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Add deletion duration and indicators (#2216)
## Description: Adds a timer before self deleting units Adds a loading bar under deleting units Adds a timer in radial menu for clarity purposes  ## 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: Mr.Box --------- Co-authored-by: Evan <evanpelle@gmail.com>
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@@ -10,6 +10,7 @@ import {
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} from "../src/core/game/Game";
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import { TileRef } from "../src/core/game/GameMap";
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import { setup } from "./util/Setup";
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import { executeTicks } from "./util/utils";
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describe("DeleteUnitExecution Security Tests", () => {
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let game: Game;
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@@ -79,6 +80,7 @@ describe("DeleteUnitExecution Security Tests", () => {
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execution.init(game, 0);
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expect(execution.isActive()).toBe(false);
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expect(enemyUnit.isMarkedForDeletion()).toBe(false);
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});
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it("should prevent deleting units on enemy territory", () => {
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@@ -90,6 +92,7 @@ describe("DeleteUnitExecution Security Tests", () => {
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execution.init(game, 0);
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expect(execution.isActive()).toBe(false);
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expect(unit.isMarkedForDeletion()).toBe(false);
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}
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});
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@@ -100,15 +103,7 @@ describe("DeleteUnitExecution Security Tests", () => {
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execution.init(game, 0);
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expect(execution.isActive()).toBe(false);
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});
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it("should allow deleting the last city (suicide)", () => {
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jest.spyOn(game, "inSpawnPhase").mockReturnValue(false);
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const execution = new DeleteUnitExecution(player, unit.id());
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execution.init(game, 0);
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expect(unit.isActive()).toBe(false);
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expect(unit.isMarkedForDeletion()).toBe(false);
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});
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it("should allow deleting units when all conditions are met", () => {
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@@ -117,7 +112,32 @@ describe("DeleteUnitExecution Security Tests", () => {
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const execution = new DeleteUnitExecution(player, unit.id());
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execution.init(game, 0);
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expect(unit.isMarkedForDeletion()).toBe(true);
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});
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it("should delete after deletion delay", () => {
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jest.spyOn(game, "inSpawnPhase").mockReturnValue(false);
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const execution = new DeleteUnitExecution(player, unit.id());
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game.addExecution(execution);
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game.executeNextTick();
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expect(unit.isMarkedForDeletion()).toBe(true);
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expect(unit.isOverdueDeletion()).toBe(false);
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executeTicks(game, game.config().deletionMarkDuration() + 1);
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expect(unit.isActive()).toBe(false);
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});
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it("should reset deletion if captured", () => {
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jest.spyOn(game, "inSpawnPhase").mockReturnValue(false);
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const execution = new DeleteUnitExecution(player, unit.id());
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game.addExecution(execution);
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game.executeNextTick();
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expect(unit.isMarkedForDeletion()).toBe(true);
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unit.setOwner(enemyPlayer);
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expect(unit.isMarkedForDeletion()).toBe(false);
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expect(unit.isActive()).toBe(true);
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});
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});
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});
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