Merge branch 'v26'

This commit is contained in:
evanpelle
2025-11-04 16:08:15 -08:00
37 changed files with 206 additions and 263 deletions
Binary file not shown.

Before

Width:  |  Height:  |  Size: 739 B

After

Width:  |  Height:  |  Size: 303 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 585 B

After

Width:  |  Height:  |  Size: 305 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 592 B

After

Width:  |  Height:  |  Size: 262 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 801 B

After

Width:  |  Height:  |  Size: 325 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 537 B

After

Width:  |  Height:  |  Size: 227 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 726 B

After

Width:  |  Height:  |  Size: 259 B

+1 -1
View File
@@ -144,7 +144,7 @@
"instant_build": "Instant build",
"infinite_gold": "Infinite gold",
"infinite_troops": "Infinite troops",
"compact_map": "Mini Map",
"compact_map": "Compact Map",
"max_timer": "Game length (minutes)",
"disable_nukes": "Disable Nukes",
"automatic_difficulty": "Automatic Difficulty",
Binary file not shown.

Before

Width:  |  Height:  |  Size: 316 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 438 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 246 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 228 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 204 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 341 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 553 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 19 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 409 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.0 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.4 KiB

+40 -81
View File
@@ -1,21 +1,15 @@
import miniBigSmoke from "../../../resources/sprites/bigsmoke.png";
import buildingExplosion from "../../../resources/sprites/buildingExplosion.png";
import conquestSword from "../../../resources/sprites/conquestSword.png";
import dust from "../../../resources/sprites/dust.png";
import miniExplosion from "../../../resources/sprites/miniExplosion.png";
import miniFire from "../../../resources/sprites/minifire.png";
import nuke from "../../../resources/sprites/nukeExplosion.png";
import SAMExplosion from "../../../resources/sprites/samExplosion.png";
import sinkingShip from "../../../resources/sprites/sinkingShip.png";
import miniSmoke from "../../../resources/sprites/smoke.png";
import miniSmokeAndFire from "../../../resources/sprites/smokeAndFire.png";
import unitExplosion from "../../../resources/sprites/unitExplosion.png";
import bats from "../../../resources/sprites/halloween/bats.png";
import bubble from "../../../resources/sprites/halloween/bubble.png";
import ghost from "../../../resources/sprites/halloween/ghost.png";
import minifireGreen from "../../../resources/sprites/halloween/minifireGreen.png";
import shark from "../../../resources/sprites/halloween/shark.png";
import skull from "../../../resources/sprites/halloween/skull.png";
import skullNuke from "../../../resources/sprites/halloween/skullNuke.png";
import miniSmokeAndFireGreen from "../../../resources/sprites/halloween/smokeAndFireGreen.png";
import tentacle from "../../../resources/sprites/halloween/tentacle.png";
import tornado from "../../../resources/sprites/halloween/tornado.png";
import { Theme } from "../../core/configuration/Config";
import { PlayerView } from "../../core/game/GameView";
import { AnimatedSprite } from "./AnimatedSprite";
@@ -34,7 +28,7 @@ type AnimatedSpriteConfig = {
const ANIMATED_SPRITE_CONFIG: Partial<Record<FxType, AnimatedSpriteConfig>> = {
[FxType.MiniFire]: {
url: minifireGreen,
url: miniFire,
frameWidth: 7,
frameCount: 6,
frameDuration: 100,
@@ -43,28 +37,28 @@ const ANIMATED_SPRITE_CONFIG: Partial<Record<FxType, AnimatedSpriteConfig>> = {
originY: 11,
},
[FxType.MiniSmoke]: {
url: ghost,
frameWidth: 10,
frameCount: 5,
frameDuration: 100,
url: miniSmoke,
frameWidth: 11,
frameCount: 4,
frameDuration: 120,
looping: true,
originX: 4,
originX: 2,
originY: 10,
},
[FxType.MiniBigSmoke]: {
url: bats,
frameWidth: 21,
frameCount: 6,
url: miniBigSmoke,
frameWidth: 24,
frameCount: 5,
frameDuration: 120,
looping: true,
originX: 9,
originY: 14,
},
[FxType.MiniSmokeAndFire]: {
url: miniSmokeAndFireGreen,
url: miniSmokeAndFire,
frameWidth: 24,
frameCount: 5,
frameDuration: 90,
frameDuration: 120,
looping: true,
originX: 9,
originY: 14,
@@ -96,15 +90,6 @@ const ANIMATED_SPRITE_CONFIG: Partial<Record<FxType, AnimatedSpriteConfig>> = {
originX: 9,
originY: 9,
},
[FxType.SinkingShip]: {
url: sinkingShip,
frameWidth: 16,
frameCount: 14,
frameDuration: 90,
looping: false,
originX: 7,
originY: 7,
},
[FxType.BuildingExplosion]: {
url: buildingExplosion,
frameWidth: 17,
@@ -114,14 +99,23 @@ const ANIMATED_SPRITE_CONFIG: Partial<Record<FxType, AnimatedSpriteConfig>> = {
originX: 8,
originY: 8,
},
[FxType.Nuke]: {
url: skullNuke,
frameWidth: 42,
frameCount: 19,
frameDuration: 50,
[FxType.SinkingShip]: {
url: sinkingShip,
frameWidth: 16,
frameCount: 14,
frameDuration: 90,
looping: false,
originX: 20,
originY: 21,
originX: 7,
originY: 7,
},
[FxType.Nuke]: {
url: nuke,
frameWidth: 60,
frameCount: 9,
frameDuration: 70,
looping: false,
originX: 30,
originY: 30,
},
[FxType.SAMExplosion]: {
url: SAMExplosion,
@@ -133,51 +127,16 @@ const ANIMATED_SPRITE_CONFIG: Partial<Record<FxType, AnimatedSpriteConfig>> = {
originY: 19,
},
[FxType.Conquest]: {
url: skull,
frameWidth: 14,
frameCount: 14,
frameDuration: 90,
looping: false,
originX: 7,
originY: 23,
},
[FxType.Tentacle]: {
url: tentacle,
frameWidth: 22,
frameCount: 26,
frameDuration: 90,
looping: false,
originX: 13,
originY: 28,
},
[FxType.Shark]: {
url: shark,
frameWidth: 25,
frameCount: 14,
frameDuration: 90,
looping: false,
originX: 13,
originY: 8,
},
[FxType.Bubble]: {
url: bubble,
frameWidth: 22,
frameCount: 13,
frameDuration: 80,
looping: false,
originX: 13,
originY: 8,
},
[FxType.Tornado]: {
url: tornado,
frameWidth: 30,
url: conquestSword,
frameWidth: 21,
frameCount: 10,
frameDuration: 80,
looping: true,
originX: 11,
originY: 22,
frameDuration: 90,
looping: false,
originX: 10,
originY: 16,
},
};
export class AnimatedSpriteLoader {
private animatedSpriteImageMap: Map<FxType, HTMLCanvasElement> = new Map();
// Do not color the same sprite twice
+4 -4
View File
@@ -1,6 +1,6 @@
import { Colord } from "colord";
import miniPumpkin from "../../../resources/sprites/halloween/miniPumpkin.png";
import pumpkin from "../../../resources/sprites/halloween/pumpkin.png";
import atomBombSprite from "../../../resources/sprites/atombomb.png";
import hydrogenBombSprite from "../../../resources/sprites/hydrogenbomb.png";
import mirvSprite from "../../../resources/sprites/mirv2.png";
import samMissileSprite from "../../../resources/sprites/samMissile.png";
import tradeShipSprite from "../../../resources/sprites/tradeship.png";
@@ -26,8 +26,8 @@ const SPRITE_CONFIG: Partial<Record<UnitType | TrainTypeSprite, string>> = {
[UnitType.TransportShip]: transportShipSprite,
[UnitType.Warship]: warshipSprite,
[UnitType.SAMMissile]: samMissileSprite,
[UnitType.AtomBomb]: miniPumpkin,
[UnitType.HydrogenBomb]: pumpkin,
[UnitType.AtomBomb]: atomBombSprite,
[UnitType.HydrogenBomb]: hydrogenBombSprite,
[UnitType.TradeShip]: tradeShipSprite,
[UnitType.MIRV]: mirvSprite,
[TrainTypeSprite.Engine]: trainEngineSprite,
+1
View File
@@ -26,6 +26,7 @@ export function conquestFxFactory(
x,
y,
FxType.Conquest,
2500,
);
const fadeAnimation = new FadeFx(swordAnimation, 0.1, 0.6);
conquestFx.push(fadeAnimation);
-4
View File
@@ -16,8 +16,4 @@ export enum FxType {
UnderConstruction = "UnderConstruction",
Dust = "Dust",
Conquest = "Conquest",
Tentacle = "Tentacle",
Shark = "Shark",
Bubble = "Bubble",
Tornado = "Tornado",
}
+2 -31
View File
@@ -19,35 +19,6 @@ function fadeInOut(
return 1 - f * f;
}
}
/**
* Move a sprite around
*/
export class MoveSpriteFx implements Fx {
private originX: number;
private originY: number;
constructor(
private fxToMove: SpriteFx,
private toX: number,
private toY: number,
private fadeIn: number = 0.1,
private fadeOut: number = 0.9,
) {
this.originX = fxToMove.x;
this.originY = fxToMove.y;
}
renderTick(duration: number, ctx: CanvasRenderingContext2D): boolean {
const t = this.fxToMove.getElapsedTime() / this.fxToMove.getDuration();
this.fxToMove.x = Math.floor(this.originX * (1 - t) + this.toX * t);
this.fxToMove.y = Math.floor(this.originY * (1 - t) + this.toY * t);
ctx.save();
ctx.globalAlpha = fadeInOut(t, this.fadeIn, this.fadeOut);
const result = this.fxToMove.renderTick(duration, ctx);
ctx.restore();
return result;
}
}
/**
* Fade in/out another FX
*/
@@ -78,8 +49,8 @@ export class SpriteFx implements Fx {
protected waitToTheEnd = false;
constructor(
animatedSpriteLoader: AnimatedSpriteLoader,
public x: number,
public y: number,
protected x: number,
protected y: number,
fxType: FxType,
duration?: number,
owner?: PlayerView,
+1 -77
View File
@@ -14,7 +14,7 @@ import { conquestFxFactory } from "../fx/ConquestFx";
import { Fx, FxType } from "../fx/Fx";
import { NukeAreaFx } from "../fx/NukeAreaFx";
import { nukeFxFactory, ShockwaveFx } from "../fx/NukeFx";
import { FadeFx, MoveSpriteFx, SpriteFx } from "../fx/SpriteFx";
import { SpriteFx } from "../fx/SpriteFx";
import { TargetFx } from "../fx/TargetFx";
import { TextFx } from "../fx/TextFx";
import { UnitExplosionFx } from "../fx/UnitExplosionFx";
@@ -22,8 +22,6 @@ import { Layer } from "./Layer";
export class FxLayer implements Layer {
private canvas: HTMLCanvasElement;
private context: CanvasRenderingContext2D;
private lastRandomEvent: number = 0;
private randomEventRate: number = 8;
private lastRefresh: number = 0;
private refreshRate: number = 10;
@@ -44,14 +42,6 @@ export class FxLayer implements Layer {
}
tick() {
if (!this.game.config().userSettings()?.fxLayer()) {
return;
}
this.lastRandomEvent += 1;
if (this.lastRandomEvent > this.randomEventRate) {
this.lastRandomEvent = 0;
this.randomEvent();
}
this.manageBoatTargetFx();
this.game
.updatesSinceLastTick()
@@ -154,72 +144,6 @@ export class FxLayer implements Layer {
this.allFx.push(textFx);
}
randomEvent() {
const randX = Math.floor(Math.random() * this.game.width());
const randY = Math.floor(Math.random() * this.game.height());
const ref = this.game.ref(randX, randY);
if (this.game.isOcean(ref) && !this.game.isShoreline(ref)) {
const animation = Math.floor(Math.random() * 4);
if (animation === 0) {
const fx = new SpriteFx(
this.animatedSpriteLoader,
randX,
randY,
FxType.Shark,
);
this.allFx.push(fx);
} else if (animation === 1) {
const fx = new SpriteFx(
this.animatedSpriteLoader,
randX,
randY,
FxType.Bubble,
);
this.allFx.push(fx);
} else if (animation === 2) {
const fx = new MoveSpriteFx(
new SpriteFx(
this.animatedSpriteLoader,
randX,
randY,
FxType.Tornado,
6000,
),
randX - 40,
randY,
0.1,
0.8,
);
this.allFx.push(fx);
} else if (animation === 3) {
const fx = new FadeFx(
new SpriteFx(
this.animatedSpriteLoader,
randX,
randY,
FxType.Tentacle,
),
0.1,
0.8,
);
this.allFx.push(fx);
}
} else {
const ghost = new FadeFx(
new SpriteFx(
this.animatedSpriteLoader,
randX,
randY,
FxType.MiniSmoke,
4000,
),
0.1,
0.8,
);
this.allFx.push(ghost);
}
}
onUnitEvent(unit: UnitView) {
switch (unit.type()) {
case UnitType.TransportShip: {
+5 -5
View File
@@ -293,17 +293,17 @@ export function createRandomName(
}
export const emojiTable = [
["😀", "😊", "😇", "😎", "😈"],
["😀", "😊", "🥰", "😇", "😎"],
["😞", "🥺", "😭", "😱", "😡"],
["", "🥱", "🤦‍♂️", "🖕", "🤡"],
["👋", "👏", "👻", "💪", "🎃"],
["😈", "🤡", "🖕", "🥱", "🤦‍♂️"],
["👋", "👏", "🤌", "💪", "🫡"],
["👍", "👎", "❓", "🐔", "🐀"],
["🆘", "🤝", "🕊️", "🏳️", "🛡️"],
["🤝", "🆘", "🕊️", "🏳️", ""],
["🔥", "💥", "💀", "☢️", "⚠️"],
["↖️", "⬆️", "↗️", "👑", "🥇"],
["⬅️", "🎯", "➡️", "🥈", "🥉"],
["↙️", "⬇️", "↘️", "❤️", "💔"],
["💰", "🏭", "🚂", "", ""],
["💰", "", "", "🏡", "🛡️"],
] as const;
// 2d to 1d array
export const flattenedEmojiTable = emojiTable.flat();
+1
View File
@@ -136,6 +136,7 @@ export interface Config {
deleteUnitCooldown(): Tick;
defaultDonationAmount(sender: Player): number;
unitInfo(type: UnitType): UnitInfo;
tradeShipShortRangeDebuff(): number;
tradeShipGold(dist: number, numPorts: number): Gold;
tradeShipSpawnRate(
numTradeShips: number,
+12 -5
View File
@@ -173,8 +173,9 @@ export abstract class DefaultServerConfig implements ServerConfig {
turnIntervalMs(): number {
return 100;
}
gameCreationRate(): number {
return 60 * 1000;
return 30 * 1000;
}
lobbyMaxPlayers(
@@ -378,9 +379,10 @@ export class DefaultConfig implements Config {
}
tradeShipGold(dist: number, numPorts: number): Gold {
// Sigmoid: concave start, sharp S-curve middle, linear end - heavily punishes trades under 200
// Sigmoid: concave start, sharp S-curve middle, linear end - heavily punishes trades under range debuff.
const debuff = this.tradeShipShortRangeDebuff();
const baseGold =
100_000 / (1 + Math.exp(-0.03 * (dist - 200))) + 100 * dist;
100_000 / (1 + Math.exp(-0.03 * (dist - debuff))) + 100 * dist;
const numPortBonus = numPorts - 1;
// Hyperbolic decay, midpoint at 5 ports, 3x bonus max.
const bonus = 1 + 2 * (numPortBonus / (numPortBonus + 5));
@@ -584,10 +586,11 @@ export class DefaultConfig implements Config {
return 10 * 10;
}
deletionMarkDuration(): Tick {
return 15 * 10;
return 30 * 10;
}
deleteUnitCooldown(): Tick {
return 15 * 10;
return 30 * 10;
}
emojiMessageDuration(): Tick {
return 5 * 10;
@@ -784,6 +787,10 @@ export class DefaultConfig implements Config {
return 20;
}
tradeShipShortRangeDebuff(): number {
return 300;
}
proximityBonusPortsNb(totalPorts: number) {
return within(totalPorts / 3, 4, totalPorts);
}
+6 -6
View File
@@ -108,15 +108,15 @@ export class PastelTheme implements Theme {
}
case TerrainType.Plains:
return colord({
r: 216,
g: 205 - 2 * mag,
b: 127,
r: 190,
g: 220 - 2 * mag,
b: 138,
});
case TerrainType.Highland:
return colord({
r: 223 + 2 * mag,
g: 187 + 2 * mag,
b: 132 + 2 * mag,
r: 200 + 2 * mag,
g: 183 + 2 * mag,
b: 138 + 2 * mag,
});
case TerrainType.Mountain:
return colord({
+37 -1
View File
@@ -58,7 +58,7 @@ export class PortExecution implements Execution {
return;
}
const ports = this.player.tradingPorts(this.port);
const ports = this.tradingPorts();
if (ports.length === 0) {
return;
@@ -103,4 +103,40 @@ export class PortExecution implements Execution {
}
}
}
// It's a probability list, so if an element appears twice it's because it's
// twice more likely to be picked later.
tradingPorts(): Unit[] {
const ports = this.mg
.players()
.filter((p) => p !== this.port!.owner() && p.canTrade(this.port!.owner()))
.flatMap((p) => p.units(UnitType.Port))
.sort((p1, p2) => {
return (
this.mg.manhattanDist(this.port!.tile(), p1.tile()) -
this.mg.manhattanDist(this.port!.tile(), p2.tile())
);
});
const weightedPorts: Unit[] = [];
for (const [i, otherPort] of ports.entries()) {
const expanded = new Array(otherPort.level()).fill(otherPort);
weightedPorts.push(...expanded);
const tooClose =
this.mg.manhattanDist(this.port!.tile(), otherPort.tile()) <
this.mg.config().tradeShipShortRangeDebuff();
const closeBonus =
i < this.mg.config().proximityBonusPortsNb(ports.length);
if (!tooClose && closeBonus) {
// If the port is close, but not too close, add it again
// to increase the chances of trading with it.
weightedPorts.push(...expanded);
}
if (!tooClose && this.port!.owner().isFriendly(otherPort.owner())) {
weightedPorts.push(...expanded);
}
}
return weightedPorts;
}
}
+1 -1
View File
@@ -24,7 +24,7 @@ const EMOJI_ASSIST_ACCEPT = (["👍", "⛵", "🤝", "🎯"] as const).map(emoji
const EMOJI_RELATION_TOO_LOW = (["🥱", "🤦‍♂️"] as const).map(emojiId);
const EMOJI_TARGET_ME = (["🥺", "💀"] as const).map(emojiId);
const EMOJI_TARGET_ALLY = (["🕊️", "👎"] as const).map(emojiId);
export const EMOJI_HECKLE = (["👻", "🎃"] as const).map(emojiId);
export const EMOJI_HECKLE = (["🤡", "😡"] as const).map(emojiId);
export class BotBehavior {
private enemy: Player | null = null;
-1
View File
@@ -656,7 +656,6 @@ export interface Player {
// Misc
toUpdate(): PlayerUpdate;
playerProfile(): PlayerProfile;
tradingPorts(port: Unit): Unit[];
// WARNING: this operation is expensive.
bestTransportShipSpawn(tile: TileRef): TileRef | false;
}
-30
View File
@@ -1222,34 +1222,4 @@ export class PlayerImpl implements Player {
bestTransportShipSpawn(targetTile: TileRef): TileRef | false {
return bestShoreDeploymentSource(this.mg, this, targetTile);
}
// It's a probability list, so if an element appears twice it's because it's
// twice more likely to be picked later.
tradingPorts(port: Unit): Unit[] {
const ports = this.mg
.players()
.filter((p) => p !== port.owner() && p.canTrade(port.owner()))
.flatMap((p) => p.units(UnitType.Port))
.sort((p1, p2) => {
return (
this.mg.manhattanDist(port.tile(), p1.tile()) -
this.mg.manhattanDist(port.tile(), p2.tile())
);
});
const weightedPorts: Unit[] = [];
for (const [i, otherPort] of ports.entries()) {
const expanded = new Array(otherPort.level()).fill(otherPort);
weightedPorts.push(...expanded);
if (i < this.mg.config().proximityBonusPortsNb(ports.length)) {
weightedPorts.push(...expanded);
}
if (port.owner().isFriendly(otherPort.owner())) {
weightedPorts.push(...expanded);
}
}
return weightedPorts;
}
}
+3
View File
@@ -69,6 +69,9 @@ describe("DeleteUnitExecution Security Tests", () => {
if (!tileOwner.isPlayer() || tileOwner.id() !== player.id()) {
throw new Error("Unit is not on player's territory");
}
game.config().deleteUnitCooldown = () => 10;
game.config().deletionMarkDuration = () => 10;
});
describe("Security Validations", () => {
-16
View File
@@ -83,22 +83,6 @@ describe("PlayerImpl", () => {
expect(cityToUpgrade).toBe(false);
});
test("Destination ports chances scale with level", () => {
game.config().proximityBonusPortsNb = () => 0;
player.conquer(game.ref(10, 10));
const playerPort = player.buildUnit(UnitType.Port, game.ref(10, 10), {});
other.conquer(game.ref(0, 0));
const otherPort = other.buildUnit(UnitType.Port, game.ref(0, 0), {});
otherPort.increaseLevel();
otherPort.increaseLevel();
const ports = player.tradingPorts(playerPort);
expect(ports.length).toBe(3);
});
test("Can't send alliance requests when dead", () => {
// conquer other
const otherTiles = other.tiles();
+92
View File
@@ -0,0 +1,92 @@
import { PortExecution } from "../src/core/execution/PortExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { setup } from "./util/Setup";
let game: Game;
let player: Player;
let other: Player;
describe("PortExecution", () => {
beforeEach(async () => {
game = await setup(
"half_land_half_ocean",
{
instantBuild: true,
},
[
new PlayerInfo("player", PlayerType.Human, null, "player_id"),
new PlayerInfo("other", PlayerType.Human, null, "other_id"),
],
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
player = game.player("player_id");
player.addGold(BigInt(1000000));
other = game.player("other_id");
game.config().structureMinDist = () => 10;
});
test("Destination ports chances scale with level", () => {
game.config().proximityBonusPortsNb = () => 0;
game.config().tradeShipShortRangeDebuff = () => 0;
player.conquer(game.ref(7, 10));
const execution = new PortExecution(player, game.ref(7, 10));
execution.init(game, 0);
execution.tick(0);
other.conquer(game.ref(0, 0));
const otherPort = other.buildUnit(UnitType.Port, game.ref(0, 0), {});
otherPort.increaseLevel();
otherPort.increaseLevel();
const ports = execution.tradingPorts();
expect(ports.length).toBe(3);
});
test("Trade ship proximity bonus", () => {
game.config().proximityBonusPortsNb = () => 10;
game.config().tradeShipShortRangeDebuff = () => 0;
player.conquer(game.ref(7, 10));
const execution = new PortExecution(player, game.ref(7, 10));
execution.init(game, 0);
execution.tick(0);
other.conquer(game.ref(0, 0));
other.buildUnit(UnitType.Port, game.ref(0, 0), {});
const ports = execution.tradingPorts();
expect(ports.length).toBe(2);
});
test("Trade ship short range debuff", () => {
game.config().proximityBonusPortsNb = () => 10;
// Short range debuff cancels out the proximity bonus.
game.config().tradeShipShortRangeDebuff = () => 100;
player.conquer(game.ref(7, 10));
const execution = new PortExecution(player, game.ref(7, 10));
execution.init(game, 0);
execution.tick(0);
other.conquer(game.ref(0, 0));
other.buildUnit(UnitType.Port, game.ref(0, 0), {});
const ports = execution.tradingPorts();
expect(ports.length).toBe(1);
});
});