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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
129 lines
4.3 KiB
TypeScript
129 lines
4.3 KiB
TypeScript
import { AllianceRequestExecution } from "../src/core/execution/alliance/AllianceRequestExecution";
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import { DonateGoldExecution } from "../src/core/execution/DonateGoldExecution";
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import { Game, Player, PlayerType } from "../src/core/game/Game";
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import { playerInfo, setup } from "./util/Setup";
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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("Alliance Donation", () => {
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beforeEach(async () => {
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game = await setup(
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"plains",
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{
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infiniteGold: false,
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instantBuild: true,
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infiniteTroops: false,
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donateGold: true,
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donateTroops: true,
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},
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[
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playerInfo("player1", PlayerType.Human),
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playerInfo("player2", PlayerType.Human),
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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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player1.addGold(1000n);
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player1.addTroops(1000);
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player2 = game.player("player2");
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player2.conquer(game.ref(0, 1));
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player2.addGold(100n);
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player2.addTroops(100);
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});
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test("Can donate gold after alliance formed by reply", () => {
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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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expect(player1.isFriendly(player2)).toBeTruthy();
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expect(player2.isFriendly(player1)).toBeTruthy();
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expect(player1.canDonateGold(player2)).toBeTruthy();
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const goldBefore = player2.gold();
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const success = player1.donateGold(player2, 100n);
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expect(success).toBeTruthy();
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expect(player2.gold()).toBe(goldBefore + 100n);
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});
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test("Can donate troops after alliance formed by reply", () => {
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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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expect(player1.canDonateTroops(player2)).toBeTruthy();
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const troopsBefore = player2.troops();
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const success = player1.donateTroops(player2, 100);
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expect(success).toBeTruthy();
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expect(player2.troops()).toBe(troopsBefore + 100);
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});
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test("Can donate gold after alliance formed by mutual 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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expect(player1.isFriendly(player2)).toBeTruthy();
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expect(player2.isFriendly(player1)).toBeTruthy();
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expect(player1.canDonateGold(player2)).toBeTruthy();
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const goldBefore = player2.gold();
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const success = player1.donateGold(player2, 100n);
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expect(success).toBeTruthy();
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expect(player2.gold()).toBe(goldBefore + 100n);
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});
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test("Can donate troops after alliance formed by mutual 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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expect(player1.canDonateTroops(player2)).toBeTruthy();
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const troopsBefore = player2.troops();
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const success = player1.donateTroops(player2, 100);
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expect(success).toBeTruthy();
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expect(player2.troops()).toBe(troopsBefore + 100);
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});
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test("Can donate immediately after accepting alliance (race condition)", () => {
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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const goldBefore = player2.gold();
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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game.addExecution(new DonateGoldExecution(player1, player2.id(), 100));
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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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game.executeNextTick();
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// Donation should have succeeded
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expect(player2.gold()).toBe(goldBefore + 100n);
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});
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});
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