Files
OpenFrontIO/tests/PortExecution.test.ts
T
Evan 4470c3d58a Discourage trading with nearby ports (#2381)
## Description:

The **proximityBonusPortsNb** function increased the likelihood a
tradeship would go to a nearby port. But now that trade gold is nerfed
from nearby ports, we shouldn't encourage trading with ports that are
too close. So now add another factor **tradeShipShortRangeDebuff** That
cancels out the proximity bonus if the port is too close.

Now tradeships are encouraged to go to ports that are close, but not too
close.

Also move tradingPorts method to the PortExecution class because that's
the only place it's used.

## 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
2025-11-04 11:52:52 -08:00

93 lines
2.4 KiB
TypeScript

import { PortExecution } from "../src/core/execution/PortExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "../src/core/game/Game";
import { setup } from "./util/Setup";
let game: Game;
let player: Player;
let other: Player;
describe("PortExecution", () => {
beforeEach(async () => {
game = await setup(
"half_land_half_ocean",
{
instantBuild: true,
},
[
new PlayerInfo("player", PlayerType.Human, null, "player_id"),
new PlayerInfo("other", PlayerType.Human, null, "other_id"),
],
);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
player = game.player("player_id");
player.addGold(BigInt(1000000));
other = game.player("other_id");
game.config().structureMinDist = () => 10;
});
test("Destination ports chances scale with level", () => {
game.config().proximityBonusPortsNb = () => 0;
game.config().tradeShipShortRangeDebuff = () => 0;
player.conquer(game.ref(7, 10));
const execution = new PortExecution(player, game.ref(7, 10));
execution.init(game, 0);
execution.tick(0);
other.conquer(game.ref(0, 0));
const otherPort = other.buildUnit(UnitType.Port, game.ref(0, 0), {});
otherPort.increaseLevel();
otherPort.increaseLevel();
const ports = execution.tradingPorts();
expect(ports.length).toBe(3);
});
test("Trade ship proximity bonus", () => {
game.config().proximityBonusPortsNb = () => 10;
game.config().tradeShipShortRangeDebuff = () => 0;
player.conquer(game.ref(7, 10));
const execution = new PortExecution(player, game.ref(7, 10));
execution.init(game, 0);
execution.tick(0);
other.conquer(game.ref(0, 0));
other.buildUnit(UnitType.Port, game.ref(0, 0), {});
const ports = execution.tradingPorts();
expect(ports.length).toBe(2);
});
test("Trade ship short range debuff", () => {
game.config().proximityBonusPortsNb = () => 10;
// Short range debuff cancels out the proximity bonus.
game.config().tradeShipShortRangeDebuff = () => 100;
player.conquer(game.ref(7, 10));
const execution = new PortExecution(player, game.ref(7, 10));
execution.init(game, 0);
execution.tick(0);
other.conquer(game.ref(0, 0));
other.buildUnit(UnitType.Port, game.ref(0, 0), {});
const ports = execution.tradingPorts();
expect(ports.length).toBe(1);
});
});