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https://github.com/openfrontio/OpenFrontIO.git
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b48770faf0
## Description: Move map generation outside of main repo, it has been rewritten in Go and is much faster. Also refactor how maps are stored, one dir per map. The map binaries are basically identical to before. Some maps like Africa have 1% difference in bytes, but playing it looks exactly the same. Use lazy loading for map data access so only needed files are accessed. Unit tests now load map binary instead of regenerating it from scratch, speeding them up. ## 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 - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
168 lines
4.9 KiB
TypeScript
168 lines
4.9 KiB
TypeScript
import { PlayerInfo, PlayerType, UnitType } from "../src/core/game/Game";
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import { UnitGrid } from "../src/core/game/UnitGrid";
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import { setup } from "./util/Setup";
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async function checkRange(
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mapName: string,
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unitPosX: number,
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rangeCheck: number,
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range: number,
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) {
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const game = await setup(mapName, { infiniteGold: true, instantBuild: true });
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const grid = new UnitGrid(game.map());
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const player = game.addPlayer(
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new PlayerInfo(
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undefined,
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"us",
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"test_player",
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PlayerType.Human,
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null,
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"test_id",
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),
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);
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const unitTile = game.map().ref(unitPosX, 0);
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grid.addUnit(player.buildUnit(UnitType.DefensePost, unitTile, {}));
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const tileToCheck = game.map().ref(rangeCheck, 0);
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return grid.hasUnitNearby(
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tileToCheck,
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range,
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UnitType.DefensePost,
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"test_id",
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);
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}
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async function nearbyUnits(
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mapName: string,
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unitPosX: number,
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rangeCheck: number,
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range: number,
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unitTypes: UnitType[],
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) {
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const game = await setup(mapName, { infiniteGold: true, instantBuild: true });
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const grid = new UnitGrid(game.map());
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const player = game.addPlayer(
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new PlayerInfo(
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undefined,
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"us",
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"test_player",
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PlayerType.Human,
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null,
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"test_id",
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),
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);
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const unitTile = game.map().ref(unitPosX, 0);
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for (const unitType of unitTypes) {
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grid.addUnit(player.buildUnit(unitType, unitTile, {}));
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}
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const tileToCheck = game.map().ref(rangeCheck, 0);
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return grid.nearbyUnits(tileToCheck, range, unitTypes);
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}
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describe("Unit Grid range tests", () => {
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const hasUnitCases = [
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["plains", 0, 10, 0, true], // Same spot
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["plains", 0, 10, 10, true], // Exactly on the range
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["plains", 0, 10, 11, false], // Exactly 1px outside
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["big_plains", 0, 198, 42, true], // Inside huge range
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["big_plains", 0, 198, 199, false], // Exactly 1px outside huge range
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];
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describe("Is unit in range", () => {
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test.each(hasUnitCases)(
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"on %p map, look if unit at position %p with a range of %p is in range of %p position, returns %p",
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async (
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mapName: string,
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unitPosX: number,
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range: number,
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rangeCheck: number,
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expectedResult: boolean,
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) => {
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const result = await checkRange(mapName, unitPosX, rangeCheck, range);
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expect(result).toBe(expectedResult);
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},
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);
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});
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const unitsInRangeCases = [
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["plains", 0, 10, 0, [UnitType.Warship], 1], // Same spot
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["plains", 0, 10, 0, [UnitType.City, UnitType.Port], 2], // 2 in range
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["plains", 0, 10, 0, [], 0], // no unit
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["plains", 0, 10, 10, [UnitType.City], 1], // Exactly on the range
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["plains", 0, 10, 11, [UnitType.DefensePost], 0], // 1px outside
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["big_plains", 0, 198, 42, [UnitType.TradeShip], 1], // Inside huge range
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["big_plains", 0, 198, 199, [UnitType.TransportShip], 0], // 1px outside
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];
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describe("Retrieve all units in range", () => {
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test.each(unitsInRangeCases)(
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"on %p map, look if unit at position %p with a range of %p is in range of %p position, returns %p",
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async (
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mapName: string,
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unitPosX: number,
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range: number,
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rangeCheck: number,
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units: UnitType[],
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expectedResult: number,
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) => {
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const result = await nearbyUnits(
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mapName,
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unitPosX,
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rangeCheck,
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range,
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units,
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);
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expect(result.length).toBe(expectedResult);
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},
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);
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test("Wrong unit type in range", async () => {
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const game = await setup("plains", {
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infiniteGold: true,
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instantBuild: true,
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});
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const grid = new UnitGrid(game.map());
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const player = game.addPlayer(
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new PlayerInfo(
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undefined,
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"us",
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"test_player",
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PlayerType.Human,
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null,
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"test_id",
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),
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);
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const unitTile = game.map().ref(0, 0);
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grid.addUnit(player.buildUnit(UnitType.City, unitTile, {}));
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const tileToCheck = game.map().ref(0, 0);
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expect(grid.nearbyUnits(tileToCheck, 10, [UnitType.Port])).toHaveLength(
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0,
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);
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});
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test("One inside, one outside of range", async () => {
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const game = await setup("plains", {
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infiniteGold: true,
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instantBuild: true,
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});
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const grid = new UnitGrid(game.map());
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const player = game.addPlayer(
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new PlayerInfo(
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undefined,
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"us",
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"test_player",
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PlayerType.Human,
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null,
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"test_id",
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),
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);
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const unitType = UnitType.City;
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const unitTile = game.map().ref(0, 0);
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grid.addUnit(player.buildUnit(unitType, unitTile, {}));
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const outsideTile = game.map().ref(99, 0);
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grid.addUnit(player.buildUnit(unitType, outsideTile, {}));
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const tileToCheck = game.map().ref(0, 0);
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expect(grid.nearbyUnits(tileToCheck, 10, [unitType])).toHaveLength(1);
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});
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});
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});
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