mirror of
https://github.com/Such-Software/wownerogue.git
synced 2026-10-28 02:28:34 +01:00
Removes operator-private material from the shipped tree, corrects documentation
that had drifted from the code, deletes dead code, and applies a consistent
prose style.
Private material moved out of the public tree (docs/private/, git-ignored):
- the wallet keyfile recovery runbook and its helper scripts, which together
published the mainnet wallet file path, the service account, backup snapshot
filenames, and the wallet RPC listener state. The helper duplicated the same
constants, so relocating the document alone would not have removed them.
- the stagenet parallel-candidate runbook and its fixtures.
- the dated production-state record, the internal remediation plan, and the
TODO list. None are reference documentation for an outside reader.
Redacted or genericised:
- operator home-directory paths in shipped scripts and units. The asset build
script now takes KENNEY_ASSETS_DIR instead of a hard-coded path.
- private LAN addresses in tests, env examples and deploy docs, replaced with
RFC 5737 documentation addresses.
- the default alert sender and the notification hub example.
- the Monero wallet unit now matches the Wownero one: a dedicated service
account and a config file, instead of the operator's login account with the
wallet password in argv where any local user can read it from /proc.
Ignore rules now cover every .env variant rather than the bare name, plus local
agent state. The deployment docs instruct operators to create .env.mainnet and
.env.stagenet, which the exact-name rule would have allowed to be committed.
Documentation corrected against the code: per-chain dungeon level counts, the
premium unlock rule, Tavern chat scope, backup retention, the chain-profile
fallback, the environment template location, and several sections describing
shipped work as pending.
Dead code removed: configPersistence, rpccalls, a duplicate vendored ROT.js
bundle, the unused tile-picker overlay, the unreachable legacy game-size path
and its vestigial parameter, spectator stubs that shadowed the real
SpectatorManager, and commented-out debugging. nip98 now imports the shared
nostr loader rather than duplicating it.
Prose style: em-dashes removed throughout in favour of colons, semicolons and
commas; comments restated as present-tense descriptions of the code rather than
narration of past changes.
127 suites / 1015 tests pass.
247 lines
10 KiB
JavaScript
247 lines
10 KiB
JavaScript
/**
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* Pillar 4: Ruleset engine + PvP modes on the match engine.
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*/
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const { defineRuleset, WIN, getRuleset, listRulesets, rulesetFromMatchOpts } = require('../src/game/rulesets');
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const MatchRoom = require('../src/multiplayer/MatchRoom');
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const SEED = 'ruleset-test-seed';
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describe('defineRuleset normalization', () => {
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test('empty spec yields safe classic defaults', () => {
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const r = defineRuleset({});
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expect(r.winCondition.type).toBe(WIN.FIRST_TO_EXIT);
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expect(r.entities.monster).toBe(true);
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expect(r.entities.pvpCombat).toBe(false);
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expect(r.timing.tickMs).toBe(250);
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expect(r.economy.model).toBe('free');
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expect(Object.isFrozen(r)).toBe(true);
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});
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test('clamps out-of-range values and unknown win type', () => {
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const r = defineRuleset({ players: { min: 99, max: 2 }, timing: { tickMs: 1 }, winCondition: { type: 'nonsense' } });
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expect(r.players.max).toBe(2);
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expect(r.players.min).toBeLessThanOrEqual(r.players.max);
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expect(r.timing.tickMs).toBe(50); // clamped up to the floor
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expect(r.winCondition.type).toBe(WIN.FIRST_TO_EXIT); // invalid -> default
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});
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test('monster:false forces monsterCount 0', () => {
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expect(defineRuleset({ entities: { monster: false } }).entities.monsterCount).toBe(0);
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});
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});
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describe('registry', () => {
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test('built-ins include the new PvP + score modes', () => {
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const ids = listRulesets().map(r => r.id);
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expect(ids).toEqual(expect.arrayContaining(['solo-classic', 'race', 'last-alive', 'score-attack']));
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expect(getRuleset('last-alive').entities.pvpCombat).toBe(true);
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expect(getRuleset('score-attack').winCondition.type).toBe(WIN.HIGH_SCORE);
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});
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test('unknown id falls back to race', () => {
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expect(getRuleset('does-not-exist').id).toBe('race');
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});
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test('rulesetFromMatchOpts preserves race semantics (first-to-exit)', () => {
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const r = rulesetFromMatchOpts({ economy: 'crypto_race', variant: 'pvp', difficultyPreset: 'race', maxPlayers: 6 });
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expect(r.winCondition.type).toBe(WIN.FIRST_TO_EXIT); // variant never silently changes the win rule
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expect(r.economy.model).toBe('crypto_race');
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expect(r.players.max).toBe(6);
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});
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});
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function findAdjacentWalkable(room) {
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for (let y = 0; y < room.rows; y++) {
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for (let x = 0; x < room.cols - 1; x++) {
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if (room.isWalkable(x, y) && room.isWalkable(x + 1, y)) return { x, y };
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}
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}
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return null;
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}
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function stageSequentialExit(room) {
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room.dungeon.exit = [2, 2];
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room.walkable[2][1] = true;
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room.walkable[2][2] = true;
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room.walkable[3][2] = true;
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room.occupants.get('a').moveTo(1, 2);
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room.occupants.get('b').moveTo(2, 3);
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}
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describe('MatchRoom drives new rulesets', () => {
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test('last-alive PvP: stepping onto a rival kills them and ends the match with the survivor as winner', () => {
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const room = new MatchRoom({
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ruleset: { id: 'test-pvp', winCondition: { type: WIN.LAST_ALIVE }, entities: { monster: false, pvpCombat: true }, players: { min: 2, max: 4 } },
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entrants: { a: { userId: 1 }, b: { userId: 2 } },
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seed: SEED
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});
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expect(room.monster).toBeNull(); // monster:false honored
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room.start();
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const cell = findAdjacentWalkable(room);
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room.occupants.get('a').moveTo(cell.x, cell.y);
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room.occupants.get('b').moveTo(cell.x + 1, cell.y);
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room.queueMove('a', 1, 0); // a strikes east into b
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const res = room.resolveTick();
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expect(res.events.some(e => e.type === 'player_death' && e.id === 'b' && e.killedBy === 'a')).toBe(true);
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expect(room.playerStates.get('b').alive).toBe(false);
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expect(room.status).toBe('finished');
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expect(room.endReason).toBe('last_alive');
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room.finalize();
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expect(room.winnerId).toBe('a');
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expect(room.playerStates.get('a').placement).toBe(1);
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expect(room.playerStates.get('b').placement).toBe(2);
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});
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test('same-tick PvP is independent of packet order and eliminated actors never retaliate', () => {
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const run = (submissionOrder) => {
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const room = new MatchRoom({
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ruleset: { id: 'ordered-pvp', winCondition: { type: WIN.LAST_ALIVE }, entities: { monster: false, pvpCombat: true }, players: { min: 2, max: 4 } },
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entrants: { a: { userId: 1 }, b: { userId: 2 }, c: { userId: 3 } },
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seed: SEED
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});
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room.start();
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const ids = ['a', 'b', 'c'].sort((left, right) =>
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room._tickActionPriority(left, room.tickCount + 1)
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.localeCompare(room._tickActionPriority(right, room.tickCount + 1))
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);
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const [attacker, victim, downstream] = ids;
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room.occupants.get(attacker).moveTo(2, 2);
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room.occupants.get(victim).moveTo(3, 2);
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room.occupants.get(downstream).moveTo(4, 2);
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room.walkable[2][2] = true;
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room.walkable[2][3] = true;
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room.walkable[2][4] = true;
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const moves = new Map([
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[attacker, [1, 0]], // kills victim first by committed tick priority
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[victim, [1, 0]] // would kill downstream if post-mortem actions ran
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]);
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for (const id of submissionOrder(ids)) room.queueMove(id, ...moves.get(id));
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const result = room.resolveTick();
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return {
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attacker,
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victim,
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downstream,
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events: result.events,
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status: room.status,
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winnerId: room.winnerId,
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players: Array.from(room.playerStates.entries()).map(([id, state]) => [id, {
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alive: state.alive,
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killedBy: state.killedBy,
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moves: state.moves,
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placement: state.placement
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}])
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};
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};
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const forward = run(ids => [ids[0], ids[1]]);
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const reverse = run(ids => [ids[1], ids[0]]);
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expect(reverse).toEqual(forward);
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expect(forward.players.find(([id]) => id === forward.victim)[1].alive).toBe(false);
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expect(forward.players.find(([id]) => id === forward.downstream)[1].alive).toBe(true);
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expect(forward.events).toEqual(expect.arrayContaining([
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expect.objectContaining({
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type: 'move_failed', id: forward.victim, reason: 'eliminated_before_action'
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})
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]));
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});
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test('last-alive corpses remain visible but do not trap surviving players', () => {
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const room = new MatchRoom({
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ruleset: {
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id: 'corpse-pass-through', winCondition: { type: WIN.LAST_ALIVE },
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entities: { monster: false, pvpCombat: true }, players: { min: 2, max: 4 }
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},
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entrants: { a: { userId: 1 }, b: { userId: 2 }, c: { userId: 3 } },
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seed: SEED
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});
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room.start();
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room.walkable[2][1] = true;
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room.walkable[2][2] = true;
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room.walkable[2][3] = true;
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room.occupants.get('a').moveTo(1, 2);
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room.occupants.get('b').moveTo(2, 2);
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room.occupants.get('c').moveTo(3, 2);
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room._killPlayer('b', 'monster');
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room.queueMove('a', 1, 0);
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const result = room.resolveTick();
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expect(room.occupants.get('b')).toBeDefined();
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expect(room.occupants.get('a')).toEqual(expect.objectContaining({ x: 2, y: 2 }));
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expect(result.events).toEqual(expect.arrayContaining([
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expect.objectContaining({ type: 'move', id: 'a' })
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]));
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});
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test('high-score: reaching the exit does NOT instantly win; the match keeps going', () => {
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const room = new MatchRoom({
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ruleset: { id: 'test-score', winCondition: { type: WIN.HIGH_SCORE }, entities: { monster: false }, players: { min: 1, max: 4 } },
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entrants: { a: { userId: 1 }, b: { userId: 2 } },
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seed: SEED
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});
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room.start();
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stageSequentialExit(room);
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room.queueMove('a', 1, 0);
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const res = room.resolveTick();
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expect(room.playerStates.get('a').escaped).toBe(true);
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expect(room.status).toBe('active'); // b is still in play: no instant win
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expect(room.winnerId).toBeNull();
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expect(res.finished).toBe(false);
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room.queueMove('b', 0, -1);
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const second = room.resolveTick();
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expect(room.playerStates.get('b').escaped).toBe(true);
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expect(room.occupants.get('b')).toEqual(expect.objectContaining({ x: 2, y: 2 }));
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expect(second.events).toEqual(expect.arrayContaining([
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expect.objectContaining({ type: 'player_exit', id: 'b' })
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]));
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});
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test('co-op success is collective and never invents an individual winner', () => {
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const room = new MatchRoom({
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ruleset: {
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id: 'test-coop', mode: 'coop',
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winCondition: { type: WIN.ALL_ESCAPE },
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entities: { monster: false }, players: { min: 2, max: 2 }
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},
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entrants: { a: { userId: 1 }, b: { userId: 2 } },
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seed: SEED
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});
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room.start();
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stageSequentialExit(room);
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room.queueMove('a', 1, 0);
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room.resolveTick();
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expect(room.status).toBe('active');
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room.queueMove('b', 0, -1);
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const second = room.resolveTick();
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expect(room.endReason).toBe('all_escaped');
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expect(second.events).toEqual(expect.arrayContaining([
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expect.objectContaining({ type: 'player_exit', id: 'b' })
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]));
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room.finalize();
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expect(room.winnerId).toBeNull();
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expect([...room.playerStates.values()].map(s => s.placement).sort()).toEqual([1, 2]);
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});
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test('race (default) still ends the moment someone escapes', () => {
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const room = new MatchRoom({ economy: 'crypto_race', entrants: { a: { userId: 1 }, b: { userId: 2 } }, seed: SEED });
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room.start();
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const exit = room.dungeon.exit;
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room.occupants.get('a').moveTo(exit[0], exit[1]);
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room.resolveTick();
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expect(room.status).toBe('finished');
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expect(room.endReason).toBe('escaped');
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room.finalize();
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expect(room.winnerId).toBe('a');
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});
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});
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