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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
119 lines
3.8 KiB
TypeScript
119 lines
3.8 KiB
TypeScript
import { AttackExecution } from "../src/core/execution/AttackExecution";
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import { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
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import { GOLD_INDEX_WAR, GOLD_INDEX_WORK } from "../src/core/StatsSchemas";
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import { setup } from "./util/Setup";
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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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const player1Info = new PlayerInfo(
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"player1",
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PlayerType.Human,
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"player1",
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"player1",
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);
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const player2Info = new PlayerInfo(
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"player2",
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PlayerType.Human,
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"player2",
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"player2",
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);
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describe("AttackStats", () => {
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beforeEach(async () => {
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game = await setup("plains", { infiniteTroops: true }, [
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player1Info,
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player2Info,
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]);
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player1 = game.player("player1");
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player2 = game.player("player2");
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player1.conquer(game.ref(50, 50));
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player2.conquer(game.ref(50, 51));
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player2.addGold(100n);
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game.stats().goldWork(player2, 100n);
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});
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test("should increase war gold stat when a player is eliminated", () => {
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expect(player1.sharesBorderWith(player2)).toBeTruthy();
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// Player2 must attack to be considered active (otherwise gold won't transfer)
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game.addExecution(
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new AttackExecution(1, player2, game.terraNullius().id()),
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);
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game.executeNextTick();
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performAttack(game, player1, player2);
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expectWarGoldStatIsIncreasedAfterKill(game, player1, player2);
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});
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test("should NOT increase war gold stat when a inactive player is eliminated", () => {
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expect(player1.sharesBorderWith(player2)).toBeTruthy();
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const attackerStatsBefore = game.stats().stats()[player1.clientID()!];
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const warGoldBefore = attackerStatsBefore?.gold?.[GOLD_INDEX_WAR] ?? 0n;
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performAttack(game, player1, player2);
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const attackerStatsAfter = game.stats().stats()[player1.clientID()!];
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const warGoldAfter = attackerStatsAfter?.gold?.[GOLD_INDEX_WAR] ?? 0n;
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expect(warGoldAfter).toBe(warGoldBefore);
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});
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test("should increase war gold stat when elimination occurs via territory annexation", () => {
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// Player2 must attack to be considered active (otherwise gold won't transfer)
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game.addExecution(
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new AttackExecution(1, player2, game.terraNullius().id()),
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);
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game.executeNextTick();
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// Mark every tile on the map as owned by player1
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for (let x = 0; x < game.map().width(); x++) {
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for (let y = 0; y < game.map().height(); y++) {
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player1.conquer(game.ref(x, y));
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}
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}
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// Place tiles of player2 in the center of the map
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const centerX = Math.round(game.map().width() / 2);
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const centerY = Math.round(game.map().height() / 2);
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for (let x = -20; x < 20; x++) {
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for (let y = -20; y < 20; y++) {
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player2.conquer(game.ref(centerX + x, centerY + y));
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}
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}
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performAttack(game, player1, player2);
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expectWarGoldStatIsIncreasedAfterKill(game, player1, player2);
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});
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});
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function expectWarGoldStatIsIncreasedAfterKill(
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game: Game,
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attacker: Player,
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defender: Player,
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) {
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// Verify that the defender was killed as a result of the attack
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expect(attacker.isAlive()).toBeTruthy();
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expect(defender.isAlive()).toBeFalsy();
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const attackerStats = game.stats().stats()[attacker.clientID()!];
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const defenderStats = game.stats().stats()[defender.clientID()!];
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// Conqueror receives 50% of human defender's gold as war gold
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expect(attackerStats?.gold?.[GOLD_INDEX_WAR]).toBeDefined();
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expect(defenderStats?.gold?.[GOLD_INDEX_WORK]).toBeDefined();
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expect(attackerStats?.gold?.[GOLD_INDEX_WAR]).toBe(
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(defenderStats?.gold?.reduce((acc, g) => acc + g, 0n) ?? 0n) / 2n,
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);
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}
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function performAttack(game: Game, attacker: Player, defender: Player) {
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// Execute the attack
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game.addExecution(
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new AttackExecution(attacker.troops(), attacker, defender.id()),
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);
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// Wait for the attack to complete
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do {
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game.executeNextTick();
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} while (attacker.outgoingAttacks().length > 0);
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}
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