Files
OpenFrontIO/tests/AllianceAcceptNukes.test.ts
Mattia Migliorini f362e47413 Cancel nukes when accepting alliance via radial menu (#3155)
Resolves #3154

## Description:

#2716 introduced nuke cancellation logic on alliance acceptance via
`AllianceRequestReplyExecution`. The radial menu action, though, calls
`AllianceRequestExecution` instead, which accepts the alliance if a
request has already been made by the other player.

This PR moves the nuke cancellation logic to `GameImpl`, hooking into
the `acceptAllianceRequest` method, therefore accounting for every
alliance acceptance, regardless of the specific action that brought to
that.

## 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:

deshack_82603
2026-02-16 11:10:26 -08:00

159 lines
4.8 KiB
TypeScript

import { AllianceRequestExecution } from "src/core/execution/alliance/AllianceRequestExecution";
import { GameUpdateType } from "src/core/game/GameUpdates";
import { NukeExecution } from "../src/core/execution/NukeExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { setup } from "./util/Setup";
import { TestConfig } from "./util/TestConfig";
let game: Game;
let player1: Player;
let player2: Player;
let player3: Player;
describe("Alliance acceptance immediately destroys in-flight nukes", () => {
beforeEach(async () => {
game = await setup(
"plains",
{
infiniteGold: true,
instantBuild: true,
infiniteTroops: true,
},
[
new PlayerInfo("player1", PlayerType.Human, "c1", "p1"),
new PlayerInfo("player2", PlayerType.Human, "c2", "p2"),
new PlayerInfo("player3", PlayerType.Human, "c3", "p3"),
],
);
(game.config() as TestConfig).nukeAllianceBreakThreshold = () => 0;
while (game.inSpawnPhase()) {
game.executeNextTick();
}
player1 = game.player("p1");
player2 = game.player("p2");
player3 = game.player("p3");
player1.conquer(game.ref(0, 0));
player2.conquer(game.ref(5, 5));
player3.conquer(game.ref(10, 10));
player1.buildUnit(UnitType.MissileSilo, game.ref(0, 0), {});
});
test("accepting alliance destroys in-flight nukes between the newly allied players", () => {
game.addExecution(
new NukeExecution(
UnitType.AtomBomb,
player1,
game.ref(5, 5),
game.ref(0, 0),
-1,
5,
),
);
game.executeNextTick(); // init
game.executeNextTick(); // spawn nuke
expect(game.units(UnitType.AtomBomb)).toHaveLength(1);
expect(player2.isAlliedWith(player1)).toBe(false);
expect(player1.isFriendly(player2)).toBe(false);
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick(); // creates request
game.addExecution(new AllianceRequestExecution(player2, player1.id()));
game.executeNextTick(); // counter-request auto-accepts
expect(player2.isAlliedWith(player1)).toBe(true);
expect(player1.isFriendly(player2)).toBe(true);
expect(game.units(UnitType.AtomBomb)).toHaveLength(0);
});
test("accepting alliance destroys only nukes between allied players", () => {
player1.buildUnit(UnitType.MissileSilo, game.ref(0, 0), {});
game.addExecution(
new NukeExecution(UnitType.AtomBomb, player1, game.ref(5, 5), null),
);
game.addExecution(
new NukeExecution(UnitType.AtomBomb, player1, game.ref(10, 10), null),
);
game.executeNextTick(); // init
game.executeNextTick(); // spawn nukes
expect(game.units(UnitType.AtomBomb)).toHaveLength(2);
expect(player2.isAlliedWith(player1)).toBe(false);
expect(player1.isFriendly(player2)).toBe(false);
// Both requests added in same tick so the nuke tick can't revoke the first
// before the counter-request sees it.
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.addExecution(new AllianceRequestExecution(player2, player1.id()));
game.executeNextTick(); // both init: first creates request, second auto-accepts
expect(player2.isAlliedWith(player1)).toBe(true);
expect(player1.isFriendly(player2)).toBe(true);
expect(game.units(UnitType.AtomBomb)).toHaveLength(1);
// Ensure remaining nuke targets player3
const remainingNuke = game.units(UnitType.AtomBomb)[0];
expect(remainingNuke.targetTile()).toBe(game.ref(10, 10));
});
test("accepting alliance displays a nuke-cancellation display message", () => {
game.addExecution(
new NukeExecution(
UnitType.AtomBomb,
player1,
game.ref(5, 5),
game.ref(0, 0),
-1,
5,
),
);
game.executeNextTick(); // init
game.executeNextTick(); // spawn nuke
expect(game.units(UnitType.AtomBomb)).toHaveLength(1);
expect(player2.isAlliedWith(player1)).toBe(false);
expect(player1.isFriendly(player2)).toBe(false);
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick(); // creates request
game.addExecution(new AllianceRequestExecution(player2, player1.id()));
const updates = game.executeNextTick(); // counter-request auto-accepts
expect(player2.isAlliedWith(player1)).toBe(true);
expect(player1.isFriendly(player2)).toBe(true);
expect(game.units(UnitType.AtomBomb)).toHaveLength(0);
const messages =
updates[GameUpdateType.DisplayEvent]?.map((e) => e.message) ?? [];
expect(
messages.some(
(m) =>
m === "events_display.alliance_nukes_destroyed_outgoing" ||
m === "events_display.alliance_nukes_destroyed_incoming",
),
).toBe(true);
});
});