Files
OpenFrontIO/tests/AllianceExtensionExecution.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

150 lines
5.5 KiB
TypeScript

import { AllianceExtensionExecution } from "../src/core/execution/alliance/AllianceExtensionExecution";
import { AllianceRequestExecution } from "../src/core/execution/alliance/AllianceRequestExecution";
import { Game, MessageType, Player, PlayerType } from "../src/core/game/Game";
import { playerInfo, setup } from "./util/Setup";
let game: Game;
let player1: Player;
let player2: Player;
let player3: Player;
describe("AllianceExtensionExecution", () => {
beforeEach(async () => {
game = await setup(
"ocean_and_land",
{ infiniteGold: true, instantBuild: true, infiniteTroops: true },
[
playerInfo("player1", PlayerType.Human),
playerInfo("player2", PlayerType.Human),
playerInfo("player3", PlayerType.Nation),
],
);
player1 = game.player("player1");
player2 = game.player("player2");
player3 = game.player("player3");
});
test("Successfully extends existing alliance between Humans", () => {
vi.spyOn(player1, "canSendAllianceRequest").mockReturnValue(true);
vi.spyOn(player2, "canSendAllianceRequest").mockReturnValue(true);
vi.spyOn(player2, "isAlive").mockReturnValue(true);
vi.spyOn(player1, "isAlive").mockReturnValue(true);
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick();
game.addExecution(new AllianceRequestExecution(player2, player1.id()));
game.executeNextTick();
expect(player1.allianceWith(player2)).toBeTruthy();
expect(player2.allianceWith(player1)).toBeTruthy();
const allianceBefore = player1.allianceWith(player2)!;
const allianceSpy = vi.spyOn(allianceBefore, "extend");
const expirationBefore = allianceBefore.expiresAt();
game.addExecution(new AllianceExtensionExecution(player1, player2.id()));
game.executeNextTick();
expect(allianceSpy).toHaveBeenCalledTimes(0); // both players must agree to extend
game.addExecution(new AllianceExtensionExecution(player2, player1.id()));
game.executeNextTick();
const allianceAfter = player1.allianceWith(player2)!;
expect(allianceAfter.id()).toBe(allianceBefore.id());
const expirationAfter = allianceAfter.expiresAt();
expect(expirationAfter).toBeGreaterThan(expirationBefore);
expect(allianceSpy).toHaveBeenCalledTimes(1);
});
test("Fails gracefully if no alliance exists", () => {
game.addExecution(new AllianceExtensionExecution(player1, player2.id()));
game.executeNextTick();
expect(player1.allianceWith(player2)).toBeFalsy();
expect(player2.allianceWith(player1)).toBeFalsy();
});
test("Successfully extends existing alliance between Human and non-Human", () => {
vi.spyOn(player1, "canSendAllianceRequest").mockReturnValue(true);
vi.spyOn(player3, "canSendAllianceRequest").mockReturnValue(true);
vi.spyOn(player3, "isAlive").mockReturnValue(true);
vi.spyOn(player1, "isAlive").mockReturnValue(true);
game.addExecution(new AllianceRequestExecution(player1, player3.id()));
game.executeNextTick();
game.addExecution(new AllianceRequestExecution(player3, player1.id()));
game.executeNextTick();
expect(player1.allianceWith(player3)).toBeTruthy();
expect(player3.allianceWith(player1)).toBeTruthy();
const allianceBefore = player1.allianceWith(player3)!;
const allianceSpy = vi.spyOn(allianceBefore, "extend");
const expirationBefore = allianceBefore.expiresAt();
game.addExecution(new AllianceExtensionExecution(player1, player3.id()));
game.executeNextTick();
expect(allianceSpy).toHaveBeenCalledTimes(0); // both players must agree to extend
game.addExecution(new AllianceExtensionExecution(player3, player1.id()));
game.executeNextTick();
const allianceAfter = player1.allianceWith(player3)!;
expect(allianceAfter.id()).toBe(allianceBefore.id());
const expirationAfter = allianceAfter.expiresAt();
expect(expirationAfter).toBeGreaterThan(expirationBefore);
expect(allianceSpy).toHaveBeenCalledTimes(1);
});
test("Sends message to other player when one player requests renewal", () => {
vi.spyOn(player1, "canSendAllianceRequest").mockReturnValue(true);
vi.spyOn(player2, "canSendAllianceRequest").mockReturnValue(true);
vi.spyOn(player2, "isAlive").mockReturnValue(true);
vi.spyOn(player1, "isAlive").mockReturnValue(true);
// Create alliance between player1 and player2
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick();
game.addExecution(new AllianceRequestExecution(player2, player1.id()));
game.executeNextTick();
expect(player1.allianceWith(player2)).toBeTruthy();
expect(player2.allianceWith(player1)).toBeTruthy();
// Spy on displayMessage to verify it's called
const displayMessageSpy = vi.spyOn(game, "displayMessage");
// Player1 requests renewal
game.addExecution(new AllianceExtensionExecution(player1, player2.id()));
game.executeNextTick();
// Verify message was sent to player2
expect(displayMessageSpy).toHaveBeenCalledWith(
"events_display.wants_to_renew_alliance",
MessageType.RENEW_ALLIANCE,
player2.id(),
undefined,
{ name: player1.displayName() },
);
expect(displayMessageSpy).toHaveBeenCalledTimes(1);
// Request again - should not send duplicate message
game.addExecution(new AllianceExtensionExecution(player1, player2.id()));
game.executeNextTick();
// Should still be called only once (no duplicate)
expect(displayMessageSpy).toHaveBeenCalledTimes(1);
displayMessageSpy.mockRestore();
});
});