Files
OpenFrontIO/tests/ConquerGold.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

101 lines
3.2 KiB
TypeScript

import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
import { GameID } from "../src/core/Schemas";
import { setup } from "./util/Setup";
const gameID: GameID = "test_game";
function addPlayerWithGold(
game: Game,
id: string,
type: PlayerType,
gold: bigint,
): Player {
game.addPlayer(new PlayerInfo(id, type, null, id));
const player = game.player(id);
player.addGold(gold);
return player;
}
describe("DefaultConfig.conquerGoldAmount", () => {
let game: Game;
beforeEach(async () => {
game = await setup("ocean_and_land");
});
test("returns full gold for Bot", () => {
const bot = addPlayerWithGold(game, "bot", PlayerType.Bot, 1000n);
expect(game.config().conquerGoldAmount(bot)).toBe(1000n);
});
test("returns full gold for Nation", () => {
const nation = addPlayerWithGold(game, "nation", PlayerType.Nation, 2000n);
expect(game.config().conquerGoldAmount(nation)).toBe(2000n);
});
test("returns half gold for Human", () => {
const human = addPlayerWithGold(game, "human", PlayerType.Human, 1000n);
expect(game.config().conquerGoldAmount(human)).toBe(500n);
});
});
describe("Conquest gold transfer", () => {
let game: Game;
let conqueror: Player;
beforeEach(async () => {
game = await setup("ocean_and_land");
const conquerorInfo = new PlayerInfo(
"conqueror",
PlayerType.Human,
null,
"conqueror",
);
game.addPlayer(conquerorInfo);
game.addExecution(
new SpawnExecution(gameID, conquerorInfo, game.ref(0, 10)),
);
conqueror = game.player(conquerorInfo.id);
});
test("conqueror receives 100% of gold when conquering a Bot", () => {
const bot = addPlayerWithGold(game, "bot", PlayerType.Bot, 1000n);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, bot);
expect(conqueror.gold()).toBe(goldBefore + 1000n);
expect(bot.gold()).toBe(0n);
});
test("conqueror receives 100% of gold when conquering a Nation", () => {
const nation = addPlayerWithGold(game, "nation", PlayerType.Nation, 800n);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, nation);
expect(conqueror.gold()).toBe(goldBefore + 800n);
expect(nation.gold()).toBe(0n);
});
test("conqueror receives 50% of gold when conquering a Human who has attacked", () => {
// clientID must be non-null for stats tracking to work
game.addPlayer(
new PlayerInfo("victim", PlayerType.Human, "victim_client", "victim"),
);
const victim = game.player("victim");
victim.addGold(1000n);
// Record an attack so the gold transfer is not skipped
game.stats().attack(victim, game.terraNullius(), 100);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, victim);
expect(conqueror.gold()).toBe(goldBefore + 500n);
expect(victim.gold()).toBe(0n);
});
test("conqueror receives no gold when conquering a Human who never attacked", () => {
const victim = addPlayerWithGold(game, "afk", PlayerType.Human, 1000n);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, victim);
expect(conqueror.gold()).toBe(goldBefore);
expect(victim.gold()).toBe(1000n);
});
});