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## What Notify a player when one of their trade ships is captured. The alert appears in the **less-important (top) events tier** and is gated behind a new in-game setting (on by default). ## Why Previously there was no notification to the player who *lost* a trade ship — only the capturer got a transient +gold pip on the ship's arrival. This surfaces the loss to the victim, while letting players opt out if they find it noisy. ## Changes - **`src/core/execution/TradeShipExecution.ts`** — On capture detection, emit a display message (`events_display.trade_ship_captured`, type `UNIT_DESTROYED`) to the original owner. Fires once, guarded by the existing `wasCaptured` flag. `UNIT_DESTROYED` is not a Tier-1 type, so it lands in the top/less-important tier. - **`src/client/hud/layers/EventsDisplay.ts`** — Suppress the message when the setting is off, following the existing key-based filter pattern. - **`src/core/game/UserSettings.ts`** — New `tradeShipCapturedEvents()` getter (default `true`) + `toggleTradeShipCapturedEvents()`. - **`src/client/hud/layers/SettingsModal.ts`** — New toggle in the in-game settings modal. - **`resources/lang/en.json`** — New `events_display.trade_ship_captured` and `user_setting.trade_ship_captured_label`/`_desc` keys. - **`tests/core/executions/TradeShipExecution.test.ts`** — Tests that the notification is sent to the original owner with the right args and only once across ticks. ## Notes - The setting is gated client-side (in `EventsDisplay`), keeping `src/core` free of client-local localStorage settings — consistent with how display events are already filtered there. - Reused `MessageType.UNIT_DESTROYED` (red/"loss" styling) rather than adding a new message type, to keep the change minimal. Happy to add a dedicated type/color if preferred. ## Testing - `npx vitest tests/core/executions/TradeShipExecution.test.ts --run` — 7 passed - lint clean, no type errors 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
170 lines
5.1 KiB
TypeScript
170 lines
5.1 KiB
TypeScript
import { TradeShipExecution } from "../../../src/core/execution/TradeShipExecution";
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import { Game, MessageType, 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 piratePort2: 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, piratePort2]),
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unitCount: vi.fn(() => 2),
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canTrade: vi.fn(() => true),
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} as any;
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piratePort = {
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id: vi.fn(() => 201),
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tile: vi.fn(() => 56),
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owner: vi.fn(() => pirate),
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isActive: vi.fn(() => true),
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isUnderConstruction: vi.fn(() => false),
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isMarkedForDeletion: vi.fn(() => false),
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} as any;
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piratePort2 = {
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id: vi.fn(() => 202),
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tile: vi.fn(() => 75),
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owner: vi.fn(() => pirate),
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isActive: vi.fn(() => true),
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isUnderConstruction: vi.fn(() => false),
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isMarkedForDeletion: vi.fn(() => false),
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} as any;
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srcPort = {
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id: vi.fn(() => 101),
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tile: vi.fn(() => 10),
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owner: vi.fn(() => origOwner),
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isActive: vi.fn(() => true),
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isUnderConstruction: vi.fn(() => false),
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isMarkedForDeletion: vi.fn(() => false),
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} as any;
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dstPort = {
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id: vi.fn(() => 102),
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tile: vi.fn(() => 100),
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owner: vi.fn(() => dstOwner),
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isActive: vi.fn(() => true),
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isUnderConstruction: vi.fn(() => false),
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isMarkedForDeletion: vi.fn(() => false),
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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(() => 32),
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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: 32 })),
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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 notify the original owner when the ship is captured", () => {
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tradeShip.owner = vi.fn(() => pirate);
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tradeShipExecution.tick(1);
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expect(game.displayMessage).toHaveBeenCalledWith(
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"events_display.trade_ship_captured",
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MessageType.UNIT_DESTROYED,
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origOwner.id(),
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undefined,
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{ name: pirate.displayName() },
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tradeShip.id(),
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);
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});
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it("should only notify the original owner once across ticks", () => {
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tradeShip.owner = vi.fn(() => pirate);
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tradeShipExecution.tick(1);
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tradeShipExecution.tick(2);
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expect(game.displayMessage).toHaveBeenCalledTimes(1);
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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: 32 })),
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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(origOwner.addGold).toHaveBeenCalled();
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expect(dstOwner.addGold).toHaveBeenCalled();
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});
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});
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