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f1d162825e
Resolves #1041 ## Description: Remove the singleplayer spawn countdown so the game starts when the player spawns, spawn nations immediately after player spawn, and align game timer/max-timer timing with the new start point. Added a singleplayer regression test for spawn-immunity timing (GameImpl.test.ts) and updated spawn-phase loop tests to use gameType: GameType.Public where singleplayer behavior is not under test (e.g. MIRV/AI/Spawn/WinCheck-related suites), eliminating inSpawnPhase() timeout hangs after the new singleplayer start logic. https://github.com/user-attachments/assets/c07a585f-1153-490e-88ca-a91fc7ae5756 ## 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: aotumuri
155 lines
4.5 KiB
TypeScript
155 lines
4.5 KiB
TypeScript
import { DeleteUnitExecution } from "../src/core/execution/DeleteUnitExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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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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Unit,
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UnitType,
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} from "../src/core/game/Game";
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import { TileRef } from "../src/core/game/GameMap";
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import { GameID } from "../src/core/Schemas";
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import { setup } from "./util/Setup";
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import { executeTicks } from "./util/utils";
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describe("DeleteUnitExecution Security Tests", () => {
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let game: Game;
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const gameID: GameID = "game_id";
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let player: Player;
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let enemyPlayer: Player;
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let unit: Unit;
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beforeEach(async () => {
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game = await setup("plains", {
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infiniteGold: true,
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instantBuild: true,
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infiniteTroops: true,
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});
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const player1Info = new PlayerInfo(
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"TestPlayer",
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PlayerType.Human,
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null,
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"TestPlayer",
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);
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const player2Info = new PlayerInfo(
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"EnemyPlayer",
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PlayerType.Human,
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null,
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"EnemyPlayer",
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);
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game.addPlayer(player1Info);
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game.addPlayer(player2Info);
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const playerSpawn: TileRef = game.ref(0, 10);
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const enemySpawn: TileRef = game.ref(0, 15);
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game.addExecution(
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new SpawnExecution(
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gameID,
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game.player(player1Info.id).info(),
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playerSpawn,
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),
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new SpawnExecution(
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gameID,
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game.player(player2Info.id).info(),
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enemySpawn,
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),
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);
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executeTicks(game, game.config().deleteUnitCooldown() + 1);
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player = game.player(player1Info.id);
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enemyPlayer = game.player(player2Info.id);
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const playerTiles = Array.from(player.tiles());
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if (playerTiles.length === 0) {
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throw new Error("Player has no tiles");
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}
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const spawnTile = playerTiles[0];
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unit = player.buildUnit(UnitType.City, spawnTile, {});
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const tileOwner = game.owner(unit.tile());
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if (!tileOwner.isPlayer() || tileOwner.id() !== player.id()) {
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throw new Error("Unit is not on player's territory");
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}
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game.config().deleteUnitCooldown = () => 10;
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game.config().deletionMarkDuration = () => 10;
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});
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describe("Security Validations", () => {
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it("should prevent deleting units not owned by player", () => {
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const enemyUnit = enemyPlayer.buildUnit(
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UnitType.City,
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Array.from(enemyPlayer.tiles())[0],
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{},
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);
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const execution = new DeleteUnitExecution(player, enemyUnit.id());
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execution.init(game, 0);
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expect(execution.isActive()).toBe(false);
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expect(enemyUnit.isMarkedForDeletion()).toBe(false);
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});
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it("should prevent deleting units on enemy territory", () => {
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const enemyTiles = Array.from(enemyPlayer.tiles());
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if (enemyTiles.length > 0) {
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unit.move(enemyTiles[0]);
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const execution = new DeleteUnitExecution(player, unit.id());
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execution.init(game, 0);
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expect(execution.isActive()).toBe(false);
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expect(unit.isMarkedForDeletion()).toBe(false);
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}
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});
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it("should prevent deleting units during spawn phase", () => {
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vi.spyOn(game, "inSpawnPhase").mockReturnValue(true);
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const execution = new DeleteUnitExecution(player, unit.id());
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execution.init(game, 0);
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expect(execution.isActive()).toBe(false);
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expect(unit.isMarkedForDeletion()).toBe(false);
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});
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it("should allow deleting units when all conditions are met", () => {
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vi.spyOn(game, "inSpawnPhase").mockReturnValue(false);
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const execution = new DeleteUnitExecution(player, unit.id());
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execution.init(game, 0);
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expect(unit.isMarkedForDeletion()).toBe(true);
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});
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it("should delete after deletion delay", () => {
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vi.spyOn(game, "inSpawnPhase").mockReturnValue(false);
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const execution = new DeleteUnitExecution(player, unit.id());
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game.addExecution(execution);
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game.executeNextTick();
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expect(unit.isMarkedForDeletion()).toBe(true);
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expect(unit.isOverdueDeletion()).toBe(false);
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executeTicks(game, game.config().deletionMarkDuration() + 1);
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expect(unit.isActive()).toBe(false);
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});
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it("should reset deletion if captured", () => {
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vi.spyOn(game, "inSpawnPhase").mockReturnValue(false);
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const execution = new DeleteUnitExecution(player, unit.id());
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game.addExecution(execution);
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game.executeNextTick();
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expect(unit.isMarkedForDeletion()).toBe(true);
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unit.setOwner(enemyPlayer);
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expect(unit.isMarkedForDeletion()).toBe(false);
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expect(unit.isActive()).toBe(true);
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});
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});
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});
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