Files
OpenFrontIO/tests/core/executions/MIRVExecution.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

284 lines
8.3 KiB
TypeScript

import { MirvExecution } from "../../../src/core/execution/MIRVExecution";
import {
Game,
MessageType,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../../../src/core/game/Game";
import { setup } from "../../util/Setup";
import { executeTicks } from "../../util/utils";
let game: Game;
let player: Player;
let otherPlayer: Player;
describe("MIRVExecution", () => {
beforeEach(async () => {
game = await setup(
"big_plains",
{ infiniteGold: true, instantBuild: true },
[
new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id"),
new PlayerInfo("other", PlayerType.Human, "client_id2", "other_id"),
],
);
player = game.player("player_id");
otherPlayer = game.player("other_id");
// Give player territory and missile silo
for (let x = 5; x < 15; x++) {
for (let y = 5; y < 15; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile)) {
player.conquer(tile);
}
}
}
player.buildUnit(UnitType.MissileSilo, game.ref(10, 10), {});
// Give other player territory closer to player
for (let x = 25; x < 75; x++) {
for (let y = 25; y < 75; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile)) {
otherPlayer.conquer(tile);
}
}
}
});
test("MIRV should launch successfully", async () => {
const targetTile = game.ref(50, 50);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
// Execute until MIRV is launched (need 2 ticks: 1 to init execution, 1 to spawn MIRV)
executeTicks(game, 2);
// Verify MIRV unit was created
expect(player.units(UnitType.MIRV)).toHaveLength(1);
// Verify execution is still active (MIRV is flying)
expect(mirvExec.isActive()).toBe(true);
});
test("MIRV should break alliances on launch", async () => {
const req = player.createAllianceRequest(otherPlayer);
req!.accept();
expect(player.isAlliedWith(otherPlayer)).toBe(true);
const targetTile = game.ref(50, 50);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
// Alliance should be broken
expect(player.isAlliedWith(otherPlayer)).toBe(false);
expect(player.isTraitor()).toBe(true);
});
test("MIRV should separate into warheads", async () => {
// Increase territory to allow for multiple warhead targets
for (let x = 75; x < 200; x++) {
for (let y = 75; y < 200; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile)) {
otherPlayer.conquer(tile);
}
}
}
const targetTile = game.ref(110, 110);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
expect(player.units(UnitType.MIRV)).toHaveLength(1);
expect(mirvExec.isActive()).toBe(true);
while (mirvExec.isActive()) {
game.executeNextTick();
}
expect(player.units(UnitType.MIRV)).toHaveLength(0);
expect(mirvExec.isActive()).toBe(false);
// Wait one tick for NukeExecution
executeTicks(game, 1);
// Exact number of warheads may vary due to randomness, but should be more than 0
expect(player.units(UnitType.MIRVWarhead).length).toBeGreaterThan(0);
});
test("MIRV warheads should only target tiles owned by target player", async () => {
// Increase territory to allow for multiple warhead targets
for (let x = 75; x < 200; x++) {
for (let y = 75; y < 200; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile)) {
otherPlayer.conquer(tile);
}
}
}
// Also give player some territory near the target area to test filtering
for (let x = 100; x < 120; x++) {
for (let y = 100; y < 120; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && game.owner(tile) === otherPlayer) {
otherPlayer.relinquish(tile);
player.conquer(tile);
}
}
}
const targetTile = game.ref(150, 150);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
expect(player.units(UnitType.MIRV)).toHaveLength(1);
while (mirvExec.isActive()) {
game.executeNextTick();
}
executeTicks(game, 1);
const warheads = player.units(UnitType.MIRVWarhead);
expect(warheads.length).toBeGreaterThan(0);
// Check all warhead targets are owned by otherPlayer
for (const warhead of warheads) {
const target = warhead.targetTile();
if (target) {
const owner = game.owner(target);
expect(owner).toBe(otherPlayer);
}
}
});
test("MIRV warheads should be distributed with minimum spacing", async () => {
// Increase territory to allow for multiple warhead targets
for (let x = 75; x < 200; x++) {
for (let y = 75; y < 200; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile)) {
otherPlayer.conquer(tile);
}
}
}
const targetTile = game.ref(110, 110);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
expect(player.units(UnitType.MIRV)).toHaveLength(1);
while (mirvExec.isActive()) {
game.executeNextTick();
}
executeTicks(game, 1);
const warheads = player.units(UnitType.MIRVWarhead);
expect(warheads.length).toBeGreaterThan(0);
const targets = warheads.map((w) => w.targetTile());
// Check that targets have minimum spacing (minimumSpread = 55 from MIRVExecution)
const minimumSpread = 55;
for (let i = 0; i < targets.length; i++) {
for (let j = i + 1; j < targets.length; j++) {
const dist = game.manhattanDist(targets[i]!, targets[j]!);
expect(dist).toBeGreaterThanOrEqual(minimumSpread);
}
}
});
test("MIRV should display warning message on launch", async () => {
const displaySpy = vi.spyOn(game, "displayIncomingUnit");
const targetTile = game.ref(50, 50);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
expect(displaySpy).toHaveBeenCalled();
const callArgs = displaySpy.mock.calls[0];
expect(callArgs[1]).toContain("MIRV INBOUND");
expect(callArgs[2]).toBe(MessageType.MIRV_INBOUND);
expect(callArgs[3]).toBe(otherPlayer.id());
});
test("MIRV should not launch if player cannot build it", async () => {
// Remove player's missile silo
const silos = player.units(UnitType.MissileSilo);
for (const silo of silos) {
silo.delete(false);
}
const targetTile = game.ref(50, 50);
const mirvExec = new MirvExecution(player, targetTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
// MIRV should not be launched
expect(player.units(UnitType.MIRV)).toHaveLength(0);
expect(mirvExec.isActive()).toBe(false);
});
test("MIRV should not launch when targeting terra nullius", async () => {
// Find an unowned land tile near player territory
let unownedTile: any = null;
for (let x = 20; x < 25; x++) {
for (let y = 20; y < 25; y++) {
const tile = game.ref(x, y);
if (game.map().isLand(tile) && !game.map().hasOwner(tile)) {
unownedTile = tile;
break;
}
}
if (unownedTile) {
break;
}
}
expect(unownedTile).not.toBeNull();
const mirvExec = new MirvExecution(player, unownedTile!);
game.addExecution(mirvExec);
executeTicks(game, 2);
// MIRV should NOT launch against terra nullius
expect(player.units(UnitType.MIRV)).toHaveLength(0);
expect(mirvExec.isActive()).toBe(false);
// Should not break any alliance or mark as traitor (since no player owns it)
expect(player.isTraitor()).toBe(false);
});
test("MIRV should launch when targeting own territory without breaking alliances", async () => {
const playerTile = Array.from(player.tiles())[0];
const mirvExec = new MirvExecution(player, playerTile);
game.addExecution(mirvExec);
executeTicks(game, 2);
// Expect MIRV to launch successfully without marking player as traitor
expect(player.units(UnitType.MIRV)).toHaveLength(1);
expect(player.isTraitor()).toBe(false);
});
});