Files
OpenFrontIO/tests/NationCreation.test.ts
Evan Pelle 43d07ca85f refactor: rename core-public -> engine-public; fold helpers in; drop shared
Tighten the package model around the determinism invariant: everything the
engine imports must itself be deterministic.

- Rename core-public -> engine-public (package, dir, `engine-public/*` alias,
  all 118 import sites). It is the deterministic public surface the engine
  depends on and that client/server also use.
- Move the pure formatting helpers (renderNumber/renderTroops) from shared
  into engine-public/format — the engine uses them and they're deterministic.
- Drop the now-empty shared package (and its alias). `shared` was intended for
  client/server-shared, engine-forbidden code; there is none yet, so it is
  removed and can be re-added when such code appears.

Final graph: engine-public (leaf) <- engine <- {client, server};
client/server also -> engine-public.

Verified: tsc clean; 1364 + 65 tests pass; prod build succeeds; engine-public
is a leaf; engine has no client/server imports. Lockfile regenerated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 20:32:32 +00:00

292 lines
7.5 KiB
TypeScript

import {
Difficulty,
GameMapSize,
GameMapType,
GameMode,
GameType,
Nation,
} from "engine/game/Game";
import { createNationsForGame } from "engine/game/NationCreation";
import {
AdditionalNation,
Nation as ManifestNation,
} from "engine/game/TerrainMapLoader";
import { PseudoRandom } from "engine/PseudoRandom";
import { GameConfig, GameStartInfo } from "engine-public/Schemas";
function makeManifestNations(count: number): ManifestNation[] {
const result: ManifestNation[] = [];
for (let i = 0; i < count; i++) {
result.push({
coordinates: [i, i],
flag: "",
name: `Manifest${i}`,
});
}
return result;
}
function makeAdditionalNations(names: string[]): AdditionalNation[] {
return names.map((name) => ({ name }));
}
function makeGameStart(targetNations: number): GameStartInfo {
const config: GameConfig = {
gameMap: GameMapType.World,
gameMapSize: GameMapSize.Normal,
gameMode: GameMode.FFA,
gameType: GameType.Singleplayer,
difficulty: Difficulty.Medium,
nations: targetNations,
donateGold: false,
donateTroops: false,
bots: 0,
infiniteGold: false,
infiniteTroops: false,
instantBuild: false,
randomSpawn: false,
};
return {
gameID: "test1234",
lobbyCreatedAt: 0,
config,
players: [],
};
}
function nationNames(nations: Nation[]): string[] {
return nations.map((n) => n.playerInfo.name);
}
describe("createNationsForGame: additionalNations pool", () => {
test("does not draw from the pool when manifest already covers the count", () => {
const manifest = makeManifestNations(4);
const extras = makeAdditionalNations(["ExtraA", "ExtraB", "ExtraC"]);
const random = new PseudoRandom(1);
const nations = createNationsForGame(
makeGameStart(3),
manifest,
extras,
0,
random,
);
expect(nations).toHaveLength(3);
for (const name of nationNames(nations)) {
expect(name.startsWith("Manifest")).toBe(true);
}
});
test("fills the deficit entirely from the pool when it is large enough", () => {
const manifest = makeManifestNations(2);
const extras = makeAdditionalNations([
"ExtraA",
"ExtraB",
"ExtraC",
"ExtraD",
"ExtraE",
]);
const random = new PseudoRandom(7);
const nations = createNationsForGame(
makeGameStart(5),
manifest,
extras,
0,
random,
);
expect(nations).toHaveLength(5);
const names = nationNames(nations);
expect(names.filter((n) => n.startsWith("Manifest"))).toHaveLength(2);
const fromPool = names.filter((n) => n.startsWith("Extra"));
expect(fromPool).toHaveLength(3);
for (const name of fromPool) {
expect(extras.some((e) => e.name === name)).toBe(true);
}
});
test("randomly selects from the pool when it has more entries than needed", () => {
const manifest = makeManifestNations(2);
const pool = [
"ExtraA",
"ExtraB",
"ExtraC",
"ExtraD",
"ExtraE",
"ExtraF",
"ExtraG",
"ExtraH",
];
const extras = makeAdditionalNations(pool);
const seen = new Set<string>();
for (let seed = 1; seed <= 25; seed++) {
const random = new PseudoRandom(seed);
const nations = createNationsForGame(
makeGameStart(4),
manifest,
extras,
0,
random,
);
expect(nations).toHaveLength(4);
const fromPool = nationNames(nations).filter((n) =>
n.startsWith("Extra"),
);
expect(fromPool).toHaveLength(2);
for (const name of fromPool) {
expect(pool).toContain(name);
}
fromPool.forEach((n) => seen.add(n));
}
expect(seen.size).toBeGreaterThan(2);
});
test("falls back to generated names when the pool is too small", () => {
const manifest = makeManifestNations(1);
const extras = makeAdditionalNations(["ExtraA", "ExtraB"]);
const random = new PseudoRandom(42);
const nations = createNationsForGame(
makeGameStart(5),
manifest,
extras,
0,
random,
);
expect(nations).toHaveLength(5);
const names = nationNames(nations);
expect(names.filter((n) => n.startsWith("Manifest"))).toHaveLength(1);
const fromPool = names.filter((n) => extras.some((e) => e.name === n));
expect(fromPool).toHaveLength(2);
const generated = names.filter(
(n) => !n.startsWith("Manifest") && !extras.some((e) => e.name === n),
);
expect(generated).toHaveLength(2);
});
test("falls back to generated names when the pool is empty", () => {
const manifest = makeManifestNations(2);
const random = new PseudoRandom(11);
const nations = createNationsForGame(
makeGameStart(4),
manifest,
[],
0,
random,
);
expect(nations).toHaveLength(4);
expect(
nationNames(nations).filter((n) => n.startsWith("Manifest")),
).toHaveLength(2);
});
test("skips pool entries whose name collides with a manifest nation", () => {
const manifest = makeManifestNations(2);
const extras = makeAdditionalNations([
"Manifest0",
"Manifest1",
"UniqueExtra",
]);
const random = new PseudoRandom(3);
const nations = createNationsForGame(
makeGameStart(3),
manifest,
extras,
0,
random,
);
const names = nationNames(nations);
expect(names).toHaveLength(3);
expect(new Set(names).size).toBe(3);
expect(names).toContain("UniqueExtra");
});
test("uses coordinates from additional nations when provided", () => {
const manifest = makeManifestNations(1);
const extras: AdditionalNation[] = [
{ name: "WithCoords", coordinates: [42, 99] },
{ name: "WithoutCoords" },
];
const random = new PseudoRandom(5);
const nations = createNationsForGame(
makeGameStart(3),
manifest,
extras,
0,
random,
);
const withCoords = nations.find((n) => n.playerInfo.name === "WithCoords");
const withoutCoords = nations.find(
(n) => n.playerInfo.name === "WithoutCoords",
);
expect(withCoords).toBeDefined();
expect(withoutCoords).toBeDefined();
expect(withCoords!.spawnCell?.x).toBe(42);
expect(withCoords!.spawnCell?.y).toBe(99);
expect(withoutCoords!.spawnCell).toBeUndefined();
});
test("uses coordinates from manifest nations when provided, undefined when omitted", () => {
const manifest: ManifestNation[] = [
{ name: "WithCoords", coordinates: [10, 20] },
{ name: "WithoutCoords" },
];
const random = new PseudoRandom(5);
const nations = createNationsForGame(
makeGameStart(2),
manifest,
[],
0,
random,
);
expect(nations).toHaveLength(2);
const withCoords = nations.find((n) => n.playerInfo.name === "WithCoords");
const withoutCoords = nations.find(
(n) => n.playerInfo.name === "WithoutCoords",
);
expect(withCoords).toBeDefined();
expect(withoutCoords).toBeDefined();
expect(withCoords!.spawnCell?.x).toBe(10);
expect(withCoords!.spawnCell?.y).toBe(20);
expect(withoutCoords!.spawnCell).toBeUndefined();
});
test("produces unique nation names overall", () => {
const manifest = makeManifestNations(3);
const extras = makeAdditionalNations(["Ex1", "Ex2", "Ex3"]);
const random = new PseudoRandom(99);
const nations = createNationsForGame(
makeGameStart(8),
manifest,
extras,
0,
random,
);
const names = nationNames(nations);
expect(names).toHaveLength(8);
expect(new Set(names).size).toBe(8);
});
});