Merge webgl2 — full WebGL2 renderer migration

relates to #893

Replaces the canvas2D + Pixi.js map renderer with a pure WebGL2 pipeline.
Map-space visuals (terrain, names, structures, units, FX, selection
boxes, build ghosts, status icons, nuke trajectories, defense zones,
spawn glow, water-nuke terrain deltas) all render through dedicated
passes in src/client/render/gl/passes/. Controllers in
src/client/controllers/ push state directly to the WebGL view; no
relay events. Assets unified under resources/ + assetUrl(). Mode
toggle wired to the existing darkMode UserSetting (no more day/night
cycle). One input system (InputHandler + EventBus + TransformHandler).

Known regressions to address in follow-up work:

- [ ] webgl: highlight structures when hover on build menu
- [ ] webgl: custom flags, flag atlas
- [ ] webgl: territory patterns
- [ ] webgl: defense post outline
- [ ] webgl: territory expanse smoothing
This commit is contained in:
evanpelle
2026-05-18 12:09:11 -07:00
257 changed files with 55112 additions and 10067 deletions
+1 -4
View File
@@ -6,7 +6,7 @@ import {
WarshipSelectionBoxCompleteEvent,
WarshipSelectionBoxUpdateEvent,
} from "../src/client/InputHandler";
import { UIState } from "../src/client/graphics/UIState";
import { UIState } from "../src/client/UIState";
import { EventBus } from "../src/core/EventBus";
import { UnitType } from "../src/core/game/Game";
import { GameView, PlayerView } from "../src/core/game/GameView";
@@ -928,13 +928,10 @@ describe("Warship box selection (Shift+drag)", () => {
test("Shift keydown discards active ghostStructure", () => {
uiState.ghostStructure = UnitType.Warship;
const emitSpy = vi.spyOn(eventBus, "emit");
window.dispatchEvent(new KeyboardEvent("keydown", { code: "ShiftLeft" }));
expect(uiState.ghostStructure).toBeNull();
const types = emitSpy.mock.calls.map((c) => c[0].constructor.name);
expect(types).toContain("GhostStructureChangedEvent");
});
test("Shift+drag emits WarshipSelectionBoxUpdateEvent", () => {
@@ -1,14 +1,8 @@
import { describe, expect, test } from "vitest";
import { shouldPreserveGhostAfterBuild } from "../../../../src/client/graphics/layers/StructureIconsLayer";
import { UnitType } from "../../../../src/core/game/Game";
import { shouldPreserveGhostAfterBuild } from "../../../src/client/controllers/BuildPreviewController";
import { UnitType } from "../../../src/core/game/Game";
/**
* Tests for StructureIconsLayer edge cases mentioned in comments:
* - Locked nuke / AtomBomb / HydrogenBomb: when confirming placement (Enter or key),
* the ghost is preserved so the user can place multiple nukes or keep the nuke
* selected. Other structure types clear the ghost after placement.
*/
describe("StructureIconsLayer ghost preservation (locked nuke / Enter confirm)", () => {
describe("BuildPreviewController ghost preservation (locked nuke / Enter confirm)", () => {
describe("shouldPreserveGhostAfterBuild", () => {
test("returns true for AtomBomb so ghost is not cleared after placement", () => {
expect(shouldPreserveGhostAfterBuild(UnitType.AtomBomb)).toBe(true);
@@ -0,0 +1,96 @@
import { WarshipSelectionController } from "../../../src/client/controllers/WarshipSelectionController";
import { UnitSelectionEvent } from "../../../src/client/InputHandler";
describe("WarshipSelectionController", () => {
let game: any;
let eventBus: any;
let transformHandler: any;
let view: any;
beforeEach(() => {
game = {
width: () => 100,
height: () => 100,
config: () => ({
theme: () => ({
territoryColor: () => ({
lighten: () => ({ alpha: () => ({ toRgbString: () => "#fff" }) }),
}),
}),
}),
x: () => 10,
y: () => 10,
unitInfo: () => ({ maxHealth: 10, constructionDuration: 5 }),
myPlayer: () => ({ id: () => 1 }),
ticks: () => 1,
updatesSinceLastTick: () => undefined,
};
eventBus = { on: vi.fn() };
transformHandler = {};
view = { setSelectedUnits: vi.fn() };
});
it("tracks the selected unit on single-unit selection (rendering is WebGL)", () => {
const ui = new WarshipSelectionController(
game,
eventBus,
transformHandler,
view,
);
const unit = {
id: () => 1,
type: () => "Warship",
isActive: () => true,
tile: () => ({}),
owner: () => ({}),
};
const event = { isSelected: true, unit };
ui["onUnitSelection"](event as UnitSelectionEvent);
// selectedUnit is held for game-logic callers (the click handlers). The
// visual selection box is drawn by WebGL SelectionBoxPass — wired from
// ClientGameRunner via view.setSelectedUnits([unit.id()]).
expect(ui["selectedUnit"]).toBe(unit);
});
it("clears selection on deselect", () => {
const ui = new WarshipSelectionController(
game,
eventBus,
transformHandler,
view,
);
const unit = {
id: () => 1,
type: () => "Warship",
isActive: () => true,
tile: () => ({}),
owner: () => ({}),
};
ui["onUnitSelection"]({ isSelected: true, unit } as UnitSelectionEvent);
ui["onUnitSelection"]({
isSelected: false,
unit: null,
} as unknown as UnitSelectionEvent);
expect(ui["selectedUnit"]).toBeNull();
});
it("tracks multi-selection list", () => {
const ui = new WarshipSelectionController(
game,
eventBus,
transformHandler,
view,
);
const units = [
{ id: () => 1, isActive: () => true },
{ id: () => 2, isActive: () => true },
];
ui["onUnitSelection"]({
isSelected: true,
unit: null,
units,
} as unknown as UnitSelectionEvent);
expect(ui["multiSelectedWarships"]).toEqual(units);
expect(ui["selectedUnit"]).toBeNull();
});
});
-55
View File
@@ -1,55 +0,0 @@
import { ProgressBar } from "../../../src/client/graphics/ProgressBar";
describe("ProgressBar", () => {
let ctx: CanvasRenderingContext2D;
let canvas: HTMLCanvasElement;
beforeEach(() => {
canvas = document.createElement("canvas");
canvas.width = 100;
canvas.height = 20;
ctx = canvas.getContext("2d")!;
});
it("should initialize and draw the background", () => {
const spyClearRect = vi.spyOn(ctx, "clearRect");
const spyFillRect = vi.spyOn(ctx, "fillRect");
const spyFillStyle = vi.spyOn(ctx, "fillStyle", "set");
const bar = new ProgressBar(["#ff0000", "#00ff00"], ctx, 2, 2, 80, 10, 0.5);
expect(spyClearRect).toHaveBeenCalledWith(0, 0, 82, 12);
expect(spyFillRect).toHaveBeenCalledWith(1, 1, 80, 10);
expect(spyFillStyle).toHaveBeenCalledWith("#00ff00");
expect(bar.getX()).toBe(2);
expect(bar.getY()).toBe(2);
});
it("should set progress and draw the progress bar", () => {
const bar = new ProgressBar(["#ff0000", "#00ff00"], ctx, 2, 2, 80, 10);
const spyFillRect = vi.spyOn(ctx, "fillRect");
bar.setProgress(0.5);
expect(bar.getProgress()).toBe(0.5);
expect(spyFillRect).toHaveBeenCalledWith(
2,
2,
Math.floor(0.5 * (80 - 2)),
8,
);
expect(ctx.fillStyle).toBe("#00ff00");
bar.setProgress(0.1);
expect(ctx.fillStyle).toBe("#ff0000");
});
it("should clamp progress between 0 and 1 on init", () => {
const bar = new ProgressBar(["#ff0000", "#00ff00"], ctx, 2, 2, 80, 10, -1);
expect(bar.getProgress()).toBe(0);
const bar2 = new ProgressBar(["#ff0000", "#00ff00"], ctx, 2, 2, 80, 10, 2);
expect(bar2.getProgress()).toBe(1);
});
it("should handle empty colors array gracefully", () => {
const bar = new ProgressBar([], ctx, 2, 2, 80, 10, 0.5);
expect(() => bar.setProgress(0.5)).not.toThrow();
expect(ctx.fillStyle).toBe("#808080");
});
});
-158
View File
@@ -1,158 +0,0 @@
import { UILayer } from "../../../src/client/graphics/layers/UILayer";
import { UnitSelectionEvent } from "../../../src/client/InputHandler";
import { UnitView } from "../../../src/core/game/GameView";
describe("UILayer", () => {
let game: any;
let eventBus: any;
let transformHandler: any;
beforeEach(() => {
game = {
width: () => 100,
height: () => 100,
config: () => ({
theme: () => ({
territoryColor: () => ({
lighten: () => ({ alpha: () => ({ toRgbString: () => "#fff" }) }),
}),
}),
}),
x: () => 10,
y: () => 10,
unitInfo: () => ({ maxHealth: 10, constructionDuration: 5 }),
myPlayer: () => ({ id: () => 1 }),
ticks: () => 1,
updatesSinceLastTick: () => undefined,
};
eventBus = { on: vi.fn() };
transformHandler = {};
});
it("should initialize and redraw canvas", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
expect(ui["canvas"].width).toBe(100);
expect(ui["canvas"].height).toBe(100);
expect(ui["context"]).not.toBeNull();
});
it("should handle unit selection event", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
type: () => "Warship",
isActive: () => true,
tile: () => ({}),
owner: () => ({}),
};
const event = { isSelected: true, unit };
ui.drawSelectionBox = vi.fn();
ui["onUnitSelection"](event as UnitSelectionEvent);
expect(ui.drawSelectionBox).toHaveBeenCalledWith(unit);
});
it("should add and clear health bars", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
id: () => 1,
type: () => "Warship",
health: () => 5,
tile: () => ({}),
owner: () => ({}),
isActive: () => true,
createdAt: () => 1,
} as unknown as UnitView;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(true);
// a full hp unit doesn't have a health bar
unit.health = () => 10;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(false);
// a dead unit doesn't have a health bar
unit.health = () => 5;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(true);
unit.health = () => 0;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(false);
});
it("should remove health bars for inactive units", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
id: () => 1,
type: () => "Warship",
health: () => 5,
tile: () => ({}),
owner: () => ({}),
isActive: () => true,
} as unknown as UnitView;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(true);
// an inactive unit doesn't have a health bar
unit.isActive = () => false;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(false);
});
it("should add loading bar for unit", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
id: () => 2,
tile: () => ({}),
isActive: () => true,
} as unknown as UnitView;
ui.createLoadingBar(unit);
expect(ui["allProgressBars"].has(2)).toBe(true);
});
it("should remove loading bar for inactive unit", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
id: () => 2,
type: () => "City",
isUnderConstruction: () => true,
owner: () => ({ id: () => 1 }),
tile: () => ({}),
isActive: () => true,
} as unknown as UnitView;
ui.onUnitEvent(unit);
expect(ui["allProgressBars"].has(2)).toBe(true);
// an inactive unit should not have a loading bar
unit.isActive = () => false;
ui.tick();
expect(ui["allProgressBars"].has(2)).toBe(false);
});
it("should remove loading bar for a finished progress bar", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
id: () => 2,
type: () => "City",
isUnderConstruction: () => true,
owner: () => ({ id: () => 1 }),
tile: () => ({}),
isActive: () => true,
createdAt: () => 1,
markedForDeletion: () => false,
} as unknown as UnitView;
ui.onUnitEvent(unit);
expect(ui["allProgressBars"].has(2)).toBe(true);
game.ticks = () => 6; // simulate enough ticks for completion
// simulate construction finished
(unit as any).isUnderConstruction = () => false;
ui.tick();
expect(ui["allProgressBars"].has(2)).toBe(false);
});
});
@@ -0,0 +1,334 @@
/**
* computePlayerStatus has two modes:
*
* - Replay mode (no localPlayerID): only crown / traitor / disconnected /
* nukeActive flags are populated. All relative flags are false.
* - Live mode (localPlayerID set): also fills alliance / target / embargo,
* and nukeTargetsMe if a tileState buffer is supplied.
*
* The function only emits an entry per player when at least one flag is true
* (the NamePass treats missing entries as "all flags off"). Tests assert
* both presence and absence of entries.
*/
import { describe, expect, it } from "vitest";
import { computePlayerStatus } from "../../../../../src/client/render/frame/derive/PlayerStatus";
import type {
PlayerState,
UnitState,
} from "../../../../../src/client/render/types";
import {
UT_ATOM_BOMB,
UT_WARSHIP,
} from "../../../../../src/client/render/types";
function ps(overrides: Partial<PlayerState> = {}): PlayerState {
return {
smallID: 1,
isAlive: true,
isDisconnected: false,
tilesOwned: 0,
gold: 0,
troops: 0,
isTraitor: false,
traitorRemainingTicks: 0,
betrayals: 0,
hasSpawned: true,
lastDeleteUnitTick: 0,
allies: [],
embargoes: [],
targets: [],
outgoingAttacks: [],
incomingAttacks: [],
outgoingAllianceRequests: [],
alliances: [],
outgoingEmojis: [],
...overrides,
};
}
function unit(overrides: Partial<UnitState> = {}): UnitState {
return {
id: 1,
unitType: UT_WARSHIP,
ownerID: 1,
lastOwnerID: null,
pos: 0,
lastPos: 0,
isActive: true,
reachedTarget: false,
retreating: false,
targetable: true,
markedForDeletion: false,
health: null,
underConstruction: false,
targetUnitId: null,
targetTile: null,
troops: 0,
missileTimerQueue: [],
level: 1,
hasTrainStation: false,
trainType: null,
loaded: null,
constructionStartTick: null,
...overrides,
};
}
function playersMap(...players: PlayerState[]): Map<number, PlayerState> {
return new Map(players.map((p) => [p.smallID, p]));
}
function unitsMap(...us: UnitState[]): Map<number, UnitState> {
return new Map(us.map((u) => [u.id, u]));
}
describe("computePlayerStatus — replay mode (no localPlayerID)", () => {
it("returns empty map when no flags are set", () => {
const players = playersMap(ps({ smallID: 1 }));
const status = computePlayerStatus(players, unitsMap());
expect(status.size).toBe(0);
});
it("crown goes to the alive player with most tiles owned", () => {
const players = playersMap(
ps({ smallID: 1, tilesOwned: 100 }),
ps({ smallID: 2, tilesOwned: 500 }), // king
ps({ smallID: 3, tilesOwned: 250 }),
);
const status = computePlayerStatus(players, unitsMap());
expect(status.get(2)?.crown).toBe(true);
// Players 1 and 3 don't have crown and no other flags → no entry emitted.
expect(status.has(1)).toBe(false);
expect(status.has(3)).toBe(false);
});
it("dead players don't get the crown even if they had the most tiles", () => {
const players = playersMap(
ps({ smallID: 1, tilesOwned: 1000, isAlive: false }),
ps({ smallID: 2, tilesOwned: 100 }),
);
const status = computePlayerStatus(players, unitsMap());
expect(status.get(2)?.crown).toBe(true);
expect(status.has(1)).toBe(false);
});
it("traitor + traitorRemainingTicks flow through", () => {
const players = playersMap(
ps({ smallID: 1, isTraitor: true, traitorRemainingTicks: 42 }),
);
const status = computePlayerStatus(players, unitsMap());
expect(status.get(1)?.traitor).toBe(true);
expect(status.get(1)?.traitorRemainingTicks).toBe(42);
});
it("disconnected flag flows through", () => {
const players = playersMap(ps({ smallID: 1, isDisconnected: true }));
const status = computePlayerStatus(players, unitsMap());
expect(status.get(1)?.disconnected).toBe(true);
});
it("nukeActive: any in-flight nuke marks its owner", () => {
const players = playersMap(ps({ smallID: 1 }), ps({ smallID: 2 }));
const units = unitsMap(
unit({ id: 10, ownerID: 2, unitType: UT_ATOM_BOMB, isActive: true }),
);
const status = computePlayerStatus(players, units);
expect(status.get(2)?.nukeActive).toBe(true);
expect(status.has(1)).toBe(false);
});
it("inactive nukes don't trigger nukeActive", () => {
const players = playersMap(ps({ smallID: 1 }));
const units = unitsMap(
unit({ id: 10, ownerID: 1, unitType: UT_ATOM_BOMB, isActive: false }),
);
const status = computePlayerStatus(players, units);
expect(status.has(1)).toBe(false);
});
it("relative flags (alliance/target/embargo/nukeTargetsMe) are always false in replay mode", () => {
const players = playersMap(
ps({ smallID: 1, allies: [2], targets: [2], embargoes: [2] }),
ps({ smallID: 2, tilesOwned: 1 }), // crown so an entry exists
);
const status = computePlayerStatus(players, unitsMap());
expect(status.get(2)?.alliance).toBe(false);
expect(status.get(2)?.target).toBe(false);
expect(status.get(2)?.embargo).toBe(false);
expect(status.get(2)?.nukeTargetsMe).toBe(false);
});
});
describe("computePlayerStatus — live mode (localPlayerID set)", () => {
it("alliance: local has them as ally → alliance true", () => {
const players = playersMap(
ps({ smallID: 1, allies: [2] }), // me
ps({ smallID: 2 }),
);
const status = computePlayerStatus(players, unitsMap(), {
localPlayerID: 1,
});
expect(status.get(2)?.alliance).toBe(true);
});
it("target: local has them in targets → target true", () => {
const players = playersMap(
ps({ smallID: 1, targets: [2] }), // me
ps({ smallID: 2 }),
);
const status = computePlayerStatus(players, unitsMap(), {
localPlayerID: 1,
});
expect(status.get(2)?.target).toBe(true);
});
it("embargo is bilateral: true if I embargo them OR they embargo me", () => {
// I embargo them.
let status = computePlayerStatus(
playersMap(ps({ smallID: 1, embargoes: [2] }), ps({ smallID: 2 })),
unitsMap(),
{ localPlayerID: 1 },
);
expect(status.get(2)?.embargo).toBe(true);
// They embargo me.
status = computePlayerStatus(
playersMap(ps({ smallID: 1 }), ps({ smallID: 2, embargoes: [1] })),
unitsMap(),
{ localPlayerID: 1 },
);
expect(status.get(2)?.embargo).toBe(true);
// Neither.
status = computePlayerStatus(
playersMap(ps({ smallID: 1 }), ps({ smallID: 2, tilesOwned: 1 })),
unitsMap(),
{ localPlayerID: 1 },
);
// Player 2 only has crown — embargo should be false.
expect(status.get(2)?.embargo).toBe(false);
});
it("relative flags are NOT set for the local player itself (no self-relationships)", () => {
const players = playersMap(
ps({
smallID: 1,
tilesOwned: 100,
allies: [1],
targets: [1],
embargoes: [1],
}),
ps({ smallID: 2 }),
);
const status = computePlayerStatus(players, unitsMap(), {
localPlayerID: 1,
});
// Player 1 (local) gets crown but no relative flags vs. self.
expect(status.get(1)?.crown).toBe(true);
expect(status.get(1)?.alliance).toBe(false);
expect(status.get(1)?.target).toBe(false);
expect(status.get(1)?.embargo).toBe(false);
});
it("nukeTargetsMe: requires tileState — without it, stays false", () => {
const players = playersMap(ps({ smallID: 1 }), ps({ smallID: 2 }));
const units = unitsMap(
unit({
id: 10,
ownerID: 2,
unitType: UT_ATOM_BOMB,
isActive: true,
targetTile: 5,
}),
);
const status = computePlayerStatus(players, units, { localPlayerID: 1 });
expect(status.get(2)?.nukeActive).toBe(true);
expect(status.get(2)?.nukeTargetsMe).toBe(false);
});
it("nukeTargetsMe: true when nuke targets a tile owned by local player", () => {
const players = playersMap(ps({ smallID: 1 }), ps({ smallID: 2 }));
const units = unitsMap(
unit({
id: 10,
ownerID: 2,
unitType: UT_ATOM_BOMB,
isActive: true,
targetTile: 5,
}),
);
// tileState[5] low 12 bits = 1 (local player's smallID).
const tileState = new Uint16Array(16);
tileState[5] = 1;
const status = computePlayerStatus(players, units, {
localPlayerID: 1,
tileState,
});
expect(status.get(2)?.nukeTargetsMe).toBe(true);
});
it("nukeTargetsMe: false when nuke targets a tile owned by someone else", () => {
const players = playersMap(
ps({ smallID: 1 }),
ps({ smallID: 2 }),
ps({ smallID: 3 }),
);
const units = unitsMap(
unit({
id: 10,
ownerID: 2,
unitType: UT_ATOM_BOMB,
isActive: true,
targetTile: 5,
}),
);
// tileState[5] = player 3, not me.
const tileState = new Uint16Array(16);
tileState[5] = 3;
const status = computePlayerStatus(players, units, {
localPlayerID: 1,
tileState,
});
expect(status.get(2)?.nukeTargetsMe).toBe(false);
});
it("entry is emitted when only a relative flag is true (even with no base flags)", () => {
const players = playersMap(
ps({ smallID: 1, allies: [2] }), // me
ps({ smallID: 2 }), // no other flags
);
const status = computePlayerStatus(players, unitsMap(), {
localPlayerID: 1,
});
// Without local-mode, player 2 wouldn't get an entry — alliance is the
// only reason it shows up here.
expect(status.get(2)).toBeDefined();
expect(status.get(2)?.alliance).toBe(true);
});
it("localPlayerID = 0 (no local player) behaves like replay mode", () => {
const players = playersMap(
ps({ smallID: 1, allies: [2] }),
ps({ smallID: 2, tilesOwned: 1 }),
);
const status = computePlayerStatus(players, unitsMap(), {
localPlayerID: 0,
});
expect(status.get(2)?.alliance).toBe(false);
});
it("allianceReq and allianceFraction are not computed (deferred)", () => {
const players = playersMap(
ps({ smallID: 1, allies: [2] }),
ps({ smallID: 2 }),
);
const status = computePlayerStatus(players, unitsMap(), {
localPlayerID: 1,
});
expect(status.get(2)?.allianceReq).toBe(false);
expect(status.get(2)?.allianceFraction).toBe(0);
});
});
+474
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@@ -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?: number[];
bEmbargoSmallIDs?: number[];
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);
});
});
+224
View File
@@ -0,0 +1,224 @@
/**
* 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 };