Files
OpenFrontIO/tests/Warship.test.ts
evanpelle 1d0732d3d9 Refactor UnitSpecific info => AllUnitParams type union (#701)
## Description:

By using a type union we get better type safety, enforcing each unit
type have the appropriate params when initializing

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [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

---------

Co-authored-by: evan <openfrontio@gmail.com>
2025-05-10 11:40:47 -07:00

132 lines
3.6 KiB
TypeScript

import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { setup } from "./util/Setup";
import { constructionExecution } from "./util/utils";
const coastX = 7;
let game: Game;
let player1: Player;
let player2: Player;
describe("Warship", () => {
beforeEach(async () => {
game = await setup("half_land_half_ocean", {
infiniteGold: true,
instantBuild: true,
});
const player_1_info = new PlayerInfo(
"us",
"boat dude",
PlayerType.Human,
null,
"player_1_id",
);
game.addPlayer(player_1_info);
const player_2_info = new PlayerInfo(
"us",
"boat dude",
PlayerType.Human,
null,
"player_2_id",
);
game.addPlayer(player_2_info);
game.addExecution(
new SpawnExecution(
game.player(player_1_info.id).info(),
game.ref(coastX, 10),
),
new SpawnExecution(
game.player(player_2_info.id).info(),
game.ref(coastX, 15),
),
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
player1 = game.player(player_1_info.id);
player2 = game.player(player_2_info.id);
});
test("Warship heals only if player has port", async () => {
const maxHealth = game.config().unitInfo(UnitType.Warship).maxHealth;
const port = player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{},
);
game.executeNextTick();
expect(warship.health()).toBe(maxHealth);
warship.modifyHealth(-10);
expect(warship.health()).toBe(maxHealth - 10);
game.executeNextTick();
expect(warship.health()).toBe(maxHealth - 9);
port.delete();
game.executeNextTick();
expect(warship.health()).toBe(maxHealth - 9);
});
test("Warship captures trade if player has port", async () => {
constructionExecution(game, player1.id(), coastX, 10, UnitType.Port);
constructionExecution(game, player1.id(), coastX + 1, 10, UnitType.Warship);
// Warship need one more tick (for warship exec to actually build warship)
game.executeNextTick();
expect(player1.units(UnitType.Warship)).toHaveLength(1);
// Cannot buildExec with trade ship as it's not buildable (but
// we can obviously directly add it to the player)
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
game.ref(coastX + 1, 7),
{
dstPort: null,
},
);
expect(tradeShip.owner().id()).toBe(player2.id());
// Let plenty of time for A* to execute
for (let i = 0; i < 10; i++) {
game.executeNextTick();
}
expect(tradeShip.owner().id()).toBe(player1.id());
});
test("Warship do not capture trade if player has no port", async () => {
constructionExecution(game, player1.id(), coastX, 10, UnitType.Port);
constructionExecution(game, player1.id(), coastX + 1, 10, UnitType.Warship);
expect(player1.units(UnitType.Warship)).toHaveLength(1);
player1.units(UnitType.Port)[0].delete();
// Cannot buildExec with trade ship as it's not buildable (but
// we can obviously directly add it to the player)
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
game.ref(coastX + 1, 11),
{
dstPort: null,
},
);
expect(tradeShip.owner().id()).toBe(player2.id());
// Let plenty of time for A* to execute
for (let i = 0; i < 10; i++) {
game.executeNextTick();
}
expect(tradeShip.owner().id()).toBe(player2.id());
});
});