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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>
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@@ -1,10 +1,12 @@
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import { AttackExecution } from "../src/core/execution/AttackExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
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import { GameID } from "../src/core/Schemas";
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import { GOLD_INDEX_WAR, GOLD_INDEX_WORK } from "../src/core/StatsSchemas";
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import { setup } from "./util/Setup";
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let game: Game;
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const gameID: GameID = "game_id";
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let player1: Player;
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let player2: Player;
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@@ -18,8 +20,12 @@ describe("AttackStats", () => {
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player1 = game.player("player1");
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player2 = game.player("player2");
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game.addExecution(new SpawnExecution(player1.info(), game.ref(50, 50)));
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game.addExecution(new SpawnExecution(player2.info(), game.ref(50, 55)));
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game.addExecution(
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new SpawnExecution(gameID, player1.info(), game.ref(50, 50)),
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);
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game.addExecution(
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new SpawnExecution(gameID, player2.info(), game.ref(50, 55)),
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);
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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