Files
OpenFrontIO/tests/core/executions/TradeShipExecution.test.ts
T
Evan 21291b9fa3 Add trade ship captured event with toggle setting (#4344)
## What

Notify a player when one of their trade ships is captured. The alert
appears in the **less-important (top) events tier** and is gated behind
a new in-game setting (on by default).

## Why

Previously there was no notification to the player who *lost* a trade
ship — only the capturer got a transient +gold pip on the ship's
arrival. This surfaces the loss to the victim, while letting players opt
out if they find it noisy.

## Changes

- **`src/core/execution/TradeShipExecution.ts`** — On capture detection,
emit a display message (`events_display.trade_ship_captured`, type
`UNIT_DESTROYED`) to the original owner. Fires once, guarded by the
existing `wasCaptured` flag. `UNIT_DESTROYED` is not a Tier-1 type, so
it lands in the top/less-important tier.
- **`src/client/hud/layers/EventsDisplay.ts`** — Suppress the message
when the setting is off, following the existing key-based filter
pattern.
- **`src/core/game/UserSettings.ts`** — New `tradeShipCapturedEvents()`
getter (default `true`) + `toggleTradeShipCapturedEvents()`.
- **`src/client/hud/layers/SettingsModal.ts`** — New toggle in the
in-game settings modal.
- **`resources/lang/en.json`** — New
`events_display.trade_ship_captured` and
`user_setting.trade_ship_captured_label`/`_desc` keys.
- **`tests/core/executions/TradeShipExecution.test.ts`** — Tests that
the notification is sent to the original owner with the right args and
only once across ticks.

## Notes

- The setting is gated client-side (in `EventsDisplay`), keeping
`src/core` free of client-local localStorage settings — consistent with
how display events are already filtered there.
- Reused `MessageType.UNIT_DESTROYED` (red/"loss" styling) rather than
adding a new message type, to keep the change minimal. Happy to add a
dedicated type/color if preferred.

## Testing

- `npx vitest tests/core/executions/TradeShipExecution.test.ts --run` —
7 passed
- lint clean, no type errors

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 15:18:00 -07:00

170 lines
5.1 KiB
TypeScript

import { TradeShipExecution } from "../../../src/core/execution/TradeShipExecution";
import { Game, MessageType, Player, Unit } from "../../../src/core/game/Game";
import { PathStatus } from "../../../src/core/pathfinding/types";
import { setup } from "../../util/Setup";
describe("TradeShipExecution", () => {
let game: Game;
let origOwner: Player;
let dstOwner: Player;
let pirate: Player;
let srcPort: Unit;
let piratePort: Unit;
let piratePort2: Unit;
let tradeShip: Unit;
let dstPort: Unit;
let tradeShipExecution: TradeShipExecution;
beforeEach(async () => {
// Mock Game, Player, Unit, and required methods
game = await setup("ocean_and_land", {
infiniteGold: true,
instantBuild: true,
});
game.displayMessage = vi.fn();
origOwner = {
canBuild: vi.fn(() => true),
buildUnit: vi.fn((type, spawn, opts) => tradeShip),
displayName: vi.fn(() => "Origin"),
addGold: vi.fn(),
units: vi.fn(() => [dstPort]),
unitCount: vi.fn(() => 1),
id: vi.fn(() => 1),
clientID: vi.fn(() => 1),
canTrade: vi.fn(() => true),
} as any;
dstOwner = {
id: vi.fn(() => 2),
addGold: vi.fn(),
displayName: vi.fn(() => "Destination"),
units: vi.fn(() => [dstPort]),
unitCount: vi.fn(() => 1),
clientID: vi.fn(() => 2),
canTrade: vi.fn(() => true),
} as any;
pirate = {
id: vi.fn(() => 3),
addGold: vi.fn(),
displayName: vi.fn(() => "Destination"),
units: vi.fn(() => [piratePort, piratePort2]),
unitCount: vi.fn(() => 2),
canTrade: vi.fn(() => true),
} as any;
piratePort = {
id: vi.fn(() => 201),
tile: vi.fn(() => 56),
owner: vi.fn(() => pirate),
isActive: vi.fn(() => true),
isUnderConstruction: vi.fn(() => false),
isMarkedForDeletion: vi.fn(() => false),
} as any;
piratePort2 = {
id: vi.fn(() => 202),
tile: vi.fn(() => 75),
owner: vi.fn(() => pirate),
isActive: vi.fn(() => true),
isUnderConstruction: vi.fn(() => false),
isMarkedForDeletion: vi.fn(() => false),
} as any;
srcPort = {
id: vi.fn(() => 101),
tile: vi.fn(() => 10),
owner: vi.fn(() => origOwner),
isActive: vi.fn(() => true),
isUnderConstruction: vi.fn(() => false),
isMarkedForDeletion: vi.fn(() => false),
} as any;
dstPort = {
id: vi.fn(() => 102),
tile: vi.fn(() => 100),
owner: vi.fn(() => dstOwner),
isActive: vi.fn(() => true),
isUnderConstruction: vi.fn(() => false),
isMarkedForDeletion: vi.fn(() => false),
} as any;
tradeShip = {
isActive: vi.fn(() => true),
owner: vi.fn(() => origOwner),
id: vi.fn(() => 123),
move: vi.fn(),
setTargetUnit: vi.fn(),
setSafeFromPirates: vi.fn(),
touch: vi.fn(),
delete: vi.fn(),
tile: vi.fn(() => 32),
} as any;
tradeShipExecution = new TradeShipExecution(origOwner, srcPort, dstPort);
tradeShipExecution.init(game, 0);
tradeShipExecution["pathFinder"] = {
next: vi.fn(() => ({ status: PathStatus.NEXT, node: 32 })),
findPath: vi.fn((from: number) => [from]),
} as any;
tradeShipExecution["tradeShip"] = tradeShip;
});
it("should initialize and tick without errors", () => {
tradeShipExecution.tick(1);
expect(tradeShipExecution.isActive()).toBe(true);
});
it("should deactivate if tradeShip is not active", () => {
tradeShip.isActive = vi.fn(() => false);
tradeShipExecution.tick(1);
expect(tradeShipExecution.isActive()).toBe(false);
});
it("should delete ship if port owner changes to current owner", () => {
dstPort.owner = vi.fn(() => origOwner);
tradeShipExecution.tick(1);
expect(tradeShip.delete).toHaveBeenCalledWith(false);
expect(tradeShipExecution.isActive()).toBe(false);
});
it("should pick another port if ship is captured", () => {
tradeShip.owner = vi.fn(() => pirate);
tradeShipExecution.tick(1);
expect(tradeShip.setTargetUnit).toHaveBeenCalledWith(piratePort);
});
it("should notify the original owner when the ship is captured", () => {
tradeShip.owner = vi.fn(() => pirate);
tradeShipExecution.tick(1);
expect(game.displayMessage).toHaveBeenCalledWith(
"events_display.trade_ship_captured",
MessageType.UNIT_DESTROYED,
origOwner.id(),
undefined,
{ name: pirate.displayName() },
tradeShip.id(),
);
});
it("should only notify the original owner once across ticks", () => {
tradeShip.owner = vi.fn(() => pirate);
tradeShipExecution.tick(1);
tradeShipExecution.tick(2);
expect(game.displayMessage).toHaveBeenCalledTimes(1);
});
it("should complete trade and award gold", () => {
tradeShipExecution["pathFinder"] = {
next: vi.fn(() => ({ status: PathStatus.COMPLETE, node: 32 })),
findPath: vi.fn((from: number) => [from]),
} as any;
tradeShipExecution.tick(1);
expect(tradeShip.delete).toHaveBeenCalledWith(false);
expect(tradeShipExecution.isActive()).toBe(false);
expect(origOwner.addGold).toHaveBeenCalled();
expect(dstOwner.addGold).toHaveBeenCalled();
});
});