Feature: Map size configuration
This commit is contained in:
@@ -8,7 +8,7 @@ import { AIBot } from './ai-bot.js';
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// Game constants
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const HEX_SIZE = 14;
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const MAP_SIZE = 20;
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const DEFAULT_MAP_SIZE = 20;
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const ANIMATION_DURATION = 300;
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// Player colors
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@@ -45,6 +45,7 @@ class GameUI {
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this.canvas = document.getElementById('game-canvas');
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this.ctx = this.canvas.getContext('2d');
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this.map = null;
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this.mapSize = DEFAULT_MAP_SIZE;
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this.selectedCell = null;
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this.currentTarget = null;
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this.currentPlayer = 1;
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@@ -95,21 +96,22 @@ class GameUI {
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startGame() {
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// Get settings
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this.playerCount = parseInt(document.getElementById('player-count').value);
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this.mapSize = parseInt(document.getElementById('map-size').value);
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for (let i = 1; i <= this.playerCount; i++) {
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const typeSelect = document.getElementById(`player${i}-type`);
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this.playerTypes[i] = typeSelect.value;
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}
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// Show game screen
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document.getElementById('start-screen').style.display = 'none';
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document.getElementById('game-screen').style.display = 'flex';
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this.newGame();
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}
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newGame() {
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this.map = new HexMap(MAP_SIZE);
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this.map = new HexMap(this.mapSize);
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this.selectedCell = null;
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this.currentTarget = null;
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this.currentPlayer = 1;
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@@ -174,17 +176,19 @@ class GameUI {
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initializePlayers() {
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// Place starting units for each player at fixed positions that are always passable
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// Use corners of the map to ensure they don't overlap
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// Positions scale with map size
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const offset = Math.max(1, Math.floor(this.mapSize / 10));
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const positions = [
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{ q: 1, r: 1 }, // Player 1 - top-left
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{ q: MAP_SIZE - 2, r: MAP_SIZE - 2 }, // Player 2 - bottom-right
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{ q: 1, r: MAP_SIZE - 2 }, // Player 3 - bottom-left
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{ q: MAP_SIZE - 2, r: 1 } // Player 4 - top-right
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{ q: offset, r: offset }, // Player 1 - top-left
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{ q: this.mapSize - 1 - offset, r: this.mapSize - 1 - offset }, // Player 2 - bottom-right
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{ q: offset, r: this.mapSize - 1 - offset }, // Player 3 - bottom-left
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{ q: this.mapSize - 1 - offset, r: offset } // Player 4 - top-right
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];
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for (let i = 1; i <= this.playerCount; i++) {
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const pos = positions[i - 1];
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if (!pos) continue;
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// Force the cell to be passable and set ownership
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const cell = this.map.getCell(pos.q, pos.r);
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if (cell) {
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@@ -206,26 +210,26 @@ class GameUI {
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const canvasHeight = this.canvas.height;
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const sqrt3 = Math.sqrt(3);
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// Calculate actual map bounds
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// Calculate actual map bounds based on dynamic map size
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// For pointy-top hex grid:
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// - Width spans from q=0 to q=19, with r offset
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// - Rightmost point: (q=19, r=19) at x = HEX_SIZE * sqrt3 * 28.5
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// - Height spans from r=0 to r=19
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// - Bottommost point: (any q, r=19) at y = HEX_SIZE * 1.5 * 19
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const mapWidth = HEX_SIZE * sqrt3 * ((MAP_SIZE - 1) + (MAP_SIZE - 1) / 2);
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const mapHeight = HEX_SIZE * 1.5 * (MAP_SIZE - 1);
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// - Width spans from q=0 to q=mapSize-1, with r offset
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// - Rightmost point: (q=mapSize-1, r=mapSize-1) at x = HEX_SIZE * sqrt3 * (mapSize - 1 + (mapSize - 1) / 2)
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// - Height spans from r=0 to r=mapSize-1
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// - Bottommost point: (any q, r=mapSize-1) at y = HEX_SIZE * 1.5 * (mapSize - 1)
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const mapWidth = HEX_SIZE * sqrt3 * ((this.mapSize - 1) + (this.mapSize - 1) / 2);
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const mapHeight = HEX_SIZE * 1.5 * (this.mapSize - 1);
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// Add padding for hex radius (hex extends beyond center point)
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const hexRadius = HEX_SIZE;
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const totalWidth = mapWidth + 2 * hexRadius;
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const totalHeight = mapHeight + 2 * hexRadius;
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// Center the map on canvas
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this.offsetX = (canvasWidth - totalWidth) / 2 + hexRadius;
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this.offsetY = (canvasHeight - totalHeight) / 2 + hexRadius;
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console.log(`[GAME] Map: canvas=${canvasWidth}x${canvasHeight}, map=${mapWidth.toFixed(0)}x${mapHeight.toFixed(0)}, total=${totalWidth.toFixed(0)}x${totalHeight.toFixed(0)}`);
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console.log(`[GAME] Offset: x=${this.offsetX.toFixed(1)}, y=${this.offsetY.toFixed(1)}`);
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}
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@@ -256,7 +260,7 @@ class GameUI {
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const qi = Math.round(q);
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const ri = Math.round(r);
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if (qi >= 0 && qi < MAP_SIZE && ri >= 0 && ri < MAP_SIZE) {
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if (qi >= 0 && qi < this.mapSize && ri >= 0 && ri < this.mapSize) {
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return { q: qi, r: ri };
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}
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return null;
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@@ -276,7 +280,7 @@ class GameUI {
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for (const [dq, dr] of directions) {
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const nq = q + dq;
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const nr = r + dr;
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if (nq >= 0 && nq < MAP_SIZE && nr >= 0 && nr < MAP_SIZE) {
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if (nq >= 0 && nq < this.mapSize && nr >= 0 && nr < this.mapSize) {
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const cell = this.map.getCell(nq, nr);
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if (cell && cell.isPassable()) {
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targets.push(cell);
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@@ -367,14 +371,14 @@ class GameUI {
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render() {
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this.ctx.fillStyle = COLORS.stroke;
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this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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if (!this.map) return;
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for (let r = 0; r < MAP_SIZE; r++) {
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for (let q = 0; q < MAP_SIZE; q++) {
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for (let r = 0; r < this.mapSize; r++) {
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for (let q = 0; q < this.mapSize; q++) {
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const cell = this.map.getCell(q, r);
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let color;
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if (cell.type === CELL_TYPES.BLOCKED) {
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color = COLORS.blocked;
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} else if (cell.type === CELL_TYPES.PLAYER1) {
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@@ -388,32 +392,32 @@ class GameUI {
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} else {
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color = COLORS.empty;
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}
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if (!cell.isOwned()) {
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color = this.hexToRgba(color, 0.6);
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}
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this.drawHex(q, r, color);
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this.drawOwnerIndicator(cell);
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this.drawDice(cell);
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}
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}
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if (this.selectedCell) {
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this.drawHex(
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this.selectedCell.q,
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this.selectedCell.r,
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this.selectedCell.q,
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this.selectedCell.r,
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COLORS.selected,
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COLORS.text,
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3
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);
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const targets = this.getValidTargets(this.selectedCell.q, this.selectedCell.r);
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for (const target of targets) {
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if (target.getOwner() !== this.currentPlayer) {
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this.drawHex(
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target.q,
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target.r,
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target.q,
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target.r,
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COLORS.target,
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PLAYER_COLORS[this.currentPlayer] || COLORS.player1,
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2
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@@ -642,18 +646,21 @@ class GameUI {
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const playerCells = this.map.getPlayerCells(i);
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const playerStrength = playerCells.reduce((sum, c) => sum + c.getStrength(), 0);
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const playerSupply = this.map.calculateSupply(i);
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document.getElementById(`player${i}-cells`).textContent = playerCells.length;
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document.getElementById(`player${i}-supply`).textContent = playerSupply;
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document.getElementById(`player${i}-strength`).textContent = playerStrength;
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const card = document.getElementById(`player${i}-card`);
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card.classList.toggle('active', i === this.currentPlayer);
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}
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document.getElementById('current-turn').textContent = this.currentPlayer;
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document.getElementById('game-phase').textContent = this.gamePhase;
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// Update map size display
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document.getElementById('map-size-display').textContent = `${this.mapSize}x${this.mapSize}`;
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const instruction = document.getElementById('action-instruction');
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if (this.selectedCell) {
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instruction.textContent = `Select target (strength: ${this.selectedCell.getStrength()})`;
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@@ -662,10 +669,10 @@ class GameUI {
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} else {
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instruction.textContent = 'Select a cell with dice to move';
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}
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const cellInfo = document.getElementById('selected-cell-info');
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cellInfo.style.display = 'block';
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if (this.selectedCell) {
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document.getElementById('cell-strength').textContent = this.selectedCell.getStrength();
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document.getElementById('cell-dice').textContent = this.selectedCell.dice.length;
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@@ -26,6 +26,16 @@
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</select>
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</div>
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<div class="setup-group">
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<label for="map-size">Map Size:</label>
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<select id="map-size">
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<option value="10">Small (10x10)</option>
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<option value="15">Medium (15x15)</option>
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<option value="20" selected>Large (20x20)</option>
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<option value="25">Extra Large (25x25)</option>
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</select>
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</div>
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<div class="setup-group">
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<label>Player Types:</label>
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<div id="player-types">
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@@ -91,6 +101,10 @@
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<span>Phase:</span>
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<span id="game-phase">Movement</span>
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</div>
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<div class="info-item">
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<span>Map Size:</span>
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<span id="map-size-display">20x20</span>
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</div>
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</div>
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<button class="btn btn-primary" id="end-turn-btn">End Turn</button>
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@@ -1222,9 +1222,246 @@ describe('Multiple AI Bots Turn Chain', () => {
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// Check the pattern repeats correctly
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for (let i = 0; i < 12; i++) {
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const expectedPlayer = (i % 4) + 1;
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assert.strictEqual(gameUI.aiTurnsCompleted[i], expectedPlayer,
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assert.strictEqual(gameUI.aiTurnsCompleted[i], expectedPlayer,
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`Turn ${i + 1} should be player ${expectedPlayer}`);
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}
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});
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});
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});
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describe('AIBot - Different Map Sizes', () => {
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describe('AI works on 10x10 map', () => {
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it('should find valid moves on 10x10 map', () => {
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const map = new HexMap(10);
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const gameUI = new MockGameUI();
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const bot = new AIBot(1, map, gameUI);
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// Clear map
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map.cells.forEach(cell => {
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cell.type = CELL_TYPES.EMPTY;
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});
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setupPlayerCell(map, 2, 2, 1, 8);
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setupPlayerCell(map, 2, 1, 2, 4);
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const playerCells = map.getPlayerCells(1);
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const moves = bot.findPossibleMoves(playerCells);
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assert.ok(moves.length > 0, 'Should find moves on 10x10 map');
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});
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it('should respect boundaries on 10x10 map', () => {
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const map = new HexMap(10);
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const gameUI = new MockGameUI();
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const bot = new AIBot(1, map, gameUI);
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map.cells.forEach(cell => {
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cell.type = CELL_TYPES.EMPTY;
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});
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setupPlayerCell(map, 0, 0, 1, 8);
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map.getCell(0, 1).type = CELL_TYPES.EMPTY;
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map.getCell(1, 0).type = CELL_TYPES.EMPTY;
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const playerCells = map.getPlayerCells(1);
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const moves = bot.findPossibleMoves(playerCells);
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moves.forEach(move => {
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assert.ok(move.to.q >= 0 && move.to.q < 10, 'Target q should be in bounds');
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assert.ok(move.to.r >= 0 && move.to.r < 10, 'Target r should be in bounds');
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});
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});
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});
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describe('AI works on 15x15 map', () => {
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it('should find valid moves on 15x15 map', () => {
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const map = new HexMap(15);
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const gameUI = new MockGameUI();
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const bot = new AIBot(1, map, gameUI);
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map.cells.forEach(cell => {
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cell.type = CELL_TYPES.EMPTY;
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});
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setupPlayerCell(map, 5, 5, 1, 8);
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setupPlayerCell(map, 5, 4, 2, 4);
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const playerCells = map.getPlayerCells(1);
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const moves = bot.findPossibleMoves(playerCells);
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assert.ok(moves.length > 0, 'Should find moves on 15x15 map');
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});
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it('should respect boundaries on 15x15 map', () => {
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const map = new HexMap(15);
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const gameUI = new MockGameUI();
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const bot = new AIBot(1, map, gameUI);
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map.cells.forEach(cell => {
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cell.type = CELL_TYPES.EMPTY;
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});
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setupPlayerCell(map, 14, 14, 1, 8);
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map.getCell(13, 14).type = CELL_TYPES.EMPTY;
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map.getCell(14, 13).type = CELL_TYPES.EMPTY;
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const playerCells = map.getPlayerCells(1);
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const moves = bot.findPossibleMoves(playerCells);
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moves.forEach(move => {
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assert.ok(move.to.q >= 0 && move.to.q < 15, 'Target q should be in bounds');
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assert.ok(move.to.r >= 0 && move.to.r < 15, 'Target r should be in bounds');
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});
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});
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});
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describe('AI works on 20x20 map', () => {
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it('should find valid moves on 20x20 map', () => {
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const map = new HexMap(20);
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const gameUI = new MockGameUI();
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const bot = new AIBot(1, map, gameUI);
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map.cells.forEach(cell => {
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cell.type = CELL_TYPES.EMPTY;
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});
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setupPlayerCell(map, 10, 10, 1, 8);
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setupPlayerCell(map, 10, 9, 2, 4);
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const playerCells = map.getPlayerCells(1);
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const moves = bot.findPossibleMoves(playerCells);
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assert.ok(moves.length > 0, 'Should find moves on 20x20 map');
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});
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it('should respect boundaries on 20x20 map', () => {
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const map = new HexMap(20);
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const gameUI = new MockGameUI();
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const bot = new AIBot(1, map, gameUI);
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map.cells.forEach(cell => {
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cell.type = CELL_TYPES.EMPTY;
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});
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setupPlayerCell(map, 19, 19, 1, 8);
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map.getCell(18, 19).type = CELL_TYPES.EMPTY;
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map.getCell(19, 18).type = CELL_TYPES.EMPTY;
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const playerCells = map.getPlayerCells(1);
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const moves = bot.findPossibleMoves(playerCells);
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moves.forEach(move => {
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assert.ok(move.to.q >= 0 && move.to.q < 20, 'Target q should be in bounds');
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assert.ok(move.to.r >= 0 && move.to.r < 20, 'Target r should be in bounds');
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});
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});
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});
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describe('AI works on 25x25 map', () => {
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it('should find valid moves on 25x25 map', () => {
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const map = new HexMap(25);
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const gameUI = new MockGameUI();
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const bot = new AIBot(1, map, gameUI);
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map.cells.forEach(cell => {
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cell.type = CELL_TYPES.EMPTY;
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});
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setupPlayerCell(map, 12, 12, 1, 8);
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setupPlayerCell(map, 12, 11, 2, 4);
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const playerCells = map.getPlayerCells(1);
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const moves = bot.findPossibleMoves(playerCells);
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assert.ok(moves.length > 0, 'Should find moves on 25x25 map');
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});
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it('should respect boundaries on 25x25 map', () => {
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const map = new HexMap(25);
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const gameUI = new MockGameUI();
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const bot = new AIBot(1, map, gameUI);
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map.cells.forEach(cell => {
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cell.type = CELL_TYPES.EMPTY;
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});
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setupPlayerCell(map, 24, 24, 1, 8);
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map.getCell(23, 24).type = CELL_TYPES.EMPTY;
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map.getCell(24, 23).type = CELL_TYPES.EMPTY;
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const playerCells = map.getPlayerCells(1);
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const moves = bot.findPossibleMoves(playerCells);
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moves.forEach(move => {
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assert.ok(move.to.q >= 0 && move.to.q < 25, 'Target q should be in bounds');
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assert.ok(move.to.r >= 0 && move.to.r < 25, 'Target r should be in bounds');
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});
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});
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it('should calculate move priorities correctly on large map', () => {
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const map = new HexMap(25);
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const gameUI = new MockGameUI();
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const bot = new AIBot(1, map, gameUI);
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map.cells.forEach(cell => {
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cell.type = CELL_TYPES.EMPTY;
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});
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setupPlayerCell(map, 12, 12, 1, 10);
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// Weak enemy
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setupPlayerCell(map, 12, 11, 2, 3);
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// Strong enemy
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setupPlayerCell(map, 11, 12, 2, 9);
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// Empty cell
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map.getCell(13, 12).type = CELL_TYPES.EMPTY;
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const playerCells = map.getPlayerCells(1);
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const moves = bot.findPossibleMoves(playerCells);
|
||||
moves.sort((a, b) => bot.movePriority(b) - bot.movePriority(a));
|
||||
|
||||
// Best move should be attack on weak enemy
|
||||
assert.strictEqual(moves[0].type, 'attack');
|
||||
assert.strictEqual(moves[0].defenseStrength, 3);
|
||||
});
|
||||
});
|
||||
|
||||
describe('AI playTurn works on different map sizes', () => {
|
||||
it('should complete turn on 10x10 map', async () => {
|
||||
const map = new HexMap(10);
|
||||
const gameUI = new MockGameUI();
|
||||
const bot = new AIBot(1, map, gameUI);
|
||||
|
||||
map.cells.forEach(cell => {
|
||||
cell.type = CELL_TYPES.EMPTY;
|
||||
});
|
||||
|
||||
setupPlayerCell(map, 2, 2, 1, 8);
|
||||
setupPlayerCell(map, 2, 1, 2, 2);
|
||||
|
||||
bot.thinkingTime = 0;
|
||||
|
||||
await bot.playTurn();
|
||||
|
||||
assert.strictEqual(gameUI.turnEnded, true);
|
||||
});
|
||||
|
||||
it('should complete turn on 25x25 map', async () => {
|
||||
const map = new HexMap(25);
|
||||
const gameUI = new MockGameUI();
|
||||
const bot = new AIBot(1, map, gameUI);
|
||||
|
||||
map.cells.forEach(cell => {
|
||||
cell.type = CELL_TYPES.EMPTY;
|
||||
});
|
||||
|
||||
setupPlayerCell(map, 12, 12, 1, 8);
|
||||
setupPlayerCell(map, 12, 11, 2, 2);
|
||||
|
||||
bot.thinkingTime = 0;
|
||||
|
||||
await bot.playTurn();
|
||||
|
||||
assert.strictEqual(gameUI.turnEnded, true);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -2,6 +2,95 @@ const { describe, it } = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
const { HexMap, HexCell, CELL_TYPES, MAP_SIZE } = require('../public/map.js');
|
||||
|
||||
describe('HexMap - Dynamic Map Sizes', () => {
|
||||
it('should create a 10x10 map', () => {
|
||||
const map = new HexMap(10);
|
||||
assert.strictEqual(map.size, 10);
|
||||
assert.strictEqual(map.cells.size, 10 * 10);
|
||||
});
|
||||
|
||||
it('should create a 15x15 map', () => {
|
||||
const map = new HexMap(15);
|
||||
assert.strictEqual(map.size, 15);
|
||||
assert.strictEqual(map.cells.size, 15 * 15);
|
||||
});
|
||||
|
||||
it('should create a 20x20 map', () => {
|
||||
const map = new HexMap(20);
|
||||
assert.strictEqual(map.size, 20);
|
||||
assert.strictEqual(map.cells.size, 20 * 20);
|
||||
});
|
||||
|
||||
it('should create a 25x25 map', () => {
|
||||
const map = new HexMap(25);
|
||||
assert.strictEqual(map.size, 25);
|
||||
assert.strictEqual(map.cells.size, 25 * 25);
|
||||
});
|
||||
|
||||
it('should generate cells with correct coordinates for all map sizes', () => {
|
||||
const sizes = [10, 15, 20, 25];
|
||||
|
||||
for (const size of sizes) {
|
||||
const map = new HexMap(size);
|
||||
|
||||
for (let q = 0; q < size; q++) {
|
||||
for (let r = 0; r < size; r++) {
|
||||
const cell = map.getCell(q, r);
|
||||
assert.ok(cell, `Cell at ${q},${r} should exist for size ${size}`);
|
||||
assert.strictEqual(cell.q, q);
|
||||
assert.strictEqual(cell.r, r);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('should have correct neighbor counts for different map sizes', () => {
|
||||
const sizes = [10, 15, 20, 25];
|
||||
|
||||
for (const size of sizes) {
|
||||
const map = new HexMap(size);
|
||||
|
||||
// Clear all blocks for predictable testing
|
||||
map.cells.forEach(cell => {
|
||||
if (cell.type === CELL_TYPES.BLOCKED) {
|
||||
cell.type = CELL_TYPES.EMPTY;
|
||||
}
|
||||
});
|
||||
|
||||
// Center cell should have 6 neighbors
|
||||
const centerQ = Math.floor(size / 2);
|
||||
const centerR = Math.floor(size / 2);
|
||||
const centerNeighbors = map.getNeighbors(centerQ, centerR);
|
||||
assert.strictEqual(centerNeighbors.length, 6, `Center cell should have 6 neighbors for size ${size}`);
|
||||
|
||||
// Corner cell should have 2 neighbors
|
||||
const cornerNeighbors = map.getNeighbors(0, 0);
|
||||
assert.strictEqual(cornerNeighbors.length, 2, `Corner cell should have 2 neighbors for size ${size}`);
|
||||
}
|
||||
});
|
||||
|
||||
it('should calculate supply correctly for different map sizes', () => {
|
||||
const sizes = [10, 15, 20, 25];
|
||||
|
||||
for (const size of sizes) {
|
||||
const map = new HexMap(size);
|
||||
|
||||
// Clear any existing ownership
|
||||
map.cells.forEach(cell => {
|
||||
cell.type = CELL_TYPES.EMPTY;
|
||||
});
|
||||
|
||||
// Create a connected territory of 5 cells
|
||||
for (let i = 0; i < 5; i++) {
|
||||
map.setOwner(i, 0, 1);
|
||||
}
|
||||
|
||||
const supply = map.calculateSupply(1);
|
||||
assert.strictEqual(supply, 5, `Supply should be 5 for connected territory in size ${size}`);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('HexCell', () => {
|
||||
it('should create a cell with axial coordinates', () => {
|
||||
const cell = new HexCell(3, 5);
|
||||
|
||||
Reference in New Issue
Block a user