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f1d162825e
Resolves #1041 ## Description: Remove the singleplayer spawn countdown so the game starts when the player spawns, spawn nations immediately after player spawn, and align game timer/max-timer timing with the new start point. Added a singleplayer regression test for spawn-immunity timing (GameImpl.test.ts) and updated spawn-phase loop tests to use gameType: GameType.Public where singleplayer behavior is not under test (e.g. MIRV/AI/Spawn/WinCheck-related suites), eliminating inSpawnPhase() timeout hangs after the new singleplayer start logic. https://github.com/user-attachments/assets/c07a585f-1153-490e-88ca-a91fc7ae5756 ## 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: aotumuri
89 lines
2.7 KiB
TypeScript
89 lines
2.7 KiB
TypeScript
import { PlayerExecution } from "../../../src/core/execution/PlayerExecution";
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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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import { executeTicks } from "../../util/utils";
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let game: Game;
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let player: Player;
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let otherPlayer: Player;
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describe("PlayerExecution", () => {
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beforeEach(async () => {
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game = await setup(
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"big_plains",
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{ infiniteGold: true, instantBuild: true },
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[
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new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id"),
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new PlayerInfo("other", PlayerType.Human, "client_id2", "other_id"),
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],
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);
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player = game.player("player_id");
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otherPlayer = game.player("other_id");
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game.addExecution(new PlayerExecution(player));
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game.addExecution(new PlayerExecution(otherPlayer));
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});
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test("DefensePost lv. 1 is destroyed when tile owner changes", () => {
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const tile = game.ref(50, 50);
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player.conquer(tile);
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const defensePost = player.buildUnit(UnitType.DefensePost, tile, {});
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game.executeNextTick();
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expect(game.unitCount(UnitType.DefensePost)).toBe(1);
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expect(defensePost.level()).toBe(1);
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otherPlayer.conquer(tile);
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executeTicks(game, 2);
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expect(game.unitCount(UnitType.DefensePost)).toBe(0);
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});
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test("DefensePost lv. 2+ is downgraded when tile owner changes", () => {
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const tile = game.ref(50, 50);
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player.conquer(tile);
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const defensePost = player.buildUnit(UnitType.DefensePost, tile, {});
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defensePost.increaseLevel();
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expect(defensePost.level()).toBe(2);
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expect(game.unitCount(UnitType.DefensePost)).toBe(2); // unitCount sums levels
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expect(player.units(UnitType.DefensePost)).toHaveLength(1);
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expect(defensePost.isActive()).toBe(true);
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otherPlayer.conquer(tile);
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executeTicks(game, 2);
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expect(defensePost.level()).toBe(1);
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expect(game.unitCount(UnitType.DefensePost)).toBe(1);
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expect(otherPlayer.units(UnitType.DefensePost)).toHaveLength(1);
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expect(defensePost.owner()).toBe(otherPlayer);
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expect(defensePost.isActive()).toBe(true);
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});
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test("Non-DefensePost structures are transferred (not downgraded) when tile owner changes", () => {
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const tile = game.ref(50, 50);
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player.conquer(tile);
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const city = player.buildUnit(UnitType.City, tile, {});
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expect(game.unitCount(UnitType.City)).toBe(1);
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expect(city.level()).toBe(1);
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expect(city.owner()).toBe(player);
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expect(city.isActive()).toBe(true);
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otherPlayer.conquer(tile);
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executeTicks(game, 2);
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expect(game.unitCount(UnitType.City)).toBe(1);
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expect(city.level()).toBe(1);
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expect(city.owner()).toBe(otherPlayer);
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expect(city.isActive()).toBe(true);
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});
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});
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