build: migrate build system to Vite and test runner to Vitest & Remove

depracated husky usage

- Replace Webpack with Vite for faster client bundling and HMR.
- Migrate tests from Jest to Vitest and update configuration.
- Update Web Worker instantiation to standard ESM syntax.
- Implement Env utility in `src/core` for safe, hybrid environment
  variable access (Vite vs Node).
- Refactor configuration loaders to remove direct `process.env`
  dependencies in shared code.
- Update TypeScript environment definitions and project scripts for the
  new toolchain.
- Remove the [depracated usage of the
  husky](https://github.com/typicode/husky/releases/tag/v9.0.1).

build(vite): implement robust git commit resolution with fallback
This commit is contained in:
wraith4081
2025-12-27 00:12:39 +03:00
parent 02a6ac58ea
commit c5f6d9116e
52 changed files with 2503 additions and 10287 deletions
+18 -18
View File
@@ -13,52 +13,52 @@ describe("WinCheckExecution", () => {
maxTimerValue: 5,
instantBuild: true,
});
mg.setWinner = jest.fn();
mg.setWinner = vi.fn();
winCheck = new WinCheckExecution();
winCheck.init(mg, 0);
});
it("should call checkWinnerFFA in FFA mode", () => {
const spy = jest.spyOn(winCheck as any, "checkWinnerFFA");
const spy = vi.spyOn(winCheck as any, "checkWinnerFFA");
winCheck.tick(10);
expect(spy).toHaveBeenCalled();
});
it("should call checkWinnerTeam in non-FFA mode", () => {
mg.config = jest.fn(() => ({
gameConfig: jest.fn(() => ({
mg.config = vi.fn(() => ({
gameConfig: vi.fn(() => ({
maxTimerValue: 5,
gameMode: GameMode.Team,
})),
percentageTilesOwnedToWin: jest.fn(() => 50),
percentageTilesOwnedToWin: vi.fn(() => 50),
}));
winCheck.init(mg, 0);
const spy = jest.spyOn(winCheck as any, "checkWinnerTeam");
const spy = vi.spyOn(winCheck as any, "checkWinnerTeam");
winCheck.tick(10);
expect(spy).toHaveBeenCalled();
});
it("should set winner in FFA if percentage is reached", () => {
const player = {
numTilesOwned: jest.fn(() => 81),
name: jest.fn(() => "P1"),
numTilesOwned: vi.fn(() => 81),
name: vi.fn(() => "P1"),
};
mg.players = jest.fn(() => [player]);
mg.numLandTiles = jest.fn(() => 100);
mg.numTilesWithFallout = jest.fn(() => 0);
mg.players = vi.fn(() => [player]);
mg.numLandTiles = vi.fn(() => 100);
mg.numTilesWithFallout = vi.fn(() => 0);
winCheck.checkWinnerFFA();
expect(mg.setWinner).toHaveBeenCalledWith(player, expect.anything());
});
it("should set winner in FFA if timer is 0", () => {
const player = {
numTilesOwned: jest.fn(() => 10),
name: jest.fn(() => "P1"),
numTilesOwned: vi.fn(() => 10),
name: vi.fn(() => "P1"),
};
mg.players = jest.fn(() => [player]);
mg.numLandTiles = jest.fn(() => 100);
mg.numTilesWithFallout = jest.fn(() => 0);
mg.stats = jest.fn(() => ({ stats: () => ({ mocked: true }) }));
mg.players = vi.fn(() => [player]);
mg.numLandTiles = vi.fn(() => 100);
mg.numTilesWithFallout = vi.fn(() => 0);
mg.stats = vi.fn(() => ({ stats: () => ({ mocked: true }) }));
// Advance ticks until timeElapsed (in seconds) >= maxTimerValue * 60
// timeElapsed = (ticks - numSpawnPhaseTurns) / 10 =>
// ticks >= numSpawnPhaseTurns + maxTimerValue * 600
@@ -73,7 +73,7 @@ describe("WinCheckExecution", () => {
});
it("should not set winner if no players", () => {
mg.players = jest.fn(() => []);
mg.players = vi.fn(() => []);
winCheck.checkWinnerFFA();
expect(mg.setWinner).not.toHaveBeenCalled();
});