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>
98 lines
2.8 KiB
TypeScript
98 lines
2.8 KiB
TypeScript
import { PortExecution } from "engine/execution/PortExecution";
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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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let game: Game;
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let player: Player;
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let other: Player;
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describe("PortExecution", () => {
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beforeEach(async () => {
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game = await setup("half_land_half_ocean", { instantBuild: true }, [
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new PlayerInfo("player", PlayerType.Human, null, "player_id"),
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new PlayerInfo("other", PlayerType.Human, null, "other_id"),
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]);
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player = game.player("player_id");
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player.addGold(BigInt(1000000));
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other = game.player("other_id");
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game.config().structureMinDist = () => 10;
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});
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test("Destination ports chances scale with level", () => {
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game.config().proximityBonusPortsNb = () => 0;
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game.config().tradeShipShortRangeDebuff = () => 0;
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player.conquer(game.ref(7, 10));
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const spawn = player.canBuild(UnitType.Port, game.ref(7, 10));
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if (spawn === false) {
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throw new Error("Unable to build port for test");
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}
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const port = player.buildUnit(UnitType.Port, spawn, {});
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const execution = new PortExecution(port);
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execution.init(game, 0);
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execution.tick(0);
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other.conquer(game.ref(0, 0));
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const otherPort = other.buildUnit(UnitType.Port, game.ref(0, 0), {});
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otherPort.increaseLevel();
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otherPort.increaseLevel();
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const ports = execution.tradingPorts();
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expect(ports.length).toBe(3);
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});
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test("Trade ship proximity bonus", () => {
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game.config().proximityBonusPortsNb = () => 10;
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game.config().tradeShipShortRangeDebuff = () => 0;
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player.conquer(game.ref(7, 10));
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const spawn = player.canBuild(UnitType.Port, game.ref(7, 10));
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if (spawn === false) {
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throw new Error("Unable to build port for test");
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}
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const port = player.buildUnit(UnitType.Port, spawn, {});
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const execution = new PortExecution(port);
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execution.init(game, 0);
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execution.tick(0);
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other.conquer(game.ref(0, 0));
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other.buildUnit(UnitType.Port, game.ref(0, 0), {});
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const ports = execution.tradingPorts();
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expect(ports.length).toBe(2);
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});
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test("Trade ship short range debuff", () => {
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game.config().proximityBonusPortsNb = () => 10;
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// Short range debuff cancels out the proximity bonus.
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game.config().tradeShipShortRangeDebuff = () => 100;
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player.conquer(game.ref(7, 10));
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const spawn = player.canBuild(UnitType.Port, game.ref(7, 10));
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if (spawn === false) {
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throw new Error("Unable to build port for test");
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}
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const port = player.buildUnit(UnitType.Port, spawn, {});
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const execution = new PortExecution(port);
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execution.init(game, 0);
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execution.tick(0);
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other.conquer(game.ref(0, 0));
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other.buildUnit(UnitType.Port, game.ref(0, 0), {});
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const ports = execution.tradingPorts();
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expect(ports.length).toBe(1);
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});
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});
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