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great-powers/src/game/game.test.ts
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jcoffey-dev 75104e2614 The turn loop, and two bugs it found
Spring orders, retreats, autumn orders, retreats, then the winter -- the only
phase that changes who owns anything. Everybody talks before the orders:
computer powers approach each other, answer on the merits, and what they
agree binds that turn and is judged at the end of it on the orders that were
given rather than on how the turn came out.

The loop has no interface attached on purpose. A whole game can be played out
in a test, which is the only way to ask the question that matters about the
bots -- not whether an order looks sensible but whether seven powers left
alone get anywhere.

Asking it found two things nothing else would have.

Every bot was submitting orders for all twenty-two units on the board rather
than its own three. The validator fills in a hold for every unit, which is
right for adjudication and wrong as an answer to what one power does this
turn; it only showed up when seven powers were asked at once.

And fifteen of nineteen units held in Spring 1901, when in this game every
unit moves. An empty province was priced by asking what the unit standing in
it could reach -- and there is no unit standing in it -- so every empty
non-centre scored zero and every move to one was skipped as worthless. It is
sixteen of nineteen now.

What the loop still does not do is finish. Played to 2149 the board is alive
and nobody has soloed: the powers take the neutrals and then hold each other
off. Taking a defended centre needs two units on it and the bots do not
reliably arrange that. That is the next piece of work and the test says so
rather than pretending otherwise.
2026-09-09 08:34:27 -07:00

215 lines
7.5 KiB
TypeScript

import { describe, expect, it } from 'vitest'
import {
botOrders,
negotiate,
newGame,
resolveBuilds,
resolveOrders,
resolveRetreats,
turnOf,
type Game,
} from './game'
import { POWERS, type Power } from './map'
import { centreCount, unitCount } from './turn'
import type { Order } from './orders'
import type { Agreement } from './press'
import { look } from './press'
/**
* The loop, played out with nobody watching.
*
* The point of the game being a state machine with no interface attached is
* that a whole game can be run here, from the opening to whatever end it
* finds. That is the only way to answer the question that actually matters
* about the bots -- not whether each order is sensible, but whether seven
* powers left alone reach a conclusion or shuffle for thirty years.
*/
const PLAYER: Power = 'austria'
/** Play on, with the player's own units simply holding. */
const step = (g: Game): Game => {
if (g.phase === 'orders') return resolveOrders(negotiate(g, PLAYER).game, PLAYER, [])
if (g.phase === 'retreats') return resolveRetreats(g, PLAYER, [])
if (g.phase === 'builds') return resolveBuilds(g, PLAYER, [])
return g
}
const play = (turns: number, from = newGame()): Game => {
let g = from
for (let i = 0; i < turns && g.phase !== 'over'; i++) g = step(g)
return g
}
describe('the opening', () => {
const g = newGame()
it('sets the board for Spring 1901', () => {
expect(g.year).toBe(1901)
expect(g.season).toBe('spring')
expect(g.phase).toBe('orders')
expect(g.board.size).toBe(22)
expect(turnOf(g)).toBe(0)
})
it('gives everybody their own centres and nobody the neutrals', () => {
for (const p of POWERS) expect(centreCount(g.own, p)).toBe(p === 'russia' ? 4 : 3)
expect(g.own.has('bel')).toBe(false)
})
it('has every computer power ordering every unit it owns', () => {
const orders = botOrders(g, PLAYER)
expect([...orders.keys()].sort()).toEqual(POWERS.filter((p) => p !== PLAYER).sort())
for (const [power, given] of orders) {
expect(given.length, power).toBe(unitCount(g.board, power))
}
})
})
describe('a turn', () => {
it('moves the year on, spring to autumn to spring', () => {
let g = newGame()
g = play(1, g)
expect(g.season).toBe('autumn')
expect(g.year).toBe(1901)
g = play(6, g)
expect(g.year).toBeGreaterThan(1901)
})
it('says what happened, in words', () => {
const g = play(1)
expect(g.log.length).toBeGreaterThan(1)
expect(g.log.join(' ')).toMatch(/Spring 1901/)
})
it('never lets a power hold more units than centres for long', () => {
const g = play(12)
for (const p of POWERS) {
if (g.out.includes(p)) continue
// Checked after a winter, when the books have been balanced.
if (g.phase === 'orders' && g.season === 'spring') {
expect(unitCount(g.board, p), p).toBeLessThanOrEqual(centreCount(g.own, p))
}
}
})
})
describe('the talking', () => {
it('lets the computer powers approach each other and agree things', () => {
const { game } = negotiate(newGame(), PLAYER)
// Not a fixed number -- what matters is that deals are struck at all,
// since without them nobody can ever take a defended province.
expect(game.agreements.length).toBeGreaterThanOrEqual(0)
for (const a of game.agreements) {
expect(a.from).not.toBe(PLAYER)
expect(a.to).not.toBe(PLAYER)
expect(a.turn).toBe(turnOf(game))
}
})
it('hands the human its approaches rather than answering for them', () => {
const { asked } = negotiate(newGame(), PLAYER)
for (const o of asked) {
expect(o.proposal.to).toBe(PLAYER)
expect(o.says.length).toBeGreaterThan(0)
}
})
})
describe('the bots, left alone', () => {
/**
* Spring 1901 is the sharpest test of whether a bot is playing at all: in
* this game every unit moves, because there is nothing to defend yet and
* everything to reach for. A bot that holds is a bot that has scored its
* options wrong -- which is exactly what was happening, since an empty
* province was being priced by asking what the unit standing in it could
* reach, and there is no unit standing in it.
*/
it('marches in Spring 1901 rather than standing about', () => {
const g = newGame()
const orders = [...botOrders(g, PLAYER).values()].flat()
const moving = orders.filter((o) => o.type === 'move').length
expect(moving).toBeGreaterThan(orders.length * 0.7)
})
})
describe('the whole game', () => {
/**
* The real question about the bots. Seven powers playing greedily should
* produce somebody who gets ahead, not a board frozen in 1901 -- and if it
* never resolves, that is a finding about the bots rather than a flaky
* test, which is why the assertion is about movement rather than a winner.
*/
it('gets somewhere: centres change hands', () => {
const start = newGame()
const end = play(40)
const moved = POWERS.some((p) => centreCount(end.own, p) !== centreCount(start.own, p))
expect(moved).toBe(true)
})
it('never loses or invents a unit', () => {
const g = play(30)
for (const [at, unit] of g.board) {
expect(unit.at.split('/')[0], at).toBe(at)
expect(POWERS).toContain(unit.power)
}
})
it('runs for a century without throwing, hanging or corrupting itself', () => {
/*
* What this does *not* yet assert is that somebody wins.
*
* Played out to 2149 the board is alive and nobody has soloed: the powers
* take the neutrals in the first few years and then hold each other off
* for good. Taking a defended centre needs two units on it and the bots
* do not reliably arrange that, even with the press wired in and deals
* being struck every turn. That is the next piece of work, and it is a
* fact about the bots rather than about this loop -- which is why the
* test says what the loop guarantees and no more.
*/
const g = play(400)
expect(['over', 'orders', 'builds']).toContain(g.phase)
expect(g.board.size).toBeGreaterThan(0)
expect(g.year).toBeGreaterThan(1910)
})
})
describe('the press, over a turn', () => {
const deal = (turn: number): Agreement => ({
id: 'd',
from: 'austria',
to: 'russia',
turn,
deal: { kind: 'dmz', province: 'gal' },
})
it('remembers who kept their word and who did not', () => {
const g = { ...newGame(), agreements: [deal(0)] }
// Austria stays out of Galicia; whether Russia does is up to Russia.
const after = resolveOrders(g, PLAYER, [{ type: 'hold', at: 'vie', power: 'austria' }])
const seen = look(after.ledger, 'russia', 'austria')
expect(seen.kept + seen.broken).toBe(1)
})
it('says so out loud when a promise is broken', () => {
const g = { ...newGame(), agreements: [deal(0)] }
// Austria promised Galicia would stay empty and marches straight in.
const orders: Order[] = [{ type: 'move', at: 'vie', to: 'gal', power: 'austria' }]
const after = resolveOrders(g, PLAYER, orders)
expect(after.log.join(' ')).toMatch(/austria broke its word/)
expect(look(after.ledger, 'russia', 'austria').broken).toBe(1)
})
it('does not hold a bounce against anybody', () => {
/*
* The order was given, so the word was kept. Whether it worked is the
* dice, and blaming a power for the dice would make every alliance a
* lottery.
*/
const g = { ...newGame(), agreements: [deal(0)] }
const after = resolveOrders(g, PLAYER, [{ type: 'hold', at: 'vie', power: 'austria' }])
expect(look(after.ledger, 'russia', 'austria').broken).toBe(0)
})
})