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8f53785a80
## Description: - Removed the temporary UnitType.Construction and embedded construction state into real units via isUnderConstruction(). - Centralized non-structure spawning to perform a single validation right before unit creation/launch. - Updated UI layers to render construction state without relying on the removed enum. - Adjusted and created tests to match the new flow and to cover the no-refundscenarios. # Tests updated - tests/economy/ConstructionGold.test.ts: covers structure cost deduction and income, tolerant of passive income; ensures no refunds during construction. - tests/nukes/HydrogenAndMirv.test.ts: accounts for single-check launch flow; MIRV test targets a player-owned tile; ensures launch after payment. - tests/client/graphics/UILayer.test.ts: mocks now provide isUnderConstruction and real type strings; ## 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 ## Please put your Discord username so you can be contacted if a bug or regression is found: CrackeRR1 --------- Co-authored-by: Evan <evanpelle@gmail.com>
72 lines
2.4 KiB
TypeScript
72 lines
2.4 KiB
TypeScript
import { ConstructionExecution } from "../../src/core/execution/ConstructionExecution";
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import { SpawnExecution } from "../../src/core/execution/SpawnExecution";
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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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UnitType,
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} from "../../src/core/game/Game";
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import { setup } from "../util/Setup";
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describe("Construction economy", () => {
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let game: Game;
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let player: Player;
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beforeEach(async () => {
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game = await setup("ocean_and_land", {
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infiniteGold: false,
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instantBuild: false,
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infiniteTroops: true,
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});
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const info = new PlayerInfo(
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"builder",
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PlayerType.Human,
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null,
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"builder_id",
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);
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game.addPlayer(info);
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const spawn = game.ref(0, 10);
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game.addExecution(new SpawnExecution(info, spawn));
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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player = game.player(info.id);
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});
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test("City charges gold once and no refund thereafter (allow passive income)", () => {
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const target = game.ref(0, 10);
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const cost = game.unitInfo(UnitType.City).cost(player);
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player.addGold(cost);
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expect(player.gold()).toBe(cost);
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const startTick = game.ticks();
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game.addExecution(new ConstructionExecution(player, UnitType.City, target));
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// First tick usually initializes the execution, second tick performs build and deduction
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game.executeNextTick();
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game.executeNextTick();
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const afterBuild = player.gold();
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const ticksAfterBuild = BigInt(game.ticks() - startTick);
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const passivePerTick = 100n; // DefaultConfig goldAdditionRate for humans
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expect(afterBuild < cost).toBe(true); // cost was deducted
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expect(afterBuild <= ticksAfterBuild * passivePerTick).toBe(true); // only passive income allowed
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// Advance through construction duration
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const duration = game.unitInfo(UnitType.City).constructionDuration ?? 0;
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for (let i = 0; i <= duration + 2; i++) game.executeNextTick();
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const finalGold = player.gold();
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const ticksElapsed = BigInt(game.ticks() - startTick);
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// Ensure no refund equal to cost snuck back in; only passive income accumulated
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expect(finalGold < cost).toBe(true);
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expect(finalGold <= ticksElapsed * passivePerTick).toBe(true);
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// Structure exists and is active
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expect(player.units(UnitType.City)).toHaveLength(1);
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expect(
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(player.units(UnitType.City)[0] as any).isUnderConstruction?.() ?? false,
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).toBe(false);
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});
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});
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