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Private lobby toggle donation (#1752)
Resolve #1652 1. Add the ability to toggle **gold donations** and **troop donations** for private lobbies ~2. Add relevant translations.~ 3. Refactor `canDonate` to be specific to gold and troop donations 4. Add placeholders for singleplayer mode if this is to be extended to support that too. 5. Add Tests for Donate logic <img width="1643" height="1788" alt="image" src="https://github.com/user-attachments/assets/82b93400-a1f0-45f0-8b2b-a7f78dc0c3e9" /> _Private Lobby_  _Testing Troop Send In Private Lobby_  _Troop Send Complete In Private Lobby_  Confirming that public teams still works - [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 - [X] I have read and accepted the CLA agreement (only required once). regression is found: DISCORD_USERNAME: cool_clarky --------- Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com> Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
This commit is contained in:
committed by
evanpelle
co-authored by
Scott Anderson
Drills Kibo
parent
debcadf34b
commit
1ecd6c4ee1
@@ -0,0 +1,252 @@
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import { DonateGoldExecution } from "../src/core/execution/DonateGoldExecution";
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import { DonateTroopsExecution } from "../src/core/execution/DonateTroopExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { PlayerInfo, PlayerType } from "../src/core/game/Game";
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import { setup } from "./util/Setup";
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describe("Donate troops to an ally", () => {
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it("Troops should be successfully donated", async () => {
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const game = await setup("ocean_and_land", {
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infiniteTroops: false,
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donateTroops: true,
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});
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const donorInfo = new PlayerInfo(
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"donor",
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PlayerType.Human,
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null,
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"donor_id",
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);
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const recipientInfo = new PlayerInfo(
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"recipient",
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PlayerType.Human,
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null,
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"recipient_id",
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);
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game.addPlayer(donorInfo);
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game.addPlayer(recipientInfo);
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const donor = game.player(donorInfo.id);
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const recipient = game.player(recipientInfo.id);
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// Spawn both players
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const spawnA = game.ref(0, 10);
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const spawnB = game.ref(0, 15);
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game.addExecution(
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new SpawnExecution(donorInfo, spawnA),
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new SpawnExecution(recipientInfo, spawnB),
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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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// donor sends alliance request to recipient
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const allianceRequest = donor.createAllianceRequest(recipient);
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expect(allianceRequest).not.toBeNull();
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// recipient accepts the alliance request
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if (allianceRequest) {
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allianceRequest.accept();
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}
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// Ensure donor can actually donate the requested amount
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donor.addTroops(6000);
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const donorTroopsBefore = donor.troops();
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const recipientTroopsBefore = recipient.troops();
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game.addExecution(new DonateTroopsExecution(donor, recipientInfo.id, 5000));
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for (let i = 0; i < 5; i++) {
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game.executeNextTick();
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}
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expect(donor.troops() < donorTroopsBefore).toBe(true);
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expect(recipient.troops() > recipientTroopsBefore).toBe(true);
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});
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});
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describe("Donate gold to an ally", () => {
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it("Gold should be successfully donated", async () => {
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const game = await setup("ocean_and_land", {
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infiniteGold: false,
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donateGold: true,
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});
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const donorInfo = new PlayerInfo(
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"donor",
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PlayerType.Human,
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null,
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"donor_id",
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);
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const recipientInfo = new PlayerInfo(
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"recipient",
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PlayerType.Human,
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null,
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"recipient_id",
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);
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game.addPlayer(donorInfo);
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game.addPlayer(recipientInfo);
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const donor = game.player(donorInfo.id);
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const recipient = game.player(recipientInfo.id);
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// Spawn both players
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const spawnA = game.ref(0, 10);
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const spawnB = game.ref(0, 15);
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game.addExecution(
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new SpawnExecution(donorInfo, spawnA),
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new SpawnExecution(recipientInfo, spawnB),
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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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// donor sends alliance request to recipient
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const allianceRequest = donor.createAllianceRequest(recipient);
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expect(allianceRequest).not.toBeNull();
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// recipient accepts the alliance request
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if (allianceRequest) {
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allianceRequest.accept();
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}
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game.executeNextTick();
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// Ensure donor can actually donate the requested amount
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donor.addGold(6000n);
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const donorGoldBefore = donor.gold();
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const recipientGoldBefore = recipient.gold();
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game.addExecution(new DonateGoldExecution(donor, recipientInfo.id, 5000n));
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for (let i = 0; i < 5; i++) {
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game.executeNextTick();
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}
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expect(donor.gold() < donorGoldBefore).toBe(true);
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expect(recipient.gold() > recipientGoldBefore).toBe(true);
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});
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});
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describe("Donate troops to a non ally", () => {
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it("Troops should not be donated", async () => {
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const game = await setup("ocean_and_land", {
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infiniteTroops: false,
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donateTroops: true,
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});
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const donorInfo = new PlayerInfo(
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"donor",
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PlayerType.Human,
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null,
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"donor_id",
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);
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const recipientInfo = new PlayerInfo(
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"recipient",
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PlayerType.Human,
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null,
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"recipient_id",
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);
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game.addPlayer(donorInfo);
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game.addPlayer(recipientInfo);
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const donor = game.player(donorInfo.id);
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const recipient = game.player(recipientInfo.id);
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// Spawn both players
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const spawnA = game.ref(0, 10);
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const spawnB = game.ref(0, 15);
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game.addExecution(
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new SpawnExecution(donorInfo, spawnA),
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new SpawnExecution(recipientInfo, spawnB),
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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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// Donor sends alliance request to Recipient
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const allianceRequest = donor.createAllianceRequest(recipient);
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expect(allianceRequest).not.toBeNull();
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// Donor rejects the Recipient
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if (allianceRequest) {
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allianceRequest.reject();
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}
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const donorTroopsBefore = donor.troops();
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const recipientTroopsBefore = recipient.troops();
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game.addExecution(new DonateTroopsExecution(donor, recipientInfo.id, 5000));
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game.executeNextTick();
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// Troops should not be donated since they are not allies
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expect(donor.troops() >= donorTroopsBefore).toBe(true);
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expect(recipient.troops() >= recipientTroopsBefore).toBe(true);
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});
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});
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describe("Donate Gold to a non ally", () => {
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it("Gold should not be donated", async () => {
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const game = await setup("ocean_and_land", {
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infiniteGold: false,
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donateGold: true,
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});
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const donorInfo = new PlayerInfo(
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"donor",
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PlayerType.Human,
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null,
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"donor_id",
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);
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const recipientInfo = new PlayerInfo(
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"recipient",
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PlayerType.Human,
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null,
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"recipient_id",
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);
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game.addPlayer(donorInfo);
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game.addPlayer(recipientInfo);
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const donor = game.player(donorInfo.id);
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const recipient = game.player(recipientInfo.id);
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// Spawn both players
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const spawnA = game.ref(0, 10);
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const spawnB = game.ref(0, 15);
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game.addExecution(
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new SpawnExecution(donorInfo, spawnA),
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new SpawnExecution(recipientInfo, spawnB),
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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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// Donor sends alliance request to Recipient
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const allianceRequest = donor.createAllianceRequest(recipient);
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expect(allianceRequest).not.toBeNull();
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// Donor rejects the Recipient
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if (allianceRequest) {
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allianceRequest.reject();
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}
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const donorGoldBefore = donor.gold();
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const recipientGoldBefore = donor.gold();
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game.addExecution(new DonateGoldExecution(donor, recipientInfo.id, 5000n));
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game.executeNextTick();
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// Gold should not be donated since they are not allies
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expect(donor.gold() >= donorGoldBefore).toBe(true);
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expect(recipient.gold() >= recipientGoldBefore).toBe(true);
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});
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});
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@@ -129,7 +129,8 @@ describe("RadialMenuElements", () => {
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interaction: {
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canSendAllianceRequest: true,
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canBreakAlliance: false,
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canDonate: true,
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canDonateTroops: true,
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canDonateGold: true,
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},
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};
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@@ -62,6 +62,8 @@ export async function setup(
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gameType: GameType.Singleplayer,
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difficulty: Difficulty.Medium,
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disableNPCs: false,
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donateGold: false,
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donateTroops: false,
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bots: 0,
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infiniteGold: false,
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infiniteTroops: false,
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