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4b129a2f7f
## Description: Added a red delete button with trash can icon to the right-click radial menu that allows players to voluntarily delete their own units. ## 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 - [x] I have read and accepted the CLA agreement (only required once). ## Please put your Discord username so you can be contacted if a bug or regression is found: Kipstz <img width="286" height="209" alt="image" src="https://github.com/user-attachments/assets/85142be3-2aa5-4c84-ab30-0c68289c8f85" /> --------- Co-authored-by: Drills Kibo <59177241+drillskibo@users.noreply.github.com>
124 lines
3.4 KiB
TypeScript
124 lines
3.4 KiB
TypeScript
import { DeleteUnitExecution } from "../src/core/execution/DeleteUnitExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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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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Unit,
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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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describe("DeleteUnitExecution Security Tests", () => {
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let game: Game;
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let player: Player;
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let enemyPlayer: Player;
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let unit: Unit;
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beforeEach(async () => {
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game = await setup("plains", {
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infiniteGold: true,
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instantBuild: true,
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infiniteTroops: true,
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});
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const player1Info = new PlayerInfo(
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"TestPlayer",
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PlayerType.Human,
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null,
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"TestPlayer",
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);
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const player2Info = new PlayerInfo(
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"EnemyPlayer",
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PlayerType.Human,
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null,
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"EnemyPlayer",
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);
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game.addPlayer(player1Info);
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game.addPlayer(player2Info);
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const playerSpawn: TileRef = game.ref(0, 10);
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const enemySpawn: TileRef = game.ref(0, 15);
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game.addExecution(
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new SpawnExecution(game.player(player1Info.id).info(), playerSpawn),
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new SpawnExecution(game.player(player2Info.id).info(), enemySpawn),
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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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player = game.player(player1Info.id);
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enemyPlayer = game.player(player2Info.id);
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const playerTiles = Array.from(player.tiles());
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if (playerTiles.length === 0) {
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throw new Error("Player has no tiles");
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}
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const spawnTile = playerTiles[0];
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unit = player.buildUnit(UnitType.City, spawnTile, {});
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const tileOwner = game.owner(unit.tile());
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if (!tileOwner.isPlayer() || tileOwner.id() !== player.id()) {
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throw new Error("Unit is not on player's territory");
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}
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});
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describe("Security Validations", () => {
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it("should prevent deleting units not owned by player", () => {
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const enemyUnit = enemyPlayer.buildUnit(
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UnitType.City,
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Array.from(enemyPlayer.tiles())[0],
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{},
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);
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const execution = new DeleteUnitExecution(player, enemyUnit.id());
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execution.init(game, 0);
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expect(execution.isActive()).toBe(false);
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});
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it("should prevent deleting units on enemy territory", () => {
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const enemyTiles = Array.from(enemyPlayer.tiles());
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if (enemyTiles.length > 0) {
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unit.move(enemyTiles[0]);
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const execution = new DeleteUnitExecution(player, unit.id());
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execution.init(game, 0);
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expect(execution.isActive()).toBe(false);
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}
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});
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it("should prevent deleting units during spawn phase", () => {
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jest.spyOn(game, "inSpawnPhase").mockReturnValue(true);
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const execution = new DeleteUnitExecution(player, unit.id());
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execution.init(game, 0);
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expect(execution.isActive()).toBe(false);
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});
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it("should allow deleting the last city (suicide)", () => {
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jest.spyOn(game, "inSpawnPhase").mockReturnValue(false);
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const execution = new DeleteUnitExecution(player, unit.id());
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execution.init(game, 0);
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expect(unit.isActive()).toBe(false);
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});
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it("should allow deleting units when all conditions are met", () => {
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jest.spyOn(game, "inSpawnPhase").mockReturnValue(false);
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const execution = new DeleteUnitExecution(player, unit.id());
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execution.init(game, 0);
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expect(unit.isActive()).toBe(false);
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});
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});
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});
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