Files
OpenFrontIO/tests/Disconnected.test.ts
Arkadiusz Sygulski 18fb513326 Pathfinding refinements (#2959)
## Description:

### Short path for multi-source HPA*

Math was not mathing, increased the bounds to 260x260, it is a bit
slower but should work better. The short path was breaking when player
owned a lot of shores. This is because the bounding box of tiles with
less than 120 distance + 10 padding could be as big as 260x260 and the
optimized array was set to 140x140. I made mistake of calculating it as
`2 * (60 + 10)` instead of `2 * (120 + 10)`.

### LoS path refinement

Previously, we ran 2 passes of LoS smoothing on the path. However, since
we are effectively tracing the same path, the line of sight is
essentially the same. This PR makes second line of sight stop on water
tiles with magnitude `n + 1` compared to first path. Practically, this
means it'll attempt LoS exactly 1 tile after previous corner. See
screenshot.

<img width="1299" height="1151" alt="image"
src="https://github.com/user-attachments/assets/726be236-1ff8-406c-896a-02902a762ab0"
/>

### SendBoatAttackIntentEvent

The flow of sending transport ships is currently strange. This PR makes
the flow more sane.

**Old flow**
```
- Player clicks TARGET tile, it can be deep inland
- Client asks Worker for the best START tile to TARGET tile
- Worker answers `false`, since the tile is inland
- Client sends BoatAttackIntent with START=false and TARGET tiles set
- Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET
- Worker re-computes best START to DESTINATION
- Worker sends boat from START to DESTINATION
```

**New flow**
```
- Player clicks TARGET tile, it can be deep inland
- Client sends BoatAttackIntent with TARGET
- Worker accepts BoatAttackIntent, computes DESTINATION as closest shore to TARGET
- Worker computes START as the best tile to DESTINATION
- Worker sends boat from START to DESTINATION
```

## 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:

moleole
2026-01-19 19:28:28 -08:00

467 lines
14 KiB
TypeScript

import { AttackExecution } from "../src/core/execution/AttackExecution";
import { MarkDisconnectedExecution } from "../src/core/execution/MarkDisconnectedExecution";
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import { TransportShipExecution } from "../src/core/execution/TransportShipExecution";
import { WarshipExecution } from "../src/core/execution/WarshipExecution";
import {
Game,
GameMode,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { GameID } from "../src/core/Schemas";
import { toInt } from "../src/core/Util";
import { setup } from "./util/Setup";
import { UseRealAttackLogic } from "./util/TestConfig";
import { executeTicks } from "./util/utils";
let game: Game;
const gameID: GameID = "game_id";
let player1: Player;
let player2: Player;
let enemy: Player;
describe("Disconnected", () => {
beforeEach(async () => {
game = await setup("plains", {
infiniteGold: true,
instantBuild: true,
});
const player1Info = new PlayerInfo(
"Active Player",
PlayerType.Human,
null,
"player1_id",
);
const player2Info = new PlayerInfo(
"Disconnected Player",
PlayerType.Human,
null,
"player2_id",
);
player1 = game.addPlayer(player1Info);
player2 = game.addPlayer(player2Info);
game.addExecution(
new SpawnExecution(gameID, player1Info, game.ref(1, 1)),
new SpawnExecution(gameID, player2Info, game.ref(7, 7)),
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
});
describe("Player disconnected state", () => {
test("should initialize players as not disconnected", () => {
expect(player1.isDisconnected()).toBe(false);
expect(player2.isDisconnected()).toBe(false);
});
test("should mark player as disconnected and not disconnected", () => {
player1.markDisconnected(true);
expect(player1.isDisconnected()).toBe(true);
player1.markDisconnected(false);
expect(player1.isDisconnected()).toBe(false);
});
test("should include disconnected state in player update", () => {
player1.markDisconnected(true);
const update = player1.toUpdate();
expect(update.isDisconnected).toBe(true);
});
});
describe("Player view", () => {
test("should reflect disconnected state in player view", () => {
// Mark player2 as disconnected
player2.markDisconnected(true);
// Get player1's view of player2
const player2View = game.player(player2.id());
expect(player2View.isDisconnected()).toBe(true);
// Mark player2 as connected again
player2.markDisconnected(false);
// Verify the view is updated
const updatedPlayer2View = game.player(player2.id());
expect(updatedPlayer2View.isDisconnected()).toBe(false);
});
test("should maintain disconnected state in view across game ticks", () => {
player2.markDisconnected(true);
executeTicks(game, 3);
const player2View = game.player(player2.id());
expect(player2View.isDisconnected()).toBe(true);
});
});
describe("MarkDisconnectedExecution", () => {
test("should mark player as disconnected when executed", () => {
const execution = new MarkDisconnectedExecution(player1, true);
game.addExecution(execution);
executeTicks(game, 1);
expect(player1.isDisconnected()).toBe(true);
expect(execution.isActive()).toBe(false);
});
test("should handle multiple players with different disconnected states", () => {
const execution1 = new MarkDisconnectedExecution(player1, true);
const execution2 = new MarkDisconnectedExecution(player2, false);
game.addExecution(execution1, execution2);
executeTicks(game, 1);
expect(player1.isDisconnected()).toBe(true);
expect(player2.isDisconnected()).toBe(false);
});
test("should not be active during spawn phase", () => {
const execution = new MarkDisconnectedExecution(player1, true);
expect(execution.activeDuringSpawnPhase()).toBe(false);
});
test("should handle multiple executions for same player in same tick", () => {
const execution1 = new MarkDisconnectedExecution(player1, true);
const execution2 = new MarkDisconnectedExecution(player1, false);
game.addExecution(execution1, execution2);
executeTicks(game, 1);
// Last execution should win
expect(player1.isDisconnected()).toBe(false);
});
});
describe("Disconnected state persistence", () => {
test("should maintain disconnected state across game ticks", () => {
player1.markDisconnected(true);
executeTicks(game, 5);
expect(player1.isDisconnected()).toBe(true);
});
test("should maintain disconnected state in player updates across ticks", () => {
player1.markDisconnected(true);
executeTicks(game, 3);
const update = player1.toUpdate();
expect(update.isDisconnected).toBe(true);
});
});
describe("Edge cases", () => {
test("should handle marking same disconnected state multiple times", () => {
player1.markDisconnected(true);
player1.markDisconnected(true);
player1.markDisconnected(true);
expect(player1.isDisconnected()).toBe(true);
player1.markDisconnected(false);
player1.markDisconnected(false);
player1.markDisconnected(false);
expect(player1.isDisconnected()).toBe(false);
});
test("should handle execution with same disconnected state", () => {
player1.markDisconnected(true);
const execution = new MarkDisconnectedExecution(player1, true);
game.addExecution(execution);
executeTicks(game, 1);
expect(player1.isDisconnected()).toBe(true);
});
});
describe("Disconnected team member interactions", () => {
const coastX = 7;
beforeEach(async () => {
const player1Info = new PlayerInfo(
"[CLAN]Player1",
PlayerType.Human,
null,
"player_1_id",
);
const player2Info = new PlayerInfo(
"[CLAN]Player2",
PlayerType.Human,
null,
"player_2_id",
);
game = await setup(
"half_land_half_ocean",
{
infiniteGold: true,
instantBuild: true,
gameMode: GameMode.Team,
playerTeams: 2, // ignore player2 "kicked" console warn
},
[player1Info, player2Info],
undefined,
UseRealAttackLogic, // don't use TestConfig's mock attackLogic
);
game.addExecution(
new SpawnExecution(gameID, player1Info, game.map().ref(coastX - 2, 1)),
new SpawnExecution(gameID, player2Info, game.map().ref(coastX - 2, 4)),
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
player1 = game.player(player1Info.id);
player2 = game.player(player2Info.id);
player2.markDisconnected(false);
expect(player1.team()).not.toBeNull();
expect(player2.team()).not.toBeNull();
expect(player1.isOnSameTeam(player2)).toBe(true);
});
test("Team Warships should not attack disconnected team mate ships", () => {
const warship = player1.buildUnit(
UnitType.Warship,
game.map().ref(coastX + 1, 10),
{
patrolTile: game.map().ref(coastX + 1, 10),
},
);
game.addExecution(new WarshipExecution(warship));
const transportShip = player2.buildUnit(
UnitType.TransportShip,
game.map().ref(coastX + 1, 11),
{
troops: 100,
},
);
player2.markDisconnected(true);
executeTicks(game, 10);
expect(warship.targetUnit()).toBe(undefined);
expect(transportShip.isActive()).toBe(true);
expect(transportShip.owner()).toBe(player2);
});
test("Disconnected player Warship should not attack team members' ships", () => {
const warship = player2.buildUnit(
UnitType.Warship,
game.map().ref(coastX + 1, 5),
{
patrolTile: game.map().ref(coastX + 1, 10),
},
);
game.addExecution(new WarshipExecution(warship));
const transportShip = player1.buildUnit(
UnitType.TransportShip,
game.map().ref(coastX + 1, 6),
{
troops: 100,
},
);
player2.markDisconnected(true);
executeTicks(game, 10);
expect(warship.targetUnit()).toBe(undefined);
expect(transportShip.isActive()).toBe(true);
expect(transportShip.owner()).toBe(player1);
});
test("Player can attack disconnected team mate without troop loss", () => {
player2.conquer(game.map().ref(coastX - 2, 2));
player2.conquer(game.map().ref(coastX - 2, 3));
player2.markDisconnected(true);
const troopsBeforeAttack = player1.troops();
const startTroops = troopsBeforeAttack * 0.25;
game.addExecution(
new AttackExecution(startTroops, player1, player2.id(), null),
);
let expectedTotalGrowth = 0n;
let afterTickZero = false;
while (player2.isAlive()) {
if (afterTickZero) {
// No growth on tick 0, troop additions start from tick 1
const troopIncThisTick = game.config().troopIncreaseRate(player1);
expectedTotalGrowth += toInt(troopIncThisTick);
}
game.executeNextTick();
afterTickZero = true;
}
// Tick for retreat() in AttackExecution to add back startTtoops to owner troops
const troopIncThisTick1 = game.config().troopIncreaseRate(player1);
expectedTotalGrowth += toInt(troopIncThisTick1);
game.executeNextTick();
const expectedFinalTroops = Number(
toInt(troopsBeforeAttack) + expectedTotalGrowth,
);
// Verify no troop loss
expect(player1.troops()).toBe(expectedFinalTroops);
});
test("Conqueror gets conquered disconnected team member's transport- and warships", () => {
const warship = player2.buildUnit(
UnitType.Warship,
game.map().ref(coastX + 1, 1),
{
patrolTile: game.map().ref(coastX + 1, 1),
},
);
const transportShip = player2.buildUnit(
UnitType.TransportShip,
game.map().ref(coastX + 1, 3),
{
troops: 100,
},
);
player2.conquer(game.map().ref(coastX - 2, 1));
player2.markDisconnected(true);
game.addExecution(new AttackExecution(1000, player1, player2.id(), null));
executeTicks(game, 10);
expect(player2.isAlive()).toBe(false);
expect(warship.owner()).toBe(player1);
expect(transportShip.owner()).toBe(player1);
});
test("Captured transport ship landing attack should be in name of new owner", () => {
player2.conquer(game.map().ref(coastX, 1));
player2.conquer(game.map().ref(coastX - 1, 1));
player2.conquer(game.map().ref(coastX, 2));
const enemyShoreTile = game.map().ref(coastX, 15);
game.addExecution(
new TransportShipExecution(player2, enemyShoreTile, 100),
);
executeTicks(game, 1);
expect(player2.isAlive()).toBe(true);
const transportShip = player2.units(UnitType.TransportShip)[0];
expect(player2.units(UnitType.TransportShip).length).toBe(1);
player2.markDisconnected(true);
game.addExecution(new AttackExecution(1000, player1, player2.id(), null));
executeTicks(game, 10);
expect(player2.isAlive()).toBe(false);
expect(transportShip.owner()).toBe(player1);
executeTicks(game, 30);
// Verify ship landed and tile ownership transferred to new ship owner
expect(game.owner(enemyShoreTile)).toBe(player1);
});
test("Captured transport ship should retreat to owner's shore tile", () => {
player1.conquer(game.map().ref(coastX, 4));
player2.conquer(game.map().ref(coastX, 1));
// Use a far destination so boat is still in transit after attack completes
const enemyShoreTile = game.map().ref(coastX, 15);
game.addExecution(
new TransportShipExecution(player2, enemyShoreTile, 100),
);
executeTicks(game, 1);
const transportShip = player2.units(UnitType.TransportShip)[0];
expect(player2.units(UnitType.TransportShip).length).toBe(1);
expect(transportShip.targetTile()).toBe(enemyShoreTile);
player2.markDisconnected(true);
game.addExecution(new AttackExecution(1000, player1, player2.id(), null));
executeTicks(game, 10);
expect(player2.isAlive()).toBe(false);
expect(transportShip.owner()).toBe(player1);
transportShip.orderBoatRetreat();
executeTicks(game, 2);
expect(transportShip.targetTile()).not.toBe(enemyShoreTile);
expect(game.owner(transportShip.targetTile()!)).toBe(player1);
});
test("Retreating transport ship is deleted if new owner has no shore tiles", () => {
player2.conquer(game.map().ref(coastX, 1));
player2.conquer(game.map().ref(coastX - 6, 2));
player1.conquer(game.map().ref(coastX - 6, 3));
const enemyShoreTile = game.map().ref(coastX, 15);
const boatTroops = 100;
game.addExecution(
new TransportShipExecution(player2, enemyShoreTile, boatTroops),
);
executeTicks(game, 1);
const transportShip = player2.units(UnitType.TransportShip)[0];
expect(player2.units(UnitType.TransportShip).length).toBe(1);
player2.markDisconnected(true);
game.addExecution(new AttackExecution(1000, player1, player2.id(), null));
executeTicks(game, 10);
expect(player2.isAlive()).toBe(false);
expect(transportShip.owner()).toBe(player1);
// Make sure player1 has no shore tiles for the ship to retreat to anymore
const enemyInfo = new PlayerInfo(
"Enemy",
PlayerType.Human,
null,
"enemy_id",
);
enemy = game.addPlayer(enemyInfo);
const shoreTiles = Array.from(player1.borderTiles()).filter((t) =>
game.isShore(t),
);
shoreTiles.forEach((tile) => {
enemy.conquer(tile);
});
expect(
Array.from(player1.borderTiles()).filter((t) => game.isShore(t)).length,
).toBe(0);
executeTicks(game, 1);
const troopIncPerTick = game.config().troopIncreaseRate(player1);
const expectedTroopGrowth = toInt(troopIncPerTick * 1);
const expectedFinalTroops = Number(
toInt(player1.troops()) + expectedTroopGrowth,
);
transportShip.orderBoatRetreat();
executeTicks(game, 1);
expect(transportShip.isActive()).toBe(false);
// Also test if boat troops were returned to player1 as new ship owner
expect(player1.troops()).toBe(expectedFinalTroops + boatTroops);
});
});
});