Files
OpenFrontIO/tests/client/view/UnitView.test.ts
evanpelle 5b663fae14 refactor: share renderer state shapes between game and WebGL renderer
PlayerView/UnitView now wrap renderer-shaped state objects (PlayerState,
PlayerStatic, UnitState) directly instead of holding engine wire types.
GameView owns a long-lived FrameData object kept in sync each tick:
players/units/tiles/trail/railroad are mutated in place; derived buffers
(playerStatus, relationMatrix, allianceClusters, nukeTelegraphs,
attackRings) and events are recomputed in a final populateFrame() pass.

The renderer reads gameView.frameData() and the same byte-identical
state objects PlayerView/UnitView wrap. WebGLFrameBuilder shrinks from
~270 to ~70 LOC: palette management + a single uploadFrameData() call,
no per-frame UnitState allocation on the hot path.

Wiring: maxPlayers=1024 on RendererConfig (pre-sizes NamePass/palette/
relation matrix textures); NamePass disabled so HTML NameLayer remains
the only on-screen player names.

Also: 39 new tests covering PlayerView/GameView/FrameData behavior;
replace .data field access in three layer call sites with accessor
methods (betrayals(), type(), getTraitorRemainingTicks()).
2026-05-16 13:27:31 -07:00

259 lines
8.4 KiB
TypeScript

/**
* 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);
});
});
});