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f362e47413
Resolves #3154 ## Description: #2716 introduced nuke cancellation logic on alliance acceptance via `AllianceRequestReplyExecution`. The radial menu action, though, calls `AllianceRequestExecution` instead, which accepts the alliance if a request has already been made by the other player. This PR moves the nuke cancellation logic to `GameImpl`, hooking into the `acceptAllianceRequest` method, therefore accounting for every alliance acceptance, regardless of the specific action that brought to that. ## 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: deshack_82603
158 lines
5.6 KiB
TypeScript
158 lines
5.6 KiB
TypeScript
import { AllianceExtensionExecution } from "../src/core/execution/alliance/AllianceExtensionExecution";
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import { AllianceRequestExecution } from "../src/core/execution/alliance/AllianceRequestExecution";
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import { Game, MessageType, Player, PlayerType } from "../src/core/game/Game";
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import { playerInfo, setup } from "./util/Setup";
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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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let player3: Player;
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describe("AllianceExtensionExecution", () => {
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beforeEach(async () => {
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game = await setup(
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"ocean_and_land",
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{
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infiniteGold: true,
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instantBuild: true,
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infiniteTroops: true,
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},
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[
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playerInfo("player1", PlayerType.Human),
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playerInfo("player2", PlayerType.Human),
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playerInfo("player3", PlayerType.Nation),
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],
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);
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player1 = game.player("player1");
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player2 = game.player("player2");
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player3 = game.player("player3");
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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});
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test("Successfully extends existing alliance between Humans", () => {
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vi.spyOn(player1, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(player2, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(player2, "isAlive").mockReturnValue(true);
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vi.spyOn(player1, "isAlive").mockReturnValue(true);
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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game.executeNextTick();
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expect(player1.allianceWith(player2)).toBeTruthy();
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expect(player2.allianceWith(player1)).toBeTruthy();
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const allianceBefore = player1.allianceWith(player2)!;
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const allianceSpy = vi.spyOn(allianceBefore, "extend");
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const expirationBefore = allianceBefore.expiresAt();
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game.addExecution(new AllianceExtensionExecution(player1, player2.id()));
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game.executeNextTick();
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expect(allianceSpy).toHaveBeenCalledTimes(0); // both players must agree to extend
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game.addExecution(new AllianceExtensionExecution(player2, player1.id()));
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game.executeNextTick();
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const allianceAfter = player1.allianceWith(player2)!;
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expect(allianceAfter.id()).toBe(allianceBefore.id());
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const expirationAfter = allianceAfter.expiresAt();
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expect(expirationAfter).toBeGreaterThan(expirationBefore);
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expect(allianceSpy).toHaveBeenCalledTimes(1);
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});
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test("Fails gracefully if no alliance exists", () => {
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game.addExecution(new AllianceExtensionExecution(player1, player2.id()));
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game.executeNextTick();
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expect(player1.allianceWith(player2)).toBeFalsy();
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expect(player2.allianceWith(player1)).toBeFalsy();
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});
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test("Successfully extends existing alliance between Human and non-Human", () => {
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vi.spyOn(player1, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(player3, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(player3, "isAlive").mockReturnValue(true);
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vi.spyOn(player1, "isAlive").mockReturnValue(true);
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game.addExecution(new AllianceRequestExecution(player1, player3.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRequestExecution(player3, player1.id()));
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game.executeNextTick();
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expect(player1.allianceWith(player3)).toBeTruthy();
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expect(player3.allianceWith(player1)).toBeTruthy();
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const allianceBefore = player1.allianceWith(player3)!;
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const allianceSpy = vi.spyOn(allianceBefore, "extend");
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const expirationBefore = allianceBefore.expiresAt();
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game.addExecution(new AllianceExtensionExecution(player1, player3.id()));
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game.executeNextTick();
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expect(allianceSpy).toHaveBeenCalledTimes(0); // both players must agree to extend
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game.addExecution(new AllianceExtensionExecution(player3, player1.id()));
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game.executeNextTick();
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const allianceAfter = player1.allianceWith(player3)!;
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expect(allianceAfter.id()).toBe(allianceBefore.id());
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const expirationAfter = allianceAfter.expiresAt();
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expect(expirationAfter).toBeGreaterThan(expirationBefore);
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expect(allianceSpy).toHaveBeenCalledTimes(1);
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});
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test("Sends message to other player when one player requests renewal", () => {
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vi.spyOn(player1, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(player2, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(player2, "isAlive").mockReturnValue(true);
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vi.spyOn(player1, "isAlive").mockReturnValue(true);
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// Create alliance between player1 and player2
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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game.executeNextTick();
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expect(player1.allianceWith(player2)).toBeTruthy();
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expect(player2.allianceWith(player1)).toBeTruthy();
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// Spy on displayMessage to verify it's called
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const displayMessageSpy = vi.spyOn(game, "displayMessage");
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// Player1 requests renewal
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game.addExecution(new AllianceExtensionExecution(player1, player2.id()));
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game.executeNextTick();
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// Verify message was sent to player2
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expect(displayMessageSpy).toHaveBeenCalledWith(
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"events_display.wants_to_renew_alliance",
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MessageType.RENEW_ALLIANCE,
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player2.id(),
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undefined,
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{ name: player1.displayName() },
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);
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expect(displayMessageSpy).toHaveBeenCalledTimes(1);
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// Request again - should not send duplicate message
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game.addExecution(new AllianceExtensionExecution(player1, player2.id()));
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game.executeNextTick();
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// Should still be called only once (no duplicate)
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expect(displayMessageSpy).toHaveBeenCalledTimes(1);
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displayMessageSpy.mockRestore();
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});
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});
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