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26f5d40819
- Replace Webpack with Vite for faster client bundling and HMR. - Migrate tests from Jest to Vitest and update configuration. - Update Web Worker instantiation to standard ESM syntax. - Implement Env utility in `src/core` for safe, hybrid environment variable access (Vite vs Node). - Refactor configuration loaders to remove direct `process.env` dependencies in shared code. - Update TypeScript environment definitions and project scripts for the new toolchain. - Remove the [depracated usage of the husky](https://github.com/typicode/husky/releases/tag/v9.0.1). ## Description: migrate build system to Vite and test runner to Vitest & Remove depracated husky usage ## 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 - [ ] 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: wraith4081 --------- Co-authored-by: evanpelle <evanpelle@gmail.com>
147 lines
4.1 KiB
TypeScript
147 lines
4.1 KiB
TypeScript
import { GameID } from "../../../src/core/Schemas";
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import { AttackExecution } from "../../../src/core/execution/AttackExecution";
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import { SpawnExecution } from "../../../src/core/execution/SpawnExecution";
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//import { TransportShipExecution } from "../../../src/core/execution/TransportShipExecution";
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import { AllianceRequestExecution } from "../../../src/core/execution/alliance/AllianceRequestExecution";
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import { AllianceRequestReplyExecution } from "../../../src/core/execution/alliance/AllianceRequestReplyExecution";
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import {
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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} from "../../../src/core/game/Game";
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import { TileRef } from "../../../src/core/game/GameMap";
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import { setup } from "../../util/Setup";
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const gameID: GameID = "game_id";
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let game: Game;
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let attacker: Player;
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let defender: Player;
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let defenderSpawn: TileRef;
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let attackerSpawn: TileRef;
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describe("GameImpl", () => {
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beforeEach(async () => {
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game = await setup("ocean_and_land", {
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infiniteGold: true,
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instantBuild: true,
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infiniteTroops: true,
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});
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const attackerInfo = new PlayerInfo(
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"attacker dude",
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PlayerType.Human,
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null,
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"attacker_id",
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);
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game.addPlayer(attackerInfo);
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const defenderInfo = new PlayerInfo(
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"defender dude",
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PlayerType.Human,
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null,
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"defender_id",
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);
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game.addPlayer(defenderInfo);
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defenderSpawn = game.ref(0, 15);
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attackerSpawn = game.ref(0, 14);
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game.addExecution(
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new SpawnExecution(
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gameID,
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game.player(attackerInfo.id).info(),
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attackerSpawn,
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),
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new SpawnExecution(
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gameID,
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game.player(defenderInfo.id).info(),
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defenderSpawn,
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),
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);
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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attacker = game.player(attackerInfo.id);
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defender = game.player(defenderInfo.id);
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});
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test("Don't become traitor when betraying inactive player", async () => {
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vi.spyOn(attacker, "canSendAllianceRequest").mockReturnValue(true);
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game.addExecution(new AllianceRequestExecution(attacker, defender.id()));
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game.executeNextTick();
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game.executeNextTick();
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game.addExecution(
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new AllianceRequestReplyExecution(attacker.id(), defender, true),
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);
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game.executeNextTick();
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game.executeNextTick();
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expect(attacker.allianceWith(defender)).toBeTruthy();
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expect(defender.allianceWith(attacker)).toBeTruthy();
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//Defender is marked disconnected
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defender.markDisconnected(true);
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game.executeNextTick();
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game.executeNextTick();
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// STEP 1: First betray (manually break alliance)
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const alliance = attacker.allianceWith(defender);
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expect(alliance).toBeTruthy();
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attacker.breakAlliance(alliance!);
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// STEP 2: Then attack after betrayal
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game.addExecution(new AttackExecution(100, attacker, defender.id()));
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do {
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game.executeNextTick();
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} while (attacker.outgoingAttacks().length > 0);
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expect(attacker.isTraitor()).toBe(false);
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expect(attacker.allianceWith(defender)).toBeFalsy();
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});
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test("Do become traitor when betraying active player", async () => {
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vi.spyOn(attacker, "canSendAllianceRequest").mockReturnValue(true);
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game.addExecution(new AllianceRequestExecution(attacker, defender.id()));
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game.executeNextTick();
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game.executeNextTick();
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game.addExecution(
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new AllianceRequestReplyExecution(attacker.id(), defender, true),
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);
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game.executeNextTick();
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game.executeNextTick();
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expect(attacker.allianceWith(defender)).toBeTruthy();
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expect(defender.allianceWith(attacker)).toBeTruthy();
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//Defender is NOT marked disconnected
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game.executeNextTick();
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game.executeNextTick();
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// First betray (manually break alliance)
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const alliance = attacker.allianceWith(defender);
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expect(alliance).toBeTruthy();
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attacker.breakAlliance(alliance!);
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game.executeNextTick();
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game.addExecution(new AttackExecution(100, attacker, defender.id()));
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do {
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game.executeNextTick();
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} while (attacker.outgoingAttacks().length > 0);
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expect(attacker.isTraitor()).toBe(true);
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expect(attacker.allianceWith(defender)).toBeFalsy();
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});
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});
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