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## Description: This is a previously approved PR with an additional commit that fixes case when nations change spawn & jump around, their previous territory wasn't getting deleted. ## 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: nikolaj_mykola --------- Co-authored-by: Evan <evanpelle@gmail.com>
27 lines
919 B
TypeScript
27 lines
919 B
TypeScript
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
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import { GameID } from "../src/core/Schemas";
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import { setup } from "./util/Setup";
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describe("Territory management", () => {
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test("player owns the tile it spawns on", async () => {
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const game = await setup("plains");
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const gameID: GameID = "game_id";
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game.addPlayer(
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new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
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);
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const spawnTile = game.map().ref(50, 50);
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game.addExecution(
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new SpawnExecution(gameID, game.player("test_id").info(), spawnTile),
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);
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// Init the execution
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game.executeNextTick();
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// Execute the execution.
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game.executeNextTick();
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const owner = game.owner(spawnTile);
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expect(owner.isPlayer()).toBe(true);
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expect((owner as Player).name()).toBe("test_player");
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});
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});
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