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
Arkadiusz Sygulski d7bcbf54f3 Add tests for MIRV execution (#2767)
## Description:

This is a companion PR to
https://github.com/openfrontio/OpenFrontIO/pull/2765. It implements
tests and a performance benchmark for MIRV.

```bash
$ npm test -- tests/core/executions/MIRVExecution.test.ts

 ✓ tests/core/executions/MIRVExecution.test.ts (9 tests) 71ms
   ✓ MIRVExecution (9)
     ✓ MIRV should launch successfully 10ms
     ✓ MIRV should break alliances on launch 5ms
     ✓ MIRV should separate into warheads 20ms
     ✓ MIRV warheads should only target tiles owned by target player 15ms
     ✓ MIRV warheads should be distributed with minimum spacing 12ms
     ✓ MIRV should display warning message on launch 2ms
     ✓ MIRV should not launch if player cannot build it 2ms
     ✓ MIRV should not launch when targeting terra nullius 2ms
     ✓ MIRV should launch when targeting own territory without breaking alliances 2ms
```

```bash
$ npm tsx tests/perf/MIRVPerf.ts

...

=== MIRV Performance Benchmark Results ===
MIRV target selection - sparse territory x 53.53 ops/sec ±0.48% (71 runs sampled)
MIRV target selection - dense territory x 53.39 ops/sec ±0.57% (70 runs sampled)
MIRV target selection - giant world map (350 targets) x 1,129 ops/sec ±0.98% (90 runs sampled)
```

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] 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:

moleole
2026-01-02 10:36:02 -08:00