Files
OpenFrontIO/tests/util/viewStubs.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

216 lines
5.9 KiB
TypeScript

/**
* Stub builders for GameView/PlayerView/UnitView unit tests.
*
* These tests don't go through the full game setup (which creates a worker
* and runs the simulation) — they exercise the view classes directly with
* minimal stubs for their dependencies.
*/
import { colord } from "colord";
import { Theme } from "../../src/client/theme/ThemeProvider";
import { GameView } from "../../src/client/view/GameView";
import { PlayerView } from "../../src/client/view/PlayerView";
import { Config } from "../../src/core/configuration/Config";
import {
NameViewData,
PlayerType,
Team,
UnitType,
} from "../../src/core/game/Game";
import { GameMapImpl } from "../../src/core/game/GameMap";
import {
GameUpdateType,
GameUpdateViewData,
PlayerUpdate,
UnitUpdate,
} from "../../src/core/game/GameUpdates";
import { TerrainMapData } from "../../src/core/game/TerrainMapLoader";
import { Player, PlayerCosmetics } from "../../src/core/Schemas";
import { WorkerClient } from "../../src/core/worker/WorkerClient";
/** Theme stub — returns deterministic colors so PlayerView's color math works. */
export function stubTheme(): Theme {
const white = colord("#ffffff");
const grey = colord("#808080");
const defended = { light: white, dark: grey };
return {
teamColor: () => white,
territoryColor: () => white,
structureColors: () => defended,
borderColor: () => grey,
defendedBorderColors: () => defended,
focusedBorderColor: () => grey,
spawnHighlightColor: () => white,
};
}
/** Minimum Config stub for view tests. Extend as test needs grow. */
export function stubConfig(overrides: Partial<Config> = {}): Config {
const theme = stubTheme();
const cfg = {
theme: () => theme,
SAMCooldown: () => 120,
SiloCooldown: () => 75,
deleteUnitCooldown: () => 0,
spawnImmunityDuration: () => 0,
nationSpawnImmunityDuration: () => 0,
unitInfo: () => ({ maxHealth: 100, constructionDuration: 20 }),
disableAlliances: () => false,
allianceDuration: () => 100,
deletionMarkDuration: () => 300,
doomsdayClockConfig: () => ({ warnSeconds: 15 }),
nukeMagnitudes: () => ({ inner: 0, outer: 0 }),
nukeAllianceBreakThreshold: () => 0,
userSettings: () => ({}),
...overrides,
} as unknown as Config;
return cfg;
}
/** WorkerClient stub. View classes only call worker.* in async methods we don't exercise. */
export function stubWorker(): WorkerClient {
return {} as unknown as WorkerClient;
}
/** Build TerrainMapData wrapping a fresh GameMapImpl of the given size. */
export function stubTerrainMap(width = 10, height = 10): TerrainMapData {
const terrain = new Uint8Array(width * height);
const gameMap = new GameMapImpl(width, height, terrain, 0);
return {
nations: [],
additionalNations: [],
gameMap,
miniGameMap: gameMap,
} as unknown as TerrainMapData;
}
export interface GameViewStubOptions {
width?: number;
height?: number;
myClientID?: string;
myUsername?: string;
myClanTag?: string | null;
humans?: Player[];
config?: Config;
}
/** Construct a GameView with minimal dependencies. */
export function makeGameView(opts: GameViewStubOptions = {}): GameView {
return new GameView(
stubWorker(),
opts.config ?? stubConfig(),
stubTerrainMap(opts.width ?? 10, opts.height ?? 10),
opts.myClientID,
opts.myUsername ?? "tester",
opts.myClanTag ?? null,
"test-game",
opts.humans ?? [],
);
}
// ── Synthetic update builders ──
export function makePlayerUpdate(
overrides: Partial<PlayerUpdate> = {},
): PlayerUpdate {
return {
type: GameUpdateType.Player,
clientID: "client-a",
name: "Alice",
displayName: "Alice",
id: "player-a",
smallID: 1,
playerType: PlayerType.Human,
isAlive: true,
isDisconnected: false,
tilesOwned: 0,
gold: 0n,
troops: 100,
allies: [],
embargoes: new Set(),
isTraitor: false,
targets: [],
outgoingEmojis: [],
outgoingAttacks: [],
incomingAttacks: [],
outgoingAllianceRequests: [],
alliances: [],
hasSpawned: true,
betrayals: 0,
lastDeleteUnitTick: 0,
isLobbyCreator: false,
...overrides,
};
}
export function makeUnitUpdate(
overrides: Partial<UnitUpdate> = {},
): UnitUpdate {
return {
type: GameUpdateType.Unit,
unitType: UnitType.Warship,
troops: 0,
id: 1,
ownerID: 1,
pos: 0,
lastPos: 0,
isActive: true,
reachedTarget: false,
targetable: true,
markedForDeletion: false,
missileTimerQueue: [],
level: 1,
hasTrainStation: false,
...overrides,
};
}
export function makeNameViewData(
overrides: Partial<NameViewData> = {},
): NameViewData {
return { x: 0, y: 0, size: 12, ...overrides };
}
export interface PlayerViewStubOptions {
game?: GameView;
data?: Partial<PlayerUpdate>;
nameData?: NameViewData;
cosmetics?: PlayerCosmetics;
}
/** Construct a PlayerView with minimal dependencies. */
export function makePlayerView(opts: PlayerViewStubOptions = {}): PlayerView {
return new PlayerView(
opts.game ?? makeGameView(),
makePlayerUpdate(opts.data),
opts.nameData ?? makeNameViewData(),
opts.cosmetics ?? {},
);
}
/**
* Build a GameUpdateViewData with no updates and an empty packed tile delta.
* Caller can fill in updates[GameUpdateType.X] arrays as needed.
*/
export function makeEmptyGu(
tick: number,
overrides: Partial<GameUpdateViewData> = {},
): GameUpdateViewData {
const updates = Object.fromEntries(
Object.values(GameUpdateType)
.filter((v): v is number => typeof v === "number")
.map((k) => [k, []]),
) as unknown as GameUpdateViewData["updates"];
return {
tick,
updates,
packedTileUpdates: new Uint32Array(0),
// playerNameViewData deliberately absent — production omits it on every
// tick between placement rebuilds, so the stub default must exercise the
// absent path. Tests that need placements set it explicitly.
...overrides,
};
}
export { Team };