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BUGFIX: Fix skillMaxUpgradeCount returning 1 at extreme skill levels (#2611)
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36
test/jest/Bladeburner/Skill.test.ts
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36
test/jest/Bladeburner/Skill.test.ts
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import { BladeburnerMultName, BladeburnerSkillName } from "@enums";
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import { Skill } from "../../../src/Bladeburner/Skill";
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import { PositiveNumber } from "../../../src/types";
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const hyperdrive = new Skill({
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name: BladeburnerSkillName.Hyperdrive,
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desc: "test",
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baseCost: 1,
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costInc: 2.5,
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mults: { [BladeburnerMultName.ExpGain]: 10 },
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});
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describe("Bladeburner Skill", () => {
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describe("calculateMaxUpgradeCount", () => {
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it("should return 0 when currentLevel is too high for floating-point precision", () => {
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// At level 1e50, adding 1 is below float64 precision: 1e50 + 1 === 1e50
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// So calculateCost returns 0 for any count, and no upgrade is possible
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const result = hyperdrive.calculateMaxUpgradeCount(1e50, 1 as PositiveNumber);
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expect(result).toBe(0);
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});
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it("should return correct count at normal levels", () => {
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// At level 0 with cost 1, baseCost 1, costInc 2.5:
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// cost of 1 level = round(1 * 1 * (1 + 2.5 * (0 + 0/2))) = round(1) = 1
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const result = hyperdrive.calculateMaxUpgradeCount(0, 1 as PositiveNumber);
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expect(result).toBe(1);
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});
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it("should return 0 when cost is less than the price of one level", () => {
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// At level 10: cost of 1 level = round(1 * 1 * (1 + 2.5 * 10)) = 26
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const costOfOne = hyperdrive.calculateCost(10);
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const result = hyperdrive.calculateMaxUpgradeCount(10, (costOfOne - 1) as PositiveNumber);
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expect(result).toBe(0);
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});
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});
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});
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