Files
OpenFrontIO/tests/PortExecution.test.ts
T
Aotumuri f1d162825e feat: remove spawn timer on singleplayer (#3199)
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
2026-05-11 12:44:44 -07:00

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);
});
});