mirror of
https://github.com/openfrontio/OpenFrontIO.git
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a7f992e9b0
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>
151 lines
4.7 KiB
TypeScript
151 lines
4.7 KiB
TypeScript
import { AllianceRequestExecution } from "engine/execution/alliance/AllianceRequestExecution";
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import { GameUpdateType } from "engine/game/GameUpdates";
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import { NukeExecution } from "engine/execution/NukeExecution";
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import {
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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UnitType,
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} from "engine/game/Game";
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import { setup } from "./util/Setup";
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import { TestConfig } from "./util/TestConfig";
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let game: Game;
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let player1: Player;
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let player2: Player;
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let player3: Player;
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describe("Alliance acceptance immediately destroys in-flight nukes", () => {
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beforeEach(async () => {
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game = await setup(
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"plains",
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{ infiniteGold: true, instantBuild: true, infiniteTroops: true },
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[
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new PlayerInfo("player1", PlayerType.Human, "c1", "p1"),
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new PlayerInfo("player2", PlayerType.Human, "c2", "p2"),
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new PlayerInfo("player3", PlayerType.Human, "c3", "p3"),
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],
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);
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(game.config() as TestConfig).nukeAllianceBreakThreshold = () => 0;
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player1 = game.player("p1");
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player2 = game.player("p2");
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player3 = game.player("p3");
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player1.conquer(game.ref(0, 0));
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player2.conquer(game.ref(5, 5));
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player3.conquer(game.ref(10, 10));
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player1.buildUnit(UnitType.MissileSilo, game.ref(0, 0), {});
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});
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test("accepting alliance destroys in-flight nukes between the newly allied players", () => {
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game.addExecution(
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new NukeExecution(
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UnitType.AtomBomb,
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player1,
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game.ref(5, 5),
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game.ref(0, 0),
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-1,
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5,
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),
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);
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game.executeNextTick(); // init
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game.executeNextTick(); // spawn nuke
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expect(game.units(UnitType.AtomBomb)).toHaveLength(1);
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expect(player2.isAlliedWith(player1)).toBe(false);
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expect(player1.isFriendly(player2)).toBe(false);
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick(); // creates request
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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game.executeNextTick(); // counter-request auto-accepts
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expect(player2.isAlliedWith(player1)).toBe(true);
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expect(player1.isFriendly(player2)).toBe(true);
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expect(game.units(UnitType.AtomBomb)).toHaveLength(0);
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});
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test("accepting alliance destroys only nukes between allied players", () => {
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player1.buildUnit(UnitType.MissileSilo, game.ref(0, 0), {});
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game.addExecution(
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new NukeExecution(UnitType.AtomBomb, player1, game.ref(5, 5), null),
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);
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game.addExecution(
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new NukeExecution(UnitType.AtomBomb, player1, game.ref(10, 10), null),
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);
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game.executeNextTick(); // init
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game.executeNextTick(); // spawn nukes
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expect(game.units(UnitType.AtomBomb)).toHaveLength(2);
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expect(player2.isAlliedWith(player1)).toBe(false);
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expect(player1.isFriendly(player2)).toBe(false);
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// Both requests added in same tick so the nuke tick can't revoke the first
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// before the counter-request sees it.
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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game.executeNextTick(); // both init: first creates request, second auto-accepts
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expect(player2.isAlliedWith(player1)).toBe(true);
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expect(player1.isFriendly(player2)).toBe(true);
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expect(game.units(UnitType.AtomBomb)).toHaveLength(1);
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// Ensure remaining nuke targets player3
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const remainingNuke = game.units(UnitType.AtomBomb)[0];
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expect(remainingNuke.targetTile()).toBe(game.ref(10, 10));
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});
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test("accepting alliance displays a nuke-cancellation display message", () => {
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game.addExecution(
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new NukeExecution(
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UnitType.AtomBomb,
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player1,
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game.ref(5, 5),
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game.ref(0, 0),
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-1,
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5,
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),
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);
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game.executeNextTick(); // init
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game.executeNextTick(); // spawn nuke
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expect(game.units(UnitType.AtomBomb)).toHaveLength(1);
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expect(player2.isAlliedWith(player1)).toBe(false);
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expect(player1.isFriendly(player2)).toBe(false);
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick(); // creates request
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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const updates = game.executeNextTick(); // counter-request auto-accepts
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expect(player2.isAlliedWith(player1)).toBe(true);
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expect(player1.isFriendly(player2)).toBe(true);
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expect(game.units(UnitType.AtomBomb)).toHaveLength(0);
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const messages =
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updates[GameUpdateType.DisplayEvent]?.map((e) => e.message) ?? [];
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expect(
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messages.some(
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(m) =>
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m === "events_display.alliance_nukes_destroyed_outgoing" ||
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m === "events_display.alliance_nukes_destroyed_incoming",
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),
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).toBe(true);
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});
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});
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