Files
OpenFrontIO/tests/core/executions/TradeShipExecution.test.ts
scamiv c911bfb2d8 Packed unit updates / MotionPlans (#3292)
## Description:

Reduce per-step `Unit` update traffic by shipping packed motion plans
and letting the client advance plan-driven units locally.

Changes:
- Add packed motion plan records (`packedMotionPlans?: Uint32Array`) to
game updates and transfer the buffer worker -> main.
- Introduce `src/core/game/MotionPlans.ts` (schema + pack/unpack) for
grid + train motion plans.
- Extend `Game` with `recordMotionPlan(...)` and
`drainPackedMotionPlans()`, and implement buffering/packing in
`GameImpl`.
- Treat units with motion plans as “plan-driven”: suppress per-tile
`Unit` updates on `move()` and advance positions client-side.
- Emit motion plans from executions:
- `TradeShipExecution`: record/update grid motion plans and `touch()`
when changing target after capture.
- `TransportShipExecution`: record initial plan and update it when
destination changes.
  - `TrainExecution`: record a train plan on init (engine + cars).
- Client: apply motion plans in `GameView` and ensure `UnitLayer`
updates sprites for motion-planned units even when no `Unit` updates
arrived.

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] 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:

DISCORD_USERNAME
2026-02-27 20:54:42 -08:00

130 lines
3.8 KiB
TypeScript

import { TradeShipExecution } from "../../../src/core/execution/TradeShipExecution";
import { Game, Player, Unit } from "../../../src/core/game/Game";
import { PathStatus } from "../../../src/core/pathfinding/types";
import { setup } from "../../util/Setup";
describe("TradeShipExecution", () => {
let game: Game;
let origOwner: Player;
let dstOwner: Player;
let pirate: Player;
let srcPort: Unit;
let piratePort: Unit;
let tradeShip: Unit;
let dstPort: Unit;
let tradeShipExecution: TradeShipExecution;
beforeEach(async () => {
// Mock Game, Player, Unit, and required methods
game = await setup("ocean_and_land", {
infiniteGold: true,
instantBuild: true,
});
game.displayMessage = vi.fn();
origOwner = {
canBuild: vi.fn(() => true),
buildUnit: vi.fn((type, spawn, opts) => tradeShip),
displayName: vi.fn(() => "Origin"),
addGold: vi.fn(),
units: vi.fn(() => [dstPort]),
unitCount: vi.fn(() => 1),
id: vi.fn(() => 1),
clientID: vi.fn(() => 1),
canTrade: vi.fn(() => true),
} as any;
dstOwner = {
id: vi.fn(() => 2),
addGold: vi.fn(),
displayName: vi.fn(() => "Destination"),
units: vi.fn(() => [dstPort]),
unitCount: vi.fn(() => 1),
clientID: vi.fn(() => 2),
canTrade: vi.fn(() => true),
} as any;
pirate = {
id: vi.fn(() => 3),
addGold: vi.fn(),
displayName: vi.fn(() => "Destination"),
units: vi.fn(() => [piratePort]),
unitCount: vi.fn(() => 1),
canTrade: vi.fn(() => true),
} as any;
piratePort = {
tile: vi.fn(() => 40011),
owner: vi.fn(() => pirate),
isActive: vi.fn(() => true),
} as any;
srcPort = {
tile: vi.fn(() => 20011),
owner: vi.fn(() => origOwner),
isActive: vi.fn(() => true),
} as any;
dstPort = {
tile: vi.fn(() => 30015), // 15x15
owner: vi.fn(() => dstOwner),
isActive: vi.fn(() => true),
} as any;
tradeShip = {
isActive: vi.fn(() => true),
owner: vi.fn(() => origOwner),
id: vi.fn(() => 123),
move: vi.fn(),
setTargetUnit: vi.fn(),
setSafeFromPirates: vi.fn(),
touch: vi.fn(),
delete: vi.fn(),
tile: vi.fn(() => 2001),
} as any;
tradeShipExecution = new TradeShipExecution(origOwner, srcPort, dstPort);
tradeShipExecution.init(game, 0);
tradeShipExecution["pathFinder"] = {
next: vi.fn(() => ({ status: PathStatus.NEXT, node: 2001 })),
findPath: vi.fn((from: number) => [from]),
} as any;
tradeShipExecution["tradeShip"] = tradeShip;
});
it("should initialize and tick without errors", () => {
tradeShipExecution.tick(1);
expect(tradeShipExecution.isActive()).toBe(true);
});
it("should deactivate if tradeShip is not active", () => {
tradeShip.isActive = vi.fn(() => false);
tradeShipExecution.tick(1);
expect(tradeShipExecution.isActive()).toBe(false);
});
it("should delete ship if port owner changes to current owner", () => {
dstPort.owner = vi.fn(() => origOwner);
tradeShipExecution.tick(1);
expect(tradeShip.delete).toHaveBeenCalledWith(false);
expect(tradeShipExecution.isActive()).toBe(false);
});
it("should pick another port if ship is captured", () => {
tradeShip.owner = vi.fn(() => pirate);
tradeShipExecution.tick(1);
expect(tradeShip.setTargetUnit).toHaveBeenCalledWith(piratePort);
});
it("should complete trade and award gold", () => {
tradeShipExecution["pathFinder"] = {
next: vi.fn(() => ({ status: PathStatus.COMPLETE, node: 2001 })),
findPath: vi.fn((from: number) => [from]),
} as any;
tradeShipExecution.tick(1);
expect(tradeShip.delete).toHaveBeenCalledWith(false);
expect(tradeShipExecution.isActive()).toBe(false);
expect(game.displayMessage).toHaveBeenCalled();
});
});