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c0febacb8e
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661) (split into 3 PRs so they are not too large..) ## Description: Part 2/3 of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661). This PR adds port-based healing and docking behavior: - Passive healing near friendly ports - Active docked healing pool scaled by port level and shared across docked ships - Docking radius and capacity-by-port-level behavior - Waiting behavior near full ports until a slot opens - Auto-undock once fully healed For the active healing, it works like `ActiveHeal = (PortLevel * 5) / DockedShipsAtThatPort` Ex: 1 ship at level 1 port -> +5 HP/tick 1 ship at level 2 port → +10 HP/tick 2 ships at level 3 port → +7.5 HP/tick each Includes regression tests covering healing math and docking/waiting behavior. ## 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: zixer._
555 lines
16 KiB
TypeScript
555 lines
16 KiB
TypeScript
import { MoveWarshipExecution } from "../src/core/execution/MoveWarshipExecution";
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import { WarshipExecution } from "../src/core/execution/WarshipExecution";
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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 { TileRef } from "../src/core/game/GameMap";
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import { PathStatus } from "../src/core/pathfinding/types";
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import { setup } from "./util/Setup";
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import { executeTicks } from "./util/utils";
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const coastX = 7;
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let game: Game;
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let player1: Player;
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let player2: Player;
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describe("Warship", () => {
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beforeEach(async () => {
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game = await setup(
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"half_land_half_ocean",
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{
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infiniteGold: true,
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instantBuild: true,
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},
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[
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new PlayerInfo("boat dude", PlayerType.Human, null, "player_1_id"),
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new PlayerInfo("boat dude", PlayerType.Human, null, "player_2_id"),
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],
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);
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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player1 = game.player("player_1_id");
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player2 = game.player("player_2_id");
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});
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test("Warship heals only if player has port", async () => {
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const maxHealth = game.config().unitInfo(UnitType.Warship).maxHealth;
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if (typeof maxHealth !== "number") {
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expect(typeof maxHealth).toBe("number");
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throw new Error("unreachable");
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}
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const port = player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 10),
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{
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patrolTile: game.ref(coastX + 1, 10),
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},
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);
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game.addExecution(new WarshipExecution(warship));
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game.executeNextTick();
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expect(warship.health()).toBe(maxHealth);
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warship.modifyHealth(-10);
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expect(warship.health()).toBe(maxHealth - 10);
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game.executeNextTick();
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expect(warship.health()).toBe(maxHealth - 9);
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port.delete();
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game.executeNextTick();
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expect(warship.health()).toBe(maxHealth - 9);
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});
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test("Warship captures trade if player has port", async () => {
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const portTile = game.ref(coastX, 10);
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player1.buildUnit(UnitType.Port, portTile, {});
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game.addExecution(
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new WarshipExecution(
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player1.buildUnit(UnitType.Warship, portTile, {
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patrolTile: portTile,
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}),
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),
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);
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const tradeShip = player2.buildUnit(
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UnitType.TradeShip,
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game.ref(coastX + 1, 7),
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{
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targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
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},
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);
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expect(tradeShip.owner().id()).toBe(player2.id());
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// Let plenty of time for A* to execute
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for (let i = 0; i < 10; i++) {
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game.executeNextTick();
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}
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expect(tradeShip.owner()).toBe(player1);
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});
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test("Warship do not capture trade if player has no port", async () => {
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game.addExecution(
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new WarshipExecution(
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player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 11), {
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patrolTile: game.ref(coastX + 1, 11),
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}),
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),
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);
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const tradeShip = player2.buildUnit(
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UnitType.TradeShip,
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game.ref(coastX + 1, 11),
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{
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targetUnit: player1.buildUnit(UnitType.Port, game.ref(coastX, 11), {}),
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},
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);
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expect(tradeShip.owner().id()).toBe(player2.id());
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// Let plenty of time for warship to potentially capture trade ship
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for (let i = 0; i < 10; i++) {
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game.executeNextTick();
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}
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expect(tradeShip.owner().id()).toBe(player2.id());
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});
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test("Warship does not target trade ships that are safe from pirates", async () => {
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// build port so warship can target trade ships
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player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 10),
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{
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patrolTile: game.ref(coastX + 1, 10),
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},
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);
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game.addExecution(new WarshipExecution(warship));
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const tradeShip = player2.buildUnit(
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UnitType.TradeShip,
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game.ref(coastX + 1, 10),
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{
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targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
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},
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);
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tradeShip.setSafeFromPirates();
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executeTicks(game, 10);
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expect(tradeShip.owner().id()).toBe(player2.id());
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});
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test("Warship moves to new patrol tile", async () => {
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game.config().warshipTargettingRange = () => 1;
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 10),
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{
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patrolTile: game.ref(coastX + 1, 10),
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},
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);
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game.addExecution(new WarshipExecution(warship));
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game.addExecution(
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new MoveWarshipExecution(
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player1,
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[warship.id()],
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game.ref(coastX + 5, 15),
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),
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);
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executeTicks(game, 10);
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expect(warship.patrolTile()).toBe(game.ref(coastX + 5, 15));
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});
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test("Warship does not not target trade ships outside of patrol range", async () => {
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game.config().warshipTargettingRange = () => 3;
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// build port so warship can target trade ships
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player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 10),
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{
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patrolTile: game.ref(coastX + 1, 10),
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},
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);
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game.addExecution(new WarshipExecution(warship));
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const tradeShip = player2.buildUnit(
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UnitType.TradeShip,
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game.ref(coastX + 1, 15),
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{
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targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
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},
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);
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executeTicks(game, 10);
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// Trade ship should not be captured
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expect(tradeShip.owner().id()).toBe(player2.id());
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});
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test("Warship prioritizes transport ships over warships", async () => {
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game.config().warshipShellAttackRate = () => Number.MAX_SAFE_INTEGER;
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 10),
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{
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patrolTile: game.ref(coastX + 1, 10),
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},
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);
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player2.buildUnit(UnitType.Warship, game.ref(coastX + 2, 10), {
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patrolTile: game.ref(coastX + 2, 10),
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});
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player2.buildUnit(UnitType.TransportShip, game.ref(coastX + 1, 11), {
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targetTile: game.ref(coastX + 1, 11),
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});
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game.addExecution(new WarshipExecution(warship));
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let selectedType: UnitType | undefined = undefined;
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for (let i = 0; i < 5; i++) {
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game.executeNextTick();
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selectedType = warship.targetUnit()?.type();
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if (selectedType === UnitType.TransportShip) {
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break;
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}
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}
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expect(selectedType).toBe(UnitType.TransportShip);
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});
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test("Warship does not target trade ships in different water components", async () => {
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// build port so warship can target trade ships
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player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
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const warshipTile = game.ref(coastX + 1, 2);
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const tradeShipTile = game.ref(coastX + 1, 12);
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const warship = player1.buildUnit(UnitType.Warship, warshipTile, {
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patrolTile: warshipTile,
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});
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game.addExecution(new WarshipExecution(warship));
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const tradeShip = player2.buildUnit(UnitType.TradeShip, tradeShipTile, {
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targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
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});
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// Mock different water components
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game.getWaterComponent = (tile: TileRef) => {
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if (tile === warshipTile) return 1;
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return 2;
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};
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game.hasWaterComponent = (tile: TileRef, component: number) => {
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return game.getWaterComponent(tile) === component;
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};
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executeTicks(game, 10);
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// Trade ship should not be captured because it's in a different component
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expect(tradeShip.owner().id()).toBe(player2.id());
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});
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test("MoveWarshipExecution fails if player is not the owner", async () => {
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const originalPatrolTile = game.ref(coastX + 1, 10);
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 5),
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{
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patrolTile: originalPatrolTile,
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},
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);
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new MoveWarshipExecution(
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player2,
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[warship.id()],
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game.ref(coastX + 5, 15),
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).init(game, 0);
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expect(warship.patrolTile()).toBe(originalPatrolTile);
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});
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test("MoveWarshipExecution fails if warship is not active", async () => {
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const originalPatrolTile = game.ref(coastX + 1, 10);
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 5),
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{
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patrolTile: originalPatrolTile,
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},
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);
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warship.delete();
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new MoveWarshipExecution(
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player1,
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[warship.id()],
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game.ref(coastX + 5, 15),
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).init(game, 0);
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expect(warship.patrolTile()).toBe(originalPatrolTile);
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});
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test("MoveWarshipExecution fails gracefully if warship not found", async () => {
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const exec = new MoveWarshipExecution(
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player1,
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[123],
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game.ref(coastX + 5, 15),
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);
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// Verify that no error is thrown.
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exec.init(game, 0);
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expect(exec.isActive()).toBe(false);
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});
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test("Warship retreats when pre-heal health is below threshold", async () => {
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const maxHealth = game.config().unitInfo(UnitType.Warship).maxHealth;
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if (typeof maxHealth !== "number") {
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expect(typeof maxHealth).toBe("number");
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throw new Error("unreachable");
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}
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if (maxHealth <= 599) {
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expect(maxHealth).toBeGreaterThan(599);
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throw new Error("unreachable");
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}
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game.config().warshipPortHealingBonusPerLevel = () => 0;
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game.config().warshipRetreatHealthThreshold = () => 600;
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const homePort = player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 11),
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{
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patrolTile: game.ref(coastX + 1, 11),
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},
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);
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game.addExecution(new WarshipExecution(warship));
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game.executeNextTick();
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warship.modifyHealth(-(maxHealth - 599));
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game.executeNextTick();
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expect(warship.retreating()).toBe(true);
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const distanceToPort = game.euclideanDistSquared(
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warship.tile(),
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homePort.tile(),
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);
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expect(
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distanceToPort <= 25 || warship.targetTile() === homePort.tile(),
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).toBe(true);
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});
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test("Warship gets active healing when docked at a friendly port", async () => {
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const maxHealth = game.config().unitInfo(UnitType.Warship).maxHealth;
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if (typeof maxHealth !== "number") {
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expect(typeof maxHealth).toBe("number");
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throw new Error("unreachable");
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}
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game.config().warshipPassiveHealing = () => 0;
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game.config().warshipPortHealingBonusPerLevel = () => 6;
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game.config().warshipDockingRange = () => 5;
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game.config().warshipRetreatHealthThreshold = () => 900;
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const portTile = game.ref(coastX, 10);
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player1.buildUnit(UnitType.Port, portTile, {});
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 11),
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{
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patrolTile: game.ref(coastX + 1, 11),
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},
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);
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const warshipExecution = new WarshipExecution(warship);
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game.addExecution(warshipExecution);
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game.executeNextTick();
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warship.modifyHealth(-300);
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for (let i = 0; i < 60; i++) {
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game.executeNextTick();
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if (warshipExecution.isDocked()) {
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break;
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}
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}
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expect(warshipExecution.isDocked()).toBe(true);
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const before = warship.health();
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game.executeNextTick();
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expect(warship.health()).toBe(before + 6);
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});
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test("Warship waits at port when capacity is full", async () => {
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game.config().warshipPassiveHealing = () => 0;
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game.config().warshipDockingRange = () => 5;
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game.config().warshipRetreatHealthThreshold = () => 900;
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const portTile = game.ref(coastX, 10);
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const warship1Tile = game.ref(coastX + 1, 11);
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const warship2Tile = game.ref(coastX + 1, 12);
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player1.buildUnit(UnitType.Port, portTile, {});
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const warship1 = player1.buildUnit(UnitType.Warship, warship1Tile, {
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patrolTile: warship1Tile,
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});
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const warship2 = player1.buildUnit(UnitType.Warship, warship2Tile, {
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patrolTile: warship2Tile,
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});
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const exec1 = new WarshipExecution(warship1);
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const exec2 = new WarshipExecution(warship2);
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game.addExecution(exec1);
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game.addExecution(exec2);
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game.executeNextTick();
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warship1.modifyHealth(-300);
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warship2.modifyHealth(-300);
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for (let i = 0; i < 80; i++) {
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game.executeNextTick();
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const warship2DistanceToPort = game.euclideanDistSquared(
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warship2.tile(),
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portTile,
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);
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if (
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exec1.isDocked() &&
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!exec2.isDocked() &&
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warship2DistanceToPort <= 25 &&
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warship2.retreating()
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) {
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break;
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}
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}
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const warship2DistanceToPort = game.euclideanDistSquared(
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warship2.tile(),
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portTile,
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);
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expect(exec1.isDocked()).toBe(true);
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expect(exec2.isDocked()).toBe(false);
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expect(warship2DistanceToPort).toBeLessThanOrEqual(25);
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expect(warship2.retreating()).toBe(true);
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});
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test("Warship cancels docking if its retreat port is destroyed", async () => {
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game.config().warshipPassiveHealing = () => 0;
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game.config().warshipPortHealingBonusPerLevel = () => 0;
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game.config().warshipDockingRange = () => 5;
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game.config().warshipRetreatHealthThreshold = () => 900;
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const homePort = player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 11),
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{
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patrolTile: game.ref(coastX + 1, 11),
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},
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);
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const warshipExecution = new WarshipExecution(warship);
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game.addExecution(warshipExecution);
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game.executeNextTick();
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warship.modifyHealth(-300);
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for (let i = 0; i < 60; i++) {
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game.executeNextTick();
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if (warshipExecution.isDocked()) {
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break;
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}
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}
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expect(warshipExecution.isDocked()).toBe(true);
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homePort.delete();
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game.executeNextTick();
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expect(warshipExecution.isDocked()).toBe(false);
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expect(warship.retreating()).toBe(false);
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});
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test("Warship drops a stale target after patrol movement changes range", async () => {
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game.config().warshipTargettingRange = () => 1;
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game.config().warshipShellAttackRate = () => Number.MAX_SAFE_INTEGER;
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const startTile = game.ref(coastX + 1, 10);
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const movedTile = game
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.map()
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.neighbors(startTile)
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.find((tile) => game.isOcean(tile));
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expect(movedTile).toBeDefined();
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const warship = player1.buildUnit(UnitType.Warship, startTile, {
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patrolTile: startTile,
|
|
});
|
|
warship.setTargetTile(movedTile!);
|
|
const transport = player2.buildUnit(UnitType.TransportShip, movedTile!, {
|
|
targetTile: movedTile!,
|
|
});
|
|
|
|
const execution = new WarshipExecution(warship);
|
|
const executionInternals = execution as unknown as {
|
|
findTargetUnit: () => typeof transport | undefined;
|
|
pathfinder: {
|
|
next: () => { status: PathStatus; node: number };
|
|
};
|
|
};
|
|
execution.init(game, game.ticks());
|
|
|
|
vi.spyOn(executionInternals, "findTargetUnit")
|
|
.mockReturnValueOnce(transport)
|
|
.mockReturnValueOnce(undefined);
|
|
vi.spyOn(executionInternals.pathfinder, "next").mockReturnValue({
|
|
status: PathStatus.NEXT,
|
|
node: movedTile!,
|
|
});
|
|
|
|
execution.tick(game.ticks());
|
|
|
|
expect(warship.tile()).toBe(movedTile);
|
|
expect(warship.targetUnit()).toBeUndefined();
|
|
});
|
|
|
|
test("Warship cancels retreat if no friendly port is reachable by water", async () => {
|
|
game.config().warshipRetreatHealthThreshold = () => 900;
|
|
|
|
player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
|
|
const warship = player1.buildUnit(
|
|
UnitType.Warship,
|
|
game.ref(coastX + 1, 11),
|
|
{
|
|
patrolTile: game.ref(coastX + 1, 11),
|
|
},
|
|
);
|
|
game.addExecution(new WarshipExecution(warship));
|
|
|
|
const warshipTile = warship.tile();
|
|
vi.spyOn(game, "getWaterComponent").mockImplementation((tile) =>
|
|
tile === warshipTile ? 1 : 2,
|
|
);
|
|
vi.spyOn(game, "hasWaterComponent").mockReturnValue(false);
|
|
|
|
game.executeNextTick();
|
|
warship.modifyHealth(-300);
|
|
game.executeNextTick();
|
|
|
|
expect(warship.retreating()).toBe(false);
|
|
});
|
|
});
|