Files
OpenFrontIO/tests/GameUpdateUtils.test.ts
T
Zixer1 78ef7b56fd feat(doomsday-clock): battle-royale style zone gamemode (#4469)
Resolves Issue #4463

## Description:

An optional game mode that (almost) guarantees a finish instead of
letting late-game
stalemates drag on.
Originally called sudden death, renamed to Doomsday clock

Once enabled, every side (each player in FFA, each whole team in team
modes)
must hold a rising share of the map. A side below the bar is skulled;
after a
short warn its troops bleed to zero, forcing consolidation to a winner.

### How it works
- **Rising zone:** a grace period, then the required share ramps up
linearly to
each level with 30s pauses between (a battle-royale "zone"). Levels
track the
  ofstats FFA territory median (3/5/10/20/30%).
- **Four speed presets** (slow / normal / fast / very fast) change only
the pace:
  normal ends ~30 min, very fast ~15.
- **Troop decay:** a linear ramp as a % of max capacity, ~50s from
caught to zero
  (10s warn + ~50s ≈ 1 min total).
- **UI:** a HUD panel (live share vs target, wave/decay countdowns,
red/orange
cues) and an on-map skull above flagged players (blinks in danger,
steady while
  draining).

### Notes for review
- Off by default; no effect on existing games. However, as discussed we
can add it to the modifier pool for public games to see how popular the
gamemode is vs normal play.
- Sim is deterministic (integer-only, in `src/core`), covered by unit +
  integration tests.
- One-line addition to `GameServer.updateGameConfig` so the setting
survives the
  host → server → client round-trip.
- Status is packed into the existing name-pass data slot (`pd4.w`: 0/1/2
=
none/danger/draining); the skull is composited into the icon atlas at
load.

### Testing
`npm test`, `npm run lint`, `npx prettier --check .`, `npm run
build-prod` all pass.

### UI:
<img width="243" height="100" alt="Image"
src="https://github.com/user-attachments/assets/c4c9eeb0-4feb-437d-9aac-b2786a841b74"
/>

Dropdown between slow, normal, fast, very fast

Before zone:
<img width="302" height="175" alt="Image"
src="https://github.com/user-attachments/assets/7359a1ea-4951-446d-a23c-0711fe06cc5d"
/>

Zone started, player not affected the pannel also blinks orange for 10s:
<img width="297" height="175" alt="Image"
src="https://github.com/user-attachments/assets/fcc565a5-d5d0-47a7-97ea-d0ba9d9ad899"
/>

Player affected, grace period (Danger):
<img width="314" height="170" alt="Image"
src="https://github.com/user-attachments/assets/ff96d21e-96f3-4ef9-8190-48eecc7aac0f"
/>

Skull icon blinking over player (everyone sees it) - older screenshot,
the clipping has been fixed
<img width="462" height="145" alt="Image"
src="https://github.com/user-attachments/assets/53899211-33b1-40e1-83f2-77f2096f0cad"
/>

Player affected, grace period ended (Draining):
<img width="360" height="159" alt="Image"
src="https://github.com/user-attachments/assets/4b226d57-da4d-4866-ab5f-db48e4ed1ea2"
/>

Skull icon no longer blinking, everyone can see you are in a state of
decay, and troops are draining:
<img width="732" height="146" alt="image"
src="https://github.com/user-attachments/assets/cd10fedb-6e87-4dfc-9fbf-55d3945a7901"
/>


Skull is visible like alliances icon also on player tab
<img width="558" height="81" alt="Image"
src="https://github.com/user-attachments/assets/6acdbe91-bdd0-40c7-942b-3990d4dae87f"
/>

(just UI example, best way to see it is to hop on a solo game and play
against AI)

## 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

## Please put your Discord username so you can be contacted if a bug or
regression is found:

zixer._
2026-07-02 18:42:03 -07:00

392 lines
12 KiB
TypeScript

import { describe, expect, it } from "vitest";
import type { PlayerState } from "../src/client/render/types";
import { PlayerType } from "../src/core/game/Game";
import {
applyStateUpdate,
diffPlayerUpdate,
packAttackTroopDeltas,
} from "../src/core/game/GameUpdateUtils";
import {
AttackUpdate,
GameUpdateType,
PlayerUpdate,
} from "../src/core/game/GameUpdates";
import { makePlayerUpdate } from "./util/viewStubs";
function makePlayerState(overrides: Partial<PlayerState> = {}): PlayerState {
return {
smallID: 1,
isAlive: true,
isDisconnected: false,
tilesOwned: 0,
gold: 0,
troops: 100,
isTraitor: false,
traitorRemainingTicks: 0,
inDoomsdayClock: false,
markedDoomsdayClockTick: -1,
betrayals: 0,
hasSpawned: true,
lastDeleteUnitTick: 0,
allies: [],
embargoes: [],
targets: [],
outgoingAttacks: [],
incomingAttacks: [],
outgoingAllianceRequests: [],
alliances: [],
outgoingEmojis: [],
...overrides,
};
}
describe("diffPlayerUpdate", () => {
it("returns null when prev and next are identical", () => {
const prev = makePlayerUpdate();
const next = makePlayerUpdate();
expect(diffPlayerUpdate(prev, next)).toBeNull();
});
it("returns a diff with only changed primitives plus type+id", () => {
const prev = makePlayerUpdate({ betrayals: 0 });
const next = makePlayerUpdate({ betrayals: 1 });
const diff = diffPlayerUpdate(prev, next);
expect(diff).not.toBeNull();
expect(diff).toEqual({
type: GameUpdateType.Player,
id: "player-a",
betrayals: 1,
});
});
it("includes every changed primitive in a single diff", () => {
const prev = makePlayerUpdate({ betrayals: 0, isTraitor: false });
const next = makePlayerUpdate({ betrayals: 1, isTraitor: true });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.betrayals).toBe(1);
expect(diff.isTraitor).toBe(true);
expect(diff.hasSpawned).toBeUndefined();
});
it("ignores tilesOwned/gold/troops — they travel via packedPlayerUpdates", () => {
const prev = makePlayerUpdate({ gold: 100n, troops: 50, tilesOwned: 5 });
const next = makePlayerUpdate({ gold: 200n, troops: 75, tilesOwned: 9 });
expect(diffPlayerUpdate(prev, next)).toBeNull();
});
it("detects allies array additions", () => {
const prev = makePlayerUpdate({ allies: [2, 3] });
const next = makePlayerUpdate({ allies: [2, 3, 4] });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.allies).toEqual([2, 3, 4]);
});
it("ignores allies array when contents are equal (different identity)", () => {
const prev = makePlayerUpdate({ allies: [2, 3] });
const next = makePlayerUpdate({ allies: [2, 3] });
expect(diffPlayerUpdate(prev, next)).toBeNull();
});
it("treats allies reorder as a change (order is significant)", () => {
const prev = makePlayerUpdate({ allies: [2, 3] });
const next = makePlayerUpdate({ allies: [3, 2] });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.allies).toEqual([3, 2]);
});
it("detects embargo set membership changes", () => {
const prev = makePlayerUpdate({ embargoes: new Set(["x", "y"]) });
const next = makePlayerUpdate({ embargoes: new Set(["x", "y", "z"]) });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.embargoes).toEqual(new Set(["x", "y", "z"]));
});
it("ignores embargo set when membership is equal regardless of object identity", () => {
const prev = makePlayerUpdate({ embargoes: new Set(["x", "y"]) });
const next = makePlayerUpdate({ embargoes: new Set(["y", "x"]) });
expect(diffPlayerUpdate(prev, next)).toBeNull();
});
it("detects outgoingAttacks membership/retreating changes", () => {
const prev = makePlayerUpdate({
outgoingAttacks: [
{ attackerID: 1, targetID: 2, troops: 10, id: "a", retreating: false },
],
});
const next = makePlayerUpdate({
outgoingAttacks: [
{ attackerID: 1, targetID: 2, troops: 10, id: "a", retreating: true },
],
});
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.outgoingAttacks).toEqual(next.outgoingAttacks);
});
it("ignores attack troop-count changes — they travel via packedAttackUpdates", () => {
const prev = makePlayerUpdate({
outgoingAttacks: [
{ attackerID: 1, targetID: 2, troops: 10, id: "a", retreating: false },
],
});
const next = makePlayerUpdate({
outgoingAttacks: [
{ attackerID: 1, targetID: 2, troops: 20, id: "a", retreating: false },
],
});
expect(diffPlayerUpdate(prev, next)).toBeNull();
});
it("detects alliance list changes", () => {
const prev = makePlayerUpdate({ alliances: [] });
const next = makePlayerUpdate({
alliances: [
{
id: 1,
other: "player-b",
createdAt: 10,
expiresAt: 110,
hasExtensionRequest: false,
},
],
});
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.alliances).toEqual(next.alliances);
});
it("treats undefined→number transition as a change", () => {
const prev = makePlayerUpdate({ traitorRemainingTicks: undefined });
const next = makePlayerUpdate({ traitorRemainingTicks: 5 });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.traitorRemainingTicks).toBe(5);
});
it("treats number→undefined transition as a change", () => {
const prev = makePlayerUpdate({ traitorRemainingTicks: 5 });
const next = makePlayerUpdate({ traitorRemainingTicks: undefined });
const diff = diffPlayerUpdate(prev, next);
expect(diff).not.toBeNull();
expect("traitorRemainingTicks" in diff!).toBe(true);
expect(diff!.traitorRemainingTicks).toBeUndefined();
});
it("always includes type and id on a non-null diff", () => {
const prev = makePlayerUpdate({ betrayals: 0 });
const next = makePlayerUpdate({ betrayals: 1 });
const diff = diffPlayerUpdate(prev, next)!;
expect(diff.type).toBe(GameUpdateType.Player);
expect(diff.id).toBe(next.id);
});
});
describe("packAttackTroopDeltas", () => {
const attack = (
troops: number,
id = "a",
retreating = false,
): AttackUpdate => ({
attackerID: 1,
targetID: 2,
troops,
id,
retreating,
});
it("emits [owner, direction, index, troops] quads for changed troop counts", () => {
const out: number[] = [];
packAttackTroopDeltas(
[attack(10, "a"), attack(20, "b")],
[attack(10, "a"), attack(15, "b")],
7,
1,
out,
);
expect(out).toEqual([7, 1, 1, 15]);
});
it("emits nothing when arrays are not membership-equal (diff resends them)", () => {
const out: number[] = [];
packAttackTroopDeltas(
[attack(10, "a")],
[attack(15, "a"), attack(5, "b")],
7,
0,
out,
);
expect(out).toEqual([]);
});
it("a retreat flip suppresses quads even when troops also changed", () => {
// retreating is part of membership equality, so the whole array resends
// (with fresh troops) and patches must NOT be emitted — a tick resends
// or patches, never both.
const out: number[] = [];
packAttackTroopDeltas(
[attack(10, "a", false)],
[attack(5, "a", true)],
7,
0,
out,
);
expect(out).toEqual([]);
});
it("emits nothing for identical references or missing arrays", () => {
const out: number[] = [];
const arr = [attack(10)];
packAttackTroopDeltas(arr, arr, 7, 0, out);
packAttackTroopDeltas(undefined, arr, 7, 0, out);
packAttackTroopDeltas(arr, undefined, 7, 0, out);
expect(out).toEqual([]);
});
});
describe("applyStateUpdate", () => {
it("applies every field from a full update", () => {
const target = makePlayerState();
const pu = makePlayerUpdate({
gold: 500n,
troops: 999,
tilesOwned: 42,
allies: [7, 8],
targets: [9],
outgoingAllianceRequests: ["player-b"],
isAlive: false,
isTraitor: true,
traitorRemainingTicks: 3,
betrayals: 2,
hasSpawned: true,
lastDeleteUnitTick: 50,
});
applyStateUpdate(target, pu);
expect(target.gold).toBe(500);
expect(target.troops).toBe(999);
expect(target.tilesOwned).toBe(42);
expect(target.allies).toEqual([7, 8]);
expect(target.targets).toEqual([9]);
expect(target.outgoingAllianceRequests).toEqual(["player-b"]);
expect(target.isAlive).toBe(false);
expect(target.isTraitor).toBe(true);
expect(target.traitorRemainingTicks).toBe(3);
expect(target.betrayals).toBe(2);
expect(target.lastDeleteUnitTick).toBe(50);
});
it("converts bigint gold to number", () => {
const target = makePlayerState({ gold: 0 });
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
gold: 9_999_999_999n,
});
expect(target.gold).toBe(9_999_999_999);
expect(typeof target.gold).toBe("number");
});
it("clamps negative traitorRemainingTicks to zero", () => {
const target = makePlayerState({ traitorRemainingTicks: 5 });
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
traitorRemainingTicks: -10,
});
expect(target.traitorRemainingTicks).toBe(0);
});
it("only mutates fields present on the partial update", () => {
const target = makePlayerState({ gold: 100, troops: 50, tilesOwned: 7 });
const partial: PlayerUpdate = {
type: GameUpdateType.Player,
id: "p",
gold: 200n,
};
applyStateUpdate(target, partial);
expect(target.gold).toBe(200);
expect(target.troops).toBe(50);
expect(target.tilesOwned).toBe(7);
});
it("leaves array fields untouched when omitted", () => {
const original = [1, 2, 3];
const target = makePlayerState({ allies: original });
applyStateUpdate(target, { type: GameUpdateType.Player, id: "p" });
expect(target.allies).toBe(original);
});
it("detaches array fields by slicing (no shared reference with wire payload)", () => {
const wireAllies = [1, 2, 3];
const wireTargets = [9];
const wireRequests = ["player-b"];
const target = makePlayerState();
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
allies: wireAllies,
targets: wireTargets,
outgoingAllianceRequests: wireRequests,
});
expect(target.allies).toEqual(wireAllies);
expect(target.allies).not.toBe(wireAllies);
expect(target.targets).not.toBe(wireTargets);
expect(target.outgoingAllianceRequests).not.toBe(wireRequests);
});
it("does not touch smallID even when present (identity field)", () => {
const target = makePlayerState({ smallID: 42 });
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
smallID: 999,
});
expect(target.smallID).toBe(42);
});
it("merges several partial updates into a cumulative state", () => {
const target = makePlayerState();
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
gold: 100n,
});
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
troops: 250,
});
applyStateUpdate(target, {
type: GameUpdateType.Player,
id: "p",
isAlive: false,
});
expect(target.gold).toBe(100);
expect(target.troops).toBe(250);
expect(target.isAlive).toBe(false);
});
});
describe("diff + apply round-trip", () => {
it("emitting full first + diff second reconstructs final state", () => {
// tilesOwned/gold/troops round-trip via packedPlayerUpdates instead
// (covered in tests/client/view/GameView.test.ts).
const v0 = makePlayerUpdate({ betrayals: 0, allies: [] });
const v1 = makePlayerUpdate({ betrayals: 2, allies: [2] });
// Initial state: receiver applies the full update.
const target = makePlayerState();
applyStateUpdate(target, v0);
// Subsequent tick: emitter sends only the diff.
const diff = diffPlayerUpdate(v0, v1)!;
expect(diff).not.toBeNull();
applyStateUpdate(target, diff);
expect(target.betrayals).toBe(2);
expect(target.allies).toEqual([2]);
});
it("no-change tick produces null diff so receiver state is untouched", () => {
const v0 = makePlayerUpdate({ gold: 100n, playerType: PlayerType.Human });
const v1 = makePlayerUpdate({ gold: 100n, playerType: PlayerType.Human });
expect(diffPlayerUpdate(v0, v1)).toBeNull();
});
});