Commit Graph

3 Commits

Author SHA1 Message Date
Evan Pelle a7f992e9b0 refactor: convert to npm-workspaces monorepo (engine/core-public/shared/client/server)
Restructure the single src/ tree into an npm-workspaces monorepo under
packages/, rename core -> engine, extract a types-only core-public layer,
and break the pre-existing engine -> client dependency cycle.

Structure (packages/):
  core-public  public API/wire schemas + shared enums (clean leaf)
  shared       framework-agnostic helpers (clean leaf)
  engine       deterministic simulation (was src/core)
  client       rendering/UI (was src/client)
  server       coordination (was src/server)

Dependency DAG: engine -> {core-public, shared}; client -> {core-public,
shared, engine}; server -> {core-public, engine}.

- npm workspaces: root package.json workspaces + per-package package.json;
  tsconfig.base.json holds shared options + path aliases
  (core-public/* shared/* engine/* client/* server/*) resolved uniformly by
  tsc, Vite (resolve.tsconfigPaths), Vitest, and tsx. Lockfile regenerated.
- core-public: moved Schemas/ApiSchemas/CosmeticSchemas/StatsSchemas/
  ClanApiSchemas/WorkerSchemas/Base64/PatternDecoder; extracted the enums
  (GameTypes), GameEvent type, emoji table, and GraphicsOverrides schema.
  Engine re-exports the moved enums/types so existing imports keep working.
- Broke engine -> client cycle:
  - renderNumber/renderTroops -> shared/format
  - NameBoxCalculator moved into engine
  - username validation returns translation key + params; client translates
  - applyStateUpdate moved to client (operates on the render-only PlayerState)
  - Config/UnitGrid/execution-Util/GameImpl now use structural read
    interfaces (engine/game/ReadViews: PlayerLike/UnitLike/GameLike) instead
    of importing client view classes; client imports view classes from a new
    client/view barrel; deleted the engine/game/GameView re-export shim.
- Build/deploy updated: vite.config, index.html, eslint, Dockerfile
  (copies packages/ + tsconfig.base.json before npm ci), .vscode, tests.

Verified: tsc --noEmit clean; 1364 + 65 tests pass; production vite build
succeeds; engine has zero client/server imports; core-public and shared are
dependency leaves.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 16:51:03 +00:00
Aotumuri f1d162825e feat: remove spawn timer on singleplayer (#3199)
Resolves #1041 

## Description:

Remove the singleplayer spawn countdown so the game starts when the
player spawns, spawn nations immediately after player spawn, and align
game timer/max-timer timing with the new start point.

Added a singleplayer regression test for spawn-immunity timing
(GameImpl.test.ts) and updated spawn-phase loop tests to use gameType:
GameType.Public where singleplayer behavior is not under test (e.g.
MIRV/AI/Spawn/WinCheck-related suites), eliminating inSpawnPhase()
timeout hangs after the new singleplayer start logic.


https://github.com/user-attachments/assets/c07a585f-1153-490e-88ca-a91fc7ae5756

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
2026-05-11 12:44:44 -07:00
FloPinguin f09d9a3a5f Nations can overwhelm SAMs now 💥 (+ 3 little nation improvements) (#3246)
## Description:

### SAM Overwhelming (`NationNukeBehavior.ts`)

On Impossible difficulty, nations can now destroy enemy SAMs by
overwhelming them with coordinated atom bomb salvos. When no good nuke
target is found (all trajectories intercepted by SAMs), the nations
will:

- Identify the easiest enemy SAM to destroy (lowest level first)
- Calculate the total interception capacity of all covering SAMs and
send enough bombs to overwhelm them (+1 extra per 5 needed to account
for enemy building more SAMs during flight)
- Plan launches in NukeExecution's Manhattan-distance silo order,
tracking which silos have interceptable trajectories (wasted bombs)
- Use a sliding window over parabolic flight times to find the best
cluster of bombs that can arrive within half the SAM cooldown window
- Compute per-bomb wait ticks to synchronize arrivals from silos at
different distances
- Skip launching if a salvo is already in flight
- Upgrade the best SAM-protected silo when silo capacity is
insufficient; wait and save gold when only gold is lacking


https://github.com/user-attachments/assets/14fa592f-2902-4604-8e37-1eba2b2f0b85

### 2-Player Endgame Handling (`NationNukeBehavior.ts`)

- On Hard/Impossible with only 2 players remaining,
`findBestNukeTarget()` directly targets the other player (bypasses all
priority logic)
- `getPerceivedNukeCost()` returns actual cost (no MIRV saving
inflation) when only 2 players are left

### SAM Build Rate (`NationStructureBehavior.ts`)

- Reduced SAM perceived cost increase per owned from 1.0 to 0.5, so
nations build more SAMs

### Island Attack Variety (`AiAttackBehavior.ts`)

- `findNearestIslandEnemy()` now collects up to 2 reachable candidates
and has a 33% chance to pick the second-nearest, adding variety to boat
attack targeting

## 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:

FloPinguin
2026-02-20 23:16:03 -06:00