mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-21 02:55:55 +00:00
Improve random spawn (#2503)
## Description: This is a previously approved PR with an additional commit that fixes case when nations change spawn & jump around, their previous territory wasn't getting deleted. ## 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: nikolaj_mykola --------- Co-authored-by: Evan <evanpelle@gmail.com>
This commit is contained in:
+13
-3
@@ -9,11 +9,13 @@ import {
|
||||
UnitType,
|
||||
} from "../src/core/game/Game";
|
||||
import { TileRef } from "../src/core/game/GameMap";
|
||||
import { GameID } from "../src/core/Schemas";
|
||||
import { setup } from "./util/Setup";
|
||||
import { TestConfig } from "./util/TestConfig";
|
||||
import { constructionExecution } from "./util/utils";
|
||||
|
||||
let game: Game;
|
||||
const gameID: GameID = "game_id";
|
||||
let attacker: Player;
|
||||
let defender: Player;
|
||||
let defenderSpawn: TileRef;
|
||||
@@ -51,8 +53,16 @@ describe("Attack", () => {
|
||||
attackerSpawn = game.ref(0, 10);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(game.player(attackerInfo.id).info(), attackerSpawn),
|
||||
new SpawnExecution(game.player(defenderInfo.id).info(), defenderSpawn),
|
||||
new SpawnExecution(
|
||||
gameID,
|
||||
game.player(attackerInfo.id).info(),
|
||||
attackerSpawn,
|
||||
),
|
||||
new SpawnExecution(
|
||||
gameID,
|
||||
game.player(defenderInfo.id).info(),
|
||||
defenderSpawn,
|
||||
),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
@@ -142,7 +152,7 @@ function addPlayerToGame(
|
||||
tile: TileRef,
|
||||
): Player {
|
||||
game.addPlayer(playerInfo);
|
||||
game.addExecution(new SpawnExecution(playerInfo, tile));
|
||||
game.addExecution(new SpawnExecution(gameID, playerInfo, tile));
|
||||
return game.player(playerInfo.id);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,10 +1,12 @@
|
||||
import { AttackExecution } from "../src/core/execution/AttackExecution";
|
||||
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
|
||||
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
|
||||
import { GameID } from "../src/core/Schemas";
|
||||
import { GOLD_INDEX_WAR, GOLD_INDEX_WORK } from "../src/core/StatsSchemas";
|
||||
import { setup } from "./util/Setup";
|
||||
|
||||
let game: Game;
|
||||
const gameID: GameID = "game_id";
|
||||
let player1: Player;
|
||||
let player2: Player;
|
||||
|
||||
@@ -18,8 +20,12 @@ describe("AttackStats", () => {
|
||||
player1 = game.player("player1");
|
||||
player2 = game.player("player2");
|
||||
|
||||
game.addExecution(new SpawnExecution(player1.info(), game.ref(50, 50)));
|
||||
game.addExecution(new SpawnExecution(player2.info(), game.ref(50, 55)));
|
||||
game.addExecution(
|
||||
new SpawnExecution(gameID, player1.info(), game.ref(50, 50)),
|
||||
);
|
||||
game.addExecution(
|
||||
new SpawnExecution(gameID, player2.info(), game.ref(50, 55)),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
game.executeNextTick();
|
||||
|
||||
@@ -9,11 +9,13 @@ import {
|
||||
UnitType,
|
||||
} from "../src/core/game/Game";
|
||||
import { TileRef } from "../src/core/game/GameMap";
|
||||
import { GameID } from "../src/core/Schemas";
|
||||
import { setup } from "./util/Setup";
|
||||
import { executeTicks } from "./util/utils";
|
||||
|
||||
describe("DeleteUnitExecution Security Tests", () => {
|
||||
let game: Game;
|
||||
const gameID: GameID = "game_id";
|
||||
let player: Player;
|
||||
let enemyPlayer: Player;
|
||||
let unit: Unit;
|
||||
@@ -45,8 +47,16 @@ describe("DeleteUnitExecution Security Tests", () => {
|
||||
const enemySpawn: TileRef = game.ref(0, 15);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(game.player(player1Info.id).info(), playerSpawn),
|
||||
new SpawnExecution(game.player(player2Info.id).info(), enemySpawn),
|
||||
new SpawnExecution(
|
||||
gameID,
|
||||
game.player(player1Info.id).info(),
|
||||
playerSpawn,
|
||||
),
|
||||
new SpawnExecution(
|
||||
gameID,
|
||||
game.player(player2Info.id).info(),
|
||||
enemySpawn,
|
||||
),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
|
||||
@@ -11,12 +11,14 @@ import {
|
||||
PlayerType,
|
||||
UnitType,
|
||||
} from "../src/core/game/Game";
|
||||
import { GameID } from "../src/core/Schemas";
|
||||
import { toInt } from "../src/core/Util";
|
||||
import { setup } from "./util/Setup";
|
||||
import { UseRealAttackLogic } from "./util/TestConfig";
|
||||
import { executeTicks } from "./util/utils";
|
||||
|
||||
let game: Game;
|
||||
const gameID: GameID = "game_id";
|
||||
let player1: Player;
|
||||
let player2: Player;
|
||||
let enemy: Player;
|
||||
@@ -46,8 +48,8 @@ describe("Disconnected", () => {
|
||||
player2 = game.addPlayer(player2Info);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(player1Info, game.ref(1, 1)),
|
||||
new SpawnExecution(player2Info, game.ref(7, 7)),
|
||||
new SpawnExecution(gameID, player1Info, game.ref(1, 1)),
|
||||
new SpawnExecution(gameID, player2Info, game.ref(7, 7)),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
@@ -203,8 +205,8 @@ describe("Disconnected", () => {
|
||||
);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(player1Info, game.map().ref(coastX - 2, 1)),
|
||||
new SpawnExecution(player2Info, game.map().ref(coastX - 2, 4)),
|
||||
new SpawnExecution(gameID, player1Info, game.map().ref(coastX - 2, 1)),
|
||||
new SpawnExecution(gameID, player2Info, game.map().ref(coastX - 2, 4)),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
|
||||
+13
-8
@@ -2,10 +2,12 @@ import { DonateGoldExecution } from "../src/core/execution/DonateGoldExecution";
|
||||
import { DonateTroopsExecution } from "../src/core/execution/DonateTroopExecution";
|
||||
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
|
||||
import { PlayerInfo, PlayerType } from "../src/core/game/Game";
|
||||
import { GameID } from "../src/core/Schemas";
|
||||
import { setup } from "./util/Setup";
|
||||
|
||||
describe("Donate troops to an ally", () => {
|
||||
it("Troops should be successfully donated", async () => {
|
||||
const gameID: GameID = "game_id";
|
||||
const game = await setup("ocean_and_land", {
|
||||
infiniteTroops: false,
|
||||
donateTroops: true,
|
||||
@@ -35,8 +37,8 @@ describe("Donate troops to an ally", () => {
|
||||
const spawnB = game.ref(0, 15);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(donorInfo, spawnA),
|
||||
new SpawnExecution(recipientInfo, spawnB),
|
||||
new SpawnExecution(gameID, donorInfo, spawnA),
|
||||
new SpawnExecution(gameID, recipientInfo, spawnB),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
@@ -73,6 +75,7 @@ describe("Donate gold to an ally", () => {
|
||||
infiniteGold: false,
|
||||
donateGold: true,
|
||||
});
|
||||
const gameID: GameID = "game_id";
|
||||
|
||||
const donorInfo = new PlayerInfo(
|
||||
"donor",
|
||||
@@ -98,8 +101,8 @@ describe("Donate gold to an ally", () => {
|
||||
const spawnB = game.ref(0, 15);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(donorInfo, spawnA),
|
||||
new SpawnExecution(recipientInfo, spawnB),
|
||||
new SpawnExecution(gameID, donorInfo, spawnA),
|
||||
new SpawnExecution(gameID, recipientInfo, spawnB),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
@@ -137,6 +140,7 @@ describe("Donate troops to a non ally", () => {
|
||||
infiniteTroops: false,
|
||||
donateTroops: true,
|
||||
});
|
||||
const gameID: GameID = "game_id";
|
||||
|
||||
const donorInfo = new PlayerInfo(
|
||||
"donor",
|
||||
@@ -162,8 +166,8 @@ describe("Donate troops to a non ally", () => {
|
||||
const spawnB = game.ref(0, 15);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(donorInfo, spawnA),
|
||||
new SpawnExecution(recipientInfo, spawnB),
|
||||
new SpawnExecution(gameID, donorInfo, spawnA),
|
||||
new SpawnExecution(gameID, recipientInfo, spawnB),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
@@ -197,6 +201,7 @@ describe("Donate Gold to a non ally", () => {
|
||||
infiniteGold: false,
|
||||
donateGold: true,
|
||||
});
|
||||
const gameID: GameID = "game_id";
|
||||
|
||||
const donorInfo = new PlayerInfo(
|
||||
"donor",
|
||||
@@ -222,8 +227,8 @@ describe("Donate Gold to a non ally", () => {
|
||||
const spawnB = game.ref(0, 15);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(donorInfo, spawnA),
|
||||
new SpawnExecution(recipientInfo, spawnB),
|
||||
new SpawnExecution(gameID, donorInfo, spawnA),
|
||||
new SpawnExecution(gameID, recipientInfo, spawnB),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
|
||||
@@ -9,9 +9,11 @@ import {
|
||||
UnitType,
|
||||
} from "../src/core/game/Game";
|
||||
import { TileRef } from "../src/core/game/GameMap";
|
||||
import { GameID } from "../src/core/Schemas";
|
||||
import { setup } from "./util/Setup";
|
||||
import { constructionExecution, executeTicks } from "./util/utils";
|
||||
|
||||
const gameID: GameID = "game_id";
|
||||
let game: Game;
|
||||
let attacker: Player;
|
||||
|
||||
@@ -41,7 +43,11 @@ describe("MissileSilo", () => {
|
||||
game.addPlayer(attacker_info);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(game.player(attacker_info.id).info(), game.ref(1, 1)),
|
||||
new SpawnExecution(
|
||||
gameID,
|
||||
game.player(attacker_info.id).info(),
|
||||
game.ref(1, 1),
|
||||
),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
|
||||
@@ -1,16 +1,18 @@
|
||||
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
|
||||
import { Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
|
||||
import { GameID } from "../src/core/Schemas";
|
||||
import { setup } from "./util/Setup";
|
||||
|
||||
describe("Territory management", () => {
|
||||
test("player owns the tile it spawns on", async () => {
|
||||
const game = await setup("plains");
|
||||
const gameID: GameID = "game_id";
|
||||
game.addPlayer(
|
||||
new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
|
||||
);
|
||||
const spawnTile = game.map().ref(50, 50);
|
||||
game.addExecution(
|
||||
new SpawnExecution(game.player("test_id").info(), spawnTile),
|
||||
new SpawnExecution(gameID, game.player("test_id").info(), spawnTile),
|
||||
);
|
||||
// Init the execution
|
||||
game.executeNextTick();
|
||||
|
||||
@@ -0,0 +1,112 @@
|
||||
import { SpawnExecution } from "../../../src/core/execution/SpawnExecution";
|
||||
import { PlayerInfo, PlayerType } from "../../../src/core/game/Game";
|
||||
import { setup } from "../../util/Setup";
|
||||
|
||||
describe("Spawn execution", () => {
|
||||
// Manually calculated based on number of tiles in manifest of each map
|
||||
// and minimum distance between players in PlayerSpawner
|
||||
test.each([
|
||||
["big_plains", 49],
|
||||
["half_land_half_ocean", 1],
|
||||
["ocean_and_land", 1],
|
||||
["plains", 9],
|
||||
])(
|
||||
"Spawn location is found for all players in %s map with %i players",
|
||||
async (mapName, maxPlayers) => {
|
||||
const players: PlayerInfo[] = [];
|
||||
const spawnExecutions: SpawnExecution[] = [];
|
||||
for (let i = 0; i < maxPlayers; i++) {
|
||||
const playerInfo = new PlayerInfo(
|
||||
`player${i}`,
|
||||
PlayerType.Human,
|
||||
`client_id${i}`,
|
||||
`player_id${i}`,
|
||||
);
|
||||
players.push(playerInfo);
|
||||
|
||||
spawnExecutions.push(new SpawnExecution("game_id", playerInfo));
|
||||
}
|
||||
|
||||
const game = await setup(mapName, undefined, players);
|
||||
|
||||
game.addExecution(...spawnExecutions);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
game.executeNextTick();
|
||||
}
|
||||
|
||||
game.allPlayers().forEach((player) => {
|
||||
const spawnTile = player.spawnTile()!;
|
||||
expect(spawnTile).toEqual(expect.any(Number));
|
||||
expect(game.isLand(spawnTile)).toBe(true);
|
||||
expect(game.isBorder(spawnTile)).toBe(false);
|
||||
});
|
||||
|
||||
for (let i = 0; i < game.allPlayers().length; i++) {
|
||||
for (let j = i + 1; j < game.allPlayers().length; j++) {
|
||||
const distance = game.manhattanDist(
|
||||
game.allPlayers()[i].spawnTile()!,
|
||||
game.allPlayers()[j].spawnTile()!,
|
||||
);
|
||||
expect(distance).toBeGreaterThanOrEqual(
|
||||
game.config().minDistanceBetweenPlayers(),
|
||||
);
|
||||
}
|
||||
}
|
||||
},
|
||||
);
|
||||
|
||||
test("Handles spawn failure when map is too crowded", async () => {
|
||||
const players: PlayerInfo[] = [];
|
||||
const spawnExecutions: SpawnExecution[] = [];
|
||||
|
||||
// Try to spawn more players than possible on a small map
|
||||
for (let i = 0; i < 5; i++) {
|
||||
const playerInfo = new PlayerInfo(
|
||||
`player${i}`,
|
||||
PlayerType.Human,
|
||||
`client_id${i}`,
|
||||
`player_id${i}`,
|
||||
);
|
||||
players.push(playerInfo);
|
||||
|
||||
spawnExecutions.push(new SpawnExecution("game_id", playerInfo));
|
||||
}
|
||||
|
||||
const game = await setup("half_land_half_ocean", undefined, players);
|
||||
|
||||
game.addExecution(...spawnExecutions);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
game.executeNextTick();
|
||||
}
|
||||
|
||||
// Should spawn fewer than requested when map is too small
|
||||
expect(
|
||||
game.allPlayers().filter((player) => player.spawnTile() !== undefined)
|
||||
.length,
|
||||
).toBe(1);
|
||||
});
|
||||
|
||||
test("Spawn on specific tile", async () => {
|
||||
const playerInfo = new PlayerInfo(
|
||||
`player`,
|
||||
PlayerType.Human,
|
||||
`client_id`,
|
||||
`player_id`,
|
||||
);
|
||||
|
||||
const game = await setup("half_land_half_ocean", undefined, [playerInfo]);
|
||||
|
||||
game.addExecution(new SpawnExecution("game_id", playerInfo, 50));
|
||||
game.addExecution(new SpawnExecution("game_id", playerInfo, 60));
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
game.executeNextTick();
|
||||
}
|
||||
|
||||
expect(game.playerByClientID("client_id")?.spawnTile()).toBe(60);
|
||||
// Previous territory from first spawn should be relinquished
|
||||
expect(game.owner(50).isPlayer()).toBe(false);
|
||||
});
|
||||
});
|
||||
@@ -1,72 +0,0 @@
|
||||
import { PlayerSpawner } from "../../../../src/core/execution/utils/PlayerSpawner";
|
||||
import { PlayerInfo, PlayerType } from "../../../../src/core/game/Game";
|
||||
import { setup } from "../../../util/Setup";
|
||||
|
||||
describe("PlayerSpawner", () => {
|
||||
// Manually calculated based on number of tiles in manifest of each map
|
||||
// and minimum distance between players in PlayerSpawner
|
||||
test.each([
|
||||
["big_plains", 49],
|
||||
["half_land_half_ocean", 1],
|
||||
["ocean_and_land", 1],
|
||||
["plains", 9],
|
||||
])(
|
||||
"Spawn location is found for all players in %s map with %i players",
|
||||
async (mapName, maxPlayers) => {
|
||||
const players: PlayerInfo[] = [];
|
||||
|
||||
for (let i = 0; i < maxPlayers; i++) {
|
||||
players.push(
|
||||
new PlayerInfo(
|
||||
`player${i}`,
|
||||
PlayerType.Human,
|
||||
`client_id${i}`,
|
||||
`player_id${i}`,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
const game = await setup(mapName, undefined, players);
|
||||
|
||||
const executors = new PlayerSpawner(game, "game_id").spawnPlayers();
|
||||
expect(executors.length).toBe(maxPlayers);
|
||||
|
||||
for (const executor of executors) {
|
||||
expect(game.isLand(executor.tile)).toBe(true);
|
||||
expect(game.isBorder(executor.tile)).toBe(false);
|
||||
}
|
||||
|
||||
for (let i = 0; i < executors.length; i++) {
|
||||
for (let j = i + 1; j < executors.length; j++) {
|
||||
const distance = game.manhattanDist(
|
||||
executors[i].tile,
|
||||
executors[j].tile,
|
||||
);
|
||||
expect(distance).toBeGreaterThanOrEqual(30);
|
||||
}
|
||||
}
|
||||
},
|
||||
);
|
||||
|
||||
test("Handles spawn failure when map is too crowded", async () => {
|
||||
const players: PlayerInfo[] = [];
|
||||
|
||||
// Try to spawn more players than possible on a small map
|
||||
for (let i = 0; i < 5; i++) {
|
||||
players.push(
|
||||
new PlayerInfo(
|
||||
`player${i}`,
|
||||
PlayerType.Human,
|
||||
`client_id${i}`,
|
||||
`player_id${i}`,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
const game = await setup("half_land_half_ocean", undefined, players);
|
||||
const executors = new PlayerSpawner(game, "game_id").spawnPlayers();
|
||||
|
||||
// Should spawn fewer than requested when map is too small
|
||||
expect(executors.length).toBe(1);
|
||||
});
|
||||
});
|
||||
@@ -9,10 +9,12 @@ import {
|
||||
PlayerType,
|
||||
UnitType,
|
||||
} from "../../../src/core/game/Game";
|
||||
import { GameID } from "../../../src/core/Schemas";
|
||||
import { setup } from "../../util/Setup";
|
||||
import { constructionExecution, executeTicks } from "../../util/utils";
|
||||
|
||||
let game: Game;
|
||||
const gameID: GameID = "game_id";
|
||||
let attacker: Player;
|
||||
let defender: Player;
|
||||
let far_defender: Player;
|
||||
@@ -54,16 +56,26 @@ describe("SAM", () => {
|
||||
game.addPlayer(attacker_info);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(game.player(defender_info.id).info(), game.ref(1, 1)),
|
||||
new SpawnExecution(
|
||||
gameID,
|
||||
game.player(defender_info.id).info(),
|
||||
game.ref(1, 1),
|
||||
),
|
||||
new SpawnExecution(
|
||||
gameID,
|
||||
game.player(middle_defender_info.id).info(),
|
||||
game.ref(50, 1),
|
||||
),
|
||||
new SpawnExecution(
|
||||
gameID,
|
||||
game.player(far_defender_info.id).info(),
|
||||
game.ref(199, 1),
|
||||
),
|
||||
new SpawnExecution(game.player(attacker_info.id).info(), game.ref(7, 7)),
|
||||
new SpawnExecution(
|
||||
gameID,
|
||||
game.player(attacker_info.id).info(),
|
||||
game.ref(7, 7),
|
||||
),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
import { GameID } from "../../../src/core/Schemas";
|
||||
import { AttackExecution } from "../../../src/core/execution/AttackExecution";
|
||||
import { SpawnExecution } from "../../../src/core/execution/SpawnExecution";
|
||||
//import { TransportShipExecution } from "../../../src/core/execution/TransportShipExecution";
|
||||
@@ -12,6 +13,7 @@ import {
|
||||
import { TileRef } from "../../../src/core/game/GameMap";
|
||||
import { setup } from "../../util/Setup";
|
||||
|
||||
const gameID: GameID = "game_id";
|
||||
let game: Game;
|
||||
let attacker: Player;
|
||||
let defender: Player;
|
||||
@@ -44,8 +46,16 @@ describe("GameImpl", () => {
|
||||
attackerSpawn = game.ref(0, 14);
|
||||
|
||||
game.addExecution(
|
||||
new SpawnExecution(game.player(attackerInfo.id).info(), attackerSpawn),
|
||||
new SpawnExecution(game.player(defenderInfo.id).info(), defenderSpawn),
|
||||
new SpawnExecution(
|
||||
gameID,
|
||||
game.player(attackerInfo.id).info(),
|
||||
attackerSpawn,
|
||||
),
|
||||
new SpawnExecution(
|
||||
gameID,
|
||||
game.player(defenderInfo.id).info(),
|
||||
defenderSpawn,
|
||||
),
|
||||
);
|
||||
|
||||
while (game.inSpawnPhase()) {
|
||||
|
||||
@@ -8,10 +8,12 @@ import {
|
||||
PlayerType,
|
||||
UnitType,
|
||||
} from "../../src/core/game/Game";
|
||||
import { GameID } from "../../src/core/Schemas";
|
||||
import { setup } from "../util/Setup";
|
||||
|
||||
describe("Construction economy", () => {
|
||||
let game: Game;
|
||||
const gameID: GameID = "game_id";
|
||||
let player: Player;
|
||||
let other: Player;
|
||||
const builderInfo = new PlayerInfo(
|
||||
@@ -33,8 +35,8 @@ describe("Construction economy", () => {
|
||||
[builderInfo, otherInfo],
|
||||
);
|
||||
const spawn = game.ref(0, 10);
|
||||
game.addExecution(new SpawnExecution(builderInfo, spawn));
|
||||
game.addExecution(new SpawnExecution(otherInfo, spawn));
|
||||
game.addExecution(new SpawnExecution(gameID, builderInfo, spawn));
|
||||
game.addExecution(new SpawnExecution(gameID, otherInfo, spawn));
|
||||
while (game.inSpawnPhase()) {
|
||||
game.executeNextTick();
|
||||
}
|
||||
|
||||
@@ -7,17 +7,19 @@ import {
|
||||
PlayerType,
|
||||
UnitType,
|
||||
} from "../../src/core/game/Game";
|
||||
import { GameID } from "../../src/core/Schemas";
|
||||
import { setup } from "../util/Setup";
|
||||
|
||||
describe("Hydrogen Bomb and MIRV flows", () => {
|
||||
let game: Game;
|
||||
let player: Player;
|
||||
const gameID: GameID = "game_id";
|
||||
|
||||
beforeEach(async () => {
|
||||
game = await setup("plains", { infiniteGold: true, instantBuild: true });
|
||||
const info = new PlayerInfo("p", PlayerType.Human, null, "p");
|
||||
game.addPlayer(info);
|
||||
game.addExecution(new SpawnExecution(info, game.ref(1, 1)));
|
||||
game.addExecution(new SpawnExecution(gameID, info, game.ref(1, 1)));
|
||||
while (game.inSpawnPhase()) game.executeNextTick();
|
||||
player = game.player(info.id);
|
||||
|
||||
@@ -57,7 +59,7 @@ describe("Hydrogen Bomb and MIRV flows", () => {
|
||||
const info = new PlayerInfo("p", PlayerType.Human, null, "p");
|
||||
gameWithConstruction.addPlayer(info);
|
||||
gameWithConstruction.addExecution(
|
||||
new SpawnExecution(info, gameWithConstruction.ref(1, 1)),
|
||||
new SpawnExecution(gameID, info, gameWithConstruction.ref(1, 1)),
|
||||
);
|
||||
while (gameWithConstruction.inSpawnPhase())
|
||||
gameWithConstruction.executeNextTick();
|
||||
|
||||
Reference in New Issue
Block a user