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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>
133 lines
4.5 KiB
TypeScript
133 lines
4.5 KiB
TypeScript
import { PlayerInfo, PlayerType, UnitType } from "engine/game/Game";
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import { UnitGrid } from "engine/game/UnitGrid";
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import { setup } from "./util/Setup";
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async function checkRange(
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mapName: string,
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unitPosX: number,
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rangeCheck: number,
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range: number,
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) {
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const game = await setup(mapName, { infiniteGold: true, instantBuild: true });
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const grid = new UnitGrid(game.map());
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const player = game.addPlayer(
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new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
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);
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const unitTile = game.map().ref(unitPosX, 0);
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grid.addUnit(player.buildUnit(UnitType.DefensePost, unitTile, {}));
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const tileToCheck = game.map().ref(rangeCheck, 0);
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return grid.hasUnitNearby(
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tileToCheck,
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range,
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UnitType.DefensePost,
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"test_id",
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);
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}
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async function nearbyUnits(
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mapName: string,
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unitPosX: number,
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rangeCheck: number,
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range: number,
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unitTypes: readonly UnitType[],
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) {
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const game = await setup(mapName, { infiniteGold: true, instantBuild: true });
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const grid = new UnitGrid(game.map());
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const player = game.addPlayer(
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new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
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);
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const unitTile = game.map().ref(unitPosX, 0);
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for (const unitType of unitTypes) {
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grid.addUnit(player.buildUnit(unitType, unitTile, {}));
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}
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const tileToCheck = game.map().ref(rangeCheck, 0);
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return grid.nearbyUnits(tileToCheck, range, unitTypes);
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}
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describe("Unit Grid range tests", () => {
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const hasUnitCases = [
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["plains", 0, 10, 0, true], // Same spot
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["plains", 0, 10, 10, true], // Exactly on the range
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["plains", 0, 10, 11, false], // Exactly 1px outside
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["big_plains", 0, 198, 42, true], // Inside huge range
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["big_plains", 0, 198, 199, false], // Exactly 1px outside huge range
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] as const;
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describe("Is unit in range", () => {
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test.each(hasUnitCases)(
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"on %p map, look if unit at position %p with a range of %p is in range of %p position, returns %p",
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async (
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mapName: string,
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unitPosX: number,
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range: number,
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rangeCheck: number,
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expectedResult: boolean,
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) => {
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const result = await checkRange(mapName, unitPosX, rangeCheck, range);
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expect(result).toBe(expectedResult);
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},
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);
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});
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const unitsInRangeCases = [
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["plains", 0, 10, 0, [UnitType.Warship], 1], // Same spot
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["plains", 0, 10, 0, [UnitType.City, UnitType.Port], 2], // 2 in range
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["plains", 0, 10, 0, [], 0], // no unit
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["plains", 0, 10, 10, [UnitType.City], 1], // Exactly on the range
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["plains", 0, 10, 11, [UnitType.DefensePost], 0], // 1px outside
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["big_plains", 0, 198, 42, [UnitType.TradeShip], 1], // Inside huge range
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["big_plains", 0, 198, 199, [UnitType.TransportShip], 0], // 1px outside
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] as const;
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describe("Retrieve all units in range", () => {
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test.each(unitsInRangeCases)(
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"on %p map, look if unit at position %p with a range of %p is in range of %p position, returns %p",
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async (mapName, unitPosX, range, rangeCheck, units, expectedResult) => {
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const result = await nearbyUnits(
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mapName,
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unitPosX,
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rangeCheck,
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range,
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units, // remove readonly
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);
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expect(result.length).toBe(expectedResult);
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},
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);
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test("Wrong unit type in range", async () => {
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const game = await setup("plains", {
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infiniteGold: true,
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instantBuild: true,
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});
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const grid = new UnitGrid(game.map());
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const player = game.addPlayer(
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new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
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);
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const unitTile = game.map().ref(0, 0);
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grid.addUnit(player.buildUnit(UnitType.City, unitTile, {}));
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const tileToCheck = game.map().ref(0, 0);
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expect(grid.nearbyUnits(tileToCheck, 10, [UnitType.Port])).toHaveLength(
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0,
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);
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});
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test("One inside, one outside of range", async () => {
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const game = await setup("plains", {
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infiniteGold: true,
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instantBuild: true,
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});
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const grid = new UnitGrid(game.map());
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const player = game.addPlayer(
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new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
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);
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const unitType = UnitType.City;
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const unitTile = game.map().ref(0, 0);
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grid.addUnit(player.buildUnit(unitType, unitTile, {}));
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const outsideTile = game.map().ref(99, 0);
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grid.addUnit(player.buildUnit(unitType, outsideTile, {}));
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const tileToCheck = game.map().ref(0, 0);
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expect(grid.nearbyUnits(tileToCheck, 10, [unitType])).toHaveLength(1);
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});
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});
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});
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