Files
OpenFrontIO/tests/Warship.test.ts
T
Evan ccb80f4245 Fix warship diagonal chase and improve trade ship capture reliability (#3807)
## Description:

The warship pathfinder operates on a 2x downscaled mini-map, and
upscaling mini-map paths back to full coordinates produces diagonal
interpolated steps. At close range (< 20 tiles), the entire path
consists of these diagonal moves, causing the warship to approach the
trade ship at an awkward angle and never converge cleanly.
## 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:

evan
2026-04-30 16:37:44 -06:00

923 lines
28 KiB
TypeScript

import { MoveWarshipExecution } from "../src/core/execution/MoveWarshipExecution";
import { WarshipExecution } from "../src/core/execution/WarshipExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { TileRef } from "../src/core/game/GameMap";
import { PathStatus } from "../src/core/pathfinding/types";
import { setup } from "./util/Setup";
import { executeTicks } from "./util/utils";
const coastX = 7;
let game: Game;
let player1: Player;
let player2: Player;
describe("Warship", () => {
beforeEach(async () => {
game = await setup(
"half_land_half_ocean",
{
infiniteGold: true,
instantBuild: true,
},
[
new PlayerInfo("boat dude", PlayerType.Human, null, "player_1_id"),
new PlayerInfo("boat dude", PlayerType.Human, null, "player_2_id"),
],
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
player1 = game.player("player_1_id");
player2 = game.player("player_2_id");
});
test("Warship heals only if player has port", async () => {
const maxHealth = game.config().unitInfo(UnitType.Warship).maxHealth;
if (typeof maxHealth !== "number") {
expect(typeof maxHealth).toBe("number");
throw new Error("unreachable");
}
const port = player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{
patrolTile: game.ref(coastX + 1, 10),
},
);
game.addExecution(new WarshipExecution(warship));
game.executeNextTick();
expect(warship.health()).toBe(maxHealth);
warship.modifyHealth(-10);
expect(warship.health()).toBe(maxHealth - 10);
game.executeNextTick();
expect(warship.health()).toBe(maxHealth - 9);
port.delete();
game.executeNextTick();
expect(warship.health()).toBe(maxHealth - 9);
});
test("Warship captures trade if player has port", async () => {
const portTile = game.ref(coastX, 10);
player1.buildUnit(UnitType.Port, portTile, {});
game.addExecution(
new WarshipExecution(
player1.buildUnit(UnitType.Warship, portTile, {
patrolTile: portTile,
}),
),
);
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
game.ref(coastX + 1, 7),
{
targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
},
);
expect(tradeShip.owner().id()).toBe(player2.id());
// Let plenty of time for A* to execute
for (let i = 0; i < 10; i++) {
game.executeNextTick();
}
expect(tradeShip.owner()).toBe(player1);
});
test("Warship do not capture trade if player has no port", async () => {
game.addExecution(
new WarshipExecution(
player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 11), {
patrolTile: game.ref(coastX + 1, 11),
}),
),
);
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
game.ref(coastX + 1, 11),
{
targetUnit: player1.buildUnit(UnitType.Port, game.ref(coastX, 11), {}),
},
);
expect(tradeShip.owner().id()).toBe(player2.id());
// Let plenty of time for warship to potentially capture trade ship
for (let i = 0; i < 10; i++) {
game.executeNextTick();
}
expect(tradeShip.owner().id()).toBe(player2.id());
});
test("Warship does not target trade ships that are safe from pirates", async () => {
// build port so warship can target trade ships
player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{
patrolTile: game.ref(coastX + 1, 10),
},
);
game.addExecution(new WarshipExecution(warship));
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
game.ref(coastX + 1, 10),
{
targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
},
);
tradeShip.setSafeFromPirates();
executeTicks(game, 10);
expect(tradeShip.owner().id()).toBe(player2.id());
});
test("Warship moves to new patrol tile", async () => {
game.config().warshipTargettingRange = () => 1;
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{
patrolTile: game.ref(coastX + 1, 10),
},
);
game.addExecution(new WarshipExecution(warship));
game.addExecution(
new MoveWarshipExecution(
player1,
[warship.id()],
game.ref(coastX + 5, 15),
),
);
executeTicks(game, 10);
expect(warship.warshipState().patrolTile).toBe(game.ref(coastX + 5, 15));
});
test("Warship does not not target trade ships outside of patrol range", async () => {
game.config().warshipTargettingRange = () => 3;
// build port so warship can target trade ships
player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{
patrolTile: game.ref(coastX + 1, 10),
},
);
game.addExecution(new WarshipExecution(warship));
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
game.ref(coastX + 1, 15),
{
targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
},
);
executeTicks(game, 10);
// Trade ship should not be captured
expect(tradeShip.owner().id()).toBe(player2.id());
});
test("Warship prioritizes transport ships over warships", async () => {
game.config().warshipShellAttackRate = () => Number.MAX_SAFE_INTEGER;
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{
patrolTile: game.ref(coastX + 1, 10),
},
);
player2.buildUnit(UnitType.Warship, game.ref(coastX + 2, 10), {
patrolTile: game.ref(coastX + 2, 10),
});
player2.buildUnit(UnitType.TransportShip, game.ref(coastX + 1, 11), {
targetTile: game.ref(coastX + 1, 11),
});
game.addExecution(new WarshipExecution(warship));
let selectedType: UnitType | undefined = undefined;
for (let i = 0; i < 5; i++) {
game.executeNextTick();
selectedType = warship.targetUnit()?.type();
if (selectedType === UnitType.TransportShip) {
break;
}
}
expect(selectedType).toBe(UnitType.TransportShip);
});
test("Warship does not target trade ships in different water components", async () => {
// build port so warship can target trade ships
player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warshipTile = game.ref(coastX + 1, 2);
const tradeShipTile = game.ref(coastX + 1, 12);
const warship = player1.buildUnit(UnitType.Warship, warshipTile, {
patrolTile: warshipTile,
});
game.addExecution(new WarshipExecution(warship));
const tradeShip = player2.buildUnit(UnitType.TradeShip, tradeShipTile, {
targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
});
// Mock different water components
game.getWaterComponent = (tile: TileRef) => {
if (tile === warshipTile) return 1;
return 2;
};
game.hasWaterComponent = (tile: TileRef, component: number) => {
return game.getWaterComponent(tile) === component;
};
executeTicks(game, 10);
// Trade ship should not be captured because it's in a different component
expect(tradeShip.owner().id()).toBe(player2.id());
});
test("MoveWarshipExecution fails if player is not the owner", async () => {
const originalPatrolTile = game.ref(coastX + 1, 10);
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 5),
{
patrolTile: originalPatrolTile,
},
);
new MoveWarshipExecution(
player2,
[warship.id()],
game.ref(coastX + 5, 15),
).init(game, 0);
expect(warship.warshipState().patrolTile).toBe(originalPatrolTile);
});
test("MoveWarshipExecution fails if warship is not active", async () => {
const originalPatrolTile = game.ref(coastX + 1, 10);
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 5),
{
patrolTile: originalPatrolTile,
},
);
warship.delete();
new MoveWarshipExecution(
player1,
[warship.id()],
game.ref(coastX + 5, 15),
).init(game, 0);
expect(warship.warshipState().patrolTile).toBe(originalPatrolTile);
});
test("MoveWarshipExecution fails gracefully if warship not found", async () => {
const exec = new MoveWarshipExecution(
player1,
[123],
game.ref(coastX + 5, 15),
);
// Verify that no error is thrown.
exec.init(game, 0);
expect(exec.isActive()).toBe(false);
});
test("Warship retreats when pre-heal health is below threshold", async () => {
const maxHealth = game.config().unitInfo(UnitType.Warship).maxHealth;
if (typeof maxHealth !== "number") {
expect(typeof maxHealth).toBe("number");
throw new Error("unreachable");
}
if (maxHealth <= 599) {
expect(maxHealth).toBeGreaterThan(599);
throw new Error("unreachable");
}
game.config().warshipPortHealingBonusPerLevel = () => 0;
game.config().warshipRetreatHealthThreshold = () => 600;
const homePort = player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 11),
{
patrolTile: game.ref(coastX + 1, 11),
},
);
game.addExecution(new WarshipExecution(warship));
game.executeNextTick();
warship.modifyHealth(-(maxHealth - 599));
game.executeNextTick();
expect(warship.warshipState().state).not.toBe("patrolling");
const distanceToPort = game.euclideanDistSquared(
warship.tile(),
homePort.tile(),
);
expect(
distanceToPort <= 25 || warship.targetTile() === homePort.tile(),
).toBe(true);
});
test("Warship gets active healing when docked at a friendly port", async () => {
const maxHealth = game.config().unitInfo(UnitType.Warship).maxHealth;
if (typeof maxHealth !== "number") {
expect(typeof maxHealth).toBe("number");
throw new Error("unreachable");
}
game.config().warshipPassiveHealing = () => 0;
game.config().warshipPortHealingBonusPerLevel = () => 6;
game.config().warshipDockingRange = () => 5;
game.config().warshipRetreatHealthThreshold = () => 900;
const portTile = game.ref(coastX, 10);
player1.buildUnit(UnitType.Port, portTile, {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 11),
{
patrolTile: game.ref(coastX + 1, 11),
},
);
const warshipExecution = new WarshipExecution(warship);
game.addExecution(warshipExecution);
game.executeNextTick();
warship.modifyHealth(-300);
for (let i = 0; i < 60; i++) {
game.executeNextTick();
if (warshipExecution.isDocked()) {
break;
}
}
expect(warshipExecution.isDocked()).toBe(true);
const before = warship.health();
game.executeNextTick();
expect(warship.health()).toBe(before + 6);
});
test("Warship waits at port when capacity is full", async () => {
game.config().warshipPassiveHealing = () => 0;
game.config().warshipDockingRange = () => 5;
game.config().warshipRetreatHealthThreshold = () => 900;
const portTile = game.ref(coastX, 10);
const warship1Tile = game.ref(coastX + 1, 11);
const warship2Tile = game.ref(coastX + 1, 12);
player1.buildUnit(UnitType.Port, portTile, {});
const warship1 = player1.buildUnit(UnitType.Warship, warship1Tile, {
patrolTile: warship1Tile,
});
const warship2 = player1.buildUnit(UnitType.Warship, warship2Tile, {
patrolTile: warship2Tile,
});
const exec1 = new WarshipExecution(warship1);
const exec2 = new WarshipExecution(warship2);
game.addExecution(exec1);
game.addExecution(exec2);
game.executeNextTick();
warship1.modifyHealth(-300);
warship2.modifyHealth(-300);
for (let i = 0; i < 80; i++) {
game.executeNextTick();
const warship2DistanceToPort = game.euclideanDistSquared(
warship2.tile(),
portTile,
);
if (
exec1.isDocked() &&
!exec2.isDocked() &&
warship2DistanceToPort <= 25 &&
warship2.warshipState().state !== "patrolling"
) {
break;
}
}
const warship2DistanceToPort = game.euclideanDistSquared(
warship2.tile(),
portTile,
);
expect(exec1.isDocked()).toBe(true);
expect(exec2.isDocked()).toBe(false);
expect(warship2DistanceToPort).toBeLessThanOrEqual(25);
expect(warship2.warshipState().state).not.toBe("patrolling");
});
test("Warship cancels docking if its retreat port is destroyed", async () => {
game.config().warshipPassiveHealing = () => 0;
game.config().warshipPortHealingBonusPerLevel = () => 0;
game.config().warshipDockingRange = () => 5;
game.config().warshipRetreatHealthThreshold = () => 900;
const homePort = player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 11),
{
patrolTile: game.ref(coastX + 1, 11),
},
);
const warshipExecution = new WarshipExecution(warship);
game.addExecution(warshipExecution);
game.executeNextTick();
warship.modifyHealth(-300);
for (let i = 0; i < 60; i++) {
game.executeNextTick();
if (warshipExecution.isDocked()) {
break;
}
}
expect(warshipExecution.isDocked()).toBe(true);
homePort.delete();
game.executeNextTick();
expect(warshipExecution.isDocked()).toBe(false);
expect(warship.warshipState().state).toBe("patrolling");
});
test("Warship drops a stale target after patrol movement changes range", async () => {
game.config().warshipTargettingRange = () => 1;
game.config().warshipShellAttackRate = () => Number.MAX_SAFE_INTEGER;
const startTile = game.ref(coastX + 1, 10);
const movedTile = game
.map()
.neighbors(startTile)
.find((tile) => game.isOcean(tile));
expect(movedTile).toBeDefined();
const warship = player1.buildUnit(UnitType.Warship, startTile, {
patrolTile: startTile,
});
warship.setTargetTile(movedTile!);
const transport = player2.buildUnit(UnitType.TransportShip, movedTile!, {
targetTile: movedTile!,
});
const execution = new WarshipExecution(warship);
const executionInternals = execution as unknown as {
findTargetUnit: () => typeof transport | undefined;
pathfinder: {
next: () => { status: PathStatus; node: number };
};
};
execution.init(game, game.ticks());
vi.spyOn(executionInternals, "findTargetUnit")
.mockReturnValueOnce(transport)
.mockReturnValueOnce(undefined);
vi.spyOn(executionInternals.pathfinder, "next").mockReturnValue({
status: PathStatus.NEXT,
node: movedTile!,
});
execution.tick(game.ticks());
expect(warship.tile()).toBe(movedTile);
execution.tick(game.ticks());
expect(warship.targetUnit()).toBeUndefined();
});
test("Warship cancels retreat if no friendly port is reachable by water", async () => {
game.config().warshipRetreatHealthThreshold = () => 900;
player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 11),
{
patrolTile: game.ref(coastX + 1, 11),
},
);
game.addExecution(new WarshipExecution(warship));
const warshipTile = warship.tile();
vi.spyOn(game, "getWaterComponent").mockImplementation((tile) =>
tile === warshipTile ? 1 : 2,
);
vi.spyOn(game, "hasWaterComponent").mockReturnValue(false);
game.executeNextTick();
warship.modifyHealth(-300);
game.executeNextTick();
expect(warship.warshipState().state).toBe("patrolling");
});
test("Low-health warship retreats AND fires at nearby enemy warship", async () => {
game.config().warshipPortHealingBonusPerLevel = () => 0;
game.config().warshipRetreatHealthThreshold = () => 600;
game.config().warshipTargettingRange = () => 5;
game.config().warshipShellAttackRate = () => 10_000;
player1.buildUnit(UnitType.Port, game.ref(coastX, 5), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 15),
{
patrolTile: game.ref(coastX + 1, 15),
},
);
const enemyWarship = player2.buildUnit(
UnitType.Warship,
game.ref(coastX + 2, 15),
{
patrolTile: game.ref(coastX + 2, 15),
},
);
game.addExecution(new WarshipExecution(warship));
game.addExecution(new WarshipExecution(enemyWarship));
game.executeNextTick();
warship.modifyHealth(-700);
game.executeNextTick();
// New behavior: retreat starts immediately even with enemy nearby
expect(warship.warshipState().state).not.toBe("patrolling");
// AND the warship still targets the enemy to fire back while retreating
expect(warship.targetUnit()).toBe(enemyWarship);
});
test("Retreating warship aggroes nearby enemy transport before continuing retreat", async () => {
game.config().warshipPortHealingBonusPerLevel = () => 0;
game.config().warshipRetreatHealthThreshold = () => 600;
game.config().warshipTargettingRange = () => 5;
game.config().warshipShellAttackRate = () => 10_000;
const homePort = player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 6, 12),
{
patrolTile: game.ref(coastX + 6, 12),
},
);
game.addExecution(new WarshipExecution(warship));
game.executeNextTick();
warship.modifyHealth(-700);
for (let i = 0; i < 10; i++) {
game.executeNextTick();
if (
warship.warshipState().state !== "patrolling" &&
warship.targetTile() === homePort.tile() &&
warship.tile() !== homePort.tile()
) {
break;
}
}
expect(warship.warshipState().state).not.toBe("patrolling");
expect(warship.targetTile()).toBe(homePort.tile());
const enemyTransport = player2.buildUnit(
UnitType.TransportShip,
game.ref(coastX + 5, 12),
{
targetTile: game.ref(coastX + 5, 12),
},
);
game.executeNextTick();
expect(warship.warshipState().state).not.toBe("patrolling");
expect(warship.targetTile()).toBe(homePort.tile());
expect(warship.targetUnit()).toBe(enemyTransport);
});
test("Manual MoveWarshipExecution cancels retreat and keeps manual order", async () => {
game.config().warshipPortHealingBonusPerLevel = () => 0;
game.config().warshipRetreatHealthThreshold = () => 600;
const homePortTile = game.ref(coastX, 10);
player1.buildUnit(UnitType.Port, homePortTile, {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 11),
{
patrolTile: game.ref(coastX + 1, 11),
},
);
game.addExecution(new WarshipExecution(warship));
game.executeNextTick();
warship.modifyHealth(-700);
executeTicks(game, 20);
expect(warship.warshipState().state).not.toBe("patrolling");
const manualPatrolTile = game.ref(coastX + 5, 15);
game.addExecution(
new MoveWarshipExecution(player1, [warship.id()], manualPatrolTile),
);
executeTicks(game, 2);
expect(warship.warshipState().state).toBe("patrolling");
expect(warship.warshipState().patrolTile).toBe(manualPatrolTile);
expect(warship.targetTile()).not.toBe(homePortTile);
});
test("Manual MoveWarshipExecution suppresses auto-retreat for 5 seconds before retreat starts", async () => {
game.config().warshipPortHealingBonusPerLevel = () => 0;
game.config().warshipRetreatHealthThreshold = () => 600;
player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 11),
{
patrolTile: game.ref(coastX + 1, 11),
},
);
game.addExecution(new WarshipExecution(warship));
game.executeNextTick();
const manualPatrolTile = game.ref(coastX + 6, 15);
game.addExecution(
new MoveWarshipExecution(player1, [warship.id()], manualPatrolTile),
);
game.executeNextTick();
warship.modifyHealth(-700);
game.executeNextTick();
expect(warship.warshipState().state).toBe("patrolling");
expect(warship.warshipState().patrolTile).toBe(manualPatrolTile);
executeTicks(game, 48);
expect(warship.warshipState().state).toBe("patrolling");
let resumedRetreat = false;
for (let i = 0; i < 5; i++) {
game.executeNextTick();
if (warship.warshipState().state !== "patrolling") {
resumedRetreat = true;
break;
}
}
expect(resumedRetreat).toBe(true);
});
test("Warship isInCombat becomes true when hit by a shell from an enemy", async () => {
game.config().warshipPassiveHealing = () => 0;
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{ patrolTile: game.ref(coastX + 1, 10) },
);
game.addExecution(new WarshipExecution(warship));
game.executeNextTick();
expect(warship.warshipState().isInCombat).toBe(false);
// Simulate incoming shell damage from an enemy player
warship.modifyHealth(-50, player2);
expect(warship.warshipState().isInCombat).toBe(true);
});
test("Warship isInCombat becomes true when firing at an enemy", async () => {
game.config().warshipPortHealingBonusPerLevel = () => 0;
game.config().warshipShellAttackRate = () => 0;
game.config().warshipTargettingRange = () => 5;
player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{ patrolTile: game.ref(coastX + 1, 10) },
);
const enemyWarship = player2.buildUnit(
UnitType.Warship,
game.ref(coastX + 2, 10),
{ patrolTile: game.ref(coastX + 2, 10) },
);
game.addExecution(new WarshipExecution(warship));
game.executeNextTick();
expect(warship.warshipState().isInCombat).toBe(false);
// Give warship a target and tick — shootTarget sets inCombat
warship.setTargetUnit(enemyWarship);
game.executeNextTick();
expect(warship.warshipState().isInCombat).toBe(true);
});
test("Docked warship is not targeted by enemy warship", async () => {
game.config().warshipPassiveHealing = () => 0;
game.config().warshipDockingRange = () => 5;
game.config().warshipRetreatHealthThreshold = () => 900;
game.config().warshipTargettingRange = () => 20;
const portTile = game.ref(coastX, 10);
player1.buildUnit(UnitType.Port, portTile, {});
const friendlyWarship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 10),
{ patrolTile: game.ref(coastX + 1, 10) },
);
const exec = new WarshipExecution(friendlyWarship);
game.addExecution(exec);
const enemyWarship = player2.buildUnit(
UnitType.Warship,
game.ref(coastX + 2, 10),
{ patrolTile: game.ref(coastX + 2, 10) },
);
const enemyExec = new WarshipExecution(enemyWarship);
game.addExecution(enemyExec);
game.executeNextTick();
friendlyWarship.modifyHealth(-300);
// Wait until friendly warship docks
for (let i = 0; i < 80; i++) {
game.executeNextTick();
if (exec.isDocked()) break;
}
expect(exec.isDocked()).toBe(true);
expect(friendlyWarship.warshipState().state).toBe("docked");
// Enemy warship should not be targeting the docked warship
game.executeNextTick();
expect(enemyWarship.targetUnit()).not.toBe(friendlyWarship);
});
test("Retreating warship continues moving to port after firing back", async () => {
game.config().warshipPortHealingBonusPerLevel = () => 0;
game.config().warshipRetreatHealthThreshold = () => 600;
game.config().warshipTargettingRange = () => 5;
game.config().warshipShellAttackRate = () => 10_000;
const homePort = player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 6, 12),
{ patrolTile: game.ref(coastX + 6, 12) },
);
game.addExecution(new WarshipExecution(warship));
game.executeNextTick();
warship.modifyHealth(-700);
// Wait until retreating and heading to port
for (let i = 0; i < 15; i++) {
game.executeNextTick();
if (
warship.warshipState().state !== "patrolling" &&
warship.targetTile() === homePort.tile()
) {
break;
}
}
expect(warship.warshipState().state).not.toBe("patrolling");
expect(warship.targetTile()).toBe(homePort.tile());
const tileBeforeCombat = warship.tile();
const enemyTransport = player2.buildUnit(
UnitType.TransportShip,
game.ref(coastX + 5, 12),
{ targetTile: game.ref(coastX + 5, 12) },
);
// After encountering enemy: still retreating, still targeting port,
// AND targeting the enemy transport simultaneously
game.executeNextTick();
expect(warship.warshipState().state).not.toBe("patrolling");
expect(warship.targetTile()).toBe(homePort.tile());
expect(warship.targetUnit()).toBe(enemyTransport);
// Warship should still be moving (not frozen at tileBeforeCombat)
game.executeNextTick();
expect(warship.tile()).not.toBe(tileBeforeCombat);
});
test("Warship captures trade ship immediately when already within capture range", async () => {
// Trade ship is within Manhattan distance 5 — should be captured on the first tick
// via the dist <= 5 fast path in huntDownTradeShip, without needing pathfinding.
player1.buildUnit(UnitType.Port, game.ref(coastX, 8), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 8),
{
patrolTile: game.ref(coastX + 1, 8),
},
);
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
game.ref(coastX + 1, 11), // Manhattan distance 3 from warship
{
targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 11), {}),
},
);
const execution = new WarshipExecution(warship);
const executionInternals = execution as unknown as {
findTargetUnit: () => typeof tradeShip | undefined;
};
execution.init(game, game.ticks());
vi.spyOn(executionInternals, "findTargetUnit").mockReturnValue(tradeShip);
expect(tradeShip.owner().id()).toBe(player2.id());
execution.tick(game.ticks());
expect(tradeShip.owner()).toBe(player1);
});
test("Warship uses greedy pursuit to capture trade ship within 20 tiles", async () => {
// Trade ship is within the 20-tile greedy range but outside the 5-tile instant-capture
// range. The warship should use direct neighbor movement (not minimap pathfinding)
// and close the gap cleanly.
player1.buildUnit(UnitType.Port, game.ref(coastX, 3), {});
const warship = player1.buildUnit(
UnitType.Warship,
game.ref(coastX + 1, 3),
{
patrolTile: game.ref(coastX + 1, 3),
},
);
const tradeShip = player2.buildUnit(
UnitType.TradeShip,
game.ref(coastX + 1, 13), // Manhattan distance 10 — within greedy range
{
targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 13), {}),
},
);
const execution = new WarshipExecution(warship);
const executionInternals = execution as unknown as {
findTargetUnit: () => typeof tradeShip | undefined;
};
execution.init(game, game.ticks());
vi.spyOn(executionInternals, "findTargetUnit").mockReturnValue(tradeShip);
expect(tradeShip.owner().id()).toBe(player2.id());
// 10 tiles at 2 steps/tick = 5 ticks minimum
for (let i = 0; i < 10; i++) {
execution.tick(game.ticks());
if (tradeShip.owner() === player1) break;
}
expect(tradeShip.owner()).toBe(player1);
});
});