Files
OpenFrontIO/tests/AttackStats.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

119 lines
3.8 KiB
TypeScript

import { AttackExecution } from "../src/core/execution/AttackExecution";
import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
import { GOLD_INDEX_WAR, GOLD_INDEX_WORK } from "../src/core/StatsSchemas";
import { setup } from "./util/Setup";
let game: Game;
let player1: Player;
let player2: Player;
const player1Info = new PlayerInfo(
"player1",
PlayerType.Human,
"player1",
"player1",
);
const player2Info = new PlayerInfo(
"player2",
PlayerType.Human,
"player2",
"player2",
);
describe("AttackStats", () => {
beforeEach(async () => {
game = await setup("plains", { infiniteTroops: true }, [
player1Info,
player2Info,
]);
player1 = game.player("player1");
player2 = game.player("player2");
player1.conquer(game.ref(50, 50));
player2.conquer(game.ref(50, 51));
player2.addGold(100n);
game.stats().goldWork(player2, 100n);
});
test("should increase war gold stat when a player is eliminated", () => {
expect(player1.sharesBorderWith(player2)).toBeTruthy();
// Player2 must attack to be considered active (otherwise gold won't transfer)
game.addExecution(
new AttackExecution(1, player2, game.terraNullius().id()),
);
game.executeNextTick();
performAttack(game, player1, player2);
expectWarGoldStatIsIncreasedAfterKill(game, player1, player2);
});
test("should NOT increase war gold stat when a inactive player is eliminated", () => {
expect(player1.sharesBorderWith(player2)).toBeTruthy();
const attackerStatsBefore = game.stats().stats()[player1.clientID()!];
const warGoldBefore = attackerStatsBefore?.gold?.[GOLD_INDEX_WAR] ?? 0n;
performAttack(game, player1, player2);
const attackerStatsAfter = game.stats().stats()[player1.clientID()!];
const warGoldAfter = attackerStatsAfter?.gold?.[GOLD_INDEX_WAR] ?? 0n;
expect(warGoldAfter).toBe(warGoldBefore);
});
test("should increase war gold stat when elimination occurs via territory annexation", () => {
// Player2 must attack to be considered active (otherwise gold won't transfer)
game.addExecution(
new AttackExecution(1, player2, game.terraNullius().id()),
);
game.executeNextTick();
// Mark every tile on the map as owned by player1
for (let x = 0; x < game.map().width(); x++) {
for (let y = 0; y < game.map().height(); y++) {
player1.conquer(game.ref(x, y));
}
}
// Place tiles of player2 in the center of the map
const centerX = Math.round(game.map().width() / 2);
const centerY = Math.round(game.map().height() / 2);
for (let x = -20; x < 20; x++) {
for (let y = -20; y < 20; y++) {
player2.conquer(game.ref(centerX + x, centerY + y));
}
}
performAttack(game, player1, player2);
expectWarGoldStatIsIncreasedAfterKill(game, player1, player2);
});
});
function expectWarGoldStatIsIncreasedAfterKill(
game: Game,
attacker: Player,
defender: Player,
) {
// Verify that the defender was killed as a result of the attack
expect(attacker.isAlive()).toBeTruthy();
expect(defender.isAlive()).toBeFalsy();
const attackerStats = game.stats().stats()[attacker.clientID()!];
const defenderStats = game.stats().stats()[defender.clientID()!];
// Conqueror receives 50% of human defender's gold as war gold
expect(attackerStats?.gold?.[GOLD_INDEX_WAR]).toBeDefined();
expect(defenderStats?.gold?.[GOLD_INDEX_WORK]).toBeDefined();
expect(attackerStats?.gold?.[GOLD_INDEX_WAR]).toBe(
(defenderStats?.gold?.reduce((acc, g) => acc + g, 0n) ?? 0n) / 2n,
);
}
function performAttack(game: Game, attacker: Player, defender: Player) {
// Execute the attack
game.addExecution(
new AttackExecution(attacker.troops(), attacker, defender.id()),
);
// Wait for the attack to complete
do {
game.executeNextTick();
} while (attacker.outgoingAttacks().length > 0);
}