Tighten the package model around the determinism invariant: everything the
engine imports must itself be deterministic.
- Rename core-public -> engine-public (package, dir, `engine-public/*` alias,
all 118 import sites). It is the deterministic public surface the engine
depends on and that client/server also use.
- Move the pure formatting helpers (renderNumber/renderTroops) from shared
into engine-public/format — the engine uses them and they're deterministic.
- Drop the now-empty shared package (and its alias). `shared` was intended for
client/server-shared, engine-forbidden code; there is none yet, so it is
removed and can be re-added when such code appears.
Final graph: engine-public (leaf) <- engine <- {client, server};
client/server also -> engine-public.
Verified: tsc clean; 1364 + 65 tests pass; prod build succeeds; engine-public
is a leaf; engine has no client/server imports. Lockfile regenerated.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Resolves#4094
## Description:
In Free-For-All (FFA) mode where teams default to 0, player isOnSameTeam
checks returned false for oneself, allowing players to attack
themselves. Consequently, if a bot conquered the targeted tile between
queueing a transport ship action and its actual initialization, the
target became itself, causing the bot to execute a self-invasion.
This fix adds a reflexive check in PlayerImpl.ts's isFriendly method to
always treat oneself as friendly. It also adds a safety guard in
TransportShipExecution.ts's init method to abort ship execution if the
target has shifted to the attacker.
## Please complete the following:
- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
barfires
Resolves#1041
## Description:
Remove the singleplayer spawn countdown so the game starts when the
player spawns, spawn nations immediately after player spawn, and align
game timer/max-timer timing with the new start point.
Added a singleplayer regression test for spawn-immunity timing
(GameImpl.test.ts) and updated spawn-phase loop tests to use gameType:
GameType.Public where singleplayer behavior is not under test (e.g.
MIRV/AI/Spawn/WinCheck-related suites), eliminating inSpawnPhase()
timeout hangs after the new singleplayer start logic.
https://github.com/user-attachments/assets/c07a585f-1153-490e-88ca-a91fc7ae5756
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
## Description:
This is a previously approved PR with an additional commit that fixes
case when nations change spawn & jump around, their previous territory
wasn't getting deleted.
## Please complete the following:
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
nikolaj_mykola
---------
Co-authored-by: Evan <evanpelle@gmail.com>