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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
144 lines
4.0 KiB
TypeScript
144 lines
4.0 KiB
TypeScript
import Benchmark from "benchmark";
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import { dirname } from "path";
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import { fileURLToPath } from "url";
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import { MirvExecution } from "../../src/core/execution/MIRVExecution";
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import { PlayerInfo, PlayerType, UnitType } from "../../src/core/game/Game";
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import { setup } from "../util/Setup";
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// Setup sparse territory scenario (small target area)
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const sparseTerritoryGame = await setup(
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"big_plains",
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{
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infiniteGold: true,
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instantBuild: true,
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},
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[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
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dirname(fileURLToPath(import.meta.url)),
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);
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const sparsePlayer = sparseTerritoryGame.player("player_id");
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function claimRow(y: number, length: number) {
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for (let x = 0; x < 200; x++) {
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for (let dy = y; dy < y + length; dy++) {
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const tile = sparseTerritoryGame.ref(x, dy);
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if (sparseTerritoryGame.map().isLand(tile)) {
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sparsePlayer.conquer(tile);
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}
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}
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}
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}
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claimRow(0, 15);
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claimRow(40, 15);
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claimRow(90, 15);
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claimRow(140, 15);
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claimRow(185, 15);
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sparsePlayer.buildUnit(
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UnitType.MissileSilo,
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sparseTerritoryGame.ref(10, 10),
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{},
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);
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// Setup dense territory scenario (large target area)
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const denseTerritoryGame = await setup(
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"big_plains",
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{
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infiniteGold: true,
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instantBuild: true,
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},
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[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
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dirname(fileURLToPath(import.meta.url)),
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);
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const densePlayer = denseTerritoryGame.player("player_id");
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for (let x = 0; x < 200; x++) {
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for (let y = 0; y < 200; y++) {
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const tile = denseTerritoryGame.ref(x, y);
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if (denseTerritoryGame.map().isLand(tile)) {
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densePlayer.conquer(tile);
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}
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}
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}
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densePlayer.buildUnit(UnitType.MissileSilo, denseTerritoryGame.ref(10, 10), {});
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// Setup giant world map scenario (realistic large-scale test)
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const giantMapGame = await setup(
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"giantworldmap",
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{
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infiniteGold: true,
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instantBuild: true,
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},
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[new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id")],
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dirname(fileURLToPath(import.meta.url)),
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);
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const giantMapPlayer = giantMapGame.player("player_id");
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// Conquer ALL available land tiles on the giant world map
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console.log("Conquering all tiles on giant world map...");
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let conqueredCount = 0;
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for (let x = 0; x < giantMapGame.map().width(); x++) {
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for (let y = 0; y < giantMapGame.map().height(); y++) {
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const tile = giantMapGame.ref(x, y);
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if (giantMapGame.map().isLand(tile)) {
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giantMapPlayer.conquer(tile);
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conqueredCount++;
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}
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}
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}
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console.log(`Conquered ${conqueredCount} tiles on giant world map`);
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giantMapPlayer.buildUnit(UnitType.MissileSilo, giantMapGame.ref(800, 350), {});
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const results: string[] = [];
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new Benchmark.Suite()
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.add("MIRV target selection - sparse territory", () => {
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const targetTile = sparseTerritoryGame.ref(100, 100);
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const mirvExec = new MirvExecution(sparsePlayer, targetTile);
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mirvExec.init(sparseTerritoryGame, sparseTerritoryGame.ticks());
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let ticks = 0;
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while (mirvExec.isActive() && ticks < 1000) {
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mirvExec.tick(ticks++);
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}
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})
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.add("MIRV target selection - dense territory", () => {
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const targetTile = denseTerritoryGame.ref(100, 100);
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const mirvExec = new MirvExecution(densePlayer, targetTile);
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mirvExec.init(denseTerritoryGame, denseTerritoryGame.ticks());
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let ticks = 0;
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while (mirvExec.isActive() && ticks < 1000) {
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mirvExec.tick(ticks++);
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}
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})
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.add("MIRV target selection - giant world map (350 targets)", () => {
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const targetTile = giantMapGame.ref(2150, 800);
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const mirvExec = new MirvExecution(giantMapPlayer, targetTile);
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mirvExec.init(giantMapGame, giantMapGame.ticks());
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let ticks = 0;
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while (mirvExec.isActive() && ticks < 1000) {
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mirvExec.tick(ticks++);
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}
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})
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.on("cycle", (event: any) => {
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results.push(String(event.target));
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})
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.on("complete", () => {
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console.log("\n=== MIRV Performance Benchmark Results ===");
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for (const result of results) {
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console.log(result);
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}
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})
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.run({ async: true });
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