Files
OpenFrontIO/tests/client/controllers/WarshipSelectionController.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

97 lines
2.6 KiB
TypeScript

import { WarshipSelectionController } from "client/controllers/WarshipSelectionController";
import { UnitSelectionEvent } from "client/InputHandler";
describe("WarshipSelectionController", () => {
let game: any;
let eventBus: any;
let transformHandler: any;
let view: any;
beforeEach(() => {
game = {
width: () => 100,
height: () => 100,
config: () => ({
theme: () => ({
territoryColor: () => ({
lighten: () => ({ alpha: () => ({ toRgbString: () => "#fff" }) }),
}),
}),
}),
x: () => 10,
y: () => 10,
unitInfo: () => ({ maxHealth: 10, constructionDuration: 5 }),
myPlayer: () => ({ id: () => 1 }),
ticks: () => 1,
updatesSinceLastTick: () => undefined,
};
eventBus = { on: vi.fn() };
transformHandler = {};
view = { setSelectedUnits: vi.fn() };
});
it("tracks the selected unit on single-unit selection (rendering is WebGL)", () => {
const ui = new WarshipSelectionController(
game,
eventBus,
transformHandler,
view,
);
const unit = {
id: () => 1,
type: () => "Warship",
isActive: () => true,
tile: () => ({}),
owner: () => ({}),
};
const event = { isSelected: true, unit };
ui["onUnitSelection"](event as UnitSelectionEvent);
// selectedUnit is held for game-logic callers (the click handlers). The
// visual selection box is drawn by WebGL SelectionBoxPass — wired from
// ClientGameRunner via view.setSelectedUnits([unit.id()]).
expect(ui["selectedUnit"]).toBe(unit);
});
it("clears selection on deselect", () => {
const ui = new WarshipSelectionController(
game,
eventBus,
transformHandler,
view,
);
const unit = {
id: () => 1,
type: () => "Warship",
isActive: () => true,
tile: () => ({}),
owner: () => ({}),
};
ui["onUnitSelection"]({ isSelected: true, unit } as UnitSelectionEvent);
ui["onUnitSelection"]({
isSelected: false,
unit: null,
} as unknown as UnitSelectionEvent);
expect(ui["selectedUnit"]).toBeNull();
});
it("tracks multi-selection list", () => {
const ui = new WarshipSelectionController(
game,
eventBus,
transformHandler,
view,
);
const units = [
{ id: () => 1, isActive: () => true },
{ id: () => 2, isActive: () => true },
];
ui["onUnitSelection"]({
isSelected: true,
unit: null,
units,
} as unknown as UnitSelectionEvent);
expect(ui["multiSelectedWarships"]).toEqual(units);
expect(ui["selectedUnit"]).toBeNull();
});
});