new Unit({
        id: 'test_unit',
        name: 'Test Unit',
        sprite: 'test.png',
        faction: 'player',
        stats: {
            hp: 30,
            maxHp: 30,
            power: 10,
            skill: 10,
            speed: 10,
            def: 5,
            res: 5,
            mov: 5
        },
        weapons: ['test_sword'],
        equippedWeapon: 'test_sword',
        ...overrides
    }, weapons);
}

function createTestMap() {
    const mapData = new MapData({
        id: 'test_map',
        name: 'Test Map',
        rows: 5,
        cols: 5,
        tiles: {
            blocked: [[3, 3]],
            bush: [[2, 2]],
            throne: []
        },
        player_spawn: {},
        enemy_layout: {},
        flex_nodes: {},
        reinforcement_entries: {}
    });
    mapData.initTiles();
    return mapData;
}

// Test: Displayed Hit Calculation
function testDisplayedHit() {
    const weapon = createTestWeapon({ hit: 80 });
    const unit = createTestUnit();
    unit.skill = 12;

    const displayedHit = calculateDisplayedHit(unit, weapon);
    // Formula: weapon_hit + skill × 2 = 80 + 12 × 2 = 104
    assert(displayedHit === 104, `Displayed hit should be 104, got ${displayedHit}`);
}

// Test: Displayed Avoid Calculation
function testDisplayedAvoid() {
    const unit = createTestUnit();
    unit.speed = 15;

    const avoidNoTerrain = calculateDisplayedAvoid(unit, 0);
    // Formula: speed × 2 = 15 × 2 = 30
    assert(avoidNoTerrain === 30, `Avoid without terrain should be 30, got ${avoidNoTerrain}`);

    const avoidWithBush = calculateDisplayedAvoid(unit, 10);
    // Formula: speed × 2 + terrain = 30 + 10 = 40
    assert(avoidWithBush === 40, `Avoid with bush should be 40, got ${avoidWithBush}`);
}

// Test: Hit Chance Calculation
function testHitChance() {
    const weapon = createTestWeapon({ hit: 90 });
    const attacker = createTestUnit();
    attacker.skill = 10;
    const defender = createTestUnit();
    defender.speed = 12;

    const hitChance = calculateHitChance(attacker, defender, weapon, 0);
    // Attacker hit: 90 + 10 × 2 = 110
    // Defender avoid: 12 × 2 = 24
    // Hit chance: 110 - 24 = 86
    assert(hitChance === 86, `Hit chance should be 86, got ${hitChance}`);
}

// Test: Damage Calculation
function testDamageCalculation() {
    const weapon = createTestWeapon({ might: 6, kind: 'physical' });
    const attacker = createTestUnit();
    attacker.power = 14;
    const defender = createTestUnit();
    defender.def = 8;

    const damage = calculateDamage(attacker, defender, weapon, 0);
    // Formula: power + might - def = 14 + 6 - 8 = 12
    assert(damage === 12, `Physical damage should be 12, got ${damage}`);

    // Test magic damage
    const magicWeapon = createTestWeapon({ might: 4, kind: 'magic' });
    defender.res = 5;
    const magicDamage = calculateDamage(attacker, defender, magicWeapon, 0);
    // Formula: power + might - res = 14 + 4 - 5 = 13
    assert(magicDamage === 13, `Magic damage should be 13, got ${magicDamage}`);
}

// Test: Minimum Damage
function testMinimumDamage() {
    const weapon = createTestWeapon({ might: 2 });
    const attacker = createTestUnit();
    attacker.power = 5;
    const defender = createTestUnit();
    defender.def = 20; // Very high defense

    const damage = calculateDamage(attacker, defender, weapon, 0);
    // Formula: 5 + 2 - 20 = -13, but minimum is 0
    assert(damage === 0, `Damage should be minimum 0, got ${damage}`);
}

// Test: Doubling
function testDoubling() {
    const attacker = createTestUnit();
    const defender = createTestUnit();

    attacker.speed = 14;
    defender.speed = 10;
    assert(canDouble(attacker, defender, 4) === true, 'Should double with 4 speed advantage');

    attacker.speed = 13;
    assert(canDouble(attacker, defender, 4) === false, 'Should not double with 3 speed advantage');

    attacker.speed = 14;
    defender.speed = 11;
    assert(canDouble(attacker, defender, 4) === false, 'Should not double with only 3 speed gap');
}

// Test: Counter Attack
function testCounterAttack() {
    const attacker = createTestUnit();
    const swordDefender = createTestUnit();

    // Sword can counter at range 1
    assert(canCounter(attacker, swordDefender, 1) === true, 'Sword should counter at range 1');
    assert(canCounter(attacker, swordDefender, 2) === false, 'Sword should not counter at range 2');

    // Spear can counter at range 1 and 2
    const spearWeapon = createTestWeapon({ id: 'spear', minRange: 1, maxRange: 2 });
    const spearDefender = new Unit({
        id: 'spear_unit',
        name: 'Spear Unit',
        sprite: 'test.png',
        faction: 'enemy',
        stats: { hp: 20, power: 8, skill: 8, speed: 8, def: 4, res: 4, mov: 5 },
        weapons: ['spear'],
        equippedWeapon: 'spear'
    }, { spear: spearWeapon });

    assert(canCounter(attacker, spearDefender, 1) === true, 'Spear should counter at range 1');
    assert(canCounter(attacker, spearDefender, 2) === true, 'Spear should counter at range 2');
}

// Test: Bow Cannot Counter Melee
function testBowCannotCounterMelee() {
    const attacker = createTestUnit();
    const bowWeapon = createTestWeapon({ id: 'bow', minRange: 2, maxRange: 2 });
    const bowDefender = new Unit({
        id: 'bow_unit',
        name: 'Bow Unit',
        sprite: 'test.png',
        faction: 'enemy',
        stats: { hp: 20, power: 8, skill: 10, speed: 8, def: 3, res: 3, mov: 5 },
        weapons: ['bow'],
        equippedWeapon: 'bow'
    }, { bow: bowWeapon });

    assert(canCounter(attacker, bowDefender, 1) === false, 'Bow should not counter at range 1');
    assert(canCounter(attacker, bowDefender, 2) === true, 'Bow should counter at range 2');
}

// Test: 2RN Roll Distribution
function test2RNDistribution() {
    // Run many rolls to verify 2RN system produces reasonable distribution
    let hits = 0;
    const trials = 10000;
    const hitChance = 75;

    for (let i = 0; i < trials; i++) {
        if (rollHit(hitChance)) hits++;
    }

    const actualRate = (hits / trials) * 100;
    // With 2RN, displayed 75% should hit more often (around 81%)
    // Allow 5% margin for statistical variance
    assert(actualRate > 70 && actualRate < 90, `2RN hit rate for 75% should be elevated, got ${actualRate.toFixed(1)}%`);
}

// Test: Terrain Defense Bonus
function testTerrainDefenseBonus() {
    const weapon = createTestWeapon({ might: 8 });
    const attacker = createTestUnit();
    attacker.power = 12;
    const defender = createTestUnit();
    defender.def = 6;

    // Without terrain
    const damageNoBush = calculateDamage(attacker, defender, weapon, 0);
    // 12 + 8 - 6 = 14
    assert(damageNoBush === 14, `Damage without terrain should be 14, got ${damageNoBush}`);

    // With bush (+1 def)
    const damageWithBush = calculateDamage(attacker, defender, weapon, 1);
    // 12 + 8 - (6 + 1) = 13
    assert(damageWithBush === 13, `Damage with bush should be 13, got ${damageWithBush}`);

    // With throne (+2 def)
    const damageWithThrone = calculateDamage(attacker, defender, weapon, 2);
    // 12 + 8 - (6 + 2) = 12
    assert(damageWithThrone === 12, `Damage with throne should be 12, got ${damageWithThrone}`);
}

// Run all tests
function runAllTests() {
    console.log('=== Running Rules Tests ===\n');

    try {
        testDisplayedHit();
        testDisplayedAvoid();
        testHitChance();
        testDamageCalculation();
        testMinimumDamage();
        testDoubling();
        testCounterAttack();
        testBowCannotCounterMelee();
        test2RNDistribution();
        testTerrainDefenseBonus();

        console.log('\n=== All Rules Tests Passed ===');
    } catch (e) {
        console.error('\n=== Test Failed ===');
        console.error(e.message);
        throw e;
    }
}

// Export for use in browser or Node
if (typeof window !== 'undefined') {
    window.runRulesTests = runAllTests;
}

export { runAllTests };