Files
wownerogue/test/rulesets_ultra.test.js
jwinterm fad2a695bd Wownerogue
A browser-based roguelike synchronized with crypto block timing. A run is a race
against the next block: reach the exit before the block lands, or the house wins.
The same codebase runs the solo dungeon, the social Tavern, and operator-selected
PvP and race rulesets, with separate free and paid leaderboards.

Self-hostable under the MIT License. See README.md to run it, docs/ARCHITECTURE.md
for the design, and docs/DEPLOY.md to operate an instance.
2026-07-27 08:23:01 -04:00

247 lines
10 KiB
JavaScript

/**
* Pillar 4: Ruleset engine + PvP modes on the match engine.
*/
const { defineRuleset, WIN, getRuleset, listRulesets, rulesetFromMatchOpts } = require('../src/game/rulesets');
const MatchRoom = require('../src/multiplayer/MatchRoom');
const SEED = 'ruleset-test-seed';
describe('defineRuleset normalization', () => {
test('empty spec yields safe classic defaults', () => {
const r = defineRuleset({});
expect(r.winCondition.type).toBe(WIN.FIRST_TO_EXIT);
expect(r.entities.monster).toBe(true);
expect(r.entities.pvpCombat).toBe(false);
expect(r.timing.tickMs).toBe(250);
expect(r.economy.model).toBe('free');
expect(Object.isFrozen(r)).toBe(true);
});
test('clamps out-of-range values and unknown win type', () => {
const r = defineRuleset({ players: { min: 99, max: 2 }, timing: { tickMs: 1 }, winCondition: { type: 'nonsense' } });
expect(r.players.max).toBe(2);
expect(r.players.min).toBeLessThanOrEqual(r.players.max);
expect(r.timing.tickMs).toBe(50); // clamped up to the floor
expect(r.winCondition.type).toBe(WIN.FIRST_TO_EXIT); // invalid -> default
});
test('monster:false forces monsterCount 0', () => {
expect(defineRuleset({ entities: { monster: false } }).entities.monsterCount).toBe(0);
});
});
describe('registry', () => {
test('built-ins include the new PvP + score modes', () => {
const ids = listRulesets().map(r => r.id);
expect(ids).toEqual(expect.arrayContaining(['solo-classic', 'race', 'last-alive', 'score-attack']));
expect(getRuleset('last-alive').entities.pvpCombat).toBe(true);
expect(getRuleset('score-attack').winCondition.type).toBe(WIN.HIGH_SCORE);
});
test('unknown id falls back to race', () => {
expect(getRuleset('does-not-exist').id).toBe('race');
});
test('rulesetFromMatchOpts preserves race semantics (first-to-exit)', () => {
const r = rulesetFromMatchOpts({ economy: 'crypto_race', variant: 'pvp', difficultyPreset: 'race', maxPlayers: 6 });
expect(r.winCondition.type).toBe(WIN.FIRST_TO_EXIT); // variant never silently changes the win rule
expect(r.economy.model).toBe('crypto_race');
expect(r.players.max).toBe(6);
});
});
function findAdjacentWalkable(room) {
for (let y = 0; y < room.rows; y++) {
for (let x = 0; x < room.cols - 1; x++) {
if (room.isWalkable(x, y) && room.isWalkable(x + 1, y)) return { x, y };
}
}
return null;
}
function stageSequentialExit(room) {
room.dungeon.exit = [2, 2];
room.walkable[2][1] = true;
room.walkable[2][2] = true;
room.walkable[3][2] = true;
room.occupants.get('a').moveTo(1, 2);
room.occupants.get('b').moveTo(2, 3);
}
describe('MatchRoom drives new rulesets', () => {
test('last-alive PvP: stepping onto a rival kills them and ends the match with the survivor as winner', () => {
const room = new MatchRoom({
ruleset: { id: 'test-pvp', winCondition: { type: WIN.LAST_ALIVE }, entities: { monster: false, pvpCombat: true }, players: { min: 2, max: 4 } },
entrants: { a: { userId: 1 }, b: { userId: 2 } },
seed: SEED
});
expect(room.monster).toBeNull(); // monster:false honored
room.start();
const cell = findAdjacentWalkable(room);
room.occupants.get('a').moveTo(cell.x, cell.y);
room.occupants.get('b').moveTo(cell.x + 1, cell.y);
room.queueMove('a', 1, 0); // a strikes east into b
const res = room.resolveTick();
expect(res.events.some(e => e.type === 'player_death' && e.id === 'b' && e.killedBy === 'a')).toBe(true);
expect(room.playerStates.get('b').alive).toBe(false);
expect(room.status).toBe('finished');
expect(room.endReason).toBe('last_alive');
room.finalize();
expect(room.winnerId).toBe('a');
expect(room.playerStates.get('a').placement).toBe(1);
expect(room.playerStates.get('b').placement).toBe(2);
});
test('same-tick PvP is independent of packet order and eliminated actors never retaliate', () => {
const run = (submissionOrder) => {
const room = new MatchRoom({
ruleset: { id: 'ordered-pvp', winCondition: { type: WIN.LAST_ALIVE }, entities: { monster: false, pvpCombat: true }, players: { min: 2, max: 4 } },
entrants: { a: { userId: 1 }, b: { userId: 2 }, c: { userId: 3 } },
seed: SEED
});
room.start();
const ids = ['a', 'b', 'c'].sort((left, right) =>
room._tickActionPriority(left, room.tickCount + 1)
.localeCompare(room._tickActionPriority(right, room.tickCount + 1))
);
const [attacker, victim, downstream] = ids;
room.occupants.get(attacker).moveTo(2, 2);
room.occupants.get(victim).moveTo(3, 2);
room.occupants.get(downstream).moveTo(4, 2);
room.walkable[2][2] = true;
room.walkable[2][3] = true;
room.walkable[2][4] = true;
const moves = new Map([
[attacker, [1, 0]], // kills victim first by committed tick priority
[victim, [1, 0]] // would kill downstream if post-mortem actions ran
]);
for (const id of submissionOrder(ids)) room.queueMove(id, ...moves.get(id));
const result = room.resolveTick();
return {
attacker,
victim,
downstream,
events: result.events,
status: room.status,
winnerId: room.winnerId,
players: Array.from(room.playerStates.entries()).map(([id, state]) => [id, {
alive: state.alive,
killedBy: state.killedBy,
moves: state.moves,
placement: state.placement
}])
};
};
const forward = run(ids => [ids[0], ids[1]]);
const reverse = run(ids => [ids[1], ids[0]]);
expect(reverse).toEqual(forward);
expect(forward.players.find(([id]) => id === forward.victim)[1].alive).toBe(false);
expect(forward.players.find(([id]) => id === forward.downstream)[1].alive).toBe(true);
expect(forward.events).toEqual(expect.arrayContaining([
expect.objectContaining({
type: 'move_failed', id: forward.victim, reason: 'eliminated_before_action'
})
]));
});
test('last-alive corpses remain visible but do not trap surviving players', () => {
const room = new MatchRoom({
ruleset: {
id: 'corpse-pass-through', winCondition: { type: WIN.LAST_ALIVE },
entities: { monster: false, pvpCombat: true }, players: { min: 2, max: 4 }
},
entrants: { a: { userId: 1 }, b: { userId: 2 }, c: { userId: 3 } },
seed: SEED
});
room.start();
room.walkable[2][1] = true;
room.walkable[2][2] = true;
room.walkable[2][3] = true;
room.occupants.get('a').moveTo(1, 2);
room.occupants.get('b').moveTo(2, 2);
room.occupants.get('c').moveTo(3, 2);
room._killPlayer('b', 'monster');
room.queueMove('a', 1, 0);
const result = room.resolveTick();
expect(room.occupants.get('b')).toBeDefined();
expect(room.occupants.get('a')).toEqual(expect.objectContaining({ x: 2, y: 2 }));
expect(result.events).toEqual(expect.arrayContaining([
expect.objectContaining({ type: 'move', id: 'a' })
]));
});
test('high-score: reaching the exit does NOT instantly win; the match keeps going', () => {
const room = new MatchRoom({
ruleset: { id: 'test-score', winCondition: { type: WIN.HIGH_SCORE }, entities: { monster: false }, players: { min: 1, max: 4 } },
entrants: { a: { userId: 1 }, b: { userId: 2 } },
seed: SEED
});
room.start();
stageSequentialExit(room);
room.queueMove('a', 1, 0);
const res = room.resolveTick();
expect(room.playerStates.get('a').escaped).toBe(true);
expect(room.status).toBe('active'); // b is still in play: no instant win
expect(room.winnerId).toBeNull();
expect(res.finished).toBe(false);
room.queueMove('b', 0, -1);
const second = room.resolveTick();
expect(room.playerStates.get('b').escaped).toBe(true);
expect(room.occupants.get('b')).toEqual(expect.objectContaining({ x: 2, y: 2 }));
expect(second.events).toEqual(expect.arrayContaining([
expect.objectContaining({ type: 'player_exit', id: 'b' })
]));
});
test('co-op success is collective and never invents an individual winner', () => {
const room = new MatchRoom({
ruleset: {
id: 'test-coop', mode: 'coop',
winCondition: { type: WIN.ALL_ESCAPE },
entities: { monster: false }, players: { min: 2, max: 2 }
},
entrants: { a: { userId: 1 }, b: { userId: 2 } },
seed: SEED
});
room.start();
stageSequentialExit(room);
room.queueMove('a', 1, 0);
room.resolveTick();
expect(room.status).toBe('active');
room.queueMove('b', 0, -1);
const second = room.resolveTick();
expect(room.endReason).toBe('all_escaped');
expect(second.events).toEqual(expect.arrayContaining([
expect.objectContaining({ type: 'player_exit', id: 'b' })
]));
room.finalize();
expect(room.winnerId).toBeNull();
expect([...room.playerStates.values()].map(s => s.placement).sort()).toEqual([1, 2]);
});
test('race (default) still ends the moment someone escapes', () => {
const room = new MatchRoom({ economy: 'crypto_race', entrants: { a: { userId: 1 }, b: { userId: 2 } }, seed: SEED });
room.start();
const exit = room.dungeon.exit;
room.occupants.get('a').moveTo(exit[0], exit[1]);
room.resolveTick();
expect(room.status).toBe('finished');
expect(room.endReason).toBe('escaped');
room.finalize();
expect(room.winnerId).toBe('a');
});
});