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feat(PlayerExecution): downgrade defense posts on capture (#1957)
## Description: Closes https://github.com/openfrontio/OpenFrontIO/issues/1619. On capture, defense posts will be downgraded. On the live version this means defense posts will be destroyed, as defense posts can only be level 1. Misc. changes: - added `decreaserLevel` helper - cleaned up if/else in tick unit loop for clarity to avoid yet another nested layer Continuation of the stale PR, https://github.com/openfrontio/OpenFrontIO/pull/1622. ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [x] I have added relevant tests to the test directory - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: Discord username: `seekerreturns`
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@@ -30,9 +30,14 @@ export class PlayerExecution implements Execution {
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this.player.units().forEach((u) => {
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const tileOwner = this.mg!.owner(u.tile());
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if (u.info().territoryBound) {
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if (tileOwner.isPlayer()) {
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if (tileOwner?.isPlayer()) {
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if (tileOwner !== this.player) {
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this.mg!.player(tileOwner.id()).captureUnit(u);
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if (u.type() === UnitType.DefensePost) {
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this.mg!.player(tileOwner.id()).captureUnit(u);
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u.decreaseLevel(this.mg!.player(tileOwner.id()));
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} else {
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this.mg!.player(tileOwner.id()).captureUnit(u);
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}
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}
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} else {
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u.delete();
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@@ -494,6 +494,7 @@ export interface Unit {
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// Upgradable Structures
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level(): number;
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increaseLevel(): void;
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decreaseLevel(destroyer?: Player): void;
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// Warships
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setPatrolTile(tile: TileRef): void;
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@@ -397,6 +397,18 @@ export class UnitImpl implements Unit {
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this.mg.addUpdate(this.toUpdate());
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}
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decreaseLevel(destroyer?: Player): void {
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this._level--;
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if ([UnitType.MissileSilo, UnitType.SAMLauncher].includes(this.type())) {
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this._missileTimerQueue.pop();
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}
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if (this._level <= 0) {
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this.delete(true, destroyer);
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return;
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}
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this.mg.addUpdate(this.toUpdate());
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}
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trainType(): TrainType | undefined {
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return this._trainType;
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}
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@@ -0,0 +1,95 @@
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import { PlayerExecution } from "../../../src/core/execution/PlayerExecution";
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import {
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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UnitType,
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} from "../../../src/core/game/Game";
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import { setup } from "../../util/Setup";
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import { executeTicks } from "../../util/utils";
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let game: Game;
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let player: Player;
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let otherPlayer: Player;
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describe("PlayerExecution", () => {
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beforeEach(async () => {
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game = await setup(
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"big_plains",
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{
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infiniteGold: true,
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instantBuild: true,
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},
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[
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new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id"),
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new PlayerInfo("other", PlayerType.Human, "client_id2", "other_id"),
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],
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);
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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player = game.player("player_id");
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otherPlayer = game.player("other_id");
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game.addExecution(new PlayerExecution(player));
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game.addExecution(new PlayerExecution(otherPlayer));
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});
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test("DefensePost lv. 1 is destroyed when tile owner changes", () => {
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const tile = game.ref(50, 50);
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player.conquer(tile);
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const defensePost = player.buildUnit(UnitType.DefensePost, tile, {});
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game.executeNextTick();
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expect(game.unitCount(UnitType.DefensePost)).toBe(1);
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expect(defensePost.level()).toBe(1);
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otherPlayer.conquer(tile);
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executeTicks(game, 2);
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expect(game.unitCount(UnitType.DefensePost)).toBe(0);
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});
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test("DefensePost lv. 2+ is downgraded when tile owner changes", () => {
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const tile = game.ref(50, 50);
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player.conquer(tile);
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const defensePost = player.buildUnit(UnitType.DefensePost, tile, {});
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defensePost.increaseLevel();
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expect(defensePost.level()).toBe(2);
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expect(game.unitCount(UnitType.DefensePost)).toBe(2); // unitCount sums levels
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expect(player.units(UnitType.DefensePost)).toHaveLength(1);
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expect(defensePost.isActive()).toBe(true);
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otherPlayer.conquer(tile);
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executeTicks(game, 2);
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expect(defensePost.level()).toBe(1);
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expect(game.unitCount(UnitType.DefensePost)).toBe(1);
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expect(otherPlayer.units(UnitType.DefensePost)).toHaveLength(1);
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expect(defensePost.owner()).toBe(otherPlayer);
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expect(defensePost.isActive()).toBe(true);
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});
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test("Non-DefensePost structures are transferred (not downgraded) when tile owner changes", () => {
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const tile = game.ref(50, 50);
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player.conquer(tile);
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const city = player.buildUnit(UnitType.City, tile, {});
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expect(game.unitCount(UnitType.City)).toBe(1);
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expect(city.level()).toBe(1);
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expect(city.owner()).toBe(player);
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expect(city.isActive()).toBe(true);
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otherPlayer.conquer(tile);
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executeTicks(game, 2);
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expect(game.unitCount(UnitType.City)).toBe(1);
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expect(city.level()).toBe(1);
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expect(city.owner()).toBe(otherPlayer);
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expect(city.isActive()).toBe(true);
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});
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});
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