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https://github.com/openfrontio/OpenFrontIO.git
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0891637eb2
changed the sam cooldown to be a general cooldown function and added a missilesilo cooldown The function either adds the current tick as the starting point of the cooldown or sets the cooldown to null and updates the unit. That way getcooldown function can be used to get back the tick the cooldown was started and can be compared to the cooldown set in the config. changed the sam test / added a missilesilo test --------- Co-authored-by: evanpelle <evanpelle@gmail.com>
96 lines
2.8 KiB
TypeScript
96 lines
2.8 KiB
TypeScript
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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UnitType,
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} from "../src/core/game/Game";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { setup } from "./util/Setup";
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import { constructionExecution } from "./util/utils";
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import { NukeExecution } from "../src/core/execution/NukeExecution";
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import { TileRef } from "../src/core/game/GameMap";
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let game: Game;
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let attacker: Player;
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function attackerBuildsNuke(
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source: TileRef,
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target: TileRef,
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initialize = true,
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) {
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game.addExecution(
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new NukeExecution(UnitType.AtomBomb, attacker.id(), target, source),
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);
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if (initialize) {
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game.executeNextTick();
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game.executeNextTick();
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}
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}
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describe("MissileSilo", () => {
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beforeEach(async () => {
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game = await setup("Plains", { infiniteGold: true, instantBuild: true });
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const attacker_info = new PlayerInfo(
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"fr",
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"attacker_id",
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PlayerType.Human,
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null,
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"attacker_id",
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);
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game.addPlayer(attacker_info, 1000);
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game.addExecution(
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new SpawnExecution(game.player(attacker_info.id).info(), game.ref(1, 1)),
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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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attacker = game.player("attacker_id");
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constructionExecution(game, attacker.id(), 1, 1, UnitType.MissileSilo);
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});
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test("missilesilo should launch nuke", async () => {
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attackerBuildsNuke(null, game.ref(7, 7));
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
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//because of initilization the nuke already moved so it should be at 204 when starting from 101
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expect(attacker.units(UnitType.AtomBomb)[0].tile()).toBe(
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game.map().ref(5, 1),
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);
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for (let i = 0; i < 3; i++) {
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game.executeNextTick();
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}
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(0);
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});
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test("missilesilo should only launch one nuke at a time", async () => {
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attackerBuildsNuke(null, game.ref(7, 7));
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attackerBuildsNuke(null, game.ref(7, 7));
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
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});
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test("missilesilo should cooldown as long as configured", async () => {
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expect(attacker.units(UnitType.MissileSilo)[0].isCooldown()).toBeFalsy();
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// send the nuke far enough away so it doesnt destroy the silo
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attackerBuildsNuke(null, game.ref(50, 50));
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
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for (let i = 0; i < 24; i++) {
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game.executeNextTick();
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}
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expect(attacker.units(UnitType.AtomBomb)).toHaveLength(0);
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for (let i = 0; i < game.config().SiloCooldown() - 25; i++) {
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game.executeNextTick();
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expect(attacker.units(UnitType.MissileSilo)[0].isCooldown()).toBeTruthy();
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}
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game.executeNextTick();
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expect(attacker.units(UnitType.MissileSilo)[0].isCooldown()).toBeFalsy();
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});
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});
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