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41ef675e98
Resolves #3910 ## Description: - Split the events HUD into two components: a new **`<actionable-events>`** that owns alliance prompts (request / renew) and a slimmed-down **`<events-display>`** for everything else. - Reworked `<events-display>` into two visual tiers: dim/scrolling tier 2 on top (trade results, unit losses, donations, alliance status), prominent tier 1 anchored at the bottom (inbound nukes, naval invasion, attack requests, alliance broken, conquered player, chat). Tier 2 caps at the 4 newest entries; events expire after 8s. - Added a transient **+gold pip** above the gold pill in `<control-panel>`, animated with a small fade-in. Fires for trade ships, trains, donations, and conquest. Trade-ship and train arrivals are removed from the events scroll since they're surfaced here instead. - New `MessageType.NUKE_DETONATED` and a server-side emission in `NukeExecution.detonate` — once an inbound nuke lands or gets intercepted, the inbound warning vanishes and a "detonated" entry takes its place. - `displayMessage` gained optional `unitID` and `focusPlayerID` params so events can link to a unit or a player. Unit captures and destructions now navigate to the unit's last tile when clicked; donations navigate to the other player. - ActionableEvents card width matches `<events-display>`; cards persist until the user clicks Accept/Reject/Renew/Ignore or the server-side request timeout expires. - Removed the in-events category filter UI and the gold-amount banner — `<events-display>` is now a lightweight log that hides entirely when empty. <img width="570" height="444" alt="Screenshot 2026-05-21 at 1 42 30 PM" src="https://github.com/user-attachments/assets/f103efb3-0e11-4b72-a11b-91ff6896177c" /> <img width="430" height="296" alt="Screenshot 2026-05-21 at 1 41 34 PM" src="https://github.com/user-attachments/assets/ae58475a-b252-4aa6-9ce5-99dea7575ce3" /> ## 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: evan
248 lines
7.6 KiB
TypeScript
248 lines
7.6 KiB
TypeScript
import { NukeExecution } from "../../../src/core/execution/NukeExecution";
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import {
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Game,
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MessageType,
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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 { TestConfig } from "../../util/TestConfig";
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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("NukeExecution", () => {
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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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(game.config() as TestConfig).nukeMagnitudes = vi.fn(() => ({
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inner: 10,
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outer: 10,
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}));
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(game.config() as TestConfig).nukeAllianceBreakThreshold = vi.fn(() => 5);
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player = game.player("player_id");
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otherPlayer = game.player("other_id");
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player.conquer(game.ref(1, 1));
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});
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test("nuke should destroy buildings and redraw out of range buildings", async () => {
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// Build a city at (1,1)
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player.buildUnit(UnitType.City, game.ref(1, 1), {});
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// Build a missile silo in range
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player.buildUnit(UnitType.MissileSilo, game.ref(1, 10), {});
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// Build a SAM out of range
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const sam = player.buildUnit(UnitType.SAMLauncher, game.ref(1, 11), {});
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sam.touch = vi.fn();
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// Build a Defense post out of range AND out of redraw range
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const defensePost = player.buildUnit(
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UnitType.DefensePost,
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game.ref(1, 27),
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{},
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);
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defensePost.touch = vi.fn();
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// Add a nuke execution targeting the city
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const nukeExec = new NukeExecution(
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UnitType.AtomBomb,
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player,
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game.ref(1, 1),
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game.ref(1, 2),
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);
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game.addExecution(nukeExec);
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// Run enough ticks for the nuke to detonate
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executeTicks(game, 10);
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// The city and silo should be destroyed
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expect(player.units(UnitType.City)).toHaveLength(0);
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expect(player.units(UnitType.MissileSilo)).toHaveLength(0);
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expect(player.units(UnitType.SAMLauncher)).toHaveLength(1);
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expect(sam.touch).toHaveBeenCalled();
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expect(defensePost.touch).not.toHaveBeenCalled();
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});
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test("nuke should only be targetable near src and dst", async () => {
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player.buildUnit(UnitType.MissileSilo, game.ref(1, 1), {});
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const nukeExec = new NukeExecution(
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UnitType.AtomBomb,
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player,
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game.ref(199, 199),
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game.ref(1, 1),
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);
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game.addExecution(nukeExec);
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// targetable distance is 400
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//near launch should be targetable (distance src < 400)
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executeTicks(game, 2);
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expect(nukeExec.getNuke()!.isTargetable()).toBeTruthy();
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//mid air should not be targetable (distance src > 400, distance target > 400)
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executeTicks(game, 38);
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expect(nukeExec.getNuke()!.isTargetable()).toBeFalsy();
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//near target should be targetable (distance target < 400)
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executeTicks(game, 35);
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expect(nukeExec.getNuke()!.isTargetable()).toBeTruthy();
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});
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test("nuke should break alliances on launch", async () => {
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const req = player.createAllianceRequest(otherPlayer);
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req!.accept();
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player.conquer(game.ref(1, 1));
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player.buildUnit(UnitType.MissileSilo, game.ref(1, 1), {});
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for (let x = 90; x < 99; x++) {
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for (let y = 90; y < 99; y++) {
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otherPlayer.conquer(game.ref(x, y));
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}
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}
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// Add a nuke targeting just outside the other player's territory.
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game.addExecution(
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new NukeExecution(UnitType.AtomBomb, player, game.ref(85, 85), null),
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);
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game.executeNextTick(); // init
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game.executeNextTick(); // exec
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expect(player.isTraitor()).toBe(true);
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expect(player.isAlliedWith(otherPlayer)).toBe(false);
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});
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test("AtomBomb detonation emits NUKE_DETONATED to each impacted player", () => {
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player.buildUnit(UnitType.MissileSilo, game.ref(1, 1), {});
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// Give otherPlayer a cluster around (50,50) so the blast intersects them.
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for (let x = 48; x < 53; x++) {
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for (let y = 48; y < 53; y++) {
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otherPlayer.conquer(game.ref(x, y));
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}
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}
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const displayMessageSpy = vi.spyOn(game, "displayMessage");
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game.addExecution(
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new NukeExecution(
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UnitType.AtomBomb,
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player,
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game.ref(50, 50),
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game.ref(1, 1),
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),
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);
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executeTicks(game, 200);
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const detonatedCalls = displayMessageSpy.mock.calls.filter(
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(call) => call[1] === MessageType.NUKE_DETONATED,
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);
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expect(detonatedCalls.length).toBeGreaterThan(0);
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const otherCall = detonatedCalls.find(
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(call) => call[2] === otherPlayer.id(),
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);
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expect(otherCall).toBeDefined();
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expect(otherCall![0]).toBe("events_display.atom_bomb_detonated");
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// focusPlayerID (7th positional) is the launcher
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expect(otherCall![6]).toBe(player.id());
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displayMessageSpy.mockRestore();
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});
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test("HydrogenBomb detonation emits NUKE_DETONATED with hydrogen_bomb key", () => {
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player.buildUnit(UnitType.MissileSilo, game.ref(1, 1), {});
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for (let x = 48; x < 53; x++) {
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for (let y = 48; y < 53; y++) {
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otherPlayer.conquer(game.ref(x, y));
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}
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}
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const displayMessageSpy = vi.spyOn(game, "displayMessage");
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game.addExecution(
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new NukeExecution(
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UnitType.HydrogenBomb,
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player,
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game.ref(50, 50),
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game.ref(1, 1),
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),
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);
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executeTicks(game, 300);
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const detonatedCalls = displayMessageSpy.mock.calls.filter(
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(call) => call[1] === MessageType.NUKE_DETONATED,
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);
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expect(detonatedCalls.length).toBeGreaterThan(0);
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expect(detonatedCalls[0][0]).toBe("events_display.hydrogen_bomb_detonated");
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displayMessageSpy.mockRestore();
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});
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test("MIRVWarhead detonation does NOT emit NUKE_DETONATED", () => {
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player.buildUnit(UnitType.MissileSilo, game.ref(1, 1), {});
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for (let x = 48; x < 53; x++) {
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for (let y = 48; y < 53; y++) {
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otherPlayer.conquer(game.ref(x, y));
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}
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}
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const displayMessageSpy = vi.spyOn(game, "displayMessage");
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game.addExecution(
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new NukeExecution(
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UnitType.MIRVWarhead,
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player,
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game.ref(50, 50),
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game.ref(1, 1),
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),
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);
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executeTicks(game, 200);
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const detonatedCalls = displayMessageSpy.mock.calls.filter(
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(call) => call[1] === MessageType.NUKE_DETONATED,
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);
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expect(detonatedCalls).toHaveLength(0);
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displayMessageSpy.mockRestore();
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});
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test("nuke should break alliance when destroying ally's building even with few tiles", async () => {
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const req = player.createAllianceRequest(otherPlayer);
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req!.accept();
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expect(player.isAlliedWith(otherPlayer)).toBe(true);
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player.conquer(game.ref(1, 1));
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player.buildUnit(UnitType.MissileSilo, game.ref(1, 1), {});
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// Give the other player just a few tiles (below the threshold of 5)
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// and build a port on one of them
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otherPlayer.conquer(game.ref(50, 50));
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otherPlayer.conquer(game.ref(51, 50));
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otherPlayer.conquer(game.ref(50, 51));
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otherPlayer.buildUnit(UnitType.Port, game.ref(50, 50), {});
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expect(otherPlayer.units(UnitType.Port)).toHaveLength(1);
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// Nuke targeting the ally's port - this should break alliance
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// even though the tile count is below threshold
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game.addExecution(
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new NukeExecution(UnitType.AtomBomb, player, game.ref(50, 50), null),
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);
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game.executeNextTick(); // init
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game.executeNextTick(); // exec
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// Alliance should be broken because we're destroying ally's building
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expect(player.isTraitor()).toBe(true);
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expect(player.isAlliedWith(otherPlayer)).toBe(false);
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});
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});
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