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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
94 lines
3.3 KiB
TypeScript
94 lines
3.3 KiB
TypeScript
import { AllianceRejectExecution } from "../src/core/execution/alliance/AllianceRejectExecution";
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import { AllianceRequestExecution } from "../src/core/execution/alliance/AllianceRequestExecution";
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import { NukeExecution } from "../src/core/execution/NukeExecution";
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import { Game, Player, PlayerType, UnitType } from "../src/core/game/Game";
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import { playerInfo, setup } from "./util/Setup";
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import { constructionExecution } from "./util/utils";
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let game: Game;
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let player1: Player;
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let player2: Player;
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describe("AllianceRequestExecution", () => {
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beforeEach(async () => {
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game = await setup(
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"plains",
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{ infiniteGold: true, instantBuild: true, infiniteTroops: true },
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[
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playerInfo("player1", PlayerType.Human),
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playerInfo("player2", PlayerType.Human),
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playerInfo("player3", PlayerType.Nation),
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],
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);
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player1 = game.player("player1");
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player1.conquer(game.ref(0, 0));
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player2 = game.player("player2");
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player2.conquer(game.ref(0, 1));
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});
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test("Can create alliance by counter-request", () => {
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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game.executeNextTick();
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expect(player1.isAlliedWith(player2)).toBeTruthy();
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expect(player2.isAlliedWith(player1)).toBeTruthy();
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});
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test("Can reject alliance request", () => {
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRejectExecution(player1.id(), player2));
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game.executeNextTick();
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expect(player1.isAlliedWith(player2)).toBeFalsy();
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expect(player2.isAlliedWith(player1)).toBeFalsy();
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expect(player1.outgoingAllianceRequests().length).toBe(0);
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});
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test("Alliance request expires", () => {
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game.config().allianceRequestDuration = () => 5;
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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expect(player1.outgoingAllianceRequests().length).toBe(1);
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for (let i = 0; i < 6; i++) {
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game.executeNextTick();
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}
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expect(player1.outgoingAllianceRequests().length).toBe(0);
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expect(player1.isAlliedWith(player2)).toBeFalsy();
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expect(player2.isAlliedWith(player1)).toBeFalsy();
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});
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// Resolves exploit https://github.com/openfrontio/OpenFrontIO/issues/2071
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test("alliance request is revoked immediately if requester launches a nuke", () => {
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game.config().nukeAllianceBreakThreshold = () => 0;
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// Player 1 sends an alliance request to player 2.
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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expect(player1.outgoingAllianceRequests().length).toBe(1);
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expect(player2.incomingAllianceRequests().length).toBe(1);
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// Player 1 Builds a silo & launches a missile at player 2.
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constructionExecution(game, player1, 0, 0, UnitType.MissileSilo);
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game.addExecution(
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new NukeExecution(UnitType.AtomBomb, player1, game.ref(0, 1), null),
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);
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game.executeNextTick();
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game.executeNextTick();
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expect(player1.outgoingAllianceRequests().length).toBe(0);
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expect(player2.incomingAllianceRequests().length).toBe(0);
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expect(player1.isAlliedWith(player2)).toBeFalsy();
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expect(player2.isAlliedWith(player1)).toBeFalsy();
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});
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});
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