mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 17:00:16 +00:00
ad2598361b
## Description: #1075 Fixing all remaining type errors caused by strict mode and enable it. ## 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 have read and accepted the CLA agreement (only required once). ## Please put your Discord username so you can be contacted if a bug or regression is found: azlod --------- Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com>
133 lines
4.5 KiB
TypeScript
133 lines
4.5 KiB
TypeScript
import { PlayerInfo, PlayerType, UnitType } from "../src/core/game/Game";
|
|
import { UnitGrid } from "../src/core/game/UnitGrid";
|
|
import { setup } from "./util/Setup";
|
|
|
|
async function checkRange(
|
|
mapName: string,
|
|
unitPosX: number,
|
|
rangeCheck: number,
|
|
range: number,
|
|
) {
|
|
const game = await setup(mapName, { infiniteGold: true, instantBuild: true });
|
|
const grid = new UnitGrid(game.map());
|
|
const player = game.addPlayer(
|
|
new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
|
|
);
|
|
const unitTile = game.map().ref(unitPosX, 0);
|
|
grid.addUnit(player.buildUnit(UnitType.DefensePost, unitTile, {}));
|
|
const tileToCheck = game.map().ref(rangeCheck, 0);
|
|
return grid.hasUnitNearby(
|
|
tileToCheck,
|
|
range,
|
|
UnitType.DefensePost,
|
|
"test_id",
|
|
);
|
|
}
|
|
|
|
async function nearbyUnits(
|
|
mapName: string,
|
|
unitPosX: number,
|
|
rangeCheck: number,
|
|
range: number,
|
|
unitTypes: readonly UnitType[],
|
|
) {
|
|
const game = await setup(mapName, { infiniteGold: true, instantBuild: true });
|
|
const grid = new UnitGrid(game.map());
|
|
const player = game.addPlayer(
|
|
new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
|
|
);
|
|
const unitTile = game.map().ref(unitPosX, 0);
|
|
for (const unitType of unitTypes) {
|
|
grid.addUnit(player.buildUnit(unitType, unitTile, {}));
|
|
}
|
|
const tileToCheck = game.map().ref(rangeCheck, 0);
|
|
return grid.nearbyUnits(tileToCheck, range, unitTypes);
|
|
}
|
|
|
|
describe("Unit Grid range tests", () => {
|
|
const hasUnitCases = [
|
|
["plains", 0, 10, 0, true], // Same spot
|
|
["plains", 0, 10, 10, true], // Exactly on the range
|
|
["plains", 0, 10, 11, false], // Exactly 1px outside
|
|
["big_plains", 0, 198, 42, true], // Inside huge range
|
|
["big_plains", 0, 198, 199, false], // Exactly 1px outside huge range
|
|
] as const;
|
|
|
|
describe("Is unit in range", () => {
|
|
test.each(hasUnitCases)(
|
|
"on %p map, look if unit at position %p with a range of %p is in range of %p position, returns %p",
|
|
async (
|
|
mapName: string,
|
|
unitPosX: number,
|
|
range: number,
|
|
rangeCheck: number,
|
|
expectedResult: boolean,
|
|
) => {
|
|
const result = await checkRange(mapName, unitPosX, rangeCheck, range);
|
|
expect(result).toBe(expectedResult);
|
|
},
|
|
);
|
|
});
|
|
|
|
const unitsInRangeCases = [
|
|
["plains", 0, 10, 0, [UnitType.Warship], 1], // Same spot
|
|
["plains", 0, 10, 0, [UnitType.City, UnitType.Port], 2], // 2 in range
|
|
["plains", 0, 10, 0, [], 0], // no unit
|
|
["plains", 0, 10, 10, [UnitType.City], 1], // Exactly on the range
|
|
["plains", 0, 10, 11, [UnitType.DefensePost], 0], // 1px outside
|
|
["big_plains", 0, 198, 42, [UnitType.TradeShip], 1], // Inside huge range
|
|
["big_plains", 0, 198, 199, [UnitType.TransportShip], 0], // 1px outside
|
|
] as const;
|
|
|
|
describe("Retrieve all units in range", () => {
|
|
test.each(unitsInRangeCases)(
|
|
"on %p map, look if unit at position %p with a range of %p is in range of %p position, returns %p",
|
|
async (mapName, unitPosX, range, rangeCheck, units, expectedResult) => {
|
|
const result = await nearbyUnits(
|
|
mapName,
|
|
unitPosX,
|
|
rangeCheck,
|
|
range,
|
|
units, // remove readonly
|
|
);
|
|
expect(result.length).toBe(expectedResult);
|
|
},
|
|
);
|
|
|
|
test("Wrong unit type in range", async () => {
|
|
const game = await setup("plains", {
|
|
infiniteGold: true,
|
|
instantBuild: true,
|
|
});
|
|
const grid = new UnitGrid(game.map());
|
|
const player = game.addPlayer(
|
|
new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
|
|
);
|
|
const unitTile = game.map().ref(0, 0);
|
|
grid.addUnit(player.buildUnit(UnitType.City, unitTile, {}));
|
|
const tileToCheck = game.map().ref(0, 0);
|
|
expect(grid.nearbyUnits(tileToCheck, 10, [UnitType.Port])).toHaveLength(
|
|
0,
|
|
);
|
|
});
|
|
|
|
test("One inside, one outside of range", async () => {
|
|
const game = await setup("plains", {
|
|
infiniteGold: true,
|
|
instantBuild: true,
|
|
});
|
|
const grid = new UnitGrid(game.map());
|
|
const player = game.addPlayer(
|
|
new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
|
|
);
|
|
const unitType = UnitType.City;
|
|
const unitTile = game.map().ref(0, 0);
|
|
grid.addUnit(player.buildUnit(unitType, unitTile, {}));
|
|
const outsideTile = game.map().ref(99, 0);
|
|
grid.addUnit(player.buildUnit(unitType, outsideTile, {}));
|
|
const tileToCheck = game.map().ref(0, 0);
|
|
expect(grid.nearbyUnits(tileToCheck, 10, [unitType])).toHaveLength(1);
|
|
});
|
|
});
|
|
});
|