e9b904332e
- pkg/calc: DriveForSpeed treats restMass==0 as a valid ceiling-only case (every positive drive solves it), so locking the displayed speed of a D=1, W=A=S=C=0 ship is no longer a phantom "infeasible". - ship-design-area: drive/weapons/shields/cargo inputs use a JS-driven smart step on ArrowUp/ArrowDown (0↔1 jump, otherwise ±0.1) and hide the native spinner so it cannot produce invalid (0, 1) values; armament keeps its native step 1. - Tech and planet MAT cells follow the same lock idiom as goal-seek locks: open padlock (🔓) over the inherited value → click to open an input with a closed padlock (🔒). The padlock slot is always reserved, so the column width is stable. - Tech overrides (design area and modernization target) are floored at the player's current tech on this turn — a lower value is flagged as invalid.
202 lines
6.6 KiB
TypeScript
202 lines
6.6 KiB
TypeScript
import { describe, expect, test, vi } from "vitest";
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import {
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computeCalculator,
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computePlanetBuild,
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type CalculatorInput,
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} from "../src/lib/calculator/calc-model";
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import { makeFakeCore } from "./fake-core";
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function input(overrides: Partial<CalculatorInput> = {}): CalculatorInput {
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return {
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blocks: { drive: 10, armament: 0, weapons: 0, shields: 5, cargo: 5 },
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driveTech: 1.2,
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weaponsTech: 1.5,
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shieldsTech: 1,
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cargoTech: 1,
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loadMode: "full",
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customLoad: 0,
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lock: null,
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...overrides,
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};
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}
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describe("computeCalculator forward", () => {
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test("returns null outputs without a Core", () => {
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const result = computeCalculator(input(), null);
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expect(result.outputs).toBeNull();
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expect(result.valuesValid).toBe(false);
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});
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test("computes outputs for a valid design", () => {
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const core = makeFakeCore();
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const result = computeCalculator(input(), core);
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expect(result.valuesValid).toBe(true);
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expect(result.outputs).not.toBeNull();
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// empty mass = drive + shields + cargo = 20 (no weapons block).
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expect(result.outputs?.emptyMass).toBeCloseTo(20, 9);
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// cargo capacity = 1 * (5 + 25/20) = 6.25, full load mass = 26.25.
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expect(result.load).toBeCloseTo(6.25, 9);
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expect(result.outputs?.loadedMass).toBeCloseTo(26.25, 9);
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});
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test("hides outputs when blocks are invalid (armament without weapons)", () => {
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const core = makeFakeCore();
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const result = computeCalculator(
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input({ blocks: { drive: 10, armament: 3, weapons: 0, shields: 5, cargo: 5 } }),
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core,
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);
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expect(result.valuesValid).toBe(false);
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expect(result.valueReason).toBe("armament_weapons_pair");
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expect(result.outputs).toBeNull();
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});
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test("empty load mode yields loaded mass equal to empty mass", () => {
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const core = makeFakeCore();
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const result = computeCalculator(input({ loadMode: "empty" }), core);
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expect(result.load).toBe(0);
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expect(result.outputs?.loadedMass).toBeCloseTo(
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result.outputs?.emptyMass ?? -1,
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9,
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);
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});
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});
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describe("computeCalculator goal-seek", () => {
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test("attack lock back-solves the weapons block", () => {
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const core = makeFakeCore();
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const result = computeCalculator(
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input({ blocks: { drive: 10, armament: 2, weapons: 5, shields: 5, cargo: 5 }, lock: { output: "attack", value: 30 } }),
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core,
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);
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expect(result.lockFeasible).toBe(true);
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expect(result.computedInput).toBe("weapons");
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// weapons = 30 / weaponsTech(1.5) = 20.
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expect(result.blocks.weapons).toBeCloseTo(20, 9);
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expect(result.outputs?.attack).toBeCloseTo(30, 6);
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});
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test("loaded-speed lock back-solves the drive block", () => {
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const core = makeFakeCore();
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const result = computeCalculator(
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input({ lock: { output: "speedLoaded", value: 5 } }),
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core,
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);
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expect(result.lockFeasible).toBe(true);
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expect(result.computedInput).toBe("drive");
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expect(result.outputs?.speedLoaded).toBeCloseTo(5, 6);
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});
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test("defence lock back-solves the shields block", () => {
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const core = makeFakeCore();
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const result = computeCalculator(
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input({ lock: { output: "defense", value: 4 } }),
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core,
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);
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expect(result.lockFeasible).toBe(true);
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expect(result.computedInput).toBe("shields");
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expect(result.outputs?.defense).toBeCloseTo(4, 5);
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});
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test("empty-mass lock back-solves the cargo block", () => {
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const core = makeFakeCore();
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const result = computeCalculator(
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input({ lock: { output: "emptyMass", value: 25 } }),
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core,
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);
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expect(result.computedInput).toBe("cargo");
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// cargo = 25 - (drive 10 + shields 5) = 10.
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expect(result.blocks.cargo).toBeCloseTo(10, 9);
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expect(result.outputs?.emptyMass).toBeCloseTo(25, 9);
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});
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test("loaded-mass lock back-solves the cargo load", () => {
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const core = makeFakeCore();
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const result = computeCalculator(
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input({ lock: { output: "loadedMass", value: 30 } }),
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core,
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);
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expect(result.computedInput).toBe("load");
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// load = (30 - emptyMass 20) * cargoTech 1 = 10.
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expect(result.load).toBeCloseTo(10, 9);
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expect(result.outputs?.loadedMass).toBeCloseTo(30, 9);
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});
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test("an unreachable speed marks the lock infeasible", () => {
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const core = makeFakeCore();
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const result = computeCalculator(
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// ceiling is 20 * driveTech = 24; 100 is unreachable.
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input({ lock: { output: "speedEmpty", value: 100 } }),
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core,
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);
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expect(result.lockFeasible).toBe(false);
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expect(result.computedInput).toBeNull();
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// the claimed block keeps its raw value.
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expect(result.blocks.drive).toBe(10);
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});
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test("speed lock is feasible at the ceiling when rest mass is zero", () => {
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// Regression for the D=1, W=A=S=C=0 case: every block except
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// drive is zero, so speed equals 20*driveTech (the ceiling); the
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// solver must accept that exact target instead of flagging it
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// as unreachable.
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const core = makeFakeCore();
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const result = computeCalculator(
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input({
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blocks: { drive: 1, armament: 0, weapons: 0, shields: 0, cargo: 0 },
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driveTech: 1,
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lock: { output: "speedEmpty", value: 20 },
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}),
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core,
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);
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expect(result.lockFeasible).toBe(true);
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expect(result.computedInput).toBe("drive");
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expect(result.outputs?.speedEmpty).toBeCloseTo(20, 9);
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});
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test("calls the matching solver with the right context", () => {
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const weaponsForAttack = vi.fn(() => 7);
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const core = makeFakeCore({ weaponsForAttack });
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const result = computeCalculator(
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input({ blocks: { drive: 10, armament: 2, weapons: 5, shields: 5, cargo: 5 }, lock: { output: "attack", value: 30 } }),
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core,
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);
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expect(weaponsForAttack).toHaveBeenCalledWith({
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targetAttack: 30,
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weaponsTech: 1.5,
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});
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expect(result.blocks.weapons).toBe(7);
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expect(result.computedInput).toBe("weapons");
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});
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});
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describe("computePlanetBuild", () => {
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test("returns null without a Core", () => {
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expect(computePlanetBuild({ shipMass: 10, freeIndustry: 100, material: 0, resources: 10 }, null)).toBeNull();
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});
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test("derives ships-per-turn from the per-turn build loop", () => {
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const core = makeFakeCore();
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// shipMass 1, ample material: 100 production / (10 per ship) = 10 ships.
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const result = computePlanetBuild(
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{ shipMass: 1, freeIndustry: 100, material: 100, resources: 10 },
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core,
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);
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expect(result?.wholeShips).toBe(10);
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expect(result?.shipsPerTurn).toBeCloseTo(10, 9);
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expect(result?.turnsPerShip).toBeCloseTo(0.1, 9);
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});
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test("reports turns-per-ship when under one ship per turn", () => {
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const core = makeFakeCore();
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// shipMass 10, no material, resources 0.5: cost 120, 60 production → 0.5 ship.
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const result = computePlanetBuild(
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{ shipMass: 10, freeIndustry: 60, material: 0, resources: 0.5 },
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core,
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);
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expect(result?.wholeShips).toBe(0);
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expect(result?.shipsPerTurn).toBeCloseTo(0.5, 9);
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expect(result?.turnsPerShip).toBeCloseTo(2, 9);
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});
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});
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