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update test snapshots (new charge values)
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sookmax committed Jun 17, 2024
1 parent 91dc7a9 commit 2bdeb16
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Showing 2 changed files with 18 additions and 18 deletions.
2 changes: 1 addition & 1 deletion tests/__tests__/Objective.test.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -400,7 +400,7 @@ test('lose game if you destroy the last unit of the opponent but miss your own w

expect(snapshotEncodedActionResponse(gameActionResponse))
.toMatchInlineSnapshot(`
"AttackBuilding (1,1 → 2,1) { hasCounterAttack: false, playerA: 1, building: null, playerC: 2, unitA: DryUnit { health: 100, ammo: [ [ 1, 5 ] ] }, unitC: null, chargeA: null, chargeB: 1366, chargeC: 2166 }
"AttackBuilding (1,1 → 2,1) { hasCounterAttack: false, playerA: 1, building: null, playerC: 2, unitA: DryUnit { health: 100, ammo: [ [ 1, 5 ] ] }, unitC: null, chargeA: null, chargeB: 1200, chargeC: 2000 }
GameEnd { condition: { completed: Set(0) {}, failed: Set(0) {}, hidden: false, label: [ 1 ], optional: false, players: [ 1 ], reward: null, type: 1 }, conditionId: 1, toPlayer: 2 }"
`);
});
34 changes: 17 additions & 17 deletions tests/__tests__/WinConditions.test.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -580,8 +580,8 @@ test('destroy amount win criteria', async () => {

expect(snapshotEncodedActionResponse(gameActionResponseB))
.toMatchInlineSnapshot(`
"AttackBuilding (2,2 → 1,2) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1366, chargeC: null }
AttackBuilding (2,3 → 1,3) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 2732, chargeC: null }
"AttackBuilding (2,2 → 1,2) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1200, chargeC: null }
AttackBuilding (2,3 → 1,3) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 2400, chargeC: null }
GameEnd { condition: { amount: 2, completed: Set(0) {}, failed: Set(0) {}, hidden: false, optional: false, players: [], reward: null, type: 12 }, conditionId: 0, toPlayer: 1 }"
`);

Expand Down Expand Up @@ -626,12 +626,12 @@ test('destroy amount win criteria', async () => {

expect(snapshotEncodedActionResponse(gameActionResponseB_2))
.toMatchInlineSnapshot(`
"AttackBuilding (2,3 → 1,3) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1366, chargeC: null }
AttackBuilding (2,4 → 1,4) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 2732, chargeC: null }
"AttackBuilding (2,3 → 1,3) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1200, chargeC: null }
AttackBuilding (2,4 → 1,4) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 2400, chargeC: null }
OptionalObjective { condition: { amount: 2, completed: Set(1) { 1 }, failed: Set(0) {}, hidden: false, optional: true, players: [], reward: null, type: 12 }, conditionId: 0, toPlayer: 1 }
EndTurn { current: { funds: 500, player: 1 }, next: { funds: 500, player: 2 }, round: 1, rotatePlayers: false, supply: null, miss: false }
AttackBuilding (2,1 → 1,1) { hasCounterAttack: false, playerA: 2, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1366, chargeC: null }
AttackBuilding (2,2 → 1,2) { hasCounterAttack: false, playerA: 2, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 2732, chargeC: null }
AttackBuilding (2,1 → 1,1) { hasCounterAttack: false, playerA: 2, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1200, chargeC: null }
AttackBuilding (2,2 → 1,2) { hasCounterAttack: false, playerA: 2, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 2400, chargeC: null }
OptionalObjective { condition: { amount: 2, completed: Set(2) { 1, 2 }, failed: Set(0) {}, hidden: false, optional: true, players: [], reward: null, type: 12 }, conditionId: 0, toPlayer: 2 }"
`);

Expand Down Expand Up @@ -666,7 +666,7 @@ test('destroy amount win criteria', async () => {
"AttackBuilding (2,2 → 1,2) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1200, chargeC: null }
AttackBuilding (2,3 → 1,3) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 2400, chargeC: null }
EndTurn { current: { funds: 500, player: 1 }, next: { funds: 500, player: 2 }, round: 1, rotatePlayers: false, supply: null, miss: false }
AttackBuilding (2,1 → 1,1) { hasCounterAttack: false, playerA: 2, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1366, chargeC: null }
AttackBuilding (2,1 → 1,1) { hasCounterAttack: false, playerA: 2, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1200, chargeC: null }
GameEnd { condition: { amount: 1, completed: Set(0) {}, failed: Set(0) {}, hidden: false, optional: false, players: [ 2 ], reward: null, type: 12 }, conditionId: 0, toPlayer: 2 }"
`);

Expand All @@ -691,7 +691,7 @@ test('destroy amount win criteria', async () => {
"AttackBuilding (2,2 → 1,2) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1200, chargeC: null }
AttackBuilding (2,3 → 1,3) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 2400, chargeC: null }
EndTurn { current: { funds: 500, player: 1 }, next: { funds: 500, player: 2 }, round: 1, rotatePlayers: false, supply: null, miss: false }
AttackBuilding (2,1 → 1,1) { hasCounterAttack: false, playerA: 2, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1366, chargeC: null }
AttackBuilding (2,1 → 1,1) { hasCounterAttack: false, playerA: 2, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1200, chargeC: null }
OptionalObjective { condition: { amount: 1, completed: Set(1) { 2 }, failed: Set(0) {}, hidden: false, optional: true, players: [ 2 ], reward: null, type: 12 }, conditionId: 0, toPlayer: 2 }"
`);

Expand Down Expand Up @@ -742,10 +742,10 @@ test('destroy label win criteria', async () => {

expect(snapshotEncodedActionResponse(gameActionResponseA))
.toMatchInlineSnapshot(`
"AttackBuilding (2,1 → 1,1) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1366, chargeC: null }
AttackBuilding (2,2 → 1,2) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 2732, chargeC: null }
AttackBuilding (2,3 → 1,3) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 4098, chargeC: null }
AttackBuilding (4,1 → 3,1) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 5464, chargeC: null }
"AttackBuilding (2,1 → 1,1) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1200, chargeC: null }
AttackBuilding (2,2 → 1,2) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 2400, chargeC: null }
AttackBuilding (2,3 → 1,3) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 3600, chargeC: null }
AttackBuilding (4,1 → 3,1) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 4800, chargeC: null }
GameEnd { condition: { completed: Set(0) {}, failed: Set(0) {}, hidden: false, label: [ 4, 3 ], optional: false, players: [], reward: null, type: 11 }, conditionId: 0, toPlayer: 1 }"
`);

Expand All @@ -765,10 +765,10 @@ test('destroy label win criteria', async () => {

expect(snapshotEncodedActionResponse(gameActionResponseB))
.toMatchInlineSnapshot(`
"AttackBuilding (2,1 → 1,1) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1366, chargeC: null }
AttackBuilding (2,2 → 1,2) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 2732, chargeC: null }
AttackBuilding (2,3 → 1,3) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 4098, chargeC: null }
AttackBuilding (4,1 → 3,1) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 5464, chargeC: null }
"AttackBuilding (2,1 → 1,1) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 1200, chargeC: null }
AttackBuilding (2,2 → 1,2) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 2400, chargeC: null }
AttackBuilding (2,3 → 1,3) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 3600, chargeC: null }
AttackBuilding (4,1 → 3,1) { hasCounterAttack: false, playerA: 1, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 4 ] ] }, unitC: null, chargeA: null, chargeB: 4800, chargeC: null }
OptionalObjective { condition: { completed: Set(1) { 1 }, failed: Set(0) {}, hidden: false, label: [ 4, 3 ], optional: true, players: [], reward: null, type: 11 }, conditionId: 0, toPlayer: 1 }"
`);

Expand Down Expand Up @@ -2625,7 +2625,7 @@ test('rescue label win criteria loses when destroying the rescuable unit', async
.toMatchInlineSnapshot(`
"Rescue (1,2 → 1,3) { player: 1 }
EndTurn { current: { funds: 500, player: 1 }, next: { funds: 500, player: 2 }, round: 1, rotatePlayers: false, supply: null, miss: false }
AttackBuilding (2,3 → 1,3) { hasCounterAttack: false, playerA: 2, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 6 ] ] }, unitC: null, chargeA: null, chargeB: 1366, chargeC: 1 }
AttackBuilding (2,3 → 1,3) { hasCounterAttack: false, playerA: 2, building: null, playerC: null, unitA: DryUnit { health: 100, ammo: [ [ 1, 6 ] ] }, unitC: null, chargeA: null, chargeB: 1200, chargeC: 1 }
GameEnd { condition: { completed: Set(0) {}, failed: Set(0) {}, hidden: false, label: [ 0, 3 ], optional: false, players: [ 1 ], reward: null, type: 8 }, conditionId: 0, toPlayer: 2 }"
`);

Expand Down

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