Files
OpenFrontIO/tests/QuickChat.test.ts
Evan Pelle a7f992e9b0 refactor: convert to npm-workspaces monorepo (engine/core-public/shared/client/server)
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>
2026-06-10 16:51:03 +00:00

86 lines
2.7 KiB
TypeScript

import { QuickChatExecution } from "engine/execution/QuickChatExecution";
import { Game, Player, PlayerType } from "engine/game/Game";
import { playerInfo, setup } from "./util/Setup";
let game: Game;
let player1: Player;
let player2: Player;
let player3: Player;
describe("QuickChat cooldown", () => {
beforeEach(async () => {
game = await setup("plains", {}, [
playerInfo("player1", PlayerType.Human),
playerInfo("player2", PlayerType.Human),
playerInfo("player3", PlayerType.Human),
]);
player1 = game.player("player1");
player1.conquer(game.ref(0, 0));
player2 = game.player("player2");
player2.conquer(game.ref(0, 1));
player3 = game.player("player3");
player3.conquer(game.ref(0, 2));
while (game.inSpawnPhase()) {
game.executeNextTick();
}
});
// Helper: add an execution and advance two ticks so tick() actually runs.
// (addExecution → unInitExecs; first tick: init(); second tick: tick())
function sendQuickChat(sender: Player, recipient: Player) {
game.addExecution(
new QuickChatExecution(sender, recipient.id(), "greet.hello", undefined),
);
game.executeNextTick(); // init
game.executeNextTick(); // tick
}
test("first quick chat is sent", () => {
expect(player1.canSendQuickChat(player2)).toBe(true);
sendQuickChat(player1, player2);
expect(player1.canSendQuickChat(player2)).toBe(false);
});
test("second quick chat within cooldown is blocked", () => {
sendQuickChat(player1, player2);
expect(player1.canSendQuickChat(player2)).toBe(false);
// Even after the second attempt, cooldown persists
sendQuickChat(player1, player2);
expect(player1.canSendQuickChat(player2)).toBe(false);
});
test("quick chat is allowed again after cooldown expires", () => {
sendQuickChat(player1, player2);
expect(player1.canSendQuickChat(player2)).toBe(false);
// Advance past the cooldown (3 * 10 = 30 ticks)
const cooldown = game.config().quickChatCooldown();
for (let i = 0; i < cooldown; i++) {
game.executeNextTick();
}
expect(player1.canSendQuickChat(player2)).toBe(true);
});
test("cooldown is per-sender — different sender is not affected", () => {
sendQuickChat(player1, player2);
expect(player1.canSendQuickChat(player2)).toBe(false);
// player2 sending to player1 is independent
expect(player2.canSendQuickChat(player1)).toBe(true);
});
test("cooldown is per-recipient — same sender can still chat with a different recipient", () => {
sendQuickChat(player1, player2);
expect(player1.canSendQuickChat(player2)).toBe(false);
// player1 is on cooldown for player2 but not for player3
expect(player1.canSendQuickChat(player3)).toBe(true);
});
});