Files
OpenFrontIO/tests/core/executions/NukeExecution.test.ts
T
Vivacious Box 52ecaea06c Redraw stacked buildings sprites (#1170)
## Description:

When buildings are stacked on each other, the buildings under are not
redrawn when the stacked building is destroyed.
A simple outer range + sprite radius check triggers a touch which
redraws the buildings.
Sprite radius is set to 16 (dont forget to change it if it ever changes)

### Before:

![image](https://github.com/user-attachments/assets/08acd6e2-a45f-4cc1-b263-89be1d994a12)

### After:

![nukeredraw](https://github.com/user-attachments/assets/c972cb26-03bd-4f74-a960-63f6145fb85d)

## 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
- [x] I understand that submitting code with bugs that could have been
caught through manual testing blocks releases and new features for all
contributors

## Please put your Discord username so you can be contacted if a bug or
regression is found:

Vivacious Box
2025-06-14 05:48:15 +00:00

73 lines
2.1 KiB
TypeScript

import { NukeExecution } from "../../../src/core/execution/NukeExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../../../src/core/game/Game";
import { setup } from "../../util/Setup";
import { TestConfig } from "../../util/TestConfig";
import { executeTicks } from "../../util/utils";
let game: Game;
let player: Player;
describe("NukeExecution", () => {
beforeEach(async () => {
game = await setup("BigPlains", { infiniteGold: true, instantBuild: true });
(game.config() as TestConfig).nukeMagnitudes = jest.fn(() => ({
inner: 10,
outer: 10,
}));
const player_info = new PlayerInfo(
"us",
"player_id",
PlayerType.Human,
null,
"player_id",
);
game.addPlayer(player_info);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
player = game.player("player_id");
});
test("nuke should destroy buildings and redraw out of range buildings", async () => {
// Build a city at (1,1)
player.buildUnit(UnitType.City, game.ref(1, 1), {});
// Build a missile silo in range
player.buildUnit(UnitType.MissileSilo, game.ref(1, 10), {});
// Build a SAM out of range
const sam = player.buildUnit(UnitType.SAMLauncher, game.ref(1, 11), {});
sam.touch = jest.fn();
// Build a Defense post out of range AND out of redraw range
const defensePost = player.buildUnit(
UnitType.DefensePost,
game.ref(1, 27),
{},
);
defensePost.touch = jest.fn();
// Add a nuke execution targeting the city
const nukeExec = new NukeExecution(
UnitType.AtomBomb,
player,
game.ref(1, 1),
game.ref(1, 2),
);
game.addExecution(nukeExec);
// Run enough ticks for the nuke to detonate
executeTicks(game, 10);
// The city and silo should be destroyed
expect(player.units(UnitType.City)).toHaveLength(0);
expect(player.units(UnitType.MissileSilo)).toHaveLength(0);
expect(player.units(UnitType.SAMLauncher)).toHaveLength(1);
expect(sam.touch).toHaveBeenCalled();
expect(defensePost.touch).not.toHaveBeenCalled();
});
});