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## Description: https://github.com/openfrontio/OpenFrontIO/issues/2352 This is my first PR in this project, and I’ll continue refining it based on feedback. <img width="1088" height="859" alt="image" src="https://github.com/user-attachments/assets/07f4f8b1-52fa-4136-add4-19b00aefd963" /> <img width="1157" height="783" alt="image" src="https://github.com/user-attachments/assets/1c5be80d-72f8-4ead-8d4b-706a3a04fd73" /> <img width="1488" height="777" alt="image" src="https://github.com/user-attachments/assets/4d743548-f0c3-4579-963b-43676f68fab1" /> <img width="1499" height="778" alt="image" src="https://github.com/user-attachments/assets/f808e44f-ef97-467f-9e41-812e2857c36e" /> ## 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: nikolaj_mykola --------- Co-authored-by: Evan <evanpelle@gmail.com>
73 lines
2.1 KiB
TypeScript
73 lines
2.1 KiB
TypeScript
import { PlayerSpawner } from "../../../../src/core/execution/utils/PlayerSpawner";
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import { PlayerInfo, PlayerType } from "../../../../src/core/game/Game";
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import { setup } from "../../../util/Setup";
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describe("PlayerSpawner", () => {
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// Manually calculated based on number of tiles in manifest of each map
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// and minimum distance between players in PlayerSpawner
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test.each([
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["big_plains", 49],
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["half_land_half_ocean", 1],
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["ocean_and_land", 1],
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["plains", 9],
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])(
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"Spawn location is found for all players in %s map with %i players",
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async (mapName, maxPlayers) => {
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const players: PlayerInfo[] = [];
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for (let i = 0; i < maxPlayers; i++) {
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players.push(
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new PlayerInfo(
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`player${i}`,
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PlayerType.Human,
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`client_id${i}`,
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`player_id${i}`,
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),
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);
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}
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const game = await setup(mapName, undefined, players);
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const executors = new PlayerSpawner(game, "game_id").spawnPlayers();
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expect(executors.length).toBe(maxPlayers);
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for (const executor of executors) {
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expect(game.isLand(executor.tile)).toBe(true);
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expect(game.isBorder(executor.tile)).toBe(false);
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}
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for (let i = 0; i < executors.length; i++) {
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for (let j = i + 1; j < executors.length; j++) {
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const distance = game.manhattanDist(
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executors[i].tile,
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executors[j].tile,
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);
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expect(distance).toBeGreaterThanOrEqual(30);
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}
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}
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},
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);
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test("Handles spawn failure when map is too crowded", async () => {
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const players: PlayerInfo[] = [];
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// Try to spawn more players than possible on a small map
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for (let i = 0; i < 5; i++) {
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players.push(
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new PlayerInfo(
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`player${i}`,
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PlayerType.Human,
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`client_id${i}`,
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`player_id${i}`,
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),
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);
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}
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const game = await setup("half_land_half_ocean", undefined, players);
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const executors = new PlayerSpawner(game, "game_id").spawnPlayers();
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// Should spawn fewer than requested when map is too small
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expect(executors.length).toBe(1);
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});
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});
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