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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
151 lines
4.7 KiB
TypeScript
151 lines
4.7 KiB
TypeScript
import { AllianceRequestExecution } from "src/core/execution/alliance/AllianceRequestExecution";
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import { GameUpdateType } from "src/core/game/GameUpdates";
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import { NukeExecution } from "../src/core/execution/NukeExecution";
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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 { setup } from "./util/Setup";
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import { TestConfig } from "./util/TestConfig";
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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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let player3: Player;
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describe("Alliance acceptance immediately destroys in-flight nukes", () => {
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beforeEach(async () => {
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game = await setup(
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"plains",
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{ infiniteGold: true, instantBuild: true, infiniteTroops: true },
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[
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new PlayerInfo("player1", PlayerType.Human, "c1", "p1"),
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new PlayerInfo("player2", PlayerType.Human, "c2", "p2"),
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new PlayerInfo("player3", PlayerType.Human, "c3", "p3"),
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],
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);
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(game.config() as TestConfig).nukeAllianceBreakThreshold = () => 0;
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player1 = game.player("p1");
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player2 = game.player("p2");
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player3 = game.player("p3");
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player1.conquer(game.ref(0, 0));
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player2.conquer(game.ref(5, 5));
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player3.conquer(game.ref(10, 10));
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player1.buildUnit(UnitType.MissileSilo, game.ref(0, 0), {});
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});
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test("accepting alliance destroys in-flight nukes between the newly allied players", () => {
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game.addExecution(
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new NukeExecution(
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UnitType.AtomBomb,
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player1,
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game.ref(5, 5),
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game.ref(0, 0),
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-1,
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5,
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),
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);
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game.executeNextTick(); // init
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game.executeNextTick(); // spawn nuke
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expect(game.units(UnitType.AtomBomb)).toHaveLength(1);
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expect(player2.isAlliedWith(player1)).toBe(false);
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expect(player1.isFriendly(player2)).toBe(false);
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick(); // creates request
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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game.executeNextTick(); // counter-request auto-accepts
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expect(player2.isAlliedWith(player1)).toBe(true);
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expect(player1.isFriendly(player2)).toBe(true);
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expect(game.units(UnitType.AtomBomb)).toHaveLength(0);
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});
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test("accepting alliance destroys only nukes between allied players", () => {
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player1.buildUnit(UnitType.MissileSilo, game.ref(0, 0), {});
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game.addExecution(
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new NukeExecution(UnitType.AtomBomb, player1, game.ref(5, 5), null),
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);
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game.addExecution(
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new NukeExecution(UnitType.AtomBomb, player1, game.ref(10, 10), null),
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);
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game.executeNextTick(); // init
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game.executeNextTick(); // spawn nukes
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expect(game.units(UnitType.AtomBomb)).toHaveLength(2);
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expect(player2.isAlliedWith(player1)).toBe(false);
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expect(player1.isFriendly(player2)).toBe(false);
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// Both requests added in same tick so the nuke tick can't revoke the first
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// before the counter-request sees it.
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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game.executeNextTick(); // both init: first creates request, second auto-accepts
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expect(player2.isAlliedWith(player1)).toBe(true);
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expect(player1.isFriendly(player2)).toBe(true);
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expect(game.units(UnitType.AtomBomb)).toHaveLength(1);
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// Ensure remaining nuke targets player3
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const remainingNuke = game.units(UnitType.AtomBomb)[0];
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expect(remainingNuke.targetTile()).toBe(game.ref(10, 10));
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});
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test("accepting alliance displays a nuke-cancellation display message", () => {
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game.addExecution(
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new NukeExecution(
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UnitType.AtomBomb,
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player1,
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game.ref(5, 5),
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game.ref(0, 0),
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-1,
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5,
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),
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);
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game.executeNextTick(); // init
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game.executeNextTick(); // spawn nuke
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expect(game.units(UnitType.AtomBomb)).toHaveLength(1);
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expect(player2.isAlliedWith(player1)).toBe(false);
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expect(player1.isFriendly(player2)).toBe(false);
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick(); // creates request
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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const updates = game.executeNextTick(); // counter-request auto-accepts
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expect(player2.isAlliedWith(player1)).toBe(true);
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expect(player1.isFriendly(player2)).toBe(true);
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expect(game.units(UnitType.AtomBomb)).toHaveLength(0);
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const messages =
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updates[GameUpdateType.DisplayEvent]?.map((e) => e.message) ?? [];
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expect(
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messages.some(
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(m) =>
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m === "events_display.alliance_nukes_destroyed_outgoing" ||
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m === "events_display.alliance_nukes_destroyed_incoming",
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),
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).toBe(true);
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});
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});
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