import * as utils from '../utils.js'; import { getSize, getDistance, calculateCenterOfMass, getRandomPosition, findSafeSpawnLocation } from '../utils.js'; import { WORLD_SIZE } from '../config.js'; describe('getSize', () => { test('returns correct size for score 0', () => { expect(getSize(0)).toBe(20); // sqrt(0) + 20 }); test('returns correct size for score 100', () => { expect(getSize(100)).toBe(30); // sqrt(100) + 20 }); test('returns correct size for score 400', () => { expect(getSize(400)).toBe(40); // sqrt(400) + 20 }); }); describe('getDistance', () => { test('returns 0 for same point', () => { const point = { x: 10, y: 10 }; expect(getDistance(point, point)).toBe(0); }); test('returns correct horizontal distance', () => { const point1 = { x: 0, y: 0 }; const point2 = { x: 3, y: 0 }; expect(getDistance(point1, point2)).toBe(3); }); test('returns correct vertical distance', () => { const point1 = { x: 0, y: 0 }; const point2 = { x: 0, y: 4 }; expect(getDistance(point1, point2)).toBe(4); }); test('returns correct diagonal distance', () => { const point1 = { x: 0, y: 0 }; const point2 = { x: 3, y: 4 }; expect(getDistance(point1, point2)).toBe(5); // 3-4-5 triangle }); }); describe('calculateCenterOfMass', () => { test('returns center for single cell', () => { const cells = [{ x: 10, y: 20, score: 100 }]; const center = calculateCenterOfMass(cells); expect(center).toEqual({ x: 10, y: 20 }); }); test('returns weighted center for multiple cells', () => { const cells = [ { x: 0, y: 0, score: 100 }, { x: 10, y: 10, score: 300 } ]; const center = calculateCenterOfMass(cells); expect(center.x).toBeCloseTo(7.5); expect(center.y).toBeCloseTo(7.5); }); test('returns {x: 0, y: 0} for empty cells array', () => { expect(calculateCenterOfMass([])).toEqual({ x: 0, y: 0 }); }); test('returns {x: 0, y: 0} for cells with zero total score', () => { const cells = [ { x: 10, y: 20, score: 0 }, { x: 30, y: 40, score: 0 } ]; expect(calculateCenterOfMass(cells)).toEqual({ x: 0, y: 0 }); }); }); describe('getRandomPosition', () => { test('returns position within world bounds', () => { const pos = getRandomPosition(); expect(pos).toHaveProperty('x'); expect(pos).toHaveProperty('y'); expect(pos.x).toBeGreaterThanOrEqual(0); expect(pos.x).toBeLessThanOrEqual(WORLD_SIZE); expect(pos.y).toBeGreaterThanOrEqual(0); expect(pos.y).toBeLessThanOrEqual(WORLD_SIZE); }); test('returns different positions on multiple calls', () => { const positions = Array.from({ length: 10 }, () => getRandomPosition()); const uniquePositions = new Set(positions.map(p => `${p.x},${p.y}`)); // With 10 random positions, we should get at least 2 unique ones expect(uniquePositions.size).toBeGreaterThan(1); }); }); describe('findSafeSpawnLocation', () => { test('returns safe position away from AI players', () => { const gameState = { aiPlayers: [ { x: 100, y: 100, score: 100 } ], playerCells: [] }; const pos = findSafeSpawnLocation(gameState, 100); expect(pos).toHaveProperty('x'); expect(pos).toHaveProperty('y'); const distance = getDistance(pos, gameState.aiPlayers[0]); const safeDistance = getSize(gameState.aiPlayers[0].score) + 100; expect(distance).toBeGreaterThanOrEqual(safeDistance); }); test('returns safe position away from player cells', () => { const gameState = { aiPlayers: [], playerCells: [ { x: 200, y: 200, score: 150 } ] }; const pos = findSafeSpawnLocation(gameState, 100); expect(pos).toHaveProperty('x'); expect(pos).toHaveProperty('y'); const distance = getDistance(pos, gameState.playerCells[0]); const safeDistance = getSize(gameState.playerCells[0].score) + 100; expect(distance).toBeGreaterThanOrEqual(safeDistance); }); test('avoids unsafe positions near player cells during retry', () => { // Mock Math.random to generate specific positions const originalRandom = global.Math.random; let callCount = 0; global.Math.random = () => { callCount++; // First call pair (x, y): generate position at (500, 500) // This is far from AI player (100, 100) but near player cell (500, 500) if (callCount === 1 || callCount === 2) { return 0.5; // 0.5 * 1000 = 500 } // Second call pair (x, y): generate position at (900, 900) - far from both return 0.9; // 0.9 * 1000 = 900 }; const gameState = { aiPlayers: [ { x: 100, y: 100, score: 100 } // AI player far from (500, 500) ], playerCells: [ { x: 500, y: 500, score: 500 } // Player cell at (500, 500) ] }; const pos = findSafeSpawnLocation(gameState, 100); expect(pos).toHaveProperty('x'); expect(pos).toHaveProperty('y'); // Verify the position is safe from both const distanceFromAI = getDistance(pos, gameState.aiPlayers[0]); const safeDistanceFromAI = getSize(gameState.aiPlayers[0].score) + 100; expect(distanceFromAI).toBeGreaterThanOrEqual(safeDistanceFromAI); const distanceFromCell = getDistance(pos, gameState.playerCells[0]); const safeDistanceFromCell = getSize(gameState.playerCells[0].score) + 100; expect(distanceFromCell).toBeGreaterThanOrEqual(safeDistanceFromCell); // Restore original Math.random global.Math.random = originalRandom; }); test('returns safe position away from both AI players and player cells', () => { const gameState = { aiPlayers: [ { x: 100, y: 100, score: 100 } ], playerCells: [ { x: 200, y: 200, score: 150 } ] }; const pos = findSafeSpawnLocation(gameState, 100); expect(pos).toHaveProperty('x'); expect(pos).toHaveProperty('y'); // Check distance from AI player const distanceFromAI = getDistance(pos, gameState.aiPlayers[0]); const safeDistanceFromAI = getSize(gameState.aiPlayers[0].score) + 100; expect(distanceFromAI).toBeGreaterThanOrEqual(safeDistanceFromAI); // Check distance from player cell const distanceFromCell = getDistance(pos, gameState.playerCells[0]); const safeDistanceFromCell = getSize(gameState.playerCells[0].score) + 100; expect(distanceFromCell).toBeGreaterThanOrEqual(safeDistanceFromCell); }); test('uses fallback logic when no safe spot found after max attempts', () => { // Create a crowded game state that covers most of the world const gameState = { aiPlayers: Array.from({ length: 20 }, (_, i) => ({ x: (i % 5) * (WORLD_SIZE / 5) + WORLD_SIZE / 10, y: Math.floor(i / 5) * (WORLD_SIZE / 5) + WORLD_SIZE / 10, score: 10000 })), playerCells: [] }; const pos = findSafeSpawnLocation(gameState, 500); // Should still return a position even if not perfectly safe expect(pos).toHaveProperty('x'); expect(pos).toHaveProperty('y'); expect(pos.x).toBeGreaterThanOrEqual(0); expect(pos.x).toBeLessThanOrEqual(WORLD_SIZE); expect(pos.y).toBeGreaterThanOrEqual(0); expect(pos.y).toBeLessThanOrEqual(WORLD_SIZE); }); test('works with custom minDistance parameter', () => { const gameState = { aiPlayers: [ { x: 500, y: 500, score: 100 } ], playerCells: [] }; const pos = findSafeSpawnLocation(gameState, 200); const distance = getDistance(pos, gameState.aiPlayers[0]); const safeDistance = getSize(gameState.aiPlayers[0].score) + 200; expect(distance).toBeGreaterThanOrEqual(safeDistance); }); test('returns position when game state is empty', () => { const gameState = { aiPlayers: [], playerCells: [] }; const pos = findSafeSpawnLocation(gameState); expect(pos).toHaveProperty('x'); expect(pos).toHaveProperty('y'); expect(pos.x).toBeGreaterThanOrEqual(0); expect(pos.x).toBeLessThanOrEqual(WORLD_SIZE); expect(pos.y).toBeGreaterThanOrEqual(0); expect(pos.y).toBeLessThanOrEqual(WORLD_SIZE); }); });