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## Description: bugfix: The price was not considered when checking it upgrading a unit was allowed. Also refacted and cleaned up the code a bit. ## 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
81 lines
2.2 KiB
TypeScript
81 lines
2.2 KiB
TypeScript
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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UnitType,
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} from "../src/core/game/Game";
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import { setup } from "./util/Setup";
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let game: Game;
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let player: Player;
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describe("PlayerImpl", () => {
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beforeEach(async () => {
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game = await setup(
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"plains",
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{
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instantBuild: true,
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},
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[new PlayerInfo("player", PlayerType.Human, null, "player_id")],
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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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player = game.player("player_id");
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player.addGold(BigInt(1000000));
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game.config().structureMinDist = () => 10;
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});
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test("City can be upgraded", () => {
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const city = player.buildUnit(UnitType.City, game.ref(0, 0), {});
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const buCity = player
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.buildableUnits(game.ref(0, 0))
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.find((bu) => bu.type === UnitType.City);
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expect(buCity).toBeDefined();
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expect(buCity!.canUpgrade).toBe(city.id());
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});
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test("DefensePost cannot be upgraded", () => {
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player.buildUnit(UnitType.DefensePost, game.ref(0, 0), {});
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const buDefensePost = player
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.buildableUnits(game.ref(0, 0))
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.find((bu) => bu.type === UnitType.DefensePost);
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expect(buDefensePost).toBeDefined();
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expect(buDefensePost!.canUpgrade).toBeFalsy();
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});
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test("City can be upgraded from another city", () => {
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const city = player.buildUnit(UnitType.City, game.ref(0, 0), {});
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const cityToUpgrade = player.findUnitToUpgrade(
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UnitType.City,
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game.ref(0, 1),
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);
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expect(cityToUpgrade).toBeTruthy();
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if (cityToUpgrade === false) {
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return;
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}
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expect(cityToUpgrade.id()).toBe(city.id());
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});
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test("City cannot be upgraded when too far away", () => {
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player.buildUnit(UnitType.City, game.ref(0, 0), {});
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const cityToUpgrade = player.findUnitToUpgrade(
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UnitType.City,
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game.ref(50, 50),
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);
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expect(cityToUpgrade).toBe(false);
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});
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test("Unit cannot be upgraded when not enough gold", () => {
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player.buildUnit(UnitType.City, game.ref(0, 0), {});
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player.removeGold(BigInt(1000000));
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const cityToUpgrade = player.findUnitToUpgrade(
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UnitType.City,
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game.ref(0, 1),
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);
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expect(cityToUpgrade).toBe(false);
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});
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});
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