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0466eeac13
## Description: The game info panel was missing the gold generated with trains, which was recently added into the recorded stats. This PR adds the gold train ranking, grouped with the naval trade. Visually the game info panel is not matching the new visual identity, but this PR only focuses on the missing data. <img width="898" height="482" alt="image" src="https://github.com/user-attachments/assets/6366e5d2-23b6-40b0-b4d4-1227b5a2f811" /> ## 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: IngloriousTom
196 lines
5.6 KiB
TypeScript
196 lines
5.6 KiB
TypeScript
import {
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Ranking,
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RankType,
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} from "../src/client/components/baseComponents/ranking/GameInfoRanking";
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import {
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Difficulty,
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GameMapSize,
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GameMapType,
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GameMode,
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GameType,
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} from "../src/core/game/Game";
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import { AnalyticsRecord } from "../src/core/Schemas";
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import {
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GOLD_INDEX_STEAL,
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GOLD_INDEX_TRADE,
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GOLD_INDEX_TRAIN_OTHER,
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GOLD_INDEX_TRAIN_SELF,
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GOLD_INDEX_WAR,
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} from "../src/core/StatsSchemas";
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describe("Ranking class", () => {
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const mockConfig = {
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gameMap: GameMapType.Montreal,
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difficulty: Difficulty.Medium,
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donateGold: false,
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donateTroops: false,
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gameType: GameType.Public,
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gameMode: GameMode.FFA,
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gameMapSize: GameMapSize.Normal,
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disableNations: true,
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bots: 0,
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infiniteGold: false,
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infiniteTroops: false,
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instantBuild: false,
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maxPlayers: 40,
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disabledUnits: [],
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randomSpawn: false,
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};
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const gameTickDuration = 1000;
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const gameDuration = gameTickDuration / 10;
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function makeSession(
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overrides: Partial<AnalyticsRecord> = {},
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): AnalyticsRecord {
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return {
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version: "v0.0.2",
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info: {
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duration: gameTickDuration,
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winner: ["player", "p2"],
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players: [
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{
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clientID: "p1",
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username: "[X] Alice",
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clanTag: "X",
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cosmetics: { flag: "USA" },
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stats: {
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units: { port: [2n, 0n, 0n, 2n] },
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conquests: 5n,
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gold: [0n, 100n, 20n, 0n, 15n, 5n], // total 140
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bombs: {
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abomb: [1n],
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hbomb: [1n],
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mirv: [2n],
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},
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},
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persistentID: null,
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},
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{
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clientID: "p2",
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username: "Bob",
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stats: {
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units: { city: [2n, 0n, 0n, 2n] },
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conquests: 8n,
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gold: [0n, 50n, 10n, 5n], // total 65, no train trade
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bombs: {
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abomb: [0n],
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hbomb: [2n],
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mirv: [0n],
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},
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},
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persistentID: null,
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},
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{
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clientID: "p3",
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username: "Charlie",
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stats: {
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// no units, but has conquests/killedAt to count as played
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conquests: 8n,
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killedAt: BigInt(600),
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gold: [0n, 10n, 2n, 10n, 0n, 5n], // total 27
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bombs: {},
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},
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persistentID: null,
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},
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],
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gameID: "",
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lobbyCreatedAt: 0,
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config: { ...mockConfig },
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start: 0,
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end: 0,
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num_turns: 0,
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lobbyFillTime: 0,
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},
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gitCommit: "DEV",
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subdomain: "",
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domain: "",
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};
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}
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test("summarizes players correctly", () => {
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const r = new Ranking(makeSession());
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const players = r.sortedBy(RankType.Conquests);
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expect(players.length).toBe(3);
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const p1 = players.find((p) => p.id === "p1")!;
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expect(p1.username).toBe("Alice");
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expect(p1.flag).toBe("USA");
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expect(p1.conquests).toBe(5);
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expect(p1.atoms).toBe(1);
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expect(p1.mirv).toBe(2);
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});
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test("correctly identifies winner", () => {
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const r = new Ranking(makeSession());
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const p2 = r.sortedBy(RankType.Conquests).find((p) => p.id === "p2")!;
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expect(p2.winner).toBe(true);
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});
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test("rank by total gold", () => {
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const r = new Ranking(makeSession());
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const rankedPlayers = r.sortedBy(RankType.TotalGold);
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expect(rankedPlayers.length).toBe(3);
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expect(rankedPlayers[0].id).toBe("p1");
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expect(rankedPlayers[1].id).toBe("p2");
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expect(rankedPlayers[2].id).toBe("p3");
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});
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test("rank by stolen gold", () => {
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const r = new Ranking(makeSession());
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const rankedPlayers = r.sortedBy(RankType.StolenGold);
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expect(rankedPlayers.length).toBe(3);
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expect(rankedPlayers[0].id).toBe("p3");
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expect(rankedPlayers[1].id).toBe("p2");
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expect(rankedPlayers[2].id).toBe("p1");
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});
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test("rank by hydros", () => {
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const r = new Ranking(makeSession());
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const rankedPlayers = r.sortedBy(RankType.Hydros);
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expect(rankedPlayers.length).toBe(3);
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expect(rankedPlayers[0].id).toBe("p2");
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expect(rankedPlayers[1].id).toBe("p1");
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expect(rankedPlayers[2].id).toBe("p3");
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});
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test("lifetime score is percentage of duration", () => {
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const r = new Ranking(makeSession());
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const p3 = r.sortedBy(RankType.Conquests).find((p) => p.id === "p3")!;
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const expected = Number(BigInt(600)) / gameDuration;
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expect(r.score(p3, RankType.Lifetime)).toBe(expected);
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});
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test("lifetime score gives 100 when alive", () => {
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const r = new Ranking(makeSession());
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const p1 = r.allPlayers.find((p) => p.id === "p1")!;
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expect(r.score(p1, RankType.Lifetime)).toBe(100);
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});
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test("winners should be ahead of players with same score", () => {
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const r = new Ranking(makeSession());
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const sortedPlayers = r.sortedBy(RankType.Conquests);
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expect(sortedPlayers[0].id).toBe("p2"); // p2 & p3 same score but winner first
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});
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test("gold scores work correctly", () => {
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const r = new Ranking(makeSession());
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const p1 = r.sortedBy(RankType.TotalGold).find((p) => p.id === "p1")!;
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expect(r.score(p1, RankType.StolenGold)).toBe(
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Number(p1.gold[GOLD_INDEX_STEAL] ?? 0n),
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);
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expect(r.score(p1, RankType.NavalTrade)).toBe(
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Number(p1.gold[GOLD_INDEX_TRADE] ?? 0n),
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);
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const ownTrain = p1.gold[GOLD_INDEX_TRAIN_SELF] ?? 0n;
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const otherTrain = p1.gold[GOLD_INDEX_TRAIN_OTHER] ?? 0n;
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expect(r.score(p1, RankType.TrainTrade)).toBe(
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Number(ownTrain + otherTrain),
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);
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expect(r.score(p1, RankType.ConqueredGold)).toBe(
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Number(p1.gold[GOLD_INDEX_WAR] ?? 0n),
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);
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});
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});
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