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c911bfb2d8
## 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
130 lines
3.8 KiB
TypeScript
130 lines
3.8 KiB
TypeScript
import { TradeShipExecution } from "../../../src/core/execution/TradeShipExecution";
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import { Game, Player, Unit } from "../../../src/core/game/Game";
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import { PathStatus } from "../../../src/core/pathfinding/types";
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import { setup } from "../../util/Setup";
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describe("TradeShipExecution", () => {
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let game: Game;
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let origOwner: Player;
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let dstOwner: Player;
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let pirate: Player;
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let srcPort: Unit;
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let piratePort: Unit;
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let tradeShip: Unit;
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let dstPort: Unit;
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let tradeShipExecution: TradeShipExecution;
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beforeEach(async () => {
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// Mock Game, Player, Unit, and required methods
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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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});
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game.displayMessage = vi.fn();
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origOwner = {
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canBuild: vi.fn(() => true),
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buildUnit: vi.fn((type, spawn, opts) => tradeShip),
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displayName: vi.fn(() => "Origin"),
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addGold: vi.fn(),
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units: vi.fn(() => [dstPort]),
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unitCount: vi.fn(() => 1),
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id: vi.fn(() => 1),
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clientID: vi.fn(() => 1),
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canTrade: vi.fn(() => true),
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} as any;
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dstOwner = {
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id: vi.fn(() => 2),
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addGold: vi.fn(),
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displayName: vi.fn(() => "Destination"),
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units: vi.fn(() => [dstPort]),
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unitCount: vi.fn(() => 1),
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clientID: vi.fn(() => 2),
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canTrade: vi.fn(() => true),
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} as any;
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pirate = {
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id: vi.fn(() => 3),
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addGold: vi.fn(),
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displayName: vi.fn(() => "Destination"),
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units: vi.fn(() => [piratePort]),
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unitCount: vi.fn(() => 1),
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canTrade: vi.fn(() => true),
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} as any;
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piratePort = {
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tile: vi.fn(() => 40011),
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owner: vi.fn(() => pirate),
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isActive: vi.fn(() => true),
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} as any;
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srcPort = {
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tile: vi.fn(() => 20011),
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owner: vi.fn(() => origOwner),
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isActive: vi.fn(() => true),
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} as any;
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dstPort = {
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tile: vi.fn(() => 30015), // 15x15
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owner: vi.fn(() => dstOwner),
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isActive: vi.fn(() => true),
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} as any;
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tradeShip = {
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isActive: vi.fn(() => true),
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owner: vi.fn(() => origOwner),
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id: vi.fn(() => 123),
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move: vi.fn(),
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setTargetUnit: vi.fn(),
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setSafeFromPirates: vi.fn(),
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touch: vi.fn(),
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delete: vi.fn(),
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tile: vi.fn(() => 2001),
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} as any;
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tradeShipExecution = new TradeShipExecution(origOwner, srcPort, dstPort);
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tradeShipExecution.init(game, 0);
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tradeShipExecution["pathFinder"] = {
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next: vi.fn(() => ({ status: PathStatus.NEXT, node: 2001 })),
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findPath: vi.fn((from: number) => [from]),
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} as any;
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tradeShipExecution["tradeShip"] = tradeShip;
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});
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it("should initialize and tick without errors", () => {
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tradeShipExecution.tick(1);
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expect(tradeShipExecution.isActive()).toBe(true);
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});
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it("should deactivate if tradeShip is not active", () => {
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tradeShip.isActive = vi.fn(() => false);
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tradeShipExecution.tick(1);
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expect(tradeShipExecution.isActive()).toBe(false);
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});
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it("should delete ship if port owner changes to current owner", () => {
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dstPort.owner = vi.fn(() => origOwner);
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tradeShipExecution.tick(1);
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expect(tradeShip.delete).toHaveBeenCalledWith(false);
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expect(tradeShipExecution.isActive()).toBe(false);
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});
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it("should pick another port if ship is captured", () => {
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tradeShip.owner = vi.fn(() => pirate);
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tradeShipExecution.tick(1);
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expect(tradeShip.setTargetUnit).toHaveBeenCalledWith(piratePort);
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});
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it("should complete trade and award gold", () => {
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tradeShipExecution["pathFinder"] = {
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next: vi.fn(() => ({ status: PathStatus.COMPLETE, node: 2001 })),
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findPath: vi.fn((from: number) => [from]),
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} as any;
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tradeShipExecution.tick(1);
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expect(tradeShip.delete).toHaveBeenCalledWith(false);
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expect(tradeShipExecution.isActive()).toBe(false);
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expect(game.displayMessage).toHaveBeenCalled();
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});
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});
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