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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>
150 lines
5.5 KiB
TypeScript
150 lines
5.5 KiB
TypeScript
import { AllianceExtensionExecution } from "engine/execution/alliance/AllianceExtensionExecution";
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import { AllianceRequestExecution } from "engine/execution/alliance/AllianceRequestExecution";
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import { Game, MessageType, Player, PlayerType } from "engine/game/Game";
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import { playerInfo, setup } from "./util/Setup";
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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("AllianceExtensionExecution", () => {
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beforeEach(async () => {
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game = await setup(
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"ocean_and_land",
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{ infiniteGold: true, instantBuild: true, infiniteTroops: true },
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[
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playerInfo("player1", PlayerType.Human),
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playerInfo("player2", PlayerType.Human),
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playerInfo("player3", PlayerType.Nation),
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],
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);
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player1 = game.player("player1");
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player2 = game.player("player2");
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player3 = game.player("player3");
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});
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test("Successfully extends existing alliance between Humans", () => {
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vi.spyOn(player1, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(player2, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(player2, "isAlive").mockReturnValue(true);
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vi.spyOn(player1, "isAlive").mockReturnValue(true);
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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game.executeNextTick();
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expect(player1.allianceWith(player2)).toBeTruthy();
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expect(player2.allianceWith(player1)).toBeTruthy();
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const allianceBefore = player1.allianceWith(player2)!;
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const allianceSpy = vi.spyOn(allianceBefore, "extend");
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const expirationBefore = allianceBefore.expiresAt();
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game.addExecution(new AllianceExtensionExecution(player1, player2.id()));
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game.executeNextTick();
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expect(allianceSpy).toHaveBeenCalledTimes(0); // both players must agree to extend
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game.addExecution(new AllianceExtensionExecution(player2, player1.id()));
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game.executeNextTick();
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const allianceAfter = player1.allianceWith(player2)!;
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expect(allianceAfter.id()).toBe(allianceBefore.id());
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const expirationAfter = allianceAfter.expiresAt();
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expect(expirationAfter).toBeGreaterThan(expirationBefore);
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expect(allianceSpy).toHaveBeenCalledTimes(1);
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});
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test("Fails gracefully if no alliance exists", () => {
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game.addExecution(new AllianceExtensionExecution(player1, player2.id()));
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game.executeNextTick();
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expect(player1.allianceWith(player2)).toBeFalsy();
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expect(player2.allianceWith(player1)).toBeFalsy();
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});
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test("Successfully extends existing alliance between Human and non-Human", () => {
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vi.spyOn(player1, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(player3, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(player3, "isAlive").mockReturnValue(true);
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vi.spyOn(player1, "isAlive").mockReturnValue(true);
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game.addExecution(new AllianceRequestExecution(player1, player3.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRequestExecution(player3, player1.id()));
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game.executeNextTick();
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expect(player1.allianceWith(player3)).toBeTruthy();
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expect(player3.allianceWith(player1)).toBeTruthy();
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const allianceBefore = player1.allianceWith(player3)!;
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const allianceSpy = vi.spyOn(allianceBefore, "extend");
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const expirationBefore = allianceBefore.expiresAt();
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game.addExecution(new AllianceExtensionExecution(player1, player3.id()));
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game.executeNextTick();
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expect(allianceSpy).toHaveBeenCalledTimes(0); // both players must agree to extend
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game.addExecution(new AllianceExtensionExecution(player3, player1.id()));
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game.executeNextTick();
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const allianceAfter = player1.allianceWith(player3)!;
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expect(allianceAfter.id()).toBe(allianceBefore.id());
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const expirationAfter = allianceAfter.expiresAt();
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expect(expirationAfter).toBeGreaterThan(expirationBefore);
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expect(allianceSpy).toHaveBeenCalledTimes(1);
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});
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test("Sends message to other player when one player requests renewal", () => {
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vi.spyOn(player1, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(player2, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(player2, "isAlive").mockReturnValue(true);
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vi.spyOn(player1, "isAlive").mockReturnValue(true);
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// Create alliance between player1 and player2
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game.addExecution(new AllianceRequestExecution(player1, player2.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRequestExecution(player2, player1.id()));
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game.executeNextTick();
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expect(player1.allianceWith(player2)).toBeTruthy();
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expect(player2.allianceWith(player1)).toBeTruthy();
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// Spy on displayMessage to verify it's called
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const displayMessageSpy = vi.spyOn(game, "displayMessage");
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// Player1 requests renewal
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game.addExecution(new AllianceExtensionExecution(player1, player2.id()));
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game.executeNextTick();
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// Verify message was sent to player2
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expect(displayMessageSpy).toHaveBeenCalledWith(
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"events_display.wants_to_renew_alliance",
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MessageType.RENEW_ALLIANCE,
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player2.id(),
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undefined,
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{ name: player1.displayName() },
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);
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expect(displayMessageSpy).toHaveBeenCalledTimes(1);
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// Request again - should not send duplicate message
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game.addExecution(new AllianceExtensionExecution(player1, player2.id()));
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game.executeNextTick();
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// Should still be called only once (no duplicate)
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expect(displayMessageSpy).toHaveBeenCalledTimes(1);
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displayMessageSpy.mockRestore();
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});
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});
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