Files
evanpelle ca522a5937 refactor cosmetics out of PlayerInfo (#1299)
## Description:

Remove Cosmetics from PlayerInfo. The game engine should have no
knowledge of cosmetics since they shouldn't affect game play at all.
Instead pass player cosmetics into the GameView.

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2025-06-28 12:33:19 -07:00

251 lines
6.6 KiB
TypeScript

import { MoveWarshipExecution } from "../src/core/execution/MoveWarshipExecution";
import { WarshipExecution } from "../src/core/execution/WarshipExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { setup } from "./util/Setup";
import { executeTicks } from "./util/utils";
const coastX = 7;
let game: Game;
let player1: Player;
let player2: Player;
describe("Warship", () => {
beforeEach(async () => {
game = await setup(
"half_land_half_ocean",
{
infiniteGold: true,
instantBuild: true,
},
[
new PlayerInfo("boat dude", PlayerType.Human, null, "player_1_id"),
new PlayerInfo("boat dude", PlayerType.Human, null, "player_2_id"),
],
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
player1 = game.player("player_1_id");
player2 = game.player("player_2_id");
});
test("Warship heals only if player has port", async () => {
const maxHealth = game.config().unitInfo(UnitType.Warship).maxHealth;
if (typeof maxHealth !== "number") {
expect(typeof maxHealth).toBe("number");
throw new Error("unreachable");
}
const port = player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{
patrolTile: game.ref(coastX + 1, 10),
},
);
game.addExecution(new WarshipExecution(warship));
game.executeNextTick();
expect(warship.health()).toBe(maxHealth);
warship.modifyHealth(-10);
expect(warship.health()).toBe(maxHealth - 10);
game.executeNextTick();
expect(warship.health()).toBe(maxHealth - 9);
port.delete();
game.executeNextTick();
expect(warship.health()).toBe(maxHealth - 9);
});
test("Warship captures trade if player has port", async () => {
const portTile = game.ref(coastX, 10);
player1.buildUnit(UnitType.Port, portTile, {});
game.addExecution(
new WarshipExecution(
player1.buildUnit(UnitType.Warship, portTile, {
patrolTile: portTile,
}),
),
);
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
game.ref(coastX + 1, 7),
{
targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
},
);
expect(tradeShip.owner().id()).toBe(player2.id());
// Let plenty of time for A* to execute
for (let i = 0; i < 10; i++) {
game.executeNextTick();
}
expect(tradeShip.owner()).toBe(player1);
});
test("Warship do not capture trade if player has no port", async () => {
game.addExecution(
new WarshipExecution(
player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 11), {
patrolTile: game.ref(coastX + 1, 11),
}),
),
);
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
game.ref(coastX + 1, 11),
{
targetUnit: player1.buildUnit(UnitType.Port, game.ref(coastX, 11), {}),
},
);
expect(tradeShip.owner().id()).toBe(player2.id());
// Let plenty of time for warship to potentially capture trade ship
for (let i = 0; i < 10; i++) {
game.executeNextTick();
}
expect(tradeShip.owner().id()).toBe(player2.id());
});
test("Warship does not target trade ships that are safe from pirates", async () => {
// build port so warship can target trade ships
player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{
patrolTile: game.ref(coastX + 1, 10),
},
);
game.addExecution(new WarshipExecution(warship));
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
game.ref(coastX + 1, 10),
{
targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
},
);
tradeShip.setSafeFromPirates();
executeTicks(game, 10);
expect(tradeShip.owner().id()).toBe(player2.id());
});
test("Warship moves to new patrol tile", async () => {
game.config().warshipTargettingRange = () => 1;
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{
patrolTile: game.ref(coastX + 1, 10),
},
);
game.addExecution(new WarshipExecution(warship));
game.addExecution(
new MoveWarshipExecution(player1, warship.id(), game.ref(coastX + 5, 15)),
);
executeTicks(game, 10);
expect(warship.patrolTile()).toBe(game.ref(coastX + 5, 15));
});
test("Warship does not not target trade ships outside of patrol range", async () => {
game.config().warshipTargettingRange = () => 3;
// build port so warship can target trade ships
player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{
patrolTile: game.ref(coastX + 1, 10),
},
);
game.addExecution(new WarshipExecution(warship));
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
game.ref(coastX + 1, 15),
{
targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
},
);
executeTicks(game, 10);
// Trade ship should not be captured
expect(tradeShip.owner().id()).toBe(player2.id());
});
test("MoveWarshipExecution fails if player is not the owner", async () => {
const originalPatrolTile = game.ref(coastX + 1, 10);
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 5),
{
patrolTile: originalPatrolTile,
},
);
new MoveWarshipExecution(
player2,
warship.id(),
game.ref(coastX + 5, 15),
).init(game, 0);
expect(warship.patrolTile()).toBe(originalPatrolTile);
});
test("MoveWarshipExecution fails if warship is not active", async () => {
const originalPatrolTile = game.ref(coastX + 1, 10);
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 5),
{
patrolTile: originalPatrolTile,
},
);
warship.delete();
new MoveWarshipExecution(
player1,
warship.id(),
game.ref(coastX + 5, 15),
).init(game, 0);
expect(warship.patrolTile()).toBe(originalPatrolTile);
});
test("MoveWarshipExecution fails gracefully if warship not found", async () => {
const exec = new MoveWarshipExecution(
player1,
123,
game.ref(coastX + 5, 15),
);
// Verify that no error is thrown.
exec.init(game, 0);
expect(exec.isActive()).toBe(false);
});
});