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71849b47cd
## Description: Taken from PR #506 Improve transport source tile by considering border extremums Only calculate better spawn tile for humans, and have the sender calculate it and send the src tile in the intent for better performance. ## Please complete the following: - [x] I have added screenshots for all UI updates - [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: <DISCORD USERNAME> evan Co-authored-by: evan <openfrontio@gmail.com>
115 lines
3.6 KiB
TypeScript
115 lines
3.6 KiB
TypeScript
import { AttackExecution } from "../src/core/execution/AttackExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { TransportShipExecution } from "../src/core/execution/TransportShipExecution";
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import {
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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UnitType,
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} from "../src/core/game/Game";
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import { TileRef } from "../src/core/game/GameMap";
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import { setup } from "./util/Setup";
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import { TestConfig } from "./util/TestConfig";
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import { constructionExecution } from "./util/utils";
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let game: Game;
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let attacker: Player;
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let defender: Player;
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let defenderSpawn: TileRef;
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let attackerSpawn: TileRef;
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function sendBoat(target: TileRef, source: TileRef, troops: number) {
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game.addExecution(
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new TransportShipExecution(defender.id(), null, target, troops, source),
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);
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}
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describe("Attack", () => {
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beforeEach(async () => {
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game = await setup("ocean_and_land", {
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infiniteGold: true,
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instantBuild: true,
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infiniteTroops: true,
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});
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const attackerInfo = new PlayerInfo(
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"us",
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"attacker dude",
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PlayerType.Human,
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null,
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"attacker_id",
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);
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game.addPlayer(attackerInfo);
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const defenderInfo = new PlayerInfo(
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"us",
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"defender dude",
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PlayerType.Human,
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null,
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"defender_id",
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);
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game.addPlayer(defenderInfo);
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defenderSpawn = game.ref(0, 15);
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attackerSpawn = game.ref(0, 10);
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game.addExecution(
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new SpawnExecution(game.player(attackerInfo.id).info(), attackerSpawn),
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new SpawnExecution(game.player(defenderInfo.id).info(), defenderSpawn),
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);
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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attacker = game.player(attackerInfo.id);
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defender = game.player(defenderInfo.id);
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game.addExecution(new AttackExecution(100, defender.id(), null));
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game.executeNextTick();
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while (defender.outgoingAttacks().length > 0) {
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game.executeNextTick();
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}
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(game.config() as TestConfig).setDefaultNukeSpeed(50);
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});
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test("Nuke reduce attacking troop counts", async () => {
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// Not building exactly spawn to it's better protected from attacks (but still
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// on defender territory)
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constructionExecution(game, defender.id(), 1, 1, UnitType.MissileSilo);
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expect(defender.units(UnitType.MissileSilo)).toHaveLength(1);
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game.addExecution(new AttackExecution(100, attacker.id(), defender.id()));
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constructionExecution(game, defender.id(), 0, 15, UnitType.AtomBomb, 3);
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const nuke = defender.units(UnitType.AtomBomb)[0];
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expect(nuke.isActive()).toBe(true);
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expect(attacker.outgoingAttacks()).toHaveLength(1);
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expect(attacker.outgoingAttacks()[0].troops()).toBe(98);
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// Make the nuke go kaboom
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game.executeNextTick();
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expect(nuke.isActive()).toBe(false);
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expect(attacker.outgoingAttacks()[0].troops()).not.toBe(97);
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expect(attacker.outgoingAttacks()[0].troops()).toBeLessThan(90);
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});
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test("Nuke reduce attacking boat troop count", async () => {
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constructionExecution(game, defender.id(), 1, 1, UnitType.MissileSilo);
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expect(defender.units(UnitType.MissileSilo)).toHaveLength(1);
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sendBoat(game.ref(15, 8), game.ref(10, 5), 100);
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constructionExecution(game, defender.id(), 0, 15, UnitType.AtomBomb, 3);
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const nuke = defender.units(UnitType.AtomBomb)[0];
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expect(nuke.isActive()).toBe(true);
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const ship = defender.units(UnitType.TransportShip)[0];
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expect(ship.troops()).toBe(100);
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game.executeNextTick();
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expect(nuke.isActive()).toBe(false);
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expect(defender.units(UnitType.TransportShip)[0].troops()).toBeLessThan(90);
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});
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});
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