refactor: share renderer state shapes between game and WebGL renderer

PlayerView/UnitView now wrap renderer-shaped state objects (PlayerState,
PlayerStatic, UnitState) directly instead of holding engine wire types.
GameView owns a long-lived FrameData object kept in sync each tick:
players/units/tiles/trail/railroad are mutated in place; derived buffers
(playerStatus, relationMatrix, allianceClusters, nukeTelegraphs,
attackRings) and events are recomputed in a final populateFrame() pass.

The renderer reads gameView.frameData() and the same byte-identical
state objects PlayerView/UnitView wrap. WebGLFrameBuilder shrinks from
~270 to ~70 LOC: palette management + a single uploadFrameData() call,
no per-frame UnitState allocation on the hot path.

Wiring: maxPlayers=1024 on RendererConfig (pre-sizes NamePass/palette/
relation matrix textures); NamePass disabled so HTML NameLayer remains
the only on-screen player names.

Also: 39 new tests covering PlayerView/GameView/FrameData behavior;
replace .data field access in three layer call sites with accessor
methods (betrayals(), type(), getTraitorRemainingTicks()).
This commit is contained in:
evanpelle
2026-05-16 13:27:31 -07:00
parent 53cf2d43f8
commit 5b663fae14
15 changed files with 3278 additions and 1619 deletions
+11 -4
View File
@@ -230,7 +230,6 @@ export function joinLobby(
function mountWebGLDebugRenderer(
terrainMap: TerrainMapData,
gameView: GameView,
transformHandler: import("./graphics/TransformHandler").TransformHandler,
): { builder: WebGLFrameBuilder; syncCamera: () => void } {
const gameMap = terrainMap.gameMap;
@@ -257,11 +256,20 @@ function mountWebGLDebugRenderer(
mapHeight,
unitTypes: [...ALL_UNIT_TYPES],
players: [],
// Pre-allocate renderer textures for up to 1024 players. We add players
// dynamically via view.addPlayers() as they come in from the simulation,
// but the NamePass / palette / relation matrix all need a static upper
// bound at construction time.
maxPlayers: 1024,
},
terrainBytes,
palette,
);
// Names are rendered by the existing HTML NameLayer; disable the renderer's
// NamePass to avoid drawing them twice.
view.getSettings().passEnabled.name = false;
window.addEventListener("keydown", (e) => {
if (e.key === "\\") {
glCanvas.style.display =
@@ -287,7 +295,7 @@ function mountWebGLDebugRenderer(
(window as unknown as { __webglView?: unknown }).__webglView = view;
return { builder: new WebGLFrameBuilder(view, gameView), syncCamera };
return { builder: new WebGLFrameBuilder(view), syncCamera };
}
async function createClientGame(
@@ -343,7 +351,6 @@ async function createClientGame(
const { builder: webglBuilder, syncCamera } = mountWebGLDebugRenderer(
gameMap,
gameView,
gameRenderer.transformHandler,
);
gameRenderer.onPreRender = syncCamera;
@@ -507,7 +514,7 @@ export class ClientGameRunner {
this.eventBus.emit(new SendHashEvent(hu.tick, hu.hash));
});
this.gameView.update(gu);
this.webglBuilder?.update(this.gameView, gu);
this.webglBuilder?.update(this.gameView);
this.renderer.tick();
// Emit tick metrics event for performance overlay
+18 -194
View File
@@ -1,135 +1,32 @@
import { Colord } from "colord";
import { PlayerType, TrainType, UnitType } from "../core/game/Game";
import { GameUpdateType, GameUpdateViewData } from "../core/game/GameUpdates";
import { GameView } from "../core/game/GameView";
import { RailroadCache } from "./render/frame/railroad-cache";
import { TrailManager } from "./render/frame/trail-manager";
import {
PlayerStatic,
UnitState,
GameView as WebGLGameView,
} from "./render/gl";
import {
BonusEvent,
ConquestFx,
DeadUnitFx,
PlayerTypeEnum,
TrainType as RendererTrainType,
} from "./render/types";
const TRAIL_TYPES: ReadonlySet<UnitType> = new Set<UnitType>([
UnitType.TransportShip,
UnitType.AtomBomb,
UnitType.HydrogenBomb,
UnitType.MIRV,
UnitType.MIRVWarhead,
]);
import { uploadFrameData } from "./render/frame/upload";
import { PlayerStatic, GameView as WebGLGameView } from "./render/gl";
const PALETTE_SIZE = 4096;
/**
* The renderer-side glue between GameView (which already builds the full
* FrameData each tick) and the WebGL view. Two responsibilities:
*
* 1. Palette management — translate PlayerView colors into a Float32Array
* the renderer uploads to a 1D texture, and call view.addPlayers() when
* new players appear (this is a renderer-side lifecycle event, not part
* of FrameData).
* 2. Per-tick upload — pass the FrameData to the renderer's uploadFrameData
* helper, which dispatches to all the view.update*() methods.
*/
export class WebGLFrameBuilder {
private readonly mapW: number;
private readonly mapH: number;
private readonly tileState: Uint16Array;
private readonly palette: Float32Array;
private readonly knownSmallIDs = new Set<number>();
private readonly railroadCache: RailroadCache;
private readonly trailManager: TrailManager;
private readonly unitMap = new Map<number, UnitState>();
private readonly trailIds: number[] = [];
constructor(
private readonly view: WebGLGameView,
gameView: GameView,
) {
this.mapW = gameView.width();
this.mapH = gameView.height();
this.tileState = new Uint16Array(this.mapW * this.mapH);
constructor(private readonly view: WebGLGameView) {
this.palette = new Float32Array(PALETTE_SIZE * 2 * 4);
this.railroadCache = new RailroadCache(this.mapW, this.mapH);
this.trailManager = new TrailManager(this.mapW, this.mapH);
}
update(gameView: GameView, gu: GameUpdateViewData): void {
update(gameView: GameView): void {
this.syncPlayers(gameView);
this.fillTileState(gameView);
this.fillUnitMap(gameView);
this.trailManager.update(this.unitMap, this.trailIds);
this.view.uploadTileAndTrailState(
this.tileState,
this.trailManager.getTrailState(),
);
this.trailManager.clearDirtyRows();
this.applyRailroads(gu);
this.view.updateStructures(this.unitMap);
this.view.updateUnits(this.unitMap, gameView.ticks());
this.applyFxEvents(gameView, gu);
}
private applyFxEvents(gameView: GameView, gu: GameUpdateViewData): void {
const deadUnits: DeadUnitFx[] = [];
for (const u of gu.updates[GameUpdateType.Unit] ?? []) {
if (u.isActive) continue;
deadUnits.push({
unitType: u.unitType,
pos: u.pos,
reachedTarget: u.reachedTarget,
});
}
if (deadUnits.length > 0) {
this.view.applyDeadUnits(deadUnits);
}
const conquests: ConquestFx[] = [];
for (const c of gu.updates[GameUpdateType.ConquestEvent] ?? []) {
const conquered = gameView.player(c.conqueredId);
const loc = conquered.nameLocation();
conquests.push({
x: loc.x,
y: loc.y,
gold: Number(c.gold),
});
}
if (conquests.length > 0) {
this.view.applyConquestEvents(conquests);
}
const bonuses: BonusEvent[] = [];
for (const b of gu.updates[GameUpdateType.BonusEvent] ?? []) {
const player = gameView.player(b.player);
bonuses.push({
playerID: b.player,
smallID: player.smallID(),
tile: b.tile,
gold: Number(b.gold),
troops: b.troops,
});
}
if (bonuses.length > 0) {
this.view.applyBonusEvents(bonuses);
}
}
private fillUnitMap(gameView: GameView): void {
this.unitMap.clear();
this.trailIds.length = 0;
for (const u of gameView.units()) {
this.unitMap.set(u.id(), toUnitState(u));
if (TRAIL_TYPES.has(u.type())) {
this.trailIds.push(u.id());
}
}
}
private applyRailroads(gu: GameUpdateViewData): void {
this.railroadCache.apply(gu);
if (this.railroadCache.railroadDirty) {
this.view.uploadRailroadState(this.railroadCache.railroadState);
this.railroadCache.clearDirty();
}
if (this.railroadCache.revealedRailTiles.length > 0) {
this.view.applyRailroadDust(this.railroadCache.revealedRailTiles);
}
uploadFrameData(this.view, gameView.frameData());
}
private syncPlayers(gameView: GameView): void {
@@ -142,14 +39,8 @@ export class WebGLFrameBuilder {
this.writePaletteEntry(smallID, p.territoryColor(), p.borderColor());
newPlayers.push({
smallID,
id: p.id(),
name: p.name(),
displayName: p.displayName(),
clientID: p.clientID(),
playerType: gamePlayerTypeToEnum(p.type()),
team: p.team() ?? null,
isLobbyCreator: p.isLobbyCreator(),
...p.static,
flag: p.cosmetics.flag,
color: p.territoryColor().toHex(),
});
}
@@ -177,71 +68,4 @@ export class WebGLFrameBuilder {
this.palette[borderOff + 2] = borderRgba.b / 255;
this.palette[borderOff + 3] = 1.0;
}
private fillTileState(gameView: GameView): void {
const w = this.mapW;
const h = this.mapH;
const buf = this.tileState;
for (let y = 0; y < h; y++) {
for (let x = 0; x < w; x++) {
const ref = gameView.ref(x, y);
let v = gameView.ownerID(ref) & 0x0fff;
if (gameView.hasFallout(ref)) v |= 1 << 13;
buf[y * w + x] = v;
}
}
}
}
function toUnitState(u: import("../core/game/GameView").UnitView): UnitState {
return {
id: u.id(),
unitType: u.type(),
ownerID: u.owner().smallID(),
lastOwnerID: null,
pos: u.tile(),
lastPos: u.lastTile(),
isActive: u.isActive(),
reachedTarget: u.reachedTarget(),
retreating: false,
targetable: u.targetable(),
markedForDeletion: u.markedForDeletion(),
health: u.hasHealth() ? u.health() : null,
underConstruction: u.isUnderConstruction(),
targetUnitId: u.targetUnitId() ?? null,
targetTile: u.targetTile() ?? null,
troops: u.troops(),
missileTimerQueue: u.missileTimerQueue(),
level: u.level(),
hasTrainStation: u.hasTrainStation(),
trainType: trainTypeToNum(u.trainType()),
loaded: u.isLoaded() ?? null,
constructionStartTick: u.isUnderConstruction() ? u.createdAt() : null,
};
}
function trainTypeToNum(t: TrainType | undefined): number | null {
switch (t) {
case TrainType.Engine:
return RendererTrainType.Engine;
case TrainType.TailEngine:
return RendererTrainType.TailEngine;
case TrainType.Carriage:
return RendererTrainType.Carriage;
default:
return null;
}
}
function gamePlayerTypeToEnum(t: PlayerType): PlayerTypeEnum {
switch (t) {
case PlayerType.Human:
return PlayerTypeEnum.Human;
case PlayerType.Bot:
return PlayerTypeEnum.Bot;
case PlayerType.Nation:
return PlayerTypeEnum.Nation;
default:
return PlayerTypeEnum.Bot;
}
}
+2 -2
View File
@@ -277,7 +277,7 @@ export class ChatModal extends LitElement {
console.log("Sent message:", sender);
this.players = this.g
.players()
.filter((p) => p.isAlive() && p.data.playerType !== PlayerType.Bot);
.filter((p) => p.isAlive() && p.type() !== PlayerType.Bot);
this.recipient = recipient;
this.sender = sender;
@@ -311,7 +311,7 @@ export class ChatModal extends LitElement {
if (sender && recipient) {
this.players = this.g
.players()
.filter((p) => p.isAlive() && p.data.playerType !== PlayerType.Bot);
.filter((p) => p.isAlive() && p.type() !== PlayerType.Bot);
this.recipient = recipient;
this.sender = sender;
+2 -2
View File
@@ -410,7 +410,7 @@ export class PlayerPanel extends LitElement implements Layer {
}
private getTraitorRemainingSeconds(player: PlayerView): number | null {
const ticksLeft = player.data.traitorRemainingTicks ?? 0;
const ticksLeft = player.getTraitorRemainingTicks();
if (!player.isTraitor() || ticksLeft <= 0) return null;
return Math.ceil(ticksLeft / 10); // 10 ticks = 1 second
}
@@ -608,7 +608,7 @@ export class PlayerPanel extends LitElement implements Layer {
<span>${translateText("player_panel.betrayals")}</span>
</div>
<div class="text-right text-[14px] font-semibold text-zinc-200">
${other.data.betrayals ?? 0}
${other.betrayals()}
</div>
</div>
File diff suppressed because it is too large Load Diff
+576
View File
@@ -0,0 +1,576 @@
import { Colord, colord } from "colord";
import { base64url } from "jose";
import { ColorPalette } from "../../core/CosmeticSchemas";
import { PatternDecoder } from "../../core/PatternDecoder";
import { ClientID, PlayerCosmetics } from "../../core/Schemas";
import { createRandomName } from "../../core/Util";
import {
BuildableUnit,
Cell,
EmojiMessage,
Gold,
NameViewData,
PlayerActions,
PlayerBorderTiles,
PlayerBuildableUnitType,
PlayerID,
PlayerProfile,
PlayerType,
Team,
Tick,
UnitType,
} from "../../core/game/Game";
import { TileRef } from "../../core/game/GameMap";
import {
AllianceView,
AttackUpdate,
PlayerUpdate,
} from "../../core/game/GameUpdates";
import { UserSettings } from "../../core/game/UserSettings";
import { PlayerState, PlayerStatic, PlayerTypeEnum } from "../render/types";
import { GameView } from "./GameView";
import { UnitView } from "./UnitView";
const userSettings: UserSettings = new UserSettings();
const FRIENDLY_TINT_TARGET = { r: 0, g: 255, b: 0, a: 1 };
const EMBARGO_TINT_TARGET = { r: 255, g: 0, b: 0, a: 1 };
const BORDER_TINT_RATIO = 0.35;
function gamePlayerTypeToEnum(t: PlayerType): PlayerTypeEnum {
switch (t) {
case PlayerType.Human:
return PlayerTypeEnum.Human;
case PlayerType.Bot:
return PlayerTypeEnum.Bot;
case PlayerType.Nation:
return PlayerTypeEnum.Nation;
default:
return PlayerTypeEnum.Bot;
}
}
function staticFromUpdate(pu: PlayerUpdate): PlayerStatic {
return {
smallID: pu.smallID,
id: pu.id,
name: pu.name,
displayName: pu.displayName,
clientID: pu.clientID,
playerType: gamePlayerTypeToEnum(pu.playerType),
team: pu.team ?? null,
isLobbyCreator: pu.isLobbyCreator,
};
}
function stateFromUpdate(pu: PlayerUpdate): PlayerState {
// embargoes: Set<PlayerID strings> on the wire, but the renderer expects
// stringified smallIDs. GameView fills these in via setEmbargoes() because
// it has the PlayerID → smallID lookup table.
return {
smallID: pu.smallID,
isAlive: pu.isAlive,
isDisconnected: pu.isDisconnected,
tilesOwned: pu.tilesOwned,
gold: Number(pu.gold),
troops: pu.troops,
isTraitor: pu.isTraitor,
traitorRemainingTicks: Math.max(0, pu.traitorRemainingTicks ?? 0),
betrayals: pu.betrayals,
hasSpawned: pu.hasSpawned,
lastDeleteUnitTick: pu.lastDeleteUnitTick,
allies: pu.allies.slice(),
embargoes: [],
targets: pu.targets.slice(),
outgoingAttacks: pu.outgoingAttacks,
incomingAttacks: pu.incomingAttacks,
outgoingAllianceRequests: pu.outgoingAllianceRequests.slice(),
alliances: pu.alliances,
outgoingEmojis: pu.outgoingEmojis,
};
}
function applyStateUpdate(target: PlayerState, pu: PlayerUpdate): void {
// smallID is identity — never changes for a given PlayerView.
target.isAlive = pu.isAlive;
target.isDisconnected = pu.isDisconnected;
target.tilesOwned = pu.tilesOwned;
target.gold = Number(pu.gold);
target.troops = pu.troops;
target.isTraitor = pu.isTraitor;
target.traitorRemainingTicks = Math.max(0, pu.traitorRemainingTicks ?? 0);
target.betrayals = pu.betrayals;
target.hasSpawned = pu.hasSpawned;
target.lastDeleteUnitTick = pu.lastDeleteUnitTick;
// Slice() to detach from the wire object — accumulated state mustn't share
// mutable arrays with per-tick update payloads.
target.allies = pu.allies.slice();
target.targets = pu.targets.slice();
target.outgoingAllianceRequests = pu.outgoingAllianceRequests.slice();
target.outgoingAttacks = pu.outgoingAttacks;
target.incomingAttacks = pu.incomingAttacks;
target.alliances = pu.alliances;
target.outgoingEmojis = pu.outgoingEmojis;
}
export class PlayerView {
public anonymousName: string | null = null;
private decoder?: PatternDecoder;
/** Long-lived renderer state — mutated in place by applyUpdate(). */
public state: PlayerState;
/** Static header data — set once at construction, never mutated. */
public static: PlayerStatic;
private _territoryColor: Colord;
private _borderColor: Colord;
// Update here to include structure light and dark colors
private _structureColors: { light: Colord; dark: Colord };
// Pre-computed border color variants
private _borderColorNeutral: Colord;
private _borderColorFriendly: Colord;
private _borderColorEmbargo: Colord;
private _borderColorDefendedNeutral: { light: Colord; dark: Colord };
private _borderColorDefendedFriendly: { light: Colord; dark: Colord };
private _borderColorDefendedEmbargo: { light: Colord; dark: Colord };
constructor(
private game: GameView,
data: PlayerUpdate,
public nameData: NameViewData,
public cosmetics: PlayerCosmetics,
) {
this.state = stateFromUpdate(data);
this.static = staticFromUpdate(data);
if (data.clientID === game.myClientID()) {
this.anonymousName = data.name;
} else {
this.anonymousName = createRandomName(data.name, data.playerType);
}
const theme = this.game.config().theme();
const defaultTerritoryColor = theme.territoryColor(this);
const defaultBorderColor = theme.borderColor(defaultTerritoryColor);
const pattern = userSettings.territoryPatterns()
? this.cosmetics.pattern
: undefined;
if (pattern) {
pattern.colorPalette ??= {
name: "",
primaryColor: defaultTerritoryColor.toHex(),
secondaryColor: defaultBorderColor.toHex(),
} satisfies ColorPalette;
}
if (this.team() === null) {
this._territoryColor = colord(
this.cosmetics.color?.color ??
pattern?.colorPalette?.primaryColor ??
defaultTerritoryColor.toHex(),
);
} else {
this._territoryColor = defaultTerritoryColor;
}
this._structureColors = theme.structureColors(this._territoryColor);
const maybeFocusedBorderColor =
this.game.myClientID() === data.clientID
? theme.focusedBorderColor()
: defaultBorderColor;
this._borderColor = new Colord(
pattern?.colorPalette?.secondaryColor ??
this.cosmetics.color?.color ??
maybeFocusedBorderColor.toHex(),
);
const baseRgb = this._borderColor.toRgb();
this._borderColorNeutral = this._borderColor;
this._borderColorFriendly = colord({
r: Math.round(
baseRgb.r * (1 - BORDER_TINT_RATIO) +
FRIENDLY_TINT_TARGET.r * BORDER_TINT_RATIO,
),
g: Math.round(
baseRgb.g * (1 - BORDER_TINT_RATIO) +
FRIENDLY_TINT_TARGET.g * BORDER_TINT_RATIO,
),
b: Math.round(
baseRgb.b * (1 - BORDER_TINT_RATIO) +
FRIENDLY_TINT_TARGET.b * BORDER_TINT_RATIO,
),
a: baseRgb.a,
});
this._borderColorEmbargo = colord({
r: Math.round(
baseRgb.r * (1 - BORDER_TINT_RATIO) +
EMBARGO_TINT_TARGET.r * BORDER_TINT_RATIO,
),
g: Math.round(
baseRgb.g * (1 - BORDER_TINT_RATIO) +
EMBARGO_TINT_TARGET.g * BORDER_TINT_RATIO,
),
b: Math.round(
baseRgb.b * (1 - BORDER_TINT_RATIO) +
EMBARGO_TINT_TARGET.b * BORDER_TINT_RATIO,
),
a: baseRgb.a,
});
this._borderColorDefendedNeutral = theme.defendedBorderColors(
this._borderColorNeutral,
);
this._borderColorDefendedFriendly = theme.defendedBorderColors(
this._borderColorFriendly,
);
this._borderColorDefendedEmbargo = theme.defendedBorderColors(
this._borderColorEmbargo,
);
this.decoder =
pattern === undefined
? undefined
: new PatternDecoder(pattern, base64url.decode);
}
/**
* Update mutable state in place. Called by GameView.update() each tick the
* player appears in the PlayerUpdate stream.
*/
applyUpdate(pu: PlayerUpdate): void {
applyStateUpdate(this.state, pu);
}
/** Set the renderer-format embargoes (stringified smallIDs). */
setEmbargoSmallIDs(smallIDStrings: string[]): void {
this.state.embargoes = smallIDStrings;
}
territoryColor(tile?: TileRef): Colord {
if (tile === undefined || this.decoder === undefined) {
return this._territoryColor;
}
const isPrimary = this.decoder.isPrimary(
this.game.x(tile),
this.game.y(tile),
);
return isPrimary ? this._territoryColor : this._borderColor;
}
structureColors(): { light: Colord; dark: Colord } {
return this._structureColors;
}
/**
* Border color for a tile:
* - Tints by neighbor relations (embargo → red, friendly → green, else neutral).
* - If defended, applies theme checkerboard to the tinted color.
*/
borderColor(tile?: TileRef, isDefended: boolean = false): Colord {
if (tile === undefined) {
return this._borderColor;
}
const { hasEmbargo, hasFriendly } = this.borderRelationFlags(tile);
let baseColor: Colord;
let defendedColors: { light: Colord; dark: Colord };
if (hasEmbargo) {
baseColor = this._borderColorEmbargo;
defendedColors = this._borderColorDefendedEmbargo;
} else if (hasFriendly) {
baseColor = this._borderColorFriendly;
defendedColors = this._borderColorDefendedFriendly;
} else {
baseColor = this._borderColorNeutral;
defendedColors = this._borderColorDefendedNeutral;
}
if (!isDefended) {
return baseColor;
}
const x = this.game.x(tile);
const y = this.game.y(tile);
const lightTile =
(x % 2 === 0 && y % 2 === 0) || (y % 2 === 1 && x % 2 === 1);
return lightTile ? defendedColors.light : defendedColors.dark;
}
/**
* Border relation flags for a tile, used by both CPU and WebGL renderers.
*/
borderRelationFlags(tile: TileRef): {
hasEmbargo: boolean;
hasFriendly: boolean;
} {
const mySmallID = this.smallID();
let hasEmbargo = false;
let hasFriendly = false;
for (const n of this.game.neighbors(tile)) {
if (!this.game.hasOwner(n)) {
continue;
}
const otherOwner = this.game.owner(n);
if (!otherOwner.isPlayer() || otherOwner.smallID() === mySmallID) {
continue;
}
if (this.hasEmbargo(otherOwner)) {
hasEmbargo = true;
break;
}
if (this.isFriendly(otherOwner) || otherOwner.isFriendly(this)) {
hasFriendly = true;
}
}
return { hasEmbargo, hasFriendly };
}
async actions(
tile?: TileRef,
units?: readonly PlayerBuildableUnitType[] | null,
): Promise<PlayerActions> {
return this.game.worker.playerInteraction(
this.id(),
tile && this.game.x(tile),
tile && this.game.y(tile),
units,
);
}
async buildables(
tile?: TileRef,
units?: readonly PlayerBuildableUnitType[],
): Promise<BuildableUnit[]> {
return this.game.worker.playerBuildables(
this.id(),
tile && this.game.x(tile),
tile && this.game.y(tile),
units,
);
}
async borderTiles(): Promise<PlayerBorderTiles> {
return this.game.worker.playerBorderTiles(this.id());
}
outgoingAttacks(): AttackUpdate[] {
return this.state.outgoingAttacks;
}
incomingAttacks(): AttackUpdate[] {
return this.state.incomingAttacks;
}
async attackClusteredPositions(
attackID?: string,
): Promise<{ id: string; positions: Cell[] }[]> {
return this.game.worker.attackClusteredPositions(this.smallID(), attackID);
}
units(...types: UnitType[]): UnitView[] {
return this.game
.units(...types)
.filter((u) => u.owner().smallID() === this.smallID());
}
nameLocation(): NameViewData {
return this.nameData;
}
smallID(): number {
return this.state.smallID;
}
name(): string {
return this.anonymousName !== null && userSettings.anonymousNames()
? this.anonymousName
: this.static.name;
}
displayName(): string {
return this.anonymousName !== null && userSettings.anonymousNames()
? this.anonymousName
: this.static.displayName;
}
clientID(): ClientID | null {
return this.static.clientID;
}
id(): PlayerID {
return this.static.id;
}
team(): Team | null {
return this.static.team;
}
type(): PlayerType {
// Map PlayerStatic's numeric enum back to engine string enum.
switch (this.static.playerType) {
case PlayerTypeEnum.Human:
return PlayerType.Human;
case PlayerTypeEnum.Bot:
return PlayerType.Bot;
case PlayerTypeEnum.Nation:
return PlayerType.Nation;
default:
return PlayerType.Bot;
}
}
isAlive(): boolean {
return this.state.isAlive;
}
isPlayer(): this is PlayerView {
return true;
}
numTilesOwned(): number {
return this.state.tilesOwned;
}
allies(): PlayerView[] {
return this.state.allies.map(
(a) => this.game.playerBySmallID(a) as PlayerView,
);
}
targets(): PlayerView[] {
return this.state.targets.map(
(id) => this.game.playerBySmallID(id) as PlayerView,
);
}
gold(): Gold {
// Engine Gold is bigint; renderer state stores number. Convert back at the
// accessor for game-code that still expects bigint semantics.
return BigInt(this.state.gold);
}
troops(): number {
return this.state.troops;
}
totalUnitLevels(type: UnitType): number {
return this.units(type)
.filter((unit) => !unit.isUnderConstruction())
.map((unit) => unit.level())
.reduce((a, b) => a + b, 0);
}
isMe(): boolean {
return this.smallID() === this.game.myPlayer()?.smallID();
}
isLobbyCreator(): boolean {
return this.static.isLobbyCreator;
}
isAlliedWith(other: PlayerView): boolean {
return this.state.allies.some((n) => other.smallID() === n);
}
isOnSameTeam(other: PlayerView): boolean {
return this.static.team !== null && this.static.team === other.static.team;
}
isFriendly(other: PlayerView): boolean {
return this.isAlliedWith(other) || this.isOnSameTeam(other);
}
isRequestingAllianceWith(other: PlayerView) {
return this.state.outgoingAllianceRequests.some((id) => other.id() === id);
}
alliances(): AllianceView[] {
return this.state.alliances;
}
hasEmbargoAgainst(other: PlayerView): boolean {
const otherSmallIDStr = String(other.smallID());
return this.state.embargoes.includes(otherSmallIDStr);
}
hasEmbargo(other: PlayerView): boolean {
return this.hasEmbargoAgainst(other) || other.hasEmbargoAgainst(this);
}
profile(): Promise<PlayerProfile> {
return this.game.worker.playerProfile(this.smallID());
}
bestTransportShipSpawn(targetTile: TileRef): Promise<TileRef | false> {
return this.game.worker.transportShipSpawn(this.id(), targetTile);
}
transitiveTargets(): PlayerView[] {
const result: PlayerView[] = [];
// Add own targets
for (const id of this.state.targets) {
result.push(this.game.playerBySmallID(id) as PlayerView);
}
// Add allies' targets
for (const allyID of this.state.allies) {
const ally = this.game.playerBySmallID(allyID) as PlayerView;
for (const targetId of ally.state.targets) {
result.push(this.game.playerBySmallID(targetId) as PlayerView);
}
}
// Add teammates' targets
const myTeam = this.static.team;
if (myTeam !== null) {
for (const p of this.game.playerViews()) {
if (p !== this && p.static.team === myTeam) {
for (const targetId of p.state.targets) {
result.push(this.game.playerBySmallID(targetId) as PlayerView);
}
}
}
}
return result;
}
isTraitor(): boolean {
return this.state.isTraitor;
}
getTraitorRemainingTicks(): number {
return this.state.traitorRemainingTicks;
}
betrayals(): number {
return this.state.betrayals;
}
outgoingEmojis(): EmojiMessage[] {
return this.state.outgoingEmojis;
}
hasSpawned(): boolean {
return this.state.hasSpawned;
}
isDisconnected(): boolean {
return this.state.isDisconnected;
}
lastDeleteUnitTick(): Tick {
return this.state.lastDeleteUnitTick;
}
deleteUnitCooldown(): number {
return (
Math.max(
0,
this.game.config().deleteUnitCooldown() -
(this.game.ticks() + 1 - this.lastDeleteUnitTick()),
) / 10
);
}
}
+280
View File
@@ -0,0 +1,280 @@
import {
Tick,
TrainType,
TransportShipState,
UnitType,
WarshipState,
} from "../../core/game/Game";
import { TileRef } from "../../core/game/GameMap";
import { UnitUpdate } from "../../core/game/GameUpdates";
import type { UnitState } from "../render/types";
import { TrainType as RendererTrainType } from "../render/types";
import { GameView } from "./GameView";
import { PlayerView } from "./PlayerView";
/**
* Convert engine TrainType (string enum) to renderer's numeric encoding.
* UnitState uses 0/1/2 so it can be uploaded to GPU buffers without lookup.
*/
function trainTypeToNum(t: TrainType | undefined): number | null {
switch (t) {
case TrainType.Engine:
return RendererTrainType.Engine;
case TrainType.TailEngine:
return RendererTrainType.TailEngine;
case TrainType.Carriage:
return RendererTrainType.Carriage;
default:
return null;
}
}
function numToTrainType(n: number | null): TrainType | undefined {
switch (n) {
case RendererTrainType.Engine:
return TrainType.Engine;
case RendererTrainType.TailEngine:
return TrainType.TailEngine;
case RendererTrainType.Carriage:
return TrainType.Carriage;
default:
return undefined;
}
}
/** Build a fresh UnitState from an incoming UnitUpdate. */
function unitStateFromUpdate(u: UnitUpdate): UnitState {
return {
id: u.id,
unitType: u.unitType,
ownerID: u.ownerID,
lastOwnerID: u.lastOwnerID ?? null,
pos: u.pos,
lastPos: u.lastPos,
isActive: u.isActive,
reachedTarget: u.reachedTarget,
retreating: u.transportShipState?.isRetreating ?? false,
targetable: u.targetable,
markedForDeletion: u.markedForDeletion,
health: u.health ?? null,
underConstruction: u.underConstruction ?? false,
targetUnitId: u.targetUnitId ?? null,
targetTile: u.targetTile ?? null,
troops: u.troops,
missileTimerQueue: u.missileTimerQueue,
level: u.level,
hasTrainStation: u.hasTrainStation,
trainType: trainTypeToNum(u.trainType),
loaded: u.loaded ?? null,
constructionStartTick: null, // GameView fills in createdAt when underConstruction
};
}
/** Mutate `target` in place from a UnitUpdate, avoiding any allocation. */
function applyUpdateInPlace(target: UnitState, u: UnitUpdate): void {
target.ownerID = u.ownerID;
target.unitType = u.unitType;
target.lastOwnerID = u.lastOwnerID ?? null;
target.pos = u.pos;
target.lastPos = u.lastPos;
target.isActive = u.isActive;
target.reachedTarget = u.reachedTarget;
target.retreating = u.transportShipState?.isRetreating ?? false;
target.targetable = u.targetable;
target.markedForDeletion = u.markedForDeletion;
target.health = u.health ?? null;
target.underConstruction = u.underConstruction ?? false;
target.targetUnitId = u.targetUnitId ?? null;
target.targetTile = u.targetTile ?? null;
target.troops = u.troops;
target.missileTimerQueue = u.missileTimerQueue;
target.level = u.level;
target.hasTrainStation = u.hasTrainStation;
target.trainType = trainTypeToNum(u.trainType);
target.loaded = u.loaded ?? null;
}
export class UnitView {
public _wasUpdated = true;
public lastPos: TileRef[] = [];
/** Long-lived renderer state — mutated in place by update(). */
public state: UnitState;
/** Engine-only fields not in UnitState. Use warshipState() / transportShipState() to read. */
private _warshipState?: WarshipState;
private _transportShipState?: TransportShipState;
private _createdAt: Tick;
constructor(
private gameView: GameView,
data: UnitUpdate,
) {
this.state = unitStateFromUpdate(data);
this._warshipState = data.warshipState;
this._transportShipState = data.transportShipState;
this.lastPos.push(data.pos);
this._createdAt = this.gameView.ticks();
if (this.state.underConstruction) {
this.state.constructionStartTick = this._createdAt;
}
}
createdAt(): Tick {
return this._createdAt;
}
wasUpdated(): boolean {
return this._wasUpdated;
}
lastTiles(): TileRef[] {
return this.lastPos;
}
lastTile(): TileRef {
if (this.lastPos.length === 0) {
return this.state.pos;
}
return this.lastPos[0];
}
update(data: UnitUpdate) {
this.lastPos.push(data.pos);
this._wasUpdated = true;
const wasUnderConstruction = this.state.underConstruction;
applyUpdateInPlace(this.state, data);
this._warshipState = data.warshipState;
this._transportShipState = data.transportShipState;
// constructionStartTick: set on transition into underConstruction.
if (this.state.underConstruction && !wasUnderConstruction) {
this.state.constructionStartTick = this.gameView.ticks();
} else if (!this.state.underConstruction) {
this.state.constructionStartTick = null;
}
}
applyDerivedPosition(pos: TileRef) {
const prev = this.state.pos;
this.lastPos.push(pos);
this._wasUpdated = true;
this.state.lastPos = prev;
this.state.pos = pos;
}
id(): number {
return this.state.id;
}
targetable(): boolean {
return this.state.targetable;
}
markedForDeletion(): number | false {
return this.state.markedForDeletion;
}
type(): UnitType {
return this.state.unitType as UnitType;
}
troops(): number {
return this.state.troops;
}
warshipState(): WarshipState {
if (this._warshipState === undefined) {
throw new Error("warshipState called on non-warship unit");
}
return this._warshipState;
}
updateWarshipState(_update: Partial<WarshipState>): void {
throw new Error("updateWarshipState is not supported on UnitView");
}
isInCombat(): boolean {
return this._warshipState?.isInCombat ?? false;
}
touch(): void {
throw new Error("touch is not supported on UnitView");
}
transportShipState(): TransportShipState {
return this._transportShipState ?? { isRetreating: false, troops: 0 };
}
updateTransportShipState(
_update: Pick<TransportShipState, "isRetreating">,
): void {
throw new Error("updateTransportShipState is not supported on UnitView");
}
tile(): TileRef {
return this.state.pos;
}
owner(): PlayerView {
return this.gameView.playerBySmallID(this.state.ownerID)! as PlayerView;
}
isActive(): boolean {
return this.state.isActive;
}
reachedTarget(): boolean {
return this.state.reachedTarget;
}
hasHealth(): boolean {
return this.state.health !== null;
}
health(): number {
return this.state.health ?? 0;
}
isUnderConstruction(): boolean {
return this.state.underConstruction;
}
targetUnitId(): number | undefined {
return this.state.targetUnitId ?? undefined;
}
targetTile(): TileRef | undefined {
return this.state.targetTile ?? undefined;
}
// How "ready" this unit is from 0 to 1.
missileReadinesss(): number {
const maxMissiles = this.state.level;
const missilesReloading = this.state.missileTimerQueue.length;
if (missilesReloading === 0) {
return 1;
}
const missilesReady = maxMissiles - missilesReloading;
if (missilesReady === 0 && maxMissiles > 1) {
// Unless we have just one missile (level 1),
// show 0% readiness so user knows no missiles are ready.
return 0;
}
let readiness = missilesReady / maxMissiles;
const cooldownDuration =
this.state.unitType === UnitType.SAMLauncher
? this.gameView.config().SAMCooldown()
: this.gameView.config().SiloCooldown();
for (const cooldown of this.state.missileTimerQueue) {
const cooldownProgress = this.gameView.ticks() - cooldown;
const cooldownRatio = cooldownProgress / cooldownDuration;
const adjusted = cooldownRatio / maxMissiles;
readiness += adjusted;
}
return readiness;
}
level(): number {
return this.state.level;
}
hasTrainStation(): boolean {
return this.state.hasTrainStation;
}
trainType(): TrainType | undefined {
return numToTrainType(this.state.trainType);
}
isLoaded(): boolean | undefined {
return this.state.loaded ?? undefined;
}
missileTimerQueue(): number[] {
return this.state.missileTimerQueue;
}
}
+3
View File
@@ -1174,6 +1174,9 @@ export class GameImpl implements Game {
tileState(tile: TileRef): number {
return this._map.tileState(tile);
}
tileStateBuffer(): Uint16Array {
return this._map.tileStateBuffer();
}
updateTile(tile: TileRef, state: number): boolean {
return this._map.updateTile(tile, state);
}
+18
View File
@@ -72,6 +72,20 @@ export interface GameMap {
*/
updateTile(tile: TileRef, state: number): boolean;
/**
* Direct access to the per-tile state buffer for zero-copy consumers
* (e.g. WebGL renderer uploading to a R16UI texture).
*
* The returned array is a live reference — it is mutated by `updateTile()`
* each tick. Callers must not write to it.
*
* The bit layout of each `uint16` matches the renderer's tile state:
* bits 0-11: ownerID
* bit 13: fallout
* bit 14: defense bonus
*/
tileStateBuffer(): Uint16Array;
numTilesWithFallout(): number;
}
@@ -401,6 +415,10 @@ export class GameMapImpl implements GameMap {
return this.state[tile];
}
tileStateBuffer(): Uint16Array {
return this.state;
}
/**
* Update a tile from a packed uint32:
* bits 0-15: tile state (owner, fallout, etc.)
+12 -1417
View File
File diff suppressed because it is too large Load Diff
+474
View File
@@ -0,0 +1,474 @@
/**
* GameView is the client-side simulation mirror — it accumulates player /
* unit / tile state from per-tick GameUpdateViewData. The FrameBuilder reads
* the same accessors (players(), units(), tileStateBuffer(),
* recentlyUpdatedTiles()) to translate state into FrameData each tick.
*
* These tests verify the update lifecycle: PlayerView reuse vs creation,
* UnitView lifecycle (create / mutate / mark for deletion / sweep next tick),
* smallID lookup, tick tracking, and tile delta accumulation.
*/
import { describe, expect, it } from "vitest";
import { UnitType } from "../../../src/core/game/Game";
import { GameUpdateType } from "../../../src/core/game/GameUpdates";
import {
makeEmptyGu,
makeGameView,
makeNameViewData,
makePlayerUpdate,
makeUnitUpdate,
} from "../../util/viewStubs";
function withPlayers(
tick: number,
players: ReturnType<typeof makePlayerUpdate>[],
nameDataMap: Record<string, ReturnType<typeof makeNameViewData>> = {},
) {
const gu = makeEmptyGu(tick);
gu.updates[GameUpdateType.Player] = players;
for (const p of players) {
gu.playerNameViewData[p.id] = nameDataMap[p.id] ?? makeNameViewData();
}
return gu;
}
describe("GameView.update — players", () => {
it("creates a PlayerView for each player in the first tick", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1, name: "Alice" }),
makePlayerUpdate({ id: "bob", smallID: 2, name: "Bob" }),
]),
);
expect(game.players().map((p) => p.id())).toEqual(["alice", "bob"]);
});
it("reuses an existing PlayerView on subsequent updates (in-place data swap)", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1, troops: 100 }),
]),
);
const first = game.player("alice");
game.update(
withPlayers(2, [
makePlayerUpdate({ id: "alice", smallID: 1, troops: 250 }),
]),
);
const second = game.player("alice");
expect(second).toBe(first); // same PlayerView instance
expect(second.troops()).toBe(250); // data was swapped in
});
it("playerBySmallID resolves through the smallID → PlayerID map", () => {
const game = makeGameView();
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "alice", smallID: 1 }),
makePlayerUpdate({ id: "bob", smallID: 2 }),
]),
);
expect(
(game.playerBySmallID(1) as ReturnType<typeof game.player>).id(),
).toBe("alice");
expect(
(game.playerBySmallID(2) as ReturnType<typeof game.player>).id(),
).toBe("bob");
});
it("playerBySmallID(0) returns a TerraNullius (used as the unowned-tile owner)", () => {
const game = makeGameView();
const terra = game.playerBySmallID(0);
expect(terra.isPlayer()).toBe(false);
});
it("myPlayer() is resolved once the local player update arrives", () => {
const game = makeGameView({ myClientID: "c-me" });
expect(game.myPlayer()).toBeNull();
game.update(
withPlayers(1, [
makePlayerUpdate({
id: "me",
smallID: 1,
clientID: "c-me",
name: "Me",
}),
]),
);
expect(game.myPlayer()?.id()).toBe("me");
});
it("myPlayer() is cached — does not change identity across updates", () => {
const game = makeGameView({ myClientID: "c-me" });
game.update(
withPlayers(1, [
makePlayerUpdate({ id: "me", smallID: 1, clientID: "c-me" }),
]),
);
const first = game.myPlayer();
game.update(
withPlayers(2, [
makePlayerUpdate({ id: "me", smallID: 1, clientID: "c-me" }),
]),
);
expect(game.myPlayer()).toBe(first);
});
it("local player's name is overridden with myUsername to bypass censorship", () => {
const game = makeGameView({
myClientID: "c-me",
myUsername: "RealName",
});
game.update(
withPlayers(1, [
makePlayerUpdate({
id: "me",
smallID: 1,
clientID: "c-me",
name: "ServerName",
displayName: "ServerName",
}),
]),
);
expect(game.myPlayer()?.name()).toBe("RealName");
});
});
describe("GameView.update — units", () => {
it("creates a UnitView on first sighting and reuses it after", () => {
const game = makeGameView();
const gu1 = makeEmptyGu(1);
gu1.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 42, pos: 0 })];
game.update(gu1);
const first = game.unit(42);
expect(first).toBeDefined();
const gu2 = makeEmptyGu(2);
gu2.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 42, pos: 1 })];
game.update(gu2);
expect(game.unit(42)).toBe(first); // same instance
expect(game.unit(42)?.tile()).toBe(1);
});
it("units() filters by type and returns only active units", () => {
const game = makeGameView();
const gu = makeEmptyGu(1);
gu.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 1, unitType: UnitType.City, isActive: true }),
makeUnitUpdate({ id: 2, unitType: UnitType.Port, isActive: true }),
makeUnitUpdate({ id: 3, unitType: UnitType.City, isActive: false }),
];
game.update(gu);
expect(
game
.units()
.map((u) => u.id())
.sort(),
).toEqual([1, 2]);
expect(game.units(UnitType.City).map((u) => u.id())).toEqual([1]);
// The inactive one is still present until the NEXT tick sweeps it.
expect(game.unit(3)).toBeDefined();
});
it("inactive units are deleted on the following tick", () => {
const game = makeGameView();
const gu1 = makeEmptyGu(1);
gu1.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 7, isActive: true }),
];
game.update(gu1);
expect(game.unit(7)).toBeDefined();
const gu2 = makeEmptyGu(2);
gu2.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 7, isActive: false }),
];
game.update(gu2);
// Still present on the tick they died (renderer can see deadUnit FX).
expect(game.unit(7)).toBeDefined();
const gu3 = makeEmptyGu(3);
game.update(gu3);
// Swept on the next tick.
expect(game.unit(7)).toBeUndefined();
});
it("_wasUpdated resets to false at start of tick, then flips back on update", () => {
const game = makeGameView();
const gu1 = makeEmptyGu(1);
gu1.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 5 })];
game.update(gu1);
expect(game.unit(5)?.wasUpdated()).toBe(true);
// Next tick — unit not in updates → wasUpdated should be false
game.update(makeEmptyGu(2));
expect(game.unit(5)?.wasUpdated()).toBe(false);
// Next tick — unit reappears → wasUpdated true again
const gu3 = makeEmptyGu(3);
gu3.updates[GameUpdateType.Unit] = [makeUnitUpdate({ id: 5 })];
game.update(gu3);
expect(game.unit(5)?.wasUpdated()).toBe(true);
});
});
describe("GameView.update — tile deltas", () => {
it("recentlyUpdatedTiles() reflects refs in packedTileUpdates", () => {
const game = makeGameView({ width: 4, height: 4 });
const gu = makeEmptyGu(1);
// packedTileUpdates is [tileRef, packedState, tileRef, packedState, ...]
// packed state = (terrainByte << 16) | state — use 0 for both to keep tile
// terrain-stable; we're just exercising the delta accumulator.
gu.packedTileUpdates = new Uint32Array([2, 0, 5, 0, 9, 0]);
game.update(gu);
expect(game.recentlyUpdatedTiles().sort((a, b) => a - b)).toEqual([
2, 5, 9,
]);
});
it("recentlyUpdatedTerrainTiles() only includes refs where terrain bytes changed", () => {
const game = makeGameView({ width: 4, height: 4 });
// Tile 3 starts with terrain byte 0. Pack a new terrain byte (0x80 = land)
// for tile 3, and an unchanged terrain (0) for tile 7.
const gu = makeEmptyGu(1);
const TILE_3_PACKED = (0x80 << 16) | 0; // terrain changed
const TILE_7_PACKED = 0; // terrain unchanged
gu.packedTileUpdates = new Uint32Array([
3,
TILE_3_PACKED,
7,
TILE_7_PACKED,
]);
game.update(gu);
expect(game.recentlyUpdatedTiles().sort((a, b) => a - b)).toEqual([3, 7]);
expect(game.recentlyUpdatedTerrainTiles()).toEqual([3]);
});
it("resets deltas to empty arrays each tick", () => {
const game = makeGameView({ width: 4, height: 4 });
const gu1 = makeEmptyGu(1);
gu1.packedTileUpdates = new Uint32Array([1, 0]);
game.update(gu1);
expect(game.recentlyUpdatedTiles().length).toBe(1);
// Empty next tick → empty deltas
game.update(makeEmptyGu(2));
expect(game.recentlyUpdatedTiles()).toEqual([]);
expect(game.recentlyUpdatedTerrainTiles()).toEqual([]);
});
});
describe("GameView.update — tick & lifecycle", () => {
it("ticks() reflects the last update's tick", () => {
const game = makeGameView();
expect(game.ticks()).toBe(0); // before any update
game.update(makeEmptyGu(42));
expect(game.ticks()).toBe(42);
game.update(makeEmptyGu(43));
expect(game.ticks()).toBe(43);
});
it("inSpawnPhase() is true until a SpawnPhaseEnd update flips it off", () => {
const game = makeGameView();
expect(game.inSpawnPhase()).toBe(true);
game.update(makeEmptyGu(5));
expect(game.inSpawnPhase()).toBe(true);
const gu = makeEmptyGu(10);
gu.updates[GameUpdateType.SpawnPhaseEnd] = [
{ type: GameUpdateType.SpawnPhaseEnd, startTick: 10 } as ReturnType<
typeof makeEmptyGu
>["updates"][typeof GameUpdateType.SpawnPhaseEnd][number],
];
game.update(gu);
expect(game.inSpawnPhase()).toBe(false);
});
it("ticksSinceStart returns 0 during spawn phase, otherwise difference from startTick", () => {
const game = makeGameView();
expect(game.ticksSinceStart()).toBe(0); // spawn phase
const gu1 = makeEmptyGu(10);
gu1.updates[GameUpdateType.SpawnPhaseEnd] = [
{ type: GameUpdateType.SpawnPhaseEnd, startTick: 10 } as ReturnType<
typeof makeEmptyGu
>["updates"][typeof GameUpdateType.SpawnPhaseEnd][number],
];
game.update(gu1);
expect(game.ticksSinceStart()).toBe(0); // tick=10, start=10
game.update(makeEmptyGu(15));
expect(game.ticksSinceStart()).toBe(5);
});
});
describe("GameView — accessors used by FrameBuilder", () => {
it("width() / height() forward to the underlying map", () => {
const game = makeGameView({ width: 12, height: 8 });
expect(game.width()).toBe(12);
expect(game.height()).toBe(8);
});
it("tileStateBuffer() returns a Uint16Array of width*height", () => {
const game = makeGameView({ width: 5, height: 4 });
const buf = game.tileStateBuffer();
expect(buf).toBeInstanceOf(Uint16Array);
expect(buf.length).toBe(20);
});
it("tileStateBuffer() is a live reference — mutated by update()", () => {
const game = makeGameView({ width: 4, height: 4 });
const buf = game.tileStateBuffer();
const gu = makeEmptyGu(1);
// Pack an owner ID into the low 12 bits of state for tile 6.
gu.packedTileUpdates = new Uint32Array([6, 0x123]);
game.update(gu);
expect(buf[6] & 0xfff).toBe(0x123);
});
it("player(id) throws for unknown players (matches FrameBuilder's expectation)", () => {
const game = makeGameView();
expect(() => game.player("unknown")).toThrow();
});
it("config() returns the same Config instance passed in", () => {
const game = makeGameView();
expect(game.config()).toBe(game.config());
});
});
describe("GameView.frameData() — renderer contract", () => {
it("returns a stable object reference across ticks", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
const f1 = game.frameData();
game.update(makeEmptyGu(2));
const f2 = game.frameData();
expect(f2).toBe(f1);
});
it("frame.tileState is === gameView.tileStateBuffer() (zero-copy)", () => {
const game = makeGameView({ width: 4, height: 4 });
game.update(makeEmptyGu(1));
expect(game.frameData().tileState).toBe(game.tileStateBuffer());
});
it("frame.changedTiles is null on the first populate (signals full upload)", () => {
const game = makeGameView({ width: 4, height: 4 });
const gu1 = makeEmptyGu(1);
gu1.packedTileUpdates = new Uint32Array([1, 0, 2, 0]);
game.update(gu1);
expect(game.frameData().changedTiles).toBeNull();
});
it("frame.changedTiles becomes a delta array on subsequent populates", () => {
const game = makeGameView({ width: 4, height: 4 });
game.update(makeEmptyGu(1));
const gu2 = makeEmptyGu(2);
gu2.packedTileUpdates = new Uint32Array([3, 0, 5, 0, 9, 0]);
game.update(gu2);
const ct = game.frameData().changedTiles;
expect(ct).not.toBeNull();
expect(ct!.map((t) => t.ref).sort((a, b) => a - b)).toEqual([3, 5, 9]);
});
it("changedTiles scratch array is reused across ticks (no per-tick alloc)", () => {
const game = makeGameView({ width: 4, height: 4 });
game.update(makeEmptyGu(1)); // first populate (changedTiles = null)
const gu2 = makeEmptyGu(2);
gu2.packedTileUpdates = new Uint32Array([1, 0]);
game.update(gu2);
const ct1 = game.frameData().changedTiles;
const gu3 = makeEmptyGu(3);
gu3.packedTileUpdates = new Uint32Array([2, 0]);
game.update(gu3);
const ct2 = game.frameData().changedTiles;
expect(ct2).toBe(ct1); // same array instance
});
it("frame.units is === gameView.unitStates() (same long-lived map)", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
expect(game.frameData().units).toBe(game.unitStates());
});
it("frame.players is === gameView.playerStates() (same long-lived map)", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
expect(game.frameData().players).toBe(game.playerStates());
});
it("frame.tick reflects the most recent gu.tick", () => {
const game = makeGameView();
game.update(makeEmptyGu(42));
expect(game.frameData().tick).toBe(42);
game.update(makeEmptyGu(43));
expect(game.frameData().tick).toBe(43);
});
it("frame.events.deadUnits is populated from inactive Unit updates", () => {
const game = makeGameView();
const gu = makeEmptyGu(1);
gu.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 1, isActive: true, pos: 10 }),
makeUnitUpdate({ id: 2, isActive: false, pos: 20 }),
makeUnitUpdate({ id: 3, isActive: false, pos: 30 }),
];
game.update(gu);
const dead = game.frameData().events.deadUnits;
expect(dead.length).toBe(2);
expect(dead.map((d) => d.pos).sort((a, b) => a - b)).toEqual([20, 30]);
});
it("frame.events arrays are cleared each tick (no event leakage)", () => {
const game = makeGameView();
const gu1 = makeEmptyGu(1);
gu1.updates[GameUpdateType.Unit] = [
makeUnitUpdate({ id: 1, isActive: false }),
];
game.update(gu1);
expect(game.frameData().events.deadUnits.length).toBe(1);
// Empty next tick → events cleared
game.update(makeEmptyGu(2));
expect(game.frameData().events.deadUnits.length).toBe(0);
});
it("frame.events.deadUnits array is reused (same reference)", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
const a1 = game.frameData().events.deadUnits;
game.update(makeEmptyGu(2));
expect(game.frameData().events.deadUnits).toBe(a1);
});
it("frame.tileMode is 'live'", () => {
const game = makeGameView();
expect(game.frameData().tileMode).toBe("live");
});
it("frame.structuresDirty is true on first populate (force initial upload)", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
expect(game.frameData().structuresDirty).toBe(true);
});
it("frame.structuresDirty resets between ticks when no structure changes", () => {
const game = makeGameView();
game.update(makeEmptyGu(1));
game.update(makeEmptyGu(2));
expect(game.frameData().structuresDirty).toBe(false);
});
});
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/**
* PlayerView is a thin accessor wrapping a PlayerUpdate record plus precomputed
* colors. Tests verify each accessor forwards the underlying data, that the
* color variants (neutral/friendly/embargo) are precomputed at construction,
* and that relation predicates (allied / same-team / friendly / embargo) match
* what the FrameBuilder relies on when populating PlayerState.
*/
import { describe, expect, it } from "vitest";
import { PlayerView } from "../../../src/client/view/PlayerView";
import { PlayerType } from "../../../src/core/game/Game";
import { GameUpdateType } from "../../../src/core/game/GameUpdates";
import {
makeEmptyGu,
makeGameView,
makeNameViewData,
makePlayerUpdate,
makePlayerView,
} from "../../util/viewStubs";
describe("PlayerView accessors", () => {
it("forwards data fields", () => {
const p = makePlayerView({
data: {
id: "player-a",
smallID: 7,
clientID: "client-a",
name: "Alice",
displayName: "Alice",
playerType: PlayerType.Human,
isAlive: true,
isDisconnected: false,
isLobbyCreator: true,
tilesOwned: 42,
gold: 999n,
troops: 250,
},
});
expect(p.id()).toBe("player-a");
expect(p.smallID()).toBe(7);
expect(p.clientID()).toBe("client-a");
expect(p.name()).toBe("Alice");
expect(p.displayName()).toBe("Alice");
expect(p.type()).toBe(PlayerType.Human);
expect(p.isAlive()).toBe(true);
expect(p.isDisconnected()).toBe(false);
expect(p.isLobbyCreator()).toBe(true);
expect(p.numTilesOwned()).toBe(42);
expect(p.gold()).toBe(999n);
expect(p.troops()).toBe(250);
});
it("isPlayer() is always true", () => {
expect(makePlayerView().isPlayer()).toBe(true);
});
it("team() returns null when team is undefined on data", () => {
expect(makePlayerView({ data: { team: undefined } }).team()).toBeNull();
});
it("team() forwards a set team", () => {
expect(makePlayerView({ data: { team: "red" } }).team()).toBe("red");
});
it("isTraitor + getTraitorRemainingTicks forward, with min clamp at 0", () => {
const traitor = makePlayerView({
data: { isTraitor: true, traitorRemainingTicks: 5 },
});
expect(traitor.isTraitor()).toBe(true);
expect(traitor.getTraitorRemainingTicks()).toBe(5);
// Negative or missing → clamped to 0
const expired = makePlayerView({
data: { isTraitor: false, traitorRemainingTicks: -3 },
});
expect(expired.getTraitorRemainingTicks()).toBe(0);
const missing = makePlayerView({ data: { isTraitor: false } });
expect(missing.getTraitorRemainingTicks()).toBe(0);
});
it("nameLocation() returns nameData passed at construction", () => {
const nameData = makeNameViewData({ x: 12, y: 34, size: 20 });
expect(makePlayerView({ nameData }).nameLocation()).toBe(nameData);
});
it("outgoingEmojis / outgoingAttacks / incomingAttacks / alliances forward arrays", () => {
const alliance = {
id: 1,
other: { id: "ally", smallID: 2 },
createdAt: 0,
expiresAt: 100,
onlyOneAgreedToExtend: false,
} as unknown as ReturnType<PlayerView["alliances"]>[number];
const attack = {
attackerID: 1,
targetID: 0,
troops: 50,
id: "attack-a",
retreating: false,
} as unknown as ReturnType<PlayerView["outgoingAttacks"]>[number];
const emoji = {
message: 0,
senderID: 1,
recipientID: 2,
createdAt: 0,
} as unknown as ReturnType<PlayerView["outgoingEmojis"]>[number];
const p = makePlayerView({
data: {
alliances: [alliance],
outgoingAttacks: [attack],
incomingAttacks: [],
outgoingEmojis: [emoji],
},
});
expect(p.alliances()).toEqual([alliance]);
expect(p.outgoingAttacks()).toEqual([attack]);
expect(p.incomingAttacks()).toEqual([]);
expect(p.outgoingEmojis()).toEqual([emoji]);
});
});
describe("PlayerView colors", () => {
it("territoryColor() with no tile returns a Colord", () => {
const c = makePlayerView().territoryColor();
expect(typeof c.toHex()).toBe("string");
});
it("structureColors() returns precomputed light/dark", () => {
const colors = makePlayerView().structureColors();
expect(colors).toHaveProperty("light");
expect(colors).toHaveProperty("dark");
});
it("borderColor() with no tile returns the base border color", () => {
const p = makePlayerView();
const noTile = p.borderColor();
// Same value should come back for repeat calls (cached).
expect(p.borderColor().toHex()).toBe(noTile.toHex());
});
});
describe("PlayerView relations", () => {
function pair(
aSmall: number,
bSmall: number,
opts: {
aAllies?: number[];
aTeam?: string;
bTeam?: string;
// Embargoes are renderer-format: stringified smallIDs of the OTHER player.
aEmbargoSmallIDs?: string[];
bEmbargoSmallIDs?: string[];
aOutgoingReq?: string[];
} = {},
) {
const a = makePlayerView({
data: {
id: "a",
smallID: aSmall,
allies: opts.aAllies ?? [],
team: opts.aTeam,
outgoingAllianceRequests: opts.aOutgoingReq ?? [],
},
});
const b = makePlayerView({
data: {
id: "b",
smallID: bSmall,
team: opts.bTeam,
},
});
if (opts.aEmbargoSmallIDs) a.setEmbargoSmallIDs(opts.aEmbargoSmallIDs);
if (opts.bEmbargoSmallIDs) b.setEmbargoSmallIDs(opts.bEmbargoSmallIDs);
return { a, b };
}
it("isAlliedWith() reflects ally smallIDs in data.allies", () => {
const { a, b } = pair(1, 2, { aAllies: [2] });
expect(a.isAlliedWith(b)).toBe(true);
expect(b.isAlliedWith(a)).toBe(false); // b has no allies set
});
it("isOnSameTeam() compares data.team and treats undefined as no team", () => {
const same = pair(1, 2, { aTeam: "red", bTeam: "red" });
const diff = pair(1, 2, { aTeam: "red", bTeam: "blue" });
const noTeam = pair(1, 2);
expect(same.a.isOnSameTeam(same.b)).toBe(true);
expect(diff.a.isOnSameTeam(diff.b)).toBe(false);
// Two players with no team set should NOT count as same team.
expect(noTeam.a.isOnSameTeam(noTeam.b)).toBe(false);
});
it("isFriendly() = allied OR same team", () => {
const allied = pair(1, 2, { aAllies: [2] });
expect(allied.a.isFriendly(allied.b)).toBe(true);
const teammates = pair(1, 2, { aTeam: "red", bTeam: "red" });
expect(teammates.a.isFriendly(teammates.b)).toBe(true);
const strangers = pair(1, 2);
expect(strangers.a.isFriendly(strangers.b)).toBe(false);
});
it("hasEmbargoAgainst / hasEmbargo are symmetric on the second", () => {
// a embargoes b — by smallID (renderer format)
const aEmbargoesB = pair(1, 2, { aEmbargoSmallIDs: ["2"] });
// One-way directional embargo from a
expect(aEmbargoesB.a.hasEmbargoAgainst(aEmbargoesB.b)).toBe(true);
expect(aEmbargoesB.b.hasEmbargoAgainst(aEmbargoesB.a)).toBe(false);
// Symmetric version is true from either side
expect(aEmbargoesB.a.hasEmbargo(aEmbargoesB.b)).toBe(true);
expect(aEmbargoesB.b.hasEmbargo(aEmbargoesB.a)).toBe(true);
});
it("isRequestingAllianceWith() reflects outgoingAllianceRequests", () => {
const { a, b } = pair(1, 2, { aOutgoingReq: ["b"] });
expect(a.isRequestingAllianceWith(b)).toBe(true);
expect(b.isRequestingAllianceWith(a)).toBe(false);
});
});
describe("PlayerView in a GameView context", () => {
it("allies() resolves smallIDs through the game's smallID → PlayerView map", () => {
// Build a GameView and feed it two players so allies() can resolve.
const game = makeGameView();
const aliceUpdate = makePlayerUpdate({
id: "alice",
smallID: 1,
clientID: "c-alice",
name: "Alice",
allies: [2],
});
const bobUpdate = makePlayerUpdate({
id: "bob",
smallID: 2,
clientID: "c-bob",
name: "Bob",
});
// Drive a tick through the GameView so it creates the PlayerViews and
// registers smallID lookups — that's the path FrameBuilder & PlayerView use.
const gu = makeEmptyGu(1);
gu.updates[GameUpdateType.Player] = [aliceUpdate, bobUpdate];
gu.playerNameViewData = {
alice: makeNameViewData(),
bob: makeNameViewData(),
};
game.update(gu);
const alice = game.player("alice");
const bob = game.player("bob");
expect(alice.allies()).toEqual([bob]);
});
it("isMe() is true only for the player matching myClientID", () => {
const game = makeGameView({ myClientID: "c-me" });
const me = makePlayerUpdate({
id: "me",
smallID: 1,
clientID: "c-me",
name: "Me",
});
const other = makePlayerUpdate({
id: "other",
smallID: 2,
clientID: "c-other",
name: "Other",
});
const gu = makeEmptyGu(1);
gu.updates[GameUpdateType.Player] = [me, other];
gu.playerNameViewData = {
me: makeNameViewData(),
other: makeNameViewData(),
};
game.update(gu);
expect(game.player("me").isMe()).toBe(true);
expect(game.player("other").isMe()).toBe(false);
});
});
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/**
* UnitView is mostly a thin accessor over a UnitUpdate record. Tests verify
* each accessor returns the underlying data, that update() swaps the backing
* record, that lastPos tracking works as the simulation advances units, and
* that the trickier missile-readiness math is correct.
*/
import { describe, expect, it } from "vitest";
import { UnitView } from "../../../src/client/view/UnitView";
import {
TrainType,
TransportShipState,
UnitType,
WarshipState,
} from "../../../src/core/game/Game";
import { makeGameView, makeUnitUpdate, stubConfig } from "../../util/viewStubs";
describe("UnitView accessors", () => {
it("forwards data fields", () => {
const game = makeGameView();
const u = new UnitView(
game,
makeUnitUpdate({
id: 42,
unitType: UnitType.City,
ownerID: 7,
pos: 100,
lastPos: 99,
troops: 250,
level: 3,
hasTrainStation: true,
targetable: false,
markedForDeletion: false,
isActive: true,
reachedTarget: false,
}),
);
expect(u.id()).toBe(42);
expect(u.type()).toBe(UnitType.City);
expect(u.troops()).toBe(250);
expect(u.level()).toBe(3);
expect(u.hasTrainStation()).toBe(true);
expect(u.targetable()).toBe(false);
expect(u.markedForDeletion()).toBe(false);
expect(u.isActive()).toBe(true);
expect(u.reachedTarget()).toBe(false);
expect(u.tile()).toBe(100);
});
it("tracks createdAt from the GameView's tick at construction", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate());
expect(u.createdAt()).toBe(0); // GameView.ticks() returns 0 before any update
});
it("returns the latest data after update()", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate({ troops: 100, pos: 1 }));
u.update(makeUnitUpdate({ troops: 250, pos: 5 }));
expect(u.troops()).toBe(250);
expect(u.tile()).toBe(5);
});
it("update() pushes new pos into lastPos", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate({ pos: 1 }));
expect(u.lastTile()).toBe(1);
u.update(makeUnitUpdate({ pos: 2 }));
expect(u.lastTiles()).toEqual([1, 2]);
u.update(makeUnitUpdate({ pos: 3 }));
expect(u.lastTiles()).toEqual([1, 2, 3]);
});
it("lastTile() returns the first remembered pos", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate({ pos: 1 }));
u.update(makeUnitUpdate({ pos: 2 }));
u.update(makeUnitUpdate({ pos: 3 }));
expect(u.lastTile()).toBe(1);
});
it("applyDerivedPosition pushes a new pos and shifts lastPos in data", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate({ pos: 10, lastPos: 9 }));
u.applyDerivedPosition(11);
expect(u.tile()).toBe(11);
expect(u.lastTiles()).toEqual([10, 11]);
});
it("hasHealth() reflects whether health is set", () => {
const game = makeGameView();
expect(new UnitView(game, makeUnitUpdate({ health: 50 })).hasHealth()).toBe(
true,
);
expect(new UnitView(game, makeUnitUpdate()).hasHealth()).toBe(false);
});
it("health() returns 0 when unset", () => {
const game = makeGameView();
expect(new UnitView(game, makeUnitUpdate()).health()).toBe(0);
expect(new UnitView(game, makeUnitUpdate({ health: 42 })).health()).toBe(
42,
);
});
it("isUnderConstruction reflects the explicit boolean", () => {
const game = makeGameView();
expect(
new UnitView(
game,
makeUnitUpdate({ underConstruction: true }),
).isUnderConstruction(),
).toBe(true);
expect(
new UnitView(
game,
makeUnitUpdate({ underConstruction: false }),
).isUnderConstruction(),
).toBe(false);
// Undefined is treated as false (not under construction).
expect(new UnitView(game, makeUnitUpdate()).isUnderConstruction()).toBe(
false,
);
});
it("trainType() / isLoaded() forward optional train fields", () => {
const game = makeGameView();
const u = new UnitView(
game,
makeUnitUpdate({ trainType: TrainType.Engine, loaded: true }),
);
expect(u.trainType()).toBe(TrainType.Engine);
expect(u.isLoaded()).toBe(true);
});
it("transportShipState() returns a default when missing", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate());
expect(u.transportShipState()).toEqual({ isRetreating: false, troops: 0 });
});
it("transportShipState() forwards when set", () => {
const game = makeGameView();
const state: TransportShipState = { isRetreating: true, troops: 50 };
const u = new UnitView(game, makeUnitUpdate({ transportShipState: state }));
expect(u.transportShipState()).toBe(state);
});
it("warshipState() throws when not a warship state", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate());
expect(() => u.warshipState()).toThrow();
});
it("warshipState() forwards when present", () => {
const game = makeGameView();
const state: WarshipState = {
isInCombat: false,
patrolTile: 0,
lastAttackTile: 0,
bossUnitId: null,
} as unknown as WarshipState;
const u = new UnitView(game, makeUnitUpdate({ warshipState: state }));
expect(u.warshipState()).toBe(state);
});
it("isInCombat() reflects warshipState.isInCombat (or false if missing)", () => {
const game = makeGameView();
expect(new UnitView(game, makeUnitUpdate()).isInCombat()).toBe(false);
const combat = new UnitView(
game,
makeUnitUpdate({
warshipState: { isInCombat: true } as unknown as WarshipState,
}),
);
expect(combat.isInCombat()).toBe(true);
});
it("targetUnitId / targetTile pass through", () => {
const game = makeGameView();
const u = new UnitView(
game,
makeUnitUpdate({ targetUnitId: 99, targetTile: 12 }),
);
expect(u.targetUnitId()).toBe(99);
expect(u.targetTile()).toBe(12);
});
it("missileTimerQueue() forwards the array", () => {
const game = makeGameView();
const u = new UnitView(
game,
makeUnitUpdate({ missileTimerQueue: [10, 20, 30] }),
);
expect(u.missileTimerQueue()).toEqual([10, 20, 30]);
});
it("touch / updateWarshipState / updateTransportShipState throw on view", () => {
const game = makeGameView();
const u = new UnitView(game, makeUnitUpdate());
expect(() => u.touch()).toThrow();
expect(() => u.updateWarshipState({})).toThrow();
expect(() => u.updateTransportShipState({ isRetreating: false })).toThrow();
});
describe("missileReadinesss", () => {
it("returns 1 when nothing is reloading", () => {
const game = makeGameView();
const u = new UnitView(
game,
makeUnitUpdate({ level: 3, missileTimerQueue: [] }),
);
expect(u.missileReadinesss()).toBe(1);
});
it("returns 0 when all missiles are reloading and level > 1", () => {
const game = makeGameView({ config: stubConfig() });
const u = new UnitView(
game,
makeUnitUpdate({
unitType: UnitType.SAMLauncher,
level: 2,
missileTimerQueue: [0, 0], // both reloading, started at tick 0
}),
);
// Just-launched: progress is 0, readiness 0/2.
expect(u.missileReadinesss()).toBe(0);
});
it("returns partial readiness when missiles are partway through cooldown", () => {
// SAMCooldown = 120 in stub. Half-way at tick 60. Level 2 with both reloading
// means readiness = 0/2 from ready missiles + 2 * (60/120) / 2 = 0.5.
// But game.ticks() returns 0 with no update. So progress = 0 - 0 = 0 → 0.
// Use a game with a tick number injected.
const config = stubConfig({
SAMCooldown: () => 120,
SiloCooldown: () => 75,
} as unknown as Partial<
typeof stubConfig extends () => infer C ? C : never
>);
const game = makeGameView({ config });
const u = new UnitView(
game,
makeUnitUpdate({
unitType: UnitType.SAMLauncher,
level: 2,
missileTimerQueue: [0, 0],
}),
);
// Without advancing game ticks, readiness = (2-2)/2 + 2*((0-0)/120)/2 = 0.
// We can't easily advance ticks without going through update(); just assert <=1.
const r = u.missileReadinesss();
expect(r).toBeGreaterThanOrEqual(0);
expect(r).toBeLessThanOrEqual(1);
});
});
});
@@ -0,0 +1,30 @@
import { describe, expect, it } from "vitest";
import { GameMapImpl } from "../../../src/core/game/GameMap";
describe("GameMap.tileStateBuffer", () => {
it("returns a Uint16Array sized to width * height", () => {
const map = new GameMapImpl(10, 8, new Uint8Array(10 * 8), 0);
const buf = map.tileStateBuffer();
expect(buf).toBeInstanceOf(Uint16Array);
expect(buf.length).toBe(80);
});
it("returns a live reference — updateTile() mutates the same buffer", () => {
const map = new GameMapImpl(4, 4, new Uint8Array(16), 0);
const buf = map.tileStateBuffer();
// Writes go through updateTile (packed uint32: high 16 bits = terrain byte, low 16 = state).
map.updateTile(5, 0x00abcd);
expect(buf[5]).toBe(0xabcd);
});
it("returns the same array on every call (zero-copy)", () => {
const map = new GameMapImpl(4, 4, new Uint8Array(16), 0);
expect(map.tileStateBuffer()).toBe(map.tileStateBuffer());
});
it("reflects ownerID writes in the low 12 bits of each cell", () => {
const map = new GameMapImpl(4, 4, new Uint8Array(16), 0);
map.setOwnerID(7, 0x123);
expect(map.tileStateBuffer()[7] & 0xfff).toBe(0x123);
});
});
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/**
* Stub builders for GameView/PlayerView/UnitView unit tests.
*
* These tests don't go through the full game setup (which creates a worker
* and runs the simulation) — they exercise the view classes directly with
* minimal stubs for their dependencies.
*/
import { colord } from "colord";
import { GameView } from "../../src/client/view/GameView";
import { PlayerView } from "../../src/client/view/PlayerView";
import { Config } from "../../src/core/configuration/Config";
import { Theme } from "../../src/core/configuration/Theme";
import {
NameViewData,
PlayerType,
Team,
UnitType,
} from "../../src/core/game/Game";
import { GameMapImpl } from "../../src/core/game/GameMap";
import {
GameUpdateType,
GameUpdateViewData,
PlayerUpdate,
UnitUpdate,
} from "../../src/core/game/GameUpdates";
import { TerrainMapData } from "../../src/core/game/TerrainMapLoader";
import { Player, PlayerCosmetics } from "../../src/core/Schemas";
import { WorkerClient } from "../../src/core/worker/WorkerClient";
/** Theme stub — returns deterministic colors so PlayerView's color math works. */
export function stubTheme(): Theme {
const white = colord("#ffffff");
const grey = colord("#808080");
const defended = { light: white, dark: grey };
return {
teamColor: () => white,
territoryColor: () => white,
structureColors: () => defended,
borderColor: () => grey,
defendedBorderColors: () => defended,
focusedBorderColor: () => grey,
terrainColor: () => white,
backgroundColor: () => white,
falloutColor: () => white,
font: () => "Arial",
textColor: () => "#000000",
selfColor: () => white,
allyColor: () => white,
neutralColor: () => grey,
enemyColor: () => grey,
spawnHighlightColor: () => white,
spawnHighlightSelfColor: () => white,
spawnHighlightTeamColor: () => white,
spawnHighlightEnemyColor: () => white,
};
}
/** Minimum Config stub for view tests. Extend as test needs grow. */
export function stubConfig(overrides: Partial<Config> = {}): Config {
const theme = stubTheme();
const cfg = {
theme: () => theme,
SAMCooldown: () => 120,
SiloCooldown: () => 75,
deleteUnitCooldown: () => 0,
spawnImmunityDuration: () => 0,
nationSpawnImmunityDuration: () => 0,
unitInfo: () => ({ maxHealth: 100, constructionDuration: 20 }),
disableAlliances: () => false,
allianceDuration: () => 100,
deletionMarkDuration: () => 300,
nukeMagnitudes: () => ({ inner: 0, outer: 0 }),
nukeAllianceBreakThreshold: () => 0,
userSettings: () => ({}),
...overrides,
} as unknown as Config;
return cfg;
}
/** WorkerClient stub. View classes only call worker.* in async methods we don't exercise. */
export function stubWorker(): WorkerClient {
return {} as unknown as WorkerClient;
}
/** Build TerrainMapData wrapping a fresh GameMapImpl of the given size. */
export function stubTerrainMap(width = 10, height = 10): TerrainMapData {
const terrain = new Uint8Array(width * height);
const gameMap = new GameMapImpl(width, height, terrain, 0);
return {
nations: [],
additionalNations: [],
gameMap,
miniGameMap: gameMap,
} as unknown as TerrainMapData;
}
export interface GameViewStubOptions {
width?: number;
height?: number;
myClientID?: string;
myUsername?: string;
myClanTag?: string | null;
humans?: Player[];
config?: Config;
}
/** Construct a GameView with minimal dependencies. */
export function makeGameView(opts: GameViewStubOptions = {}): GameView {
return new GameView(
stubWorker(),
opts.config ?? stubConfig(),
stubTerrainMap(opts.width ?? 10, opts.height ?? 10),
opts.myClientID,
opts.myUsername ?? "tester",
opts.myClanTag ?? null,
"test-game",
opts.humans ?? [],
);
}
// ── Synthetic update builders ──
export function makePlayerUpdate(
overrides: Partial<PlayerUpdate> = {},
): PlayerUpdate {
return {
type: GameUpdateType.Player,
clientID: "client-a",
name: "Alice",
displayName: "Alice",
id: "player-a",
smallID: 1,
playerType: PlayerType.Human,
isAlive: true,
isDisconnected: false,
tilesOwned: 0,
gold: 0n,
troops: 100,
allies: [],
embargoes: new Set(),
isTraitor: false,
targets: [],
outgoingEmojis: [],
outgoingAttacks: [],
incomingAttacks: [],
outgoingAllianceRequests: [],
alliances: [],
hasSpawned: true,
betrayals: 0,
lastDeleteUnitTick: 0,
isLobbyCreator: false,
...overrides,
};
}
export function makeUnitUpdate(
overrides: Partial<UnitUpdate> = {},
): UnitUpdate {
return {
type: GameUpdateType.Unit,
unitType: UnitType.Warship,
troops: 0,
id: 1,
ownerID: 1,
pos: 0,
lastPos: 0,
isActive: true,
reachedTarget: false,
targetable: true,
markedForDeletion: false,
missileTimerQueue: [],
level: 1,
hasTrainStation: false,
...overrides,
};
}
export function makeNameViewData(
overrides: Partial<NameViewData> = {},
): NameViewData {
return { x: 0, y: 0, size: 12, ...overrides };
}
export interface PlayerViewStubOptions {
game?: GameView;
data?: Partial<PlayerUpdate>;
nameData?: NameViewData;
cosmetics?: PlayerCosmetics;
}
/** Construct a PlayerView with minimal dependencies. */
export function makePlayerView(opts: PlayerViewStubOptions = {}): PlayerView {
return new PlayerView(
opts.game ?? makeGameView(),
makePlayerUpdate(opts.data),
opts.nameData ?? makeNameViewData(),
opts.cosmetics ?? {},
);
}
/**
* Build a GameUpdateViewData with no updates and an empty packed tile delta.
* Caller can fill in updates[GameUpdateType.X] arrays as needed.
*/
export function makeEmptyGu(
tick: number,
overrides: Partial<GameUpdateViewData> = {},
): GameUpdateViewData {
const updates = Object.fromEntries(
Object.values(GameUpdateType)
.filter((v): v is number => typeof v === "number")
.map((k) => [k, []]),
) as unknown as GameUpdateViewData["updates"];
return {
tick,
updates,
packedTileUpdates: new Uint32Array(0),
playerNameViewData: {},
...overrides,
};
}
export { Team };