Commit Graph

2 Commits

Author SHA1 Message Date
Evan 769d0c687f Extend run-openfront skill with headless in-game WebGL testing (#4245)
## What

Extends the `run-openfront` Claude Code skill so agents can test the
*whole game* headlessly, not just the home page and modals. New
`game.mjs` driver plays an actual singleplayer game end-to-end:

- start a solo game with chosen options (bots, map, difficulty, …)
- spawn, attack/expand, open the radial build menu
- read ground-truth sim state (`ticks`, `inSpawnPhase`, `myPlayer`
troops/gold/tiles, `outgoingAttacks`) instead of guessing from pixels
- take real WebGL screenshots (SwiftShader renders the map fine
headless)

`node .claude/skills/run-openfront/game.mjs` runs a ~2 min smoke flow
that asserts territory growth after an expansion attack and that the
radial menu opens.

## How

No game-code changes were needed:

- `hud/GameRenderer.ts` already assigns the `GameView` and
`TransformHandler` onto the `<build-menu>` element, so page JS reaches
live sim state and world↔screen conversion through it.
- `launch({ rafIntervalMs })` stubs `requestAnimationFrame` to one frame
per interval. SwiftShader needs seconds of CPU per frame, and an
unthrottled frame loop starves the main thread — the singleplayer turn
loop drops from 10 ticks/s to ~0.3. Throttled, the sim runs near full
speed while frames still render for screenshots.
- `clickWorld()` absorbs the canvas-click pitfalls discovered while
testing: aims at tile centers (corner clicks floor onto the neighboring
tile), refuses to click through HUD elements covering
`#game-input-overlay`, and freezes the post-spawn camera animation so
computed coordinates don't go stale.

## Testing

Smoke flow run repeatedly on a headless 4-core box: game starts (123
players), spawn lands on the clicked tile, expansion attack grows
territory 52 → ~275 tiles, radial menu opens, screenshots show the
rendered map.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 14:31:34 -07:00
Evan 3de5fb4204 Move map metadata into info.json and generate map TypeScript from it (#4227)
**Add approved & assigned issue number here:**

N/A — maintainer refactor.

## Description:

Makes each map's `info.json` the single source of truth for map metadata
— adding a map is now a folder with `image.png` + `info.json`, a
`gen-maps` run, and an en.json display name.

**info.json / manifest.json carry full map metadata.** Every
`map-generator/assets/maps/<map>/info.json` declares `id` (the
`GameMapType` enum key), `name` (the enum value — wire format, unchanged
for all 94 maps), `translation_key`, `categories`, and
`multiplayer_frequency` (the public-playlist weight that used to be the
`FREQUENCY` record in MapPlaylist.ts). The generator validates
everything and mirrors it into `resources/maps/<map>/manifest.json`. 23
stale info.json `name` values were normalized to the canonical enum
value; enum values are byte-identical, so replays and stored game
configs are unaffected.

**The generator emits the TypeScript and discovers maps itself.** New
`map-generator/codegen.go` generates `src/core/game/Maps.gen.ts`
(`GameMapType`, `GameMapName`, `mapCategories`, `mapTranslationKeys`,
`multiplayerFrequency` — now a full `Record<GameMapName, number>`,
killing the old `Partial`) on every run; `Game.ts` re-exports it. The
hardcoded map registry in `main.go` is gone — maps are auto-discovered
from the `assets/maps` / `assets/test_maps` directories. MapConsistency
tests fail with a "run `npm run gen-maps`" message if info.json,
manifest.json, and Maps.gen.ts drift. The tracked
`map-generator/map-generator` binary is rebuilt to match.

**New categories: continents + world/cosmic/tournament/other,
multi-category support.** `continental`/`regional`/`fantasy`/`arcade`
are replaced by `featured`, `world`, `europe`, `asia`, `north_america`,
`africa`, `south_america`, `oceania`, `antarctica`, `cosmic`,
`tournament`, and `other`. Maps can list multiple categories, so
straddlers (Black Sea, Bosphorus, Caucasus, Between Two Seas, Bering
Sea/Strait, Mena, Strait of Gibraltar, Hawaii, Arctic) appear under both
regions. Featured is itself a category (same 7 maps as before).
MapPlaylist keeps its arcade exclusion via an explicit set.

**Map picker UI.** Two tabs: **Featured** (default — featured maps plus
a Favorites section when maps are starred) and **All** (one prominent
collapsible bar per category with a map count, collapsed by default).
The selected map is prepended to the featured grid when it lives
elsewhere. `getMapName()` resolves through the generated
`mapTranslationKeys`, which also fixes tourney maps never resolving a
valid translation key.

## Please complete the following:

- [ ] I have added screenshots for all UI updates (maintainer change —
picker described above)
- [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

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evanpelle

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 19:36:53 -07:00