Files
OpenFrontIO/tests/DeleteUnitExecution.test.ts
T
VariableVince 64e8733132 Delete unit: 5s > 15s cooldown and new location in Radial Menu (#2345)
## Description:

- Move the Delete button to where the Boat button is otherwise. The Boat
and Delete button already mutually exclude eachother anyway; boat button
is only visible on other's tiles, delete button is only visible on your
own tiles. Evan agreed to this new position:
https://discord.com/channels/1359946986937258015/1381293863712591872/1429147325049077860

- Increase the cooldown between deletions from 5 to 15 seconds. PR #2216
introduced a destruction time (deletionMarkDuration) making it take 15s
to delete a building. With the cooldown of 15s between clicking the
Delete button (deleteUnitCooldown) on top of that, you can actually only
delete a building every 15 seconds while it also takes that same time to
destruct it. Players have voiced between 10s to 30s or more so 15s is
still a reasonable time, keeping deletion of mistakenly placed buildings
still possible, while also keeping a small 'scorched earth' option
during an attack but probably only being able to delete 1-2 units in an
attack. Evan and Vivacious Box agreed with the mentioned 10-15s cooldown
too:
https://discord.com/channels/1359946986937258015/1381293863712591872/1429103999088459897


**Video: Delete button new location and 15s cooldown:**

https://github.com/user-attachments/assets/b0b13fc1-1e50-4a7a-8f32-55f7891f9945

**Delete button new location disabled:**
<img width="310" height="316" alt="Delete button disabled new location
radial menu"
src="https://github.com/user-attachments/assets/f65b88ad-5859-4982-be53-8f2f693f5767"
/>

**Delete button new location enabled:**
<img width="332" height="305" alt="Delete button enabled new location
radial menu"
src="https://github.com/user-attachments/assets/037f07c5-622a-4857-9ab8-fc20981de816"
/>

**Radial menu unchanged on others' tiles:**
<img width="346" height="307" alt="Radial menu unchanged on other
territory"
src="https://github.com/user-attachments/assets/085b2043-096f-4c44-8917-467adb8a7213"
/>


## 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:

tryout33

---------

Co-authored-by: Vivacious Box <jon@rouillard.org>
2025-11-01 10:48:40 -07:00

146 lines
4.3 KiB
TypeScript

import { DeleteUnitExecution } from "../src/core/execution/DeleteUnitExecution";
import { SpawnExecution } from "../src/core/execution/SpawnExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
Unit,
UnitType,
} from "../src/core/game/Game";
import { TileRef } from "../src/core/game/GameMap";
import { setup } from "./util/Setup";
import { executeTicks } from "./util/utils";
describe("DeleteUnitExecution Security Tests", () => {
let game: Game;
let player: Player;
let enemyPlayer: Player;
let unit: Unit;
beforeEach(async () => {
game = await setup("plains", {
infiniteGold: true,
instantBuild: true,
infiniteTroops: true,
});
const player1Info = new PlayerInfo(
"TestPlayer",
PlayerType.Human,
null,
"TestPlayer",
);
const player2Info = new PlayerInfo(
"EnemyPlayer",
PlayerType.Human,
null,
"EnemyPlayer",
);
game.addPlayer(player1Info);
game.addPlayer(player2Info);
const playerSpawn: TileRef = game.ref(0, 10);
const enemySpawn: TileRef = game.ref(0, 15);
game.addExecution(
new SpawnExecution(game.player(player1Info.id).info(), playerSpawn),
new SpawnExecution(game.player(player2Info.id).info(), enemySpawn),
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
executeTicks(game, game.config().deleteUnitCooldown() + 1);
player = game.player(player1Info.id);
enemyPlayer = game.player(player2Info.id);
const playerTiles = Array.from(player.tiles());
if (playerTiles.length === 0) {
throw new Error("Player has no tiles");
}
const spawnTile = playerTiles[0];
unit = player.buildUnit(UnitType.City, spawnTile, {});
const tileOwner = game.owner(unit.tile());
if (!tileOwner.isPlayer() || tileOwner.id() !== player.id()) {
throw new Error("Unit is not on player's territory");
}
});
describe("Security Validations", () => {
it("should prevent deleting units not owned by player", () => {
const enemyUnit = enemyPlayer.buildUnit(
UnitType.City,
Array.from(enemyPlayer.tiles())[0],
{},
);
const execution = new DeleteUnitExecution(player, enemyUnit.id());
execution.init(game, 0);
expect(execution.isActive()).toBe(false);
expect(enemyUnit.isMarkedForDeletion()).toBe(false);
});
it("should prevent deleting units on enemy territory", () => {
const enemyTiles = Array.from(enemyPlayer.tiles());
if (enemyTiles.length > 0) {
unit.move(enemyTiles[0]);
const execution = new DeleteUnitExecution(player, unit.id());
execution.init(game, 0);
expect(execution.isActive()).toBe(false);
expect(unit.isMarkedForDeletion()).toBe(false);
}
});
it("should prevent deleting units during spawn phase", () => {
jest.spyOn(game, "inSpawnPhase").mockReturnValue(true);
const execution = new DeleteUnitExecution(player, unit.id());
execution.init(game, 0);
expect(execution.isActive()).toBe(false);
expect(unit.isMarkedForDeletion()).toBe(false);
});
it("should allow deleting units when all conditions are met", () => {
jest.spyOn(game, "inSpawnPhase").mockReturnValue(false);
const execution = new DeleteUnitExecution(player, unit.id());
execution.init(game, 0);
expect(unit.isMarkedForDeletion()).toBe(true);
});
it("should delete after deletion delay", () => {
jest.spyOn(game, "inSpawnPhase").mockReturnValue(false);
const execution = new DeleteUnitExecution(player, unit.id());
game.addExecution(execution);
game.executeNextTick();
expect(unit.isMarkedForDeletion()).toBe(true);
expect(unit.isOverdueDeletion()).toBe(false);
executeTicks(game, game.config().deletionMarkDuration() + 1);
expect(unit.isActive()).toBe(false);
});
it("should reset deletion if captured", () => {
jest.spyOn(game, "inSpawnPhase").mockReturnValue(false);
const execution = new DeleteUnitExecution(player, unit.id());
game.addExecution(execution);
game.executeNextTick();
expect(unit.isMarkedForDeletion()).toBe(true);
unit.setOwner(enemyPlayer);
expect(unit.isMarkedForDeletion()).toBe(false);
expect(unit.isActive()).toBe(true);
});
});
});