Files
OpenFrontIO/tests/WarshipMultiSelection.test.ts
T
Zixer1 742a544a69 2661 PR 3/3 Warship Manual Override, Aggro Override, and Heal-at-Port Command (#3501)
Part of [#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661)
(split into 3 PRs so they are not too large..)

## Description:

Part 3/3 of
[#2661](https://github.com/openfrontio/OpenFrontIO/issues/2661).

This PR adds the retreat control and override behavior for warships:

- Manual override: moving a warship manually cancels retreat and
suppresses auto-retreat for 5 seconds
- Aggro override: a retreating warship will aggro a nearby enemy
transport or warship before continuing retreat
- Heal-at-port command for sending a warship to a friendly port manually
- Friendly-port validation for HealAtPortExecution
- Regression tests for manual override, aggro override, and heal-at-port
behavior



## 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:

zixer._

---------

Co-authored-by: iamlewis <lewismmmm@gmail.com>
Co-authored-by: evanpelle <evanpelle@gmail.com>
2026-04-30 13:54:28 -06:00

145 lines
4.5 KiB
TypeScript

import { MoveWarshipExecution } from "../src/core/execution/MoveWarshipExecution";
import { WarshipExecution } from "../src/core/execution/WarshipExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { setup } from "./util/Setup";
import { executeTicks } from "./util/utils";
const coastX = 7;
let game: Game;
let player1: Player;
let player2: Player;
describe("Warship multi-selection (MoveWarshipExecution)", () => {
beforeEach(async () => {
game = await setup(
"half_land_half_ocean",
{ infiniteGold: true, instantBuild: true },
[
new PlayerInfo("p1", PlayerType.Human, null, "p1"),
new PlayerInfo("p2", PlayerType.Human, null, "p2"),
],
);
while (game.inSpawnPhase()) game.executeNextTick();
player1 = game.player("p1");
player2 = game.player("p2");
});
test("moving multiple warships via array MoveWarshipExecution updates all patrol tiles", () => {
const w1 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 10), {
patrolTile: game.ref(coastX + 1, 10),
});
const w2 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 2, 10), {
patrolTile: game.ref(coastX + 2, 10),
});
const w3 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 3, 10), {
patrolTile: game.ref(coastX + 3, 10),
});
game.addExecution(new WarshipExecution(w1));
game.addExecution(new WarshipExecution(w2));
game.addExecution(new WarshipExecution(w3));
const sharedTarget = game.ref(coastX + 5, 15);
// Single execution with array of ids — the new unified API
game.addExecution(
new MoveWarshipExecution(
player1,
[w1.id(), w2.id(), w3.id()],
sharedTarget,
),
);
executeTicks(game, 5);
expect(w1.warshipState().patrolTile).toBe(sharedTarget);
expect(w2.warshipState().patrolTile).toBe(sharedTarget);
expect(w3.warshipState().patrolTile).toBe(sharedTarget);
});
test("moving multiple warships to different targets works independently", () => {
const w1 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 10), {
patrolTile: game.ref(coastX + 1, 10),
});
const w2 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 2, 10), {
patrolTile: game.ref(coastX + 2, 10),
});
game.addExecution(new WarshipExecution(w1));
game.addExecution(new WarshipExecution(w2));
const target1 = game.ref(coastX + 3, 12);
const target2 = game.ref(coastX + 4, 14);
game.addExecution(new MoveWarshipExecution(player1, [w1.id()], target1));
game.addExecution(new MoveWarshipExecution(player1, [w2.id()], target2));
executeTicks(game, 5);
expect(w1.warshipState().patrolTile).toBe(target1);
expect(w2.warshipState().patrolTile).toBe(target2);
});
test("enemy cannot move player's warships via MoveWarshipExecution", () => {
const originalTile = game.ref(coastX + 1, 10);
const w1 = player1.buildUnit(UnitType.Warship, originalTile, {
patrolTile: originalTile,
});
game.addExecution(new WarshipExecution(w1));
new MoveWarshipExecution(player2, [w1.id()], game.ref(coastX + 5, 15)).init(
game,
0,
);
expect(w1.warshipState().patrolTile).toBe(originalTile);
});
test("MoveWarshipExecution on destroyed warship does not throw", () => {
const w1 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 10), {
patrolTile: game.ref(coastX + 1, 10),
});
w1.delete();
const exec = new MoveWarshipExecution(
player1,
[w1.id()],
game.ref(coastX + 5, 15),
);
expect(() => exec.init(game, 0)).not.toThrow();
expect(exec.isActive()).toBe(false);
});
test("batch move does not affect warships owned by other players", () => {
const p1tile = game.ref(coastX + 1, 10);
const p2tile = game.ref(coastX + 2, 10);
const w1 = player1.buildUnit(UnitType.Warship, p1tile, {
patrolTile: p1tile,
});
const w2 = player2.buildUnit(UnitType.Warship, p2tile, {
patrolTile: p2tile,
});
game.addExecution(new WarshipExecution(w1));
game.addExecution(new WarshipExecution(w2));
const target = game.ref(coastX + 5, 15);
// player1 sends both IDs — but w2 belongs to player2
game.addExecution(
new MoveWarshipExecution(player1, [w1.id(), w2.id()], target),
);
executeTicks(game, 5);
expect(w1.warshipState().patrolTile).toBe(target);
expect(w2.warshipState().patrolTile).toBe(p2tile); // unchanged — wrong owner
});
});