import { QuickChatExecution } from "../src/core/execution/QuickChatExecution"; import { Game, Player, PlayerType } from "../src/core/game/Game"; import { playerInfo, setup } from "./util/Setup"; let game: Game; let player1: Player; let player2: Player; let player3: Player; describe("QuickChat cooldown", () => { beforeEach(async () => { game = await setup("plains", {}, [ playerInfo("player1", PlayerType.Human), playerInfo("player2", PlayerType.Human), playerInfo("player3", PlayerType.Human), ]); player1 = game.player("player1"); player1.conquer(game.ref(0, 0)); player2 = game.player("player2"); player2.conquer(game.ref(0, 1)); player3 = game.player("player3"); player3.conquer(game.ref(0, 2)); while (game.inSpawnPhase()) { game.executeNextTick(); } }); // Helper: add an execution and advance two ticks so tick() actually runs. // (addExecution → unInitExecs; first tick: init(); second tick: tick()) function sendQuickChat(sender: Player, recipient: Player) { game.addExecution( new QuickChatExecution(sender, recipient.id(), "greet.hello", undefined), ); game.executeNextTick(); // init game.executeNextTick(); // tick } test("first quick chat is sent", () => { expect(player1.canSendQuickChat(player2)).toBe(true); sendQuickChat(player1, player2); expect(player1.canSendQuickChat(player2)).toBe(false); }); test("second quick chat within cooldown is blocked", () => { sendQuickChat(player1, player2); expect(player1.canSendQuickChat(player2)).toBe(false); // Even after the second attempt, cooldown persists sendQuickChat(player1, player2); expect(player1.canSendQuickChat(player2)).toBe(false); }); test("quick chat is allowed again after cooldown expires", () => { sendQuickChat(player1, player2); expect(player1.canSendQuickChat(player2)).toBe(false); // Advance past the cooldown (3 * 10 = 30 ticks) const cooldown = game.config().quickChatCooldown(); for (let i = 0; i < cooldown; i++) { game.executeNextTick(); } expect(player1.canSendQuickChat(player2)).toBe(true); }); test("cooldown is per-sender — different sender is not affected", () => { sendQuickChat(player1, player2); expect(player1.canSendQuickChat(player2)).toBe(false); // player2 sending to player1 is independent expect(player2.canSendQuickChat(player1)).toBe(true); }); test("cooldown is per-recipient — same sender can still chat with a different recipient", () => { sendQuickChat(player1, player2); expect(player1.canSendQuickChat(player2)).toBe(false); // player1 is on cooldown for player2 but not for player3 expect(player1.canSendQuickChat(player3)).toBe(true); }); });