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b48770faf0
## Description: Move map generation outside of main repo, it has been rewritten in Go and is much faster. Also refactor how maps are stored, one dir per map. The map binaries are basically identical to before. Some maps like Africa have 1% difference in bytes, but playing it looks exactly the same. Use lazy loading for map data access so only needed files are accessed. Unit tests now load map binary instead of regenerating it from scratch, speeding them up. ## 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 - [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: evan
108 lines
3.1 KiB
TypeScript
108 lines
3.1 KiB
TypeScript
import { NukeExecution } from "../src/core/execution/NukeExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { UpgradeStructureExecution } from "../src/core/execution/UpgradeStructureExecution";
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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 { constructionExecution, executeTicks } from "./util/utils";
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let game: Game;
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let attacker: Player;
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function attackerBuildsNuke(
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source: TileRef | null,
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target: TileRef,
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initialize = true,
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) {
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game.addExecution(
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new NukeExecution(UnitType.AtomBomb, attacker, target, source),
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);
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if (initialize) {
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game.executeNextTick();
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game.executeNextTick();
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}
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}
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describe("MissileSilo", () => {
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beforeEach(async () => {
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game = await setup("plains", { infiniteGold: true, instantBuild: true });
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const attacker_info = new PlayerInfo(
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undefined,
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"fr",
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"attacker_id",
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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(attacker_info);
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game.addExecution(
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new SpawnExecution(game.player(attacker_info.id).info(), game.ref(1, 1)),
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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("attacker_id");
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constructionExecution(game, attacker, 1, 1, UnitType.MissileSilo);
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});
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test("missilesilo should launch nuke", async () => {
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attackerBuildsNuke(null, game.ref(7, 7));
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
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expect(attacker.units(UnitType.AtomBomb)[0].tile()).not.toBe(
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game.map().ref(7, 7),
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);
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for (let i = 0; i < 5; i++) {
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game.executeNextTick();
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}
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(0);
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});
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test("missilesilo should only launch one nuke at a time", async () => {
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attackerBuildsNuke(null, game.ref(7, 7));
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attackerBuildsNuke(null, game.ref(7, 7));
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
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});
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test("missilesilo should cooldown as long as configured", async () => {
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expect(attacker.units(UnitType.MissileSilo)[0].isInCooldown()).toBeFalsy();
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// send the nuke far enough away so it doesnt destroy the silo
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attackerBuildsNuke(null, game.ref(50, 50));
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
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for (let i = 0; i < game.config().SiloCooldown() - 2; i++) {
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game.executeNextTick();
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expect(
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attacker.units(UnitType.MissileSilo)[0].isInCooldown(),
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).toBeTruthy();
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}
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executeTicks(game, 2);
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expect(attacker.units(UnitType.MissileSilo)[0].isInCooldown()).toBeFalsy();
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});
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test("missilesilo should have increased level after upgrade", async () => {
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expect(attacker.units(UnitType.MissileSilo)[0].level()).toEqual(1);
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const upgradeStructureExecution = new UpgradeStructureExecution(
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attacker,
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attacker.units(UnitType.MissileSilo)[0].id(),
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);
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game.addExecution(upgradeStructureExecution);
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executeTicks(game, 2);
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expect(attacker.units(UnitType.MissileSilo)[0].level()).toEqual(2);
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});
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});
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