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6112547273
## 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>
327 lines
9.6 KiB
TypeScript
327 lines
9.6 KiB
TypeScript
import { AttackExecution } from "../src/core/execution/AttackExecution";
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import { SpawnExecution } from "../src/core/execution/SpawnExecution";
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import { TransportShipExecution } from "../src/core/execution/TransportShipExecution";
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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 { TileRef } from "../src/core/game/GameMap";
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import { GameID } from "../src/core/Schemas";
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import { setup } from "./util/Setup";
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import { TestConfig } from "./util/TestConfig";
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import { constructionExecution } from "./util/utils";
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let game: Game;
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const gameID: GameID = "game_id";
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let attacker: Player;
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let defender: Player;
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let defenderSpawn: TileRef;
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let attackerSpawn: TileRef;
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function sendBoat(target: TileRef, source: TileRef, troops: number) {
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game.addExecution(
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new TransportShipExecution(defender, null, target, troops, source),
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);
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}
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describe("Attack", () => {
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beforeEach(async () => {
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game = await setup("ocean_and_land", {
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infiniteGold: true,
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instantBuild: true,
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infiniteTroops: true,
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});
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const attackerInfo = new PlayerInfo(
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"attacker dude",
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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(attackerInfo);
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const defenderInfo = new PlayerInfo(
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"defender dude",
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PlayerType.Human,
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null,
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"defender_id",
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);
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game.addPlayer(defenderInfo);
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defenderSpawn = game.ref(0, 15);
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attackerSpawn = game.ref(0, 10);
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game.addExecution(
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new SpawnExecution(
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gameID,
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game.player(attackerInfo.id).info(),
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attackerSpawn,
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),
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new SpawnExecution(
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gameID,
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game.player(defenderInfo.id).info(),
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defenderSpawn,
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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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attacker = game.player(attackerInfo.id);
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defender = game.player(defenderInfo.id);
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game.addExecution(
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new AttackExecution(100, defender, game.terraNullius().id()),
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);
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game.executeNextTick();
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while (defender.outgoingAttacks().length > 0) {
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game.executeNextTick();
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}
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(game.config() as TestConfig).setDefaultNukeSpeed(50);
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});
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test("Nuke reduce attacking troop counts", async () => {
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// Not building exactly spawn to it's better protected from attacks (but still
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// on defender territory)
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constructionExecution(game, defender, 1, 1, UnitType.MissileSilo);
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expect(defender.units(UnitType.MissileSilo)).toHaveLength(1);
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game.addExecution(new AttackExecution(100, attacker, defender.id()));
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constructionExecution(game, defender, 0, 15, UnitType.AtomBomb, 3);
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const nuke = defender.units(UnitType.AtomBomb)[0];
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expect(nuke.isActive()).toBe(true);
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expect(attacker.outgoingAttacks()).toHaveLength(1);
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expect(attacker.outgoingAttacks()[0].troops()).toBe(98);
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// Make the nuke go kaboom
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game.executeNextTick();
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expect(nuke.isActive()).toBe(false);
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expect(attacker.outgoingAttacks()[0].troops()).not.toBe(97);
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expect(attacker.outgoingAttacks()[0].troops()).toBeLessThan(90);
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});
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test("Nuke reduce attacking boat troop count", async () => {
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constructionExecution(game, defender, 1, 1, UnitType.MissileSilo);
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expect(defender.units(UnitType.MissileSilo)).toHaveLength(1);
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sendBoat(game.ref(15, 8), game.ref(10, 5), 100);
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constructionExecution(game, defender, 0, 15, UnitType.AtomBomb, 3);
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const nuke = defender.units(UnitType.AtomBomb)[0];
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expect(nuke.isActive()).toBe(true);
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const ship = defender.units(UnitType.TransportShip)[0];
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expect(ship.troops()).toBe(100);
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game.executeNextTick();
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expect(nuke.isActive()).toBe(false);
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expect(defender.units(UnitType.TransportShip)[0].troops()).toBeLessThan(90);
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});
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test("Boat penalty on retreat Transport Ship arrival", async () => {
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const player_start_troops = defender.troops();
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const boat_troops = player_start_troops * 0.5;
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sendBoat(game.ref(15, 8), game.ref(10, 5), boat_troops);
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game.executeNextTick();
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const ship = defender.units(UnitType.TransportShip)[0];
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expect(ship.troops()).toBe(boat_troops);
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expect(ship.isActive()).toBe(true);
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ship.orderBoatRetreat();
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game.executeNextTick();
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expect(ship.isActive()).toBe(false);
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expect(boat_troops).toBeLessThan(defender.troops());
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expect(defender.troops()).toBeLessThan(player_start_troops);
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});
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});
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let playerA: Player;
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let playerB: Player;
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function addPlayerToGame(
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playerInfo: PlayerInfo,
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game: Game,
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tile: TileRef,
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): Player {
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game.addPlayer(playerInfo);
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game.addExecution(new SpawnExecution(gameID, playerInfo, tile));
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return game.player(playerInfo.id);
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}
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describe("Attack race condition with alliance requests", () => {
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beforeEach(async () => {
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game = await setup("ocean_and_land", {
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infiniteGold: true,
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instantBuild: true,
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infiniteTroops: true,
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});
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const playerAInfo = new PlayerInfo(
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"playerA",
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PlayerType.Human,
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null,
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"playerA_id",
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);
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playerA = addPlayerToGame(playerAInfo, game, game.ref(0, 10));
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const playerBInfo = new PlayerInfo(
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"playerB",
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PlayerType.Human,
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null,
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"playerB_id",
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);
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playerB = addPlayerToGame(playerBInfo, game, game.ref(0, 10));
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while (game.inSpawnPhase()) {
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game.executeNextTick();
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}
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});
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it("should not mark attacker as traitor when alliance is formed after attack starts", async () => {
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// Player A sends alliance request to Player B
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const allianceRequest = playerA.createAllianceRequest(playerB);
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expect(allianceRequest).not.toBeNull();
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// Player A attacks Player B
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const attackExecution = new AttackExecution(
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null,
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playerA,
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playerB.id(),
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null,
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);
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game.addExecution(attackExecution);
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// Player B counter-attacks Player A
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const counterAttackExecution = new AttackExecution(
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null,
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playerB,
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playerA.id(),
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null,
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);
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// Player B accepts the alliance request
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if (allianceRequest) {
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allianceRequest.accept();
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}
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game.addExecution(counterAttackExecution);
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// Execute a few ticks to process the attacks
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for (let i = 0; i < 5; i++) {
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game.executeNextTick();
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}
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// Player A should not be marked as traitor because the alliance was formed after the attack started
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expect(playerA.isTraitor()).toBe(false);
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expect(playerA.isAlliedWith(playerB)).toBe(true);
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expect(playerB.isAlliedWith(playerA)).toBe(true);
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// The attacks should have retreated due to the alliance being formed
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expect(playerA.outgoingAttacks()).toHaveLength(0);
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expect(playerB.outgoingAttacks()).toHaveLength(0);
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});
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it("should prevent player from attacking allied player", async () => {
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// Create an alliance between Player A and Player B
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const allianceRequest = playerA.createAllianceRequest(playerB);
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if (allianceRequest) {
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allianceRequest.accept();
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}
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// Verify alliance exists
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expect(playerA.isAlliedWith(playerB)).toBe(true);
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expect(playerB.isAlliedWith(playerA)).toBe(true);
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// Player A tries to attack Player B (should be blocked)
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const attackExecution = new AttackExecution(
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null,
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playerA,
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playerB.id(),
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null,
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);
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game.addExecution(attackExecution);
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// Execute a few ticks to process the attack
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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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// No ongoing attacks should exist for either side
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expect(playerA.outgoingAttacks()).toHaveLength(0);
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expect(playerB.outgoingAttacks()).toHaveLength(0);
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expect(playerA.incomingAttacks()).toHaveLength(0);
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expect(playerB.incomingAttacks()).toHaveLength(0);
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});
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test("should cancel alliance requests if the recipient attacks", async () => {
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// Player A sends alliance request to Player B
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const allianceRequest = playerA.createAllianceRequest(playerB);
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expect(allianceRequest).not.toBeNull();
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expect(playerB.incomingAllianceRequests()).toHaveLength(1);
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// Player B attacks Player A
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const attackExecution = new AttackExecution(
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null,
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playerB,
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playerA.id(),
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null,
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);
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game.addExecution(attackExecution);
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// Execute a few ticks to process the attacks
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for (let i = 0; i < 5; i++) {
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game.executeNextTick();
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}
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// Alliance request should be denied since player B attacked
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expect(playerA.outgoingAllianceRequests()).toHaveLength(0);
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expect(playerB.incomingAllianceRequests()).toHaveLength(0);
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});
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test("should cancel the proper alliance request among many", async () => {
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// Add a new player to have more alliance requests
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const playerCInfo = new PlayerInfo(
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"playerB",
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PlayerType.Human,
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null,
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"playerB_id",
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);
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const playerC = addPlayerToGame(playerCInfo, game, game.ref(10, 10));
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// Player A sends alliance request to Player B
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const allianceRequestAtoB = playerA.createAllianceRequest(playerB);
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expect(allianceRequestAtoB).not.toBeNull();
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// Player C also sends alliance request to Player B
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const allianceRequestCtoB = playerC.createAllianceRequest(playerB);
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expect(allianceRequestCtoB).not.toBeNull();
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expect(playerB.incomingAllianceRequests()).toHaveLength(2);
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// Player B attacks Player A
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const attackExecution = new AttackExecution(
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null,
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playerB,
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playerA.id(),
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null,
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);
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game.addExecution(attackExecution);
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// Execute a few ticks to process the attacks
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for (let i = 0; i < 5; i++) {
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game.executeNextTick();
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}
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// Alliance request A->B should be denied since player B attacked
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expect(playerA.outgoingAllianceRequests()).toHaveLength(0);
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// However C->B should remain
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expect(playerB.incomingAllianceRequests()).toHaveLength(1);
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});
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});
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