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37079e6a05
Part of #2661 (split into 3 PRs so they are not too large..) ## Description: Part 1/3 of #2661. This PR adds warship retreat basics, a blue retreating UI state, and updates target priority. Added: - Retreat state handling - Blue visual for retreating warships - Target priority: transport > warship > trade - Tests for retreat and target priority Example video: https://youtu.be/2hE2qeOeY48 Ship retreating: <img width="630" height="488" alt="image" src="https://github.com/user-attachments/assets/56d3e6d5-08af-453d-afe5-ee21dd6f3414" /> Ship healing: <img width="483" height="311" alt="image" src="https://github.com/user-attachments/assets/aeaf2239-bb81-444f-84ef-62dbcb48fddf" /> Back to being deployed: <img width="585" height="358" alt="image" src="https://github.com/user-attachments/assets/875828a2-8a24-4593-ac76-26426bb81057" /> ## 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: zixer._
357 lines
9.8 KiB
TypeScript
357 lines
9.8 KiB
TypeScript
import { MoveWarshipExecution } from "../src/core/execution/MoveWarshipExecution";
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import { WarshipExecution } from "../src/core/execution/WarshipExecution";
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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 { executeTicks } from "./util/utils";
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const coastX = 7;
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let game: Game;
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let player1: Player;
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let player2: Player;
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describe("Warship", () => {
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beforeEach(async () => {
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game = await setup(
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"half_land_half_ocean",
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{
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infiniteGold: true,
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instantBuild: true,
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},
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[
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new PlayerInfo("boat dude", PlayerType.Human, null, "player_1_id"),
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new PlayerInfo("boat dude", PlayerType.Human, null, "player_2_id"),
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],
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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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player1 = game.player("player_1_id");
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player2 = game.player("player_2_id");
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});
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test("Warship heals only if player has port", async () => {
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const maxHealth = game.config().unitInfo(UnitType.Warship).maxHealth;
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if (typeof maxHealth !== "number") {
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expect(typeof maxHealth).toBe("number");
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throw new Error("unreachable");
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}
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const port = player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 10),
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{
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patrolTile: game.ref(coastX + 1, 10),
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},
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);
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game.addExecution(new WarshipExecution(warship));
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game.executeNextTick();
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expect(warship.health()).toBe(maxHealth);
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warship.modifyHealth(-10);
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expect(warship.health()).toBe(maxHealth - 10);
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game.executeNextTick();
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expect(warship.health()).toBe(maxHealth - 9);
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port.delete();
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game.executeNextTick();
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expect(warship.health()).toBe(maxHealth - 9);
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});
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test("Warship captures trade if player has port", async () => {
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const portTile = game.ref(coastX, 10);
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player1.buildUnit(UnitType.Port, portTile, {});
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game.addExecution(
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new WarshipExecution(
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player1.buildUnit(UnitType.Warship, portTile, {
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patrolTile: portTile,
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}),
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),
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);
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const tradeShip = player2.buildUnit(
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UnitType.TradeShip,
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game.ref(coastX + 1, 7),
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{
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targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
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},
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);
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expect(tradeShip.owner().id()).toBe(player2.id());
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// Let plenty of time for A* to execute
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for (let i = 0; i < 10; i++) {
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game.executeNextTick();
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}
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expect(tradeShip.owner()).toBe(player1);
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});
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test("Warship do not capture trade if player has no port", async () => {
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game.addExecution(
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new WarshipExecution(
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player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 11), {
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patrolTile: game.ref(coastX + 1, 11),
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}),
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),
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);
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const tradeShip = player2.buildUnit(
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UnitType.TradeShip,
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game.ref(coastX + 1, 11),
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{
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targetUnit: player1.buildUnit(UnitType.Port, game.ref(coastX, 11), {}),
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},
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);
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expect(tradeShip.owner().id()).toBe(player2.id());
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// Let plenty of time for warship to potentially capture trade ship
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for (let i = 0; i < 10; i++) {
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game.executeNextTick();
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}
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expect(tradeShip.owner().id()).toBe(player2.id());
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});
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test("Warship does not target trade ships that are safe from pirates", async () => {
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// build port so warship can target trade ships
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player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 10),
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{
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patrolTile: game.ref(coastX + 1, 10),
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},
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);
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game.addExecution(new WarshipExecution(warship));
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const tradeShip = player2.buildUnit(
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UnitType.TradeShip,
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game.ref(coastX + 1, 10),
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{
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targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
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},
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);
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tradeShip.setSafeFromPirates();
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executeTicks(game, 10);
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expect(tradeShip.owner().id()).toBe(player2.id());
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});
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test("Warship moves to new patrol tile", async () => {
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game.config().warshipTargettingRange = () => 1;
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 10),
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{
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patrolTile: game.ref(coastX + 1, 10),
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},
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);
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game.addExecution(new WarshipExecution(warship));
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game.addExecution(
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new MoveWarshipExecution(
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player1,
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[warship.id()],
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game.ref(coastX + 5, 15),
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),
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);
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executeTicks(game, 10);
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expect(warship.patrolTile()).toBe(game.ref(coastX + 5, 15));
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});
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test("Warship does not not target trade ships outside of patrol range", async () => {
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game.config().warshipTargettingRange = () => 3;
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// build port so warship can target trade ships
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player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 10),
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{
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patrolTile: game.ref(coastX + 1, 10),
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},
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);
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game.addExecution(new WarshipExecution(warship));
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const tradeShip = player2.buildUnit(
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UnitType.TradeShip,
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game.ref(coastX + 1, 15),
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{
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targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
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},
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);
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executeTicks(game, 10);
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// Trade ship should not be captured
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expect(tradeShip.owner().id()).toBe(player2.id());
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});
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test("Warship prioritizes transport ships over warships", async () => {
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game.config().warshipShellAttackRate = () => Number.MAX_SAFE_INTEGER;
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 10),
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{
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patrolTile: game.ref(coastX + 1, 10),
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},
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);
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player2.buildUnit(UnitType.Warship, game.ref(coastX + 2, 10), {
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patrolTile: game.ref(coastX + 2, 10),
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});
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player2.buildUnit(UnitType.TransportShip, game.ref(coastX + 1, 11), {
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targetTile: game.ref(coastX + 1, 11),
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});
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game.addExecution(new WarshipExecution(warship));
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let selectedType: UnitType | undefined = undefined;
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for (let i = 0; i < 5; i++) {
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game.executeNextTick();
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selectedType = warship.targetUnit()?.type();
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if (selectedType === UnitType.TransportShip) {
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break;
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}
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}
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expect(selectedType).toBe(UnitType.TransportShip);
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});
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test("Warship does not target trade ships in different water components", async () => {
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// build port so warship can target trade ships
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player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
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const warshipTile = game.ref(coastX + 1, 2);
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const tradeShipTile = game.ref(coastX + 1, 12);
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const warship = player1.buildUnit(UnitType.Warship, warshipTile, {
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patrolTile: warshipTile,
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});
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game.addExecution(new WarshipExecution(warship));
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const tradeShip = player2.buildUnit(UnitType.TradeShip, tradeShipTile, {
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targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
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});
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// Mock different water components
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game.getWaterComponent = (tile: TileRef) => {
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if (tile === warshipTile) return 1;
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return 2;
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};
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game.hasWaterComponent = (tile: TileRef, component: number) => {
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return game.getWaterComponent(tile) === component;
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};
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executeTicks(game, 10);
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// Trade ship should not be captured because it's in a different component
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expect(tradeShip.owner().id()).toBe(player2.id());
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});
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test("MoveWarshipExecution fails if player is not the owner", async () => {
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const originalPatrolTile = game.ref(coastX + 1, 10);
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 5),
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{
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patrolTile: originalPatrolTile,
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},
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);
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new MoveWarshipExecution(
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player2,
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[warship.id()],
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game.ref(coastX + 5, 15),
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).init(game, 0);
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expect(warship.patrolTile()).toBe(originalPatrolTile);
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});
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test("MoveWarshipExecution fails if warship is not active", async () => {
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const originalPatrolTile = game.ref(coastX + 1, 10);
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 5),
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{
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patrolTile: originalPatrolTile,
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},
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);
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warship.delete();
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new MoveWarshipExecution(
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player1,
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[warship.id()],
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game.ref(coastX + 5, 15),
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).init(game, 0);
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expect(warship.patrolTile()).toBe(originalPatrolTile);
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});
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test("MoveWarshipExecution fails gracefully if warship not found", async () => {
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const exec = new MoveWarshipExecution(
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player1,
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[123],
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game.ref(coastX + 5, 15),
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);
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// Verify that no error is thrown.
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exec.init(game, 0);
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expect(exec.isActive()).toBe(false);
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});
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test("Warship retreats when pre-heal health is below threshold", async () => {
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const maxHealth = game.config().unitInfo(UnitType.Warship).maxHealth;
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if (typeof maxHealth !== "number") {
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expect(typeof maxHealth).toBe("number");
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throw new Error("unreachable");
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}
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if (maxHealth <= 599) {
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expect(maxHealth).toBeGreaterThan(599);
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throw new Error("unreachable");
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}
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game.config().warshipRetreatHealthThreshold = () => 600;
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const homePort = player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
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const warship = player1.buildUnit(
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UnitType.Warship,
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game.ref(coastX + 1, 11),
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{
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patrolTile: game.ref(coastX + 1, 11),
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},
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);
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game.addExecution(new WarshipExecution(warship));
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game.executeNextTick();
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warship.modifyHealth(-(maxHealth - 599));
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game.executeNextTick();
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expect(warship.retreating()).toBe(true);
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const distanceToPort = game.euclideanDistSquared(
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warship.tile(),
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homePort.tile(),
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);
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expect(
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distanceToPort <= 25 || warship.targetTile() === homePort.tile(),
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).toBe(true);
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});
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});
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