Files
OpenFrontIO/tests/core/pathfinding/SpatialQuery.test.ts
T
Aotumuri f1d162825e feat: remove spawn timer on singleplayer (#3199)
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
2026-05-11 12:44:44 -07:00

232 lines
7.3 KiB
TypeScript

import { describe, expect, it } from "vitest";
import { SpawnExecution } from "../../../src/core/execution/SpawnExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
} from "../../../src/core/game/Game";
import { TileRef } from "../../../src/core/game/GameMap";
import { SpatialQuery } from "../../../src/core/pathfinding/spatial/SpatialQuery";
import { createGame, L, W } from "./_fixtures";
// Spawns player and **expands territory** via getSpawnTiles (euclidean dist 4)
// Ref: src/core/execution/Util.ts
function addPlayer(game: Game, tile: TileRef): Player {
const info = new PlayerInfo("test", PlayerType.Human, null, "test_id");
game.addPlayer(info);
game.addExecution(new SpawnExecution("game_id", info, tile));
game.executeNextTick();
game.executeNextTick();
return game.player(info.id);
}
describe("SpatialQuery", () => {
describe("closestShore", () => {
it("finds shore tile owned by player", () => {
// prettier-ignore
const game = createGame({
width: 5, height: 5, grid: [
W, W, W, W, W,
W, L, L, L, W,
W, L, L, L, W,
W, L, L, L, W,
W, W, W, W, W,
],
});
const spatial = new SpatialQuery(game);
const player = addPlayer(game, game.ref(2, 2));
// All land tiles owned by player because of spawn expansion
const result = spatial.closestShore(player, game.ref(2, 2));
expect(result).not.toBeNull();
expect(game.isShore(result!)).toBe(true);
expect(game.ownerID(result!)).toBe(player.smallID());
});
it("returns null when no shore within maxDist", () => {
// prettier-ignore
const game = createGame({
width: 7, height: 7, grid: [
W, W, W, W, W, W, W,
W, L, L, L, L, L, W,
W, L, L, L, L, L, W,
W, L, L, L, L, L, W,
W, L, L, L, L, L, W,
W, L, L, L, L, L, W,
W, W, W, W, W, W, W,
],
});
const spatial = new SpatialQuery(game);
const player = addPlayer(game, game.ref(3, 3));
// maxDist=1 from center (3,3) - shore is 2 tiles away
const result = spatial.closestShore(player, game.ref(3, 3), 1);
expect(result).toBeNull();
});
it("finds shore on player's island (two separate islands)", () => {
// prettier-ignore
const game = createGame({
width: 8, height: 4, grid: [
L, L, W, W, W, W, L, L,
L, L, W, W, W, W, L, L,
L, L, W, W, W, W, L, L,
L, L, W, W, W, W, L, L,
],
});
const spatial = new SpatialQuery(game);
const player = addPlayer(game, game.ref(0, 0));
const result = spatial.closestShore(player, game.ref(0, 2));
expect(result).not.toBeNull();
expect(game.isShore(result!)).toBe(true);
expect(game.ownerID(result!)).toBe(player.smallID());
expect(game.x(result!)).toBeLessThanOrEqual(2);
});
it("finds shore even if no land path exists (two separate islands)", () => {
// prettier-ignore
const game = createGame({
width: 8, height: 4, grid: [
L, L, W, W, W, W, L, L,
L, L, W, W, W, W, L, L,
L, L, W, W, W, W, L, L,
L, L, W, W, W, W, L, L,
],
});
const spatial = new SpatialQuery(game);
const player = addPlayer(game, game.ref(0, 0));
const result = spatial.closestShore(player, game.ref(7, 2));
expect(result).not.toBeNull();
expect(game.isShore(result!)).toBe(true);
expect(game.ownerID(result!)).toBe(player.smallID());
expect(game.x(result!)).toBeLessThanOrEqual(2);
});
it("finds shore for terra nullius when land is unclaimed", () => {
// prettier-ignore
const game = createGame({
width: 5, height: 5, grid: [
W, W, W, W, W,
W, L, L, L, W,
W, L, L, L, W,
W, L, L, L, W,
W, W, W, W, W,
],
});
const spatial = new SpatialQuery(game);
const terraNullius = game.terraNullius();
const result = spatial.closestShore(terraNullius, game.ref(2, 2));
expect(result).not.toBeNull();
expect(game.isShore(result!)).toBe(true);
});
});
describe("closestShoreByWater", () => {
it("returns null for terra nullius", () => {
// prettier-ignore
const game = createGame({
width: 5, height: 5, grid: [
W, W, W, W, W,
W, L, L, L, W,
W, L, L, L, W,
W, L, L, L, W,
W, W, W, W, W,
],
});
const spatial = new SpatialQuery(game);
const terraNullius = game.terraNullius();
const result = spatial.closestShoreByWater(terraNullius, game.ref(0, 0));
expect(result).toBeNull();
});
it("returns null when target is on land", () => {
// prettier-ignore
const game = createGame({
width: 5, height: 5, grid: [
W, W, W, W, W,
W, L, L, L, W,
W, L, L, L, W,
W, L, L, L, W,
W, W, W, W, W,
],
});
const spatial = new SpatialQuery(game);
const player = addPlayer(game, game.ref(2, 2));
const result = spatial.closestShoreByWater(player, game.ref(2, 2));
expect(result).toBeNull();
});
it("returns null when target is in disconnected water body", () => {
// prettier-ignore
const game = createGame({
width: 14, height: 6, grid: [
W, W, L, L, L, L, L, L, L, L, L, L, W, W,
W, W, L, L, L, L, L, L, L, L, L, L, W, W,
W, W, L, L, L, L, L, L, L, L, L, L, W, W,
W, W, L, L, L, L, L, L, L, L, L, L, W, W,
W, W, L, L, L, L, L, L, L, L, L, L, W, W,
W, W, L, L, L, L, L, L, L, L, L, L, W, W,
],
});
const spatial = new SpatialQuery(game);
const player = addPlayer(game, game.ref(3, 2));
const result = spatial.closestShoreByWater(player, game.ref(13, 2));
expect(result).toBeNull();
});
it("finds shore via long water path around island", () => {
// prettier-ignore
const game = createGame({
width: 18, height: 14, grid: [
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, L,
],
});
const spatial = new SpatialQuery(game);
const player = addPlayer(game, game.ref(4, 4));
const target = game.ref(17, 13);
const result = spatial.closestShoreByWater(player, target);
expect(result).not.toBeNull();
expect(game.isShore(result!)).toBe(true);
expect(game.ownerID(result!)).toBe(player.smallID());
});
});
});