Files
OpenFrontIO/tests/core/execution/SpawnExecution.test.ts
T
Mykola 6112547273 Improve random spawn (#2503)
## Description:

This is a previously approved PR with an additional commit that fixes
case when nations change spawn & jump around, their previous territory
wasn't getting deleted.

## 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>
2025-12-20 13:35:30 -08:00

113 lines
3.4 KiB
TypeScript

import { SpawnExecution } from "../../../src/core/execution/SpawnExecution";
import { PlayerInfo, PlayerType } from "../../../src/core/game/Game";
import { setup } from "../../util/Setup";
describe("Spawn execution", () => {
// Manually calculated based on number of tiles in manifest of each map
// and minimum distance between players in PlayerSpawner
test.each([
["big_plains", 49],
["half_land_half_ocean", 1],
["ocean_and_land", 1],
["plains", 9],
])(
"Spawn location is found for all players in %s map with %i players",
async (mapName, maxPlayers) => {
const players: PlayerInfo[] = [];
const spawnExecutions: SpawnExecution[] = [];
for (let i = 0; i < maxPlayers; i++) {
const playerInfo = new PlayerInfo(
`player${i}`,
PlayerType.Human,
`client_id${i}`,
`player_id${i}`,
);
players.push(playerInfo);
spawnExecutions.push(new SpawnExecution("game_id", playerInfo));
}
const game = await setup(mapName, undefined, players);
game.addExecution(...spawnExecutions);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
game.allPlayers().forEach((player) => {
const spawnTile = player.spawnTile()!;
expect(spawnTile).toEqual(expect.any(Number));
expect(game.isLand(spawnTile)).toBe(true);
expect(game.isBorder(spawnTile)).toBe(false);
});
for (let i = 0; i < game.allPlayers().length; i++) {
for (let j = i + 1; j < game.allPlayers().length; j++) {
const distance = game.manhattanDist(
game.allPlayers()[i].spawnTile()!,
game.allPlayers()[j].spawnTile()!,
);
expect(distance).toBeGreaterThanOrEqual(
game.config().minDistanceBetweenPlayers(),
);
}
}
},
);
test("Handles spawn failure when map is too crowded", async () => {
const players: PlayerInfo[] = [];
const spawnExecutions: SpawnExecution[] = [];
// Try to spawn more players than possible on a small map
for (let i = 0; i < 5; i++) {
const playerInfo = new PlayerInfo(
`player${i}`,
PlayerType.Human,
`client_id${i}`,
`player_id${i}`,
);
players.push(playerInfo);
spawnExecutions.push(new SpawnExecution("game_id", playerInfo));
}
const game = await setup("half_land_half_ocean", undefined, players);
game.addExecution(...spawnExecutions);
while (game.inSpawnPhase()) {
game.executeNextTick();
}
// Should spawn fewer than requested when map is too small
expect(
game.allPlayers().filter((player) => player.spawnTile() !== undefined)
.length,
).toBe(1);
});
test("Spawn on specific tile", async () => {
const playerInfo = new PlayerInfo(
`player`,
PlayerType.Human,
`client_id`,
`player_id`,
);
const game = await setup("half_land_half_ocean", undefined, [playerInfo]);
game.addExecution(new SpawnExecution("game_id", playerInfo, 50));
game.addExecution(new SpawnExecution("game_id", playerInfo, 60));
while (game.inSpawnPhase()) {
game.executeNextTick();
}
expect(game.playerByClientID("client_id")?.spawnTile()).toBe(60);
// Previous territory from first spawn should be relinquished
expect(game.owner(50).isPlayer()).toBe(false);
});
});