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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>
92 lines
3.1 KiB
TypeScript
92 lines
3.1 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 { Game, Player, PlayerInfo, PlayerType } from "../src/core/game/Game";
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import { GameID } from "../src/core/Schemas";
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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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const gameID: GameID = "game_id";
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let player1: Player;
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let player2: Player;
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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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new PlayerInfo("player1", PlayerType.Human, "player1", "player1"),
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new PlayerInfo("player2", PlayerType.Human, "player2", "player2"),
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]);
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player1 = game.player("player1");
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player2 = game.player("player2");
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game.addExecution(
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new SpawnExecution(gameID, player1.info(), game.ref(50, 50)),
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);
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game.addExecution(
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new SpawnExecution(gameID, player2.info(), game.ref(50, 55)),
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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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});
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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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performAttack(game, player1, player2);
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expectWarGoldStatIsIncreasedAfterKill(game, player1, player2);
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});
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test("should increase war gold stat when elimination occurs via territory annexation", () => {
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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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// Verify that all defender's gold was recorded as war gold in the attacker's stats
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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),
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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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