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29a1e8dfda
Resolves #3666 ## Description: Adds RTS-style box selection for warships. Hold Shift and drag (desktop) or long-press and drag (touch/mobile) to draw a selection rectangle — all player-owned warships inside get selected at once. A subsequent click/tap on water sends them all to that location. - `SelectionBoxLayer` — pixel-dashed rectangle in world-space, player territory color; shared between desktop and touch - `UILayer` — same pulsing selection outline on each box-selected warship; clears correctly when switching between single/multi selection - `UnitLayer` — finds warships in screen rect, filters inactive ships before sending; touch support included - `InputHandler` — Shift+drag and touch long-press+drag both emit selection box events; cursor becomes crosshair on Shift; discards active ghost structure on Shift press; configurable via `shiftKey` keybind - `Transport` — single atomic `move_multiple_warships` intent (no split on socket drop) - `Schemas` + `ExecutionManager` + `MoveMultipleWarshipsExecution` — server fans out atomic intent into individual `MoveWarshipExecution` per ship - `DynamicUILayer` — `MoveIndicatorUI` chevron animation on target tile for both single and multi move - `UnitDisplay` — warship tooltip Shift hint via `translateText` - `HelpModal` — new hotkey row: Shift + drag → select multiple warships ## 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 ## UI update ### Mouse + Keyboard https://github.com/user-attachments/assets/3f35ab5e-1f3c-4c5d-bc4f-aabccf64dc60 ### Touch https://github.com/user-attachments/assets/0d6aec3f-44fa-4fee-b5c6-b267b9b14d79 ## ## Please put your Discord username so you can be contacted if a bug or regression is found: fghjk_60845
145 lines
4.4 KiB
TypeScript
145 lines
4.4 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 { 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 multi-selection (MoveWarshipExecution)", () => {
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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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{ infiniteGold: true, instantBuild: true },
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[
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new PlayerInfo("p1", PlayerType.Human, null, "p1"),
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new PlayerInfo("p2", PlayerType.Human, null, "p2"),
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],
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);
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while (game.inSpawnPhase()) game.executeNextTick();
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player1 = game.player("p1");
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player2 = game.player("p2");
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});
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test("moving multiple warships via array MoveWarshipExecution updates all patrol tiles", () => {
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const w1 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 10), {
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patrolTile: game.ref(coastX + 1, 10),
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});
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const w2 = player1.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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const w3 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 3, 10), {
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patrolTile: game.ref(coastX + 3, 10),
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});
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game.addExecution(new WarshipExecution(w1));
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game.addExecution(new WarshipExecution(w2));
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game.addExecution(new WarshipExecution(w3));
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const sharedTarget = game.ref(coastX + 5, 15);
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// Single execution with array of ids — the new unified API
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game.addExecution(
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new MoveWarshipExecution(
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player1,
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[w1.id(), w2.id(), w3.id()],
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sharedTarget,
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),
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);
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executeTicks(game, 5);
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expect(w1.patrolTile()).toBe(sharedTarget);
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expect(w2.patrolTile()).toBe(sharedTarget);
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expect(w3.patrolTile()).toBe(sharedTarget);
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});
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test("moving multiple warships to different targets works independently", () => {
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const w1 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 10), {
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patrolTile: game.ref(coastX + 1, 10),
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});
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const w2 = player1.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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game.addExecution(new WarshipExecution(w1));
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game.addExecution(new WarshipExecution(w2));
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const target1 = game.ref(coastX + 3, 12);
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const target2 = game.ref(coastX + 4, 14);
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game.addExecution(new MoveWarshipExecution(player1, [w1.id()], target1));
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game.addExecution(new MoveWarshipExecution(player1, [w2.id()], target2));
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executeTicks(game, 5);
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expect(w1.patrolTile()).toBe(target1);
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expect(w2.patrolTile()).toBe(target2);
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});
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test("enemy cannot move player's warships via MoveWarshipExecution", () => {
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const originalTile = game.ref(coastX + 1, 10);
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const w1 = player1.buildUnit(UnitType.Warship, originalTile, {
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patrolTile: originalTile,
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});
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game.addExecution(new WarshipExecution(w1));
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new MoveWarshipExecution(player2, [w1.id()], game.ref(coastX + 5, 15)).init(
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game,
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0,
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);
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expect(w1.patrolTile()).toBe(originalTile);
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});
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test("MoveWarshipExecution on destroyed warship does not throw", () => {
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const w1 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 10), {
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patrolTile: game.ref(coastX + 1, 10),
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});
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w1.delete();
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const exec = new MoveWarshipExecution(
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player1,
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[w1.id()],
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game.ref(coastX + 5, 15),
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);
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expect(() => exec.init(game, 0)).not.toThrow();
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expect(exec.isActive()).toBe(false);
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});
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test("batch move does not affect warships owned by other players", () => {
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const p1tile = game.ref(coastX + 1, 10);
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const p2tile = game.ref(coastX + 2, 10);
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const w1 = player1.buildUnit(UnitType.Warship, p1tile, {
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patrolTile: p1tile,
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});
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const w2 = player2.buildUnit(UnitType.Warship, p2tile, {
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patrolTile: p2tile,
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});
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game.addExecution(new WarshipExecution(w1));
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game.addExecution(new WarshipExecution(w2));
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const target = game.ref(coastX + 5, 15);
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// player1 sends both IDs — but w2 belongs to player2
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game.addExecution(
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new MoveWarshipExecution(player1, [w1.id(), w2.id()], target),
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);
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executeTicks(game, 5);
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expect(w1.patrolTile()).toBe(target);
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expect(w2.patrolTile()).toBe(p2tile); // unchanged — wrong owner
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});
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});
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