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f1d162825e
Resolves #1041 ## Description: Remove the singleplayer spawn countdown so the game starts when the player spawns, spawn nations immediately after player spawn, and align game timer/max-timer timing with the new start point. Added a singleplayer regression test for spawn-immunity timing (GameImpl.test.ts) and updated spawn-phase loop tests to use gameType: GameType.Public where singleplayer behavior is not under test (e.g. MIRV/AI/Spawn/WinCheck-related suites), eliminating inSpawnPhase() timeout hangs after the new singleplayer start logic. https://github.com/user-attachments/assets/c07a585f-1153-490e-88ca-a91fc7ae5756 ## 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: aotumuri
88 lines
2.5 KiB
TypeScript
88 lines
2.5 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 { setup } from "./util/Setup";
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let game: Game;
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let player: Player;
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let other: Player;
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describe("PlayerImpl", () => {
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beforeEach(async () => {
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game = await setup("plains", { instantBuild: true }, [
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new PlayerInfo("player", PlayerType.Human, null, "player_id"),
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new PlayerInfo("other", PlayerType.Human, null, "other_id"),
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]);
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player = game.player("player_id");
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other = game.player("other_id");
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player.conquer(game.ref(0, 0));
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other.conquer(game.ref(50, 50));
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player.addGold(BigInt(1000000));
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game.config().structureMinDist = () => 10;
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});
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test("City can be upgraded", () => {
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const city = player.buildUnit(UnitType.City, game.ref(0, 0), {});
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const buCity = player
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.buildableUnits(game.ref(0, 0))
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.find((bu) => bu.type === UnitType.City);
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expect(buCity).toBeDefined();
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expect(buCity!.canUpgrade).toBe(city.id());
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});
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test("DefensePost cannot be upgraded", () => {
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player.buildUnit(UnitType.DefensePost, game.ref(0, 0), {});
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const buDefensePost = player
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.buildableUnits(game.ref(0, 0))
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.find((bu) => bu.type === UnitType.DefensePost);
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expect(buDefensePost).toBeDefined();
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expect(buDefensePost!.canUpgrade).toBeFalsy();
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});
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test("City can be upgraded from another city", () => {
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const city = player.buildUnit(UnitType.City, game.ref(0, 0), {});
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const cityToUpgrade = player.findUnitToUpgrade(
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UnitType.City,
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game.ref(0, 1),
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);
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expect(cityToUpgrade).toBeTruthy();
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if (cityToUpgrade === false) {
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return;
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}
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expect(cityToUpgrade.id()).toBe(city.id());
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});
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test("City cannot be upgraded when too far away", () => {
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player.buildUnit(UnitType.City, game.ref(0, 0), {});
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const cityToUpgrade = player.findUnitToUpgrade(
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UnitType.City,
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game.ref(50, 50),
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);
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expect(cityToUpgrade).toBe(false);
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});
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test("Unit cannot be upgraded when not enough gold", () => {
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player.buildUnit(UnitType.City, game.ref(0, 0), {});
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player.removeGold(BigInt(1000000));
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const cityToUpgrade = player.findUnitToUpgrade(
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UnitType.City,
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game.ref(0, 1),
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);
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expect(cityToUpgrade).toBe(false);
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});
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test("Can't send alliance requests when dead", () => {
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// conquer other
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const otherTiles = other.tiles();
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for (const tile of otherTiles) {
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player.conquer(tile);
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}
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expect(other.canSendAllianceRequest(player)).toBe(false);
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});
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});
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