mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 13:10:42 +00:00
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
98 lines
2.9 KiB
TypeScript
98 lines
2.9 KiB
TypeScript
import { PortExecution } from "../src/core/execution/PortExecution";
|
|
import {
|
|
Game,
|
|
Player,
|
|
PlayerInfo,
|
|
PlayerType,
|
|
UnitType,
|
|
} from "../src/core/game/Game";
|
|
import { setup } from "./util/Setup";
|
|
|
|
let game: Game;
|
|
let player: Player;
|
|
let other: Player;
|
|
|
|
describe("PortExecution", () => {
|
|
beforeEach(async () => {
|
|
game = await setup("half_land_half_ocean", { instantBuild: true }, [
|
|
new PlayerInfo("player", PlayerType.Human, null, "player_id"),
|
|
new PlayerInfo("other", PlayerType.Human, null, "other_id"),
|
|
]);
|
|
|
|
player = game.player("player_id");
|
|
player.addGold(BigInt(1000000));
|
|
other = game.player("other_id");
|
|
|
|
game.config().structureMinDist = () => 10;
|
|
});
|
|
|
|
test("Destination ports chances scale with level", () => {
|
|
game.config().proximityBonusPortsNb = () => 0;
|
|
game.config().tradeShipShortRangeDebuff = () => 0;
|
|
|
|
player.conquer(game.ref(7, 10));
|
|
const spawn = player.canBuild(UnitType.Port, game.ref(7, 10));
|
|
if (spawn === false) {
|
|
throw new Error("Unable to build port for test");
|
|
}
|
|
const port = player.buildUnit(UnitType.Port, spawn, {});
|
|
const execution = new PortExecution(port);
|
|
execution.init(game, 0);
|
|
execution.tick(0);
|
|
|
|
other.conquer(game.ref(0, 0));
|
|
const otherPort = other.buildUnit(UnitType.Port, game.ref(0, 0), {});
|
|
otherPort.increaseLevel();
|
|
otherPort.increaseLevel();
|
|
|
|
const ports = execution.tradingPorts();
|
|
|
|
expect(ports.length).toBe(3);
|
|
});
|
|
|
|
test("Trade ship proximity bonus", () => {
|
|
game.config().proximityBonusPortsNb = () => 10;
|
|
game.config().tradeShipShortRangeDebuff = () => 0;
|
|
|
|
player.conquer(game.ref(7, 10));
|
|
const spawn = player.canBuild(UnitType.Port, game.ref(7, 10));
|
|
if (spawn === false) {
|
|
throw new Error("Unable to build port for test");
|
|
}
|
|
const port = player.buildUnit(UnitType.Port, spawn, {});
|
|
const execution = new PortExecution(port);
|
|
execution.init(game, 0);
|
|
execution.tick(0);
|
|
|
|
other.conquer(game.ref(0, 0));
|
|
other.buildUnit(UnitType.Port, game.ref(0, 0), {});
|
|
|
|
const ports = execution.tradingPorts();
|
|
|
|
expect(ports.length).toBe(2);
|
|
});
|
|
|
|
test("Trade ship short range debuff", () => {
|
|
game.config().proximityBonusPortsNb = () => 10;
|
|
// Short range debuff cancels out the proximity bonus.
|
|
game.config().tradeShipShortRangeDebuff = () => 100;
|
|
|
|
player.conquer(game.ref(7, 10));
|
|
const spawn = player.canBuild(UnitType.Port, game.ref(7, 10));
|
|
if (spawn === false) {
|
|
throw new Error("Unable to build port for test");
|
|
}
|
|
const port = player.buildUnit(UnitType.Port, spawn, {});
|
|
const execution = new PortExecution(port);
|
|
execution.init(game, 0);
|
|
execution.tick(0);
|
|
|
|
other.conquer(game.ref(0, 0));
|
|
other.buildUnit(UnitType.Port, game.ref(0, 0), {});
|
|
|
|
const ports = execution.tradingPorts();
|
|
|
|
expect(ports.length).toBe(1);
|
|
});
|
|
});
|