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ca522a5937
## 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
140 lines
4.6 KiB
TypeScript
140 lines
4.6 KiB
TypeScript
import { PlayerInfo, PlayerType, UnitType } from "../src/core/game/Game";
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import { UnitGrid } from "../src/core/game/UnitGrid";
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import { setup } from "./util/Setup";
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async function checkRange(
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mapName: string,
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unitPosX: number,
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rangeCheck: number,
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range: number,
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) {
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const game = await setup(mapName, { infiniteGold: true, instantBuild: true });
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const grid = new UnitGrid(game.map());
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const player = game.addPlayer(
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new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
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);
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const unitTile = game.map().ref(unitPosX, 0);
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grid.addUnit(player.buildUnit(UnitType.DefensePost, unitTile, {}));
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const tileToCheck = game.map().ref(rangeCheck, 0);
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return grid.hasUnitNearby(
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tileToCheck,
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range,
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UnitType.DefensePost,
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"test_id",
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);
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}
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async function nearbyUnits(
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mapName: string,
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unitPosX: number,
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rangeCheck: number,
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range: number,
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unitTypes: UnitType[],
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) {
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const game = await setup(mapName, { infiniteGold: true, instantBuild: true });
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const grid = new UnitGrid(game.map());
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const player = game.addPlayer(
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new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
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);
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const unitTile = game.map().ref(unitPosX, 0);
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for (const unitType of unitTypes) {
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grid.addUnit(player.buildUnit(unitType, unitTile, {}));
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}
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const tileToCheck = game.map().ref(rangeCheck, 0);
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return grid.nearbyUnits(tileToCheck, range, unitTypes);
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}
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describe("Unit Grid range tests", () => {
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const hasUnitCases = [
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["plains", 0, 10, 0, true], // Same spot
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["plains", 0, 10, 10, true], // Exactly on the range
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["plains", 0, 10, 11, false], // Exactly 1px outside
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["big_plains", 0, 198, 42, true], // Inside huge range
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["big_plains", 0, 198, 199, false], // Exactly 1px outside huge range
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];
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describe("Is unit in range", () => {
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test.each(hasUnitCases)(
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"on %p map, look if unit at position %p with a range of %p is in range of %p position, returns %p",
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async (
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mapName: string,
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unitPosX: number,
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range: number,
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rangeCheck: number,
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expectedResult: boolean,
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) => {
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const result = await checkRange(mapName, unitPosX, rangeCheck, range);
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expect(result).toBe(expectedResult);
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},
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);
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});
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const unitsInRangeCases = [
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["plains", 0, 10, 0, [UnitType.Warship], 1], // Same spot
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["plains", 0, 10, 0, [UnitType.City, UnitType.Port], 2], // 2 in range
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["plains", 0, 10, 0, [], 0], // no unit
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["plains", 0, 10, 10, [UnitType.City], 1], // Exactly on the range
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["plains", 0, 10, 11, [UnitType.DefensePost], 0], // 1px outside
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["big_plains", 0, 198, 42, [UnitType.TradeShip], 1], // Inside huge range
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["big_plains", 0, 198, 199, [UnitType.TransportShip], 0], // 1px outside
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];
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describe("Retrieve all units in range", () => {
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test.each(unitsInRangeCases)(
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"on %p map, look if unit at position %p with a range of %p is in range of %p position, returns %p",
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async (
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mapName: string,
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unitPosX: number,
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range: number,
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rangeCheck: number,
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units: UnitType[],
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expectedResult: number,
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) => {
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const result = await nearbyUnits(
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mapName,
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unitPosX,
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rangeCheck,
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range,
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units,
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);
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expect(result.length).toBe(expectedResult);
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},
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);
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test("Wrong unit type in range", async () => {
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const game = await setup("plains", {
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infiniteGold: true,
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instantBuild: true,
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});
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const grid = new UnitGrid(game.map());
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const player = game.addPlayer(
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new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
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);
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const unitTile = game.map().ref(0, 0);
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grid.addUnit(player.buildUnit(UnitType.City, unitTile, {}));
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const tileToCheck = game.map().ref(0, 0);
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expect(grid.nearbyUnits(tileToCheck, 10, [UnitType.Port])).toHaveLength(
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0,
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);
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});
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test("One inside, one outside of range", async () => {
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const game = await setup("plains", {
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infiniteGold: true,
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instantBuild: true,
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});
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const grid = new UnitGrid(game.map());
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const player = game.addPlayer(
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new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
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);
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const unitType = UnitType.City;
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const unitTile = game.map().ref(0, 0);
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grid.addUnit(player.buildUnit(unitType, unitTile, {}));
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const outsideTile = game.map().ref(99, 0);
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grid.addUnit(player.buildUnit(unitType, outsideTile, {}));
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const tileToCheck = game.map().ref(0, 0);
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expect(grid.nearbyUnits(tileToCheck, 10, [unitType])).toHaveLength(1);
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});
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});
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});
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