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f1d162825e
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
242 lines
6.6 KiB
TypeScript
242 lines
6.6 KiB
TypeScript
import { DonateGoldExecution } from "../src/core/execution/DonateGoldExecution";
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import { DonateTroopsExecution } from "../src/core/execution/DonateTroopExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { 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("Donate troops to an ally", () => {
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it("Troops should be successfully donated", async () => {
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const gameID: GameID = "game_id";
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const game = await setup("ocean_and_land", {
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infiniteTroops: false,
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donateTroops: true,
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});
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const donorInfo = new PlayerInfo(
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"donor",
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PlayerType.Human,
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null,
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"donor_id",
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);
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const recipientInfo = new PlayerInfo(
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"recipient",
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PlayerType.Human,
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null,
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"recipient_id",
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);
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game.addPlayer(donorInfo);
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game.addPlayer(recipientInfo);
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const donor = game.player(donorInfo.id);
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const recipient = game.player(recipientInfo.id);
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// Spawn both players
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const spawnA = game.ref(0, 10);
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const spawnB = game.ref(0, 15);
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game.addExecution(
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new SpawnExecution(gameID, donorInfo, spawnA),
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new SpawnExecution(gameID, recipientInfo, spawnB),
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);
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// donor sends alliance request to recipient
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const allianceRequest = donor.createAllianceRequest(recipient);
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expect(allianceRequest).not.toBeNull();
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// recipient accepts the alliance request
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if (allianceRequest) {
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allianceRequest.accept();
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}
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// Ensure donor can actually donate the requested amount
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donor.addTroops(6000);
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const donorTroopsBefore = donor.troops();
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const recipientTroopsBefore = recipient.troops();
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game.addExecution(new DonateTroopsExecution(donor, recipientInfo.id, 5000));
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for (let i = 0; i < 5; i++) {
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game.executeNextTick();
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}
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expect(donor.troops() < donorTroopsBefore).toBe(true);
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expect(recipient.troops() > recipientTroopsBefore).toBe(true);
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});
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});
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describe("Donate gold to an ally", () => {
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it("Gold should be successfully donated", async () => {
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const game = await setup("ocean_and_land", {
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infiniteGold: false,
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donateGold: true,
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});
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const gameID: GameID = "game_id";
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const donorInfo = new PlayerInfo(
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"donor",
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PlayerType.Human,
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null,
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"donor_id",
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);
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const recipientInfo = new PlayerInfo(
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"recipient",
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PlayerType.Human,
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null,
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"recipient_id",
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);
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game.addPlayer(donorInfo);
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game.addPlayer(recipientInfo);
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const donor = game.player(donorInfo.id);
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const recipient = game.player(recipientInfo.id);
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// Spawn both players
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const spawnA = game.ref(0, 10);
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const spawnB = game.ref(0, 15);
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game.addExecution(
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new SpawnExecution(gameID, donorInfo, spawnA),
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new SpawnExecution(gameID, recipientInfo, spawnB),
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);
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// donor sends alliance request to recipient
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const allianceRequest = donor.createAllianceRequest(recipient);
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expect(allianceRequest).not.toBeNull();
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// recipient accepts the alliance request
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if (allianceRequest) {
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allianceRequest.accept();
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}
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game.executeNextTick();
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// Ensure donor can actually donate the requested amount
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donor.addGold(6000n);
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const donorGoldBefore = donor.gold();
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const recipientGoldBefore = recipient.gold();
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game.addExecution(new DonateGoldExecution(donor, recipientInfo.id, 5000));
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for (let i = 0; i < 5; i++) {
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game.executeNextTick();
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}
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expect(donor.gold() < donorGoldBefore).toBe(true);
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expect(recipient.gold() > recipientGoldBefore).toBe(true);
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});
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});
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describe("Donate troops to a non ally", () => {
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it("Troops should not be donated", async () => {
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const game = await setup("ocean_and_land", {
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infiniteTroops: false,
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donateTroops: true,
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});
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const gameID: GameID = "game_id";
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const donorInfo = new PlayerInfo(
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"donor",
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PlayerType.Human,
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null,
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"donor_id",
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);
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const recipientInfo = new PlayerInfo(
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"recipient",
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PlayerType.Human,
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null,
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"recipient_id",
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);
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game.addPlayer(donorInfo);
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game.addPlayer(recipientInfo);
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const donor = game.player(donorInfo.id);
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const recipient = game.player(recipientInfo.id);
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// Spawn both players
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const spawnA = game.ref(0, 10);
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const spawnB = game.ref(0, 15);
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game.addExecution(
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new SpawnExecution(gameID, donorInfo, spawnA),
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new SpawnExecution(gameID, recipientInfo, spawnB),
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);
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// Donor sends alliance request to Recipient
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const allianceRequest = donor.createAllianceRequest(recipient);
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expect(allianceRequest).not.toBeNull();
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// Donor rejects the Recipient
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if (allianceRequest) {
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allianceRequest.reject();
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}
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const donorTroopsBefore = donor.troops();
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const recipientTroopsBefore = recipient.troops();
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game.addExecution(new DonateTroopsExecution(donor, recipientInfo.id, 5000));
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game.executeNextTick();
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// Troops should not be donated since they are not allies
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expect(donor.troops() >= donorTroopsBefore).toBe(true);
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expect(recipient.troops() >= recipientTroopsBefore).toBe(true);
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});
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});
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describe("Donate Gold to a non ally", () => {
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it("Gold should not be donated", async () => {
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const game = await setup("ocean_and_land", {
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infiniteGold: false,
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donateGold: true,
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});
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const gameID: GameID = "game_id";
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const donorInfo = new PlayerInfo(
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"donor",
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PlayerType.Human,
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null,
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"donor_id",
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);
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const recipientInfo = new PlayerInfo(
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"recipient",
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PlayerType.Human,
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null,
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"recipient_id",
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);
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game.addPlayer(donorInfo);
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game.addPlayer(recipientInfo);
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const donor = game.player(donorInfo.id);
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const recipient = game.player(recipientInfo.id);
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// Spawn both players
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const spawnA = game.ref(0, 10);
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const spawnB = game.ref(0, 15);
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game.addExecution(
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new SpawnExecution(gameID, donorInfo, spawnA),
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new SpawnExecution(gameID, recipientInfo, spawnB),
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);
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// Donor sends alliance request to Recipient
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const allianceRequest = donor.createAllianceRequest(recipient);
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expect(allianceRequest).not.toBeNull();
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// Donor rejects the Recipient
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if (allianceRequest) {
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allianceRequest.reject();
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}
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const donorGoldBefore = donor.gold();
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const recipientGoldBefore = donor.gold();
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game.addExecution(new DonateGoldExecution(donor, recipientInfo.id, 5000));
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game.executeNextTick();
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// Gold should not be donated since they are not allies
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expect(donor.gold() >= donorGoldBefore).toBe(true);
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expect(recipient.gold() >= recipientGoldBefore).toBe(true);
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});
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});
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