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import { expect, test } from "bun:test"; |
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import { agentById } from "./abilities.ts"; |
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import { attackSite, FLASH_REPEAT, FLASH_SPACING, flashCall, flashSpot, runBots } from "./bots.ts"; |
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import { siteCentre } from "./map.ts"; |
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import { newMatch, ROUND_TIME, tick } from "./match.ts"; |
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import type { MatchState, Player } from "./state.ts"; |
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const flashZones = (state: MatchState): Set<number> => |
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new Set(state.zones.filter((z) => z.kind === "flash").map((z) => z.id)); |
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const pin = (p: Player): void => { |
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p.planting = 1; |
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}; |
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function corridor(): { state: MatchState; bot: Player; enemy: Player; mates: Player[]; x: number } { |
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const state = newMatch(21); |
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state.phase = "live"; |
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state.clock = ROUND_TIME; |
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const site = attackSite(state); |
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const x = site === "A" ? 120 : 2280; |
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const far = siteCentre(site === "A" ? "B" : "A"); |
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const atk = state.players.filter((p) => p.side === "atk"); |
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const def = state.players.filter((p) => p.side === "def"); |
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for (const p of state.players) { |
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p.bot = false; |
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p.x = far.x; |
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p.y = far.y; |
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p.angle = Math.PI / 2; |
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p.input.angle = p.angle; |
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p.input.mx = 0; |
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p.input.my = 0; |
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p.spike = false; |
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} |
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state.spike.carried = null; |
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state.spike.x = far.x; |
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state.spike.y = far.y; |
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const bot = atk[0]!; |
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bot.bot = true; |
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bot.agent = "ember"; |
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bot.charges = { c: 2, q: 0, e: 0, x: 0 }; |
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bot.x = x; |
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bot.y = 1150; |
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bot.angle = -Math.PI / 2; |
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bot.input.angle = bot.angle; |
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pin(bot); |
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const enemy = def[0]!; |
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enemy.x = x; |
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enemy.y = 350; |
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enemy.angle = Math.PI / 2; |
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enemy.input.angle = Math.PI / 2; |
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enemy.hp = 1e6; |
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return { state, bot, enemy, mates: atk.slice(1), x }; |
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} |
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const play = (state: MatchState, seconds: number, seen?: Set<number>): void => { |
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for (let i = 0; i < Math.round(seconds * 30); i++) { |
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runBots(state, 1 / 30); |
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tick(state, 1 / 30); |
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if (seen) for (const id of flashZones(state)) seen.add(id); |
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} |
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}; |
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test("a bot throws one flash at the enemy in front of it, not both charges at once", () => { |
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const { state, bot, enemy } = corridor(); |
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const seen = new Set<number>(); |
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play(state, 0.1, seen); |
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expect(seen.size).toBe(1); |
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play(state, 1.5, seen); |
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expect(enemy.blind).toBeGreaterThan(0); |
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play(state, FLASH_REPEAT - 2, seen); |
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expect(seen.size).toBe(1); |
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expect(bot.charges.c).toBe(1); |
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for (let i = 0; i < 3 * 30 && seen.size < 2; i++) play(state, 1 / 30, seen); |
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expect(seen.size).toBe(2); |
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}); |
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test("a team waits between flashes: one bot's throw holds a team mate's", () => { |
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const { state, bot, mates, x } = corridor(); |
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const mate = mates[0]!; |
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mate.bot = true; |
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mate.agent = "ember"; |
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mate.charges = { c: 2, q: 0, e: 0, x: 0 }; |
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mate.x = x; |
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mate.y = 1190; |
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mate.angle = -Math.PI / 2; |
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mate.input.angle = mate.angle; |
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pin(mate); |
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play(state, FLASH_SPACING - 0.5); |
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expect(4 - bot.charges.c - mate.charges.c).toBe(1); |
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play(state, 1.5); |
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expect(4 - bot.charges.c - mate.charges.c).toBe(2); |
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expect(bot.charges.c).toBe(1); |
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expect(mate.charges.c).toBe(1); |
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}); |
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test("a bot holds the flash while a team mate stands in it facing the pop", () => { |
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const { state, bot, mates, enemy, x } = corridor(); |
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const mate = mates[0]!; |
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mate.x = x; |
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mate.y = 650; |
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mate.angle = -Math.PI / 2; |
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mate.input.angle = mate.angle; |
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play(state, 2); |
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expect(bot.charges.c).toBe(2); |
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expect(flashZones(state).size).toBe(0); |
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mate.y = 1200; |
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mate.angle = Math.PI / 2; |
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mate.input.angle = mate.angle; |
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play(state, 2); |
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expect(bot.charges.c).toBe(1); |
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expect(mate.blind).toBe(0); |
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expect(enemy.blind).toBeGreaterThan(0); |
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}); |
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test("a bot never throws a flash it could run into, or one that pops behind the enemy's head", () => { |
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const { state, bot, enemy, x } = corridor(); |
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const ability = agentById("ember").abilities.c; |
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expect(flashCall(state, bot, ability, { x, y: 1440 }, null)).toBe(false); |
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const spot = flashSpot(bot, ability, enemy); |
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expect(spot.y).toBeGreaterThan(enemy.y); |
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expect(flashCall(state, bot, ability, enemy, enemy)).toBe(true); |
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enemy.y = 700; |
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expect(flashCall(state, bot, ability, enemy, enemy)).toBe(false); |
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enemy.angle = -Math.PI / 2; |
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expect(flashCall(state, bot, ability, enemy, enemy)).toBe(true); |
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enemy.angle = Math.PI / 2; |
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enemy.input.angle = enemy.angle; |
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play(state, 2); |
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expect(bot.charges.c).toBe(2); |
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}); |
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test("a flash is for taking a site, not for every duel on the way", () => { |
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const { state, bot } = corridor(); |
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bot.y = 1400; |
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const enemyY = 600; |
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const enemy = state.players.find((p) => p.side === "def" && p.y === 350)!; |
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enemy.y = enemyY; |
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play(state, 2); |
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expect(bot.charges.c).toBe(2); |
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}); |
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function measure(seeds: number[], minutes: number) { |
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let liveSeconds = 0; |
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let blindSeconds = 0; |
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let anyBlindSeconds = 0; |
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let flashes = 0; |
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let rounds = 0; |
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const hit = { self: 0, own: 0, enemy: 0 }; |
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for (const seed of seeds) { |
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const state = newMatch(seed); |
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const seen = new Set<number>(); |
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const before = new Map<string, number>(); |
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let round = 0; |
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for (let i = 0; i < 30 * 60 * minutes && state.phase !== "over"; i++) { |
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if (state.round !== round) { |
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round = state.round; |
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rounds++; |
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} |
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runBots(state, 1 / 30); |
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const popping = state.phase === "live" ? state.zones.filter((z) => z.kind === "flash" && z.fuse > 0 && z.fuse - 1 / 30 <= 0) : []; |
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for (const p of state.players) before.set(p.id, p.blind); |
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tick(state, 1 / 30); |
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for (const id of flashZones(state)) |
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if (!seen.has(id)) { |
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seen.add(id); |
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flashes++; |
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} |
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const pop = popping[0]; |
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if (pop) |
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for (const p of state.players) |
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if (p.blind > (before.get(p.id) ?? 0)) hit[pop.owner === p.id ? "self" : pop.side === p.side ? "own" : "enemy"]++; |
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if (state.phase !== "live") continue; |
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const alive = state.players.filter((p) => p.alive); |
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liveSeconds += alive.length / 30; |
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const blind = alive.filter((p) => p.blind > 0).length; |
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blindSeconds += blind / 30; |
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if (blind > 0) anyBlindSeconds += 1 / 30; |
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} |
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} |
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const per = (n: number) => n / Math.max(1, flashes); |
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return { |
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rounds, |
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flashesPerRound: flashes / rounds, |
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blindShare: blindSeconds / liveSeconds, |
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anyoneBlindShare: anyBlindSeconds / (liveSeconds / 10), |
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perFlash: { self: per(hit.self), own: per(hit.own), enemy: per(hit.enemy) }, |
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}; |
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} |
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test("a flash is a tool, not weather: the blind share of a bot match, measured", () => { |
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const m = measure([1, 2, 3, 4], 10); |
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const pct = (n: number) => `${(n * 100).toFixed(2)}%`; |
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const f = (n: number) => n.toFixed(2); |
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console.log( |
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`flashes: ${m.rounds} rounds, ${f(m.flashesPerRound)} a round (was 6.48); blind ${pct(m.blindShare)} of live player-seconds (was 4.36%), ` + |
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`somebody blind ${pct(m.anyoneBlindShare)} of live seconds (was 15.97%); a flash blinds ${f(m.perFlash.self)} self / ${f(m.perFlash.own)} own / ${f(m.perFlash.enemy)} enemy (was 0.20 / 0.43 / 0.23)`, |
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); |
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expect(m.rounds).toBeGreaterThan(20); |
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expect(m.flashesPerRound).toBeLessThan(2); |
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expect(m.blindShare).toBeLessThan(0.015); |
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expect(m.anyoneBlindShare).toBeLessThan(0.1); |
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expect(m.perFlash.self).toBeLessThan(0.01); |
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expect(m.perFlash.own).toBeLessThan(0.05); |
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expect(m.perFlash.enemy).toBeGreaterThan(0.5); |
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}); |