Files
OpenFrontIO/tests/WarshipMultiSelection.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

144 lines
4.4 KiB
TypeScript

import { MoveWarshipExecution } from "engine/execution/MoveWarshipExecution";
import { WarshipExecution } from "engine/execution/WarshipExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "engine/game/Game";
import { setup } from "./util/Setup";
import { executeTicks } from "./util/utils";
const coastX = 7;
let game: Game;
let player1: Player;
let player2: Player;
describe("Warship multi-selection (MoveWarshipExecution)", () => {
beforeEach(async () => {
game = await setup(
"half_land_half_ocean",
{ infiniteGold: true, instantBuild: true },
[
new PlayerInfo("p1", PlayerType.Human, null, "p1"),
new PlayerInfo("p2", PlayerType.Human, null, "p2"),
],
);
player1 = game.player("p1");
player2 = game.player("p2");
});
test("moving multiple warships via array MoveWarshipExecution updates all patrol tiles", () => {
const w1 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 10), {
patrolTile: game.ref(coastX + 1, 10),
});
const w2 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 2, 10), {
patrolTile: game.ref(coastX + 2, 10),
});
const w3 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 3, 10), {
patrolTile: game.ref(coastX + 3, 10),
});
game.addExecution(new WarshipExecution(w1));
game.addExecution(new WarshipExecution(w2));
game.addExecution(new WarshipExecution(w3));
const sharedTarget = game.ref(coastX + 5, 15);
// Single execution with array of ids — the new unified API
game.addExecution(
new MoveWarshipExecution(
player1,
[w1.id(), w2.id(), w3.id()],
sharedTarget,
),
);
executeTicks(game, 5);
expect(w1.warshipState().patrolTile).toBe(sharedTarget);
expect(w2.warshipState().patrolTile).toBe(sharedTarget);
expect(w3.warshipState().patrolTile).toBe(sharedTarget);
});
test("moving multiple warships to different targets works independently", () => {
const w1 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 10), {
patrolTile: game.ref(coastX + 1, 10),
});
const w2 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 2, 10), {
patrolTile: game.ref(coastX + 2, 10),
});
game.addExecution(new WarshipExecution(w1));
game.addExecution(new WarshipExecution(w2));
const target1 = game.ref(coastX + 3, 12);
const target2 = game.ref(coastX + 4, 14);
game.addExecution(new MoveWarshipExecution(player1, [w1.id()], target1));
game.addExecution(new MoveWarshipExecution(player1, [w2.id()], target2));
executeTicks(game, 5);
expect(w1.warshipState().patrolTile).toBe(target1);
expect(w2.warshipState().patrolTile).toBe(target2);
});
test("enemy cannot move player's warships via MoveWarshipExecution", () => {
const originalTile = game.ref(coastX + 1, 10);
const w1 = player1.buildUnit(UnitType.Warship, originalTile, {
patrolTile: originalTile,
});
game.addExecution(new WarshipExecution(w1));
new MoveWarshipExecution(player2, [w1.id()], game.ref(coastX + 5, 15)).init(
game,
0,
);
expect(w1.warshipState().patrolTile).toBe(originalTile);
});
test("MoveWarshipExecution on destroyed warship does not throw", () => {
const w1 = player1.buildUnit(UnitType.Warship, game.ref(coastX + 1, 10), {
patrolTile: game.ref(coastX + 1, 10),
});
w1.delete();
const exec = new MoveWarshipExecution(
player1,
[w1.id()],
game.ref(coastX + 5, 15),
);
expect(() => exec.init(game, 0)).not.toThrow();
expect(exec.isActive()).toBe(false);
});
test("batch move does not affect warships owned by other players", () => {
const p1tile = game.ref(coastX + 1, 10);
const p2tile = game.ref(coastX + 2, 10);
const w1 = player1.buildUnit(UnitType.Warship, p1tile, {
patrolTile: p1tile,
});
const w2 = player2.buildUnit(UnitType.Warship, p2tile, {
patrolTile: p2tile,
});
game.addExecution(new WarshipExecution(w1));
game.addExecution(new WarshipExecution(w2));
const target = game.ref(coastX + 5, 15);
// player1 sends both IDs — but w2 belongs to player2
game.addExecution(
new MoveWarshipExecution(player1, [w1.id(), w2.id()], target),
);
executeTicks(game, 5);
expect(w1.warshipState().patrolTile).toBe(target);
expect(w2.warshipState().patrolTile).toBe(p2tile); // unchanged — wrong owner
});
});