Files
OpenFrontIO/tests/AllianceRequestExecution.test.ts
T
Aotumuri f1d162825e feat: remove spawn timer on singleplayer (#3199)
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
2026-05-11 12:44:44 -07:00

94 lines
3.3 KiB
TypeScript

import { AllianceRejectExecution } from "../src/core/execution/alliance/AllianceRejectExecution";
import { AllianceRequestExecution } from "../src/core/execution/alliance/AllianceRequestExecution";
import { NukeExecution } from "../src/core/execution/NukeExecution";
import { Game, Player, PlayerType, UnitType } from "../src/core/game/Game";
import { playerInfo, setup } from "./util/Setup";
import { constructionExecution } from "./util/utils";
let game: Game;
let player1: Player;
let player2: Player;
describe("AllianceRequestExecution", () => {
beforeEach(async () => {
game = await setup(
"plains",
{ infiniteGold: true, instantBuild: true, infiniteTroops: true },
[
playerInfo("player1", PlayerType.Human),
playerInfo("player2", PlayerType.Human),
playerInfo("player3", PlayerType.Nation),
],
);
player1 = game.player("player1");
player1.conquer(game.ref(0, 0));
player2 = game.player("player2");
player2.conquer(game.ref(0, 1));
});
test("Can create alliance by counter-request", () => {
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick();
game.addExecution(new AllianceRequestExecution(player2, player1.id()));
game.executeNextTick();
expect(player1.isAlliedWith(player2)).toBeTruthy();
expect(player2.isAlliedWith(player1)).toBeTruthy();
});
test("Can reject alliance request", () => {
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick();
game.addExecution(new AllianceRejectExecution(player1.id(), player2));
game.executeNextTick();
expect(player1.isAlliedWith(player2)).toBeFalsy();
expect(player2.isAlliedWith(player1)).toBeFalsy();
expect(player1.outgoingAllianceRequests().length).toBe(0);
});
test("Alliance request expires", () => {
game.config().allianceRequestDuration = () => 5;
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick();
expect(player1.outgoingAllianceRequests().length).toBe(1);
for (let i = 0; i < 6; i++) {
game.executeNextTick();
}
expect(player1.outgoingAllianceRequests().length).toBe(0);
expect(player1.isAlliedWith(player2)).toBeFalsy();
expect(player2.isAlliedWith(player1)).toBeFalsy();
});
// Resolves exploit https://github.com/openfrontio/OpenFrontIO/issues/2071
test("alliance request is revoked immediately if requester launches a nuke", () => {
game.config().nukeAllianceBreakThreshold = () => 0;
// Player 1 sends an alliance request to player 2.
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick();
expect(player1.outgoingAllianceRequests().length).toBe(1);
expect(player2.incomingAllianceRequests().length).toBe(1);
// Player 1 Builds a silo & launches a missile at player 2.
constructionExecution(game, player1, 0, 0, UnitType.MissileSilo);
game.addExecution(
new NukeExecution(UnitType.AtomBomb, player1, game.ref(0, 1), null),
);
game.executeNextTick();
game.executeNextTick();
expect(player1.outgoingAllianceRequests().length).toBe(0);
expect(player2.incomingAllianceRequests().length).toBe(0);
expect(player1.isAlliedWith(player2)).toBeFalsy();
expect(player2.isAlliedWith(player1)).toBeFalsy();
});
});