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f2193edc7c
2x more likely to trade with ports belonging to an ally OR close. 3x more likely to trade with ports belonging to an ally AND close. Add trading tests
128 lines
3.5 KiB
TypeScript
128 lines
3.5 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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const coastX = 7;
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let game: Game;
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let player1: Player;
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let player2: Player;
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describe("Warship", () => {
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beforeEach(async () => {
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game = await setup("half_land_half_ocean", {
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infiniteGold: true,
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instantBuild: true,
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});
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const player_1_info = new PlayerInfo(
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"us",
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"boat dude",
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PlayerType.Human,
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null,
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"player_1_id",
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);
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game.addPlayer(player_1_info, 1000);
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const player_2_info = new PlayerInfo(
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"us",
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"boat dude",
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PlayerType.Human,
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null,
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"player_2_id",
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);
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game.addPlayer(player_2_info, 1000);
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game.addExecution(
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new SpawnExecution(
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game.player(player_1_info.id).info(),
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game.ref(coastX, 10),
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),
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new SpawnExecution(
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game.player(player_2_info.id).info(),
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game.ref(coastX, 15),
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),
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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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player1 = game.player(player_1_info.id);
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player2 = game.player(player_2_info.id);
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});
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test("Warship heals only if player has port", async () => {
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const maxHealth = game.config().unitInfo(UnitType.Warship).maxHealth;
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const port = player1.buildUnit(UnitType.Port, 0, game.ref(coastX, 10));
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const warship = player1.buildUnit(
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UnitType.Warship,
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0,
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game.ref(coastX + 1, 10),
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);
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game.executeNextTick();
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expect(warship.health()).toBe(maxHealth);
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warship.modifyHealth(-10);
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expect(warship.health()).toBe(maxHealth - 10);
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game.executeNextTick();
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expect(warship.health()).toBe(maxHealth - 9);
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port.delete();
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game.executeNextTick();
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expect(warship.health()).toBe(maxHealth - 9);
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});
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test("Warship captures trade if player has port", async () => {
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constructionExecution(game, player1.id(), coastX, 10, UnitType.Port);
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constructionExecution(game, player1.id(), coastX + 1, 10, UnitType.Warship);
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// Warship need one more tick (for warship exec to actually build warship)
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game.executeNextTick();
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expect(player1.units(UnitType.Warship)).toHaveLength(1);
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// Cannot buildExec with trade ship as it's not buildable (but
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// we can obviously directly add it to the player)
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const tradeShip = player2.buildUnit(
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UnitType.TradeShip,
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0,
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game.ref(coastX + 1, 7),
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);
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expect(tradeShip.owner().id()).toBe(player2.id());
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// Let plenty of time for A* to execute
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for (let i = 0; i < 10; i++) {
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game.executeNextTick();
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}
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expect(tradeShip.owner().id()).toBe(player1.id());
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});
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test("Warship do not capture trade if player has no port", async () => {
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constructionExecution(game, player1.id(), coastX, 10, UnitType.Port);
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constructionExecution(game, player1.id(), coastX + 1, 10, UnitType.Warship);
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expect(player1.units(UnitType.Warship)).toHaveLength(1);
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player1.units(UnitType.Port)[0].delete();
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// Cannot buildExec with trade ship as it's not buildable (but
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// we can obviously directly add it to the player)
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const tradeShip = player2.buildUnit(
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UnitType.TradeShip,
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0,
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game.ref(coastX + 1, 11),
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);
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expect(tradeShip.owner().id()).toBe(player2.id());
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// Let plenty of time for A* to execute
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for (let i = 0; i < 10; i++) {
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game.executeNextTick();
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}
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expect(tradeShip.owner().id()).toBe(player2.id());
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});
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});
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