MissileSilo cooldown (#309)

changed the sam cooldown to be a general cooldown function and added a
missilesilo cooldown

The function either adds the current tick as the starting point of the
cooldown or sets the cooldown to null and updates the unit. That way
getcooldown function can be used to get back the tick the cooldown was
started and can be compared to the cooldown set in the config.

changed the sam test / added a missilesilo test

---------

Co-authored-by: evanpelle <evanpelle@gmail.com>
This commit is contained in:
Readixyee
2025-03-29 23:19:07 +01:00
committed by GitHub
parent 72016f3dd4
commit 0891637eb2
14 changed files with 204 additions and 59 deletions
+95
View File
@@ -0,0 +1,95 @@
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import { setup } from "./util/Setup";
import { constructionExecution } from "./util/utils";
import { NukeExecution } from "../src/core/execution/NukeExecution";
import { TileRef } from "../src/core/game/GameMap";
let game: Game;
let attacker: Player;
function attackerBuildsNuke(
source: TileRef,
target: TileRef,
initialize = true,
) {
game.addExecution(
new NukeExecution(UnitType.AtomBomb, attacker.id(), target, source),
);
if (initialize) {
game.executeNextTick();
game.executeNextTick();
}
}
describe("MissileSilo", () => {
beforeEach(async () => {
game = await setup("Plains", { infiniteGold: true, instantBuild: true });
const attacker_info = new PlayerInfo(
"fr",
"attacker_id",
PlayerType.Human,
null,
"attacker_id",
);
game.addPlayer(attacker_info, 1000);
game.addExecution(
new SpawnExecution(game.player(attacker_info.id).info(), game.ref(1, 1)),
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
attacker = game.player("attacker_id");
constructionExecution(game, attacker.id(), 1, 1, UnitType.MissileSilo);
});
test("missilesilo should launch nuke", async () => {
attackerBuildsNuke(null, game.ref(7, 7));
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
//because of initilization the nuke already moved so it should be at 204 when starting from 101
expect(attacker.units(UnitType.AtomBomb)[0].tile()).toBe(
game.map().ref(5, 1),
);
for (let i = 0; i < 3; i++) {
game.executeNextTick();
}
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(0);
});
test("missilesilo should only launch one nuke at a time", async () => {
attackerBuildsNuke(null, game.ref(7, 7));
attackerBuildsNuke(null, game.ref(7, 7));
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
});
test("missilesilo should cooldown as long as configured", async () => {
expect(attacker.units(UnitType.MissileSilo)[0].isCooldown()).toBeFalsy();
// send the nuke far enough away so it doesnt destroy the silo
attackerBuildsNuke(null, game.ref(50, 50));
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
for (let i = 0; i < 24; i++) {
game.executeNextTick();
}
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(0);
for (let i = 0; i < game.config().SiloCooldown() - 25; i++) {
game.executeNextTick();
expect(attacker.units(UnitType.MissileSilo)[0].isCooldown()).toBeTruthy();
}
game.executeNextTick();
expect(attacker.units(UnitType.MissileSilo)[0].isCooldown()).toBeFalsy();
});
});
+6 -8
View File
@@ -91,7 +91,7 @@ describe("SAM", () => {
test("sam should cooldown as long as configured", async () => {
defenderBuildsSam(1, 1);
expect(defender.units(UnitType.SAMLauncher)[0].isSamCooldown()).toBe(false);
expect(defender.units(UnitType.SAMLauncher)[0].isCooldown()).toBeFalsy();
attackerBuildsNuke(game.ref(7, 7), game.ref(1, 1));
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
@@ -99,15 +99,13 @@ describe("SAM", () => {
game.executeNextTick();
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(0);
for (let i = 0; i < game.config().samCooldown() - 1; i++) {
for (let i = 0; i < game.config().SAMCooldown() - 2; i++) {
game.executeNextTick();
expect(defender.units(UnitType.SAMLauncher)[0].isSamCooldown()).toBe(
true,
);
expect(defender.units(UnitType.SAMLauncher)[0].isCooldown()).toBeTruthy();
}
game.executeNextTick();
expect(defender.units(UnitType.SAMLauncher)[0].isSamCooldown()).toBe(false);
expect(defender.units(UnitType.SAMLauncher)[0].isCooldown()).toBeFalsy();
});
test("two sams should not target twice same nuke", async () => {
@@ -125,8 +123,8 @@ describe("SAM", () => {
const sams = defender.units(UnitType.SAMLauncher);
// Only one sam must have shot
expect(
(sams[0].isSamCooldown() && !sams[1].isSamCooldown()) ||
(sams[1].isSamCooldown() && !sams[0].isSamCooldown()),
(sams[0].isCooldown() && !sams[1].isCooldown()) ||
(sams[1].isCooldown() && !sams[0].isCooldown()),
).toBe(true);
});
});