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feat: remove spawn timer on singleplayer (#3199)
Resolves #1041 ## Description: Remove the singleplayer spawn countdown so the game starts when the player spawns, spawn nations immediately after player spawn, and align game timer/max-timer timing with the new start point. Added a singleplayer regression test for spawn-immunity timing (GameImpl.test.ts) and updated spawn-phase loop tests to use gameType: GameType.Public where singleplayer behavior is not under test (e.g. MIRV/AI/Spawn/WinCheck-related suites), eliminating inSpawnPhase() timeout hangs after the new singleplayer start logic. https://github.com/user-attachments/assets/c07a585f-1153-490e-88ca-a91fc7ae5756 ## 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: aotumuri
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@@ -19,20 +19,13 @@ describe("Shell Random Damage", () => {
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beforeEach(async () => {
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game = await setup(
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"half_land_half_ocean",
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{
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infiniteGold: true,
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instantBuild: true,
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},
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{ infiniteGold: true, instantBuild: true },
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[
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new PlayerInfo("attacker", PlayerType.Human, null, "player_1_id"),
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new PlayerInfo("defender", PlayerType.Human, null, "player_2_id"),
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],
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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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player1 = game.player("player_1_id");
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player2 = game.player("player_2_id");
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});
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