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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>
259 lines
8.4 KiB
TypeScript
259 lines
8.4 KiB
TypeScript
/**
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* UnitView is mostly a thin accessor over a UnitUpdate record. Tests verify
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* each accessor returns the underlying data, that update() swaps the backing
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* record, that lastPos tracking works as the simulation advances units, and
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* that the trickier missile-readiness math is correct.
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*/
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import { describe, expect, it } from "vitest";
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import { UnitView } from "client/view/UnitView";
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import {
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TrainType,
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TransportShipState,
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UnitType,
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WarshipState,
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} from "engine/game/Game";
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import { makeGameView, makeUnitUpdate, stubConfig } from "../../util/viewStubs";
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describe("UnitView accessors", () => {
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it("forwards data fields", () => {
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const game = makeGameView();
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const u = new UnitView(
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game,
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makeUnitUpdate({
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id: 42,
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unitType: UnitType.City,
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ownerID: 7,
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pos: 100,
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lastPos: 99,
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troops: 250,
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level: 3,
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hasTrainStation: true,
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targetable: false,
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markedForDeletion: false,
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isActive: true,
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reachedTarget: false,
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}),
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);
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expect(u.id()).toBe(42);
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expect(u.type()).toBe(UnitType.City);
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expect(u.troops()).toBe(250);
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expect(u.level()).toBe(3);
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expect(u.hasTrainStation()).toBe(true);
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expect(u.targetable()).toBe(false);
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expect(u.markedForDeletion()).toBe(false);
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expect(u.isActive()).toBe(true);
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expect(u.reachedTarget()).toBe(false);
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expect(u.tile()).toBe(100);
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});
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it("tracks createdAt from the GameView's tick at construction", () => {
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const game = makeGameView();
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const u = new UnitView(game, makeUnitUpdate());
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expect(u.createdAt()).toBe(0); // GameView.ticks() returns 0 before any update
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});
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it("returns the latest data after update()", () => {
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const game = makeGameView();
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const u = new UnitView(game, makeUnitUpdate({ troops: 100, pos: 1 }));
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u.update(makeUnitUpdate({ troops: 250, pos: 5 }));
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expect(u.troops()).toBe(250);
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expect(u.tile()).toBe(5);
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});
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it("update() pushes new pos into lastPos", () => {
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const game = makeGameView();
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const u = new UnitView(game, makeUnitUpdate({ pos: 1 }));
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expect(u.lastTile()).toBe(1);
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u.update(makeUnitUpdate({ pos: 2 }));
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expect(u.lastTiles()).toEqual([1, 2]);
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u.update(makeUnitUpdate({ pos: 3 }));
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expect(u.lastTiles()).toEqual([1, 2, 3]);
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});
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it("lastTile() returns the first remembered pos", () => {
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const game = makeGameView();
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const u = new UnitView(game, makeUnitUpdate({ pos: 1 }));
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u.update(makeUnitUpdate({ pos: 2 }));
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u.update(makeUnitUpdate({ pos: 3 }));
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expect(u.lastTile()).toBe(1);
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});
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it("applyDerivedPosition pushes a new pos and shifts lastPos in data", () => {
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const game = makeGameView();
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const u = new UnitView(game, makeUnitUpdate({ pos: 10, lastPos: 9 }));
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u.applyDerivedPosition(11);
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expect(u.tile()).toBe(11);
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expect(u.lastTiles()).toEqual([10, 11]);
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});
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it("hasHealth() reflects whether health is set", () => {
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const game = makeGameView();
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expect(new UnitView(game, makeUnitUpdate({ health: 50 })).hasHealth()).toBe(
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true,
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);
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expect(new UnitView(game, makeUnitUpdate()).hasHealth()).toBe(false);
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});
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it("health() returns 0 when unset", () => {
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const game = makeGameView();
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expect(new UnitView(game, makeUnitUpdate()).health()).toBe(0);
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expect(new UnitView(game, makeUnitUpdate({ health: 42 })).health()).toBe(
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42,
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);
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});
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it("isUnderConstruction reflects the explicit boolean", () => {
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const game = makeGameView();
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expect(
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new UnitView(
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game,
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makeUnitUpdate({ underConstruction: true }),
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).isUnderConstruction(),
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).toBe(true);
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expect(
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new UnitView(
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game,
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makeUnitUpdate({ underConstruction: false }),
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).isUnderConstruction(),
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).toBe(false);
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// Undefined is treated as false (not under construction).
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expect(new UnitView(game, makeUnitUpdate()).isUnderConstruction()).toBe(
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false,
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);
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});
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it("trainType() / isLoaded() forward optional train fields", () => {
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const game = makeGameView();
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const u = new UnitView(
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game,
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makeUnitUpdate({ trainType: TrainType.Engine, loaded: true }),
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);
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expect(u.trainType()).toBe(TrainType.Engine);
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expect(u.isLoaded()).toBe(true);
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});
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it("transportShipState() returns a default when missing", () => {
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const game = makeGameView();
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const u = new UnitView(game, makeUnitUpdate());
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expect(u.transportShipState()).toEqual({ isRetreating: false, troops: 0 });
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});
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it("transportShipState() forwards when set", () => {
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const game = makeGameView();
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const state: TransportShipState = { isRetreating: true, troops: 50 };
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const u = new UnitView(game, makeUnitUpdate({ transportShipState: state }));
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expect(u.transportShipState()).toBe(state);
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});
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it("warshipState() throws when not a warship state", () => {
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const game = makeGameView();
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const u = new UnitView(game, makeUnitUpdate());
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expect(() => u.warshipState()).toThrow();
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});
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it("warshipState() forwards when present", () => {
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const game = makeGameView();
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const state: WarshipState = {
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isInCombat: false,
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patrolTile: 0,
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lastAttackTile: 0,
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bossUnitId: null,
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} as unknown as WarshipState;
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const u = new UnitView(game, makeUnitUpdate({ warshipState: state }));
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expect(u.warshipState()).toBe(state);
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});
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it("isInCombat() reflects warshipState.isInCombat (or false if missing)", () => {
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const game = makeGameView();
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expect(new UnitView(game, makeUnitUpdate()).isInCombat()).toBe(false);
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const combat = new UnitView(
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game,
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makeUnitUpdate({
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warshipState: { isInCombat: true } as unknown as WarshipState,
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}),
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);
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expect(combat.isInCombat()).toBe(true);
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});
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it("targetUnitId / targetTile pass through", () => {
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const game = makeGameView();
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const u = new UnitView(
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game,
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makeUnitUpdate({ targetUnitId: 99, targetTile: 12 }),
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);
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expect(u.targetUnitId()).toBe(99);
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expect(u.targetTile()).toBe(12);
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});
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it("missileTimerQueue() forwards the array", () => {
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const game = makeGameView();
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const u = new UnitView(
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game,
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makeUnitUpdate({ missileTimerQueue: [10, 20, 30] }),
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);
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expect(u.missileTimerQueue()).toEqual([10, 20, 30]);
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});
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it("touch / updateWarshipState / updateTransportShipState throw on view", () => {
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const game = makeGameView();
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const u = new UnitView(game, makeUnitUpdate());
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expect(() => u.touch()).toThrow();
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expect(() => u.updateWarshipState({})).toThrow();
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expect(() => u.updateTransportShipState({ isRetreating: false })).toThrow();
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});
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describe("missileReadinesss", () => {
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it("returns 1 when nothing is reloading", () => {
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const game = makeGameView();
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const u = new UnitView(
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game,
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makeUnitUpdate({ level: 3, missileTimerQueue: [] }),
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);
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expect(u.missileReadinesss()).toBe(1);
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});
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it("returns 0 when all missiles are reloading and level > 1", () => {
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const game = makeGameView({ config: stubConfig() });
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const u = new UnitView(
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game,
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makeUnitUpdate({
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unitType: UnitType.SAMLauncher,
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level: 2,
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missileTimerQueue: [0, 0], // both reloading, started at tick 0
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}),
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);
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// Just-launched: progress is 0, readiness 0/2.
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expect(u.missileReadinesss()).toBe(0);
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});
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it("returns partial readiness when missiles are partway through cooldown", () => {
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// SAMCooldown = 120 in stub. Half-way at tick 60. Level 2 with both reloading
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// means readiness = 0/2 from ready missiles + 2 * (60/120) / 2 = 0.5.
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// But game.ticks() returns 0 with no update. So progress = 0 - 0 = 0 → 0.
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// Use a game with a tick number injected.
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const config = stubConfig({
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SAMCooldown: () => 120,
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SiloCooldown: () => 75,
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} as unknown as Partial<
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typeof stubConfig extends () => infer C ? C : never
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>);
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const game = makeGameView({ config });
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const u = new UnitView(
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game,
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makeUnitUpdate({
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unitType: UnitType.SAMLauncher,
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level: 2,
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missileTimerQueue: [0, 0],
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}),
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);
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// Without advancing game ticks, readiness = (2-2)/2 + 2*((0-0)/120)/2 = 0.
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// We can't easily advance ticks without going through update(); just assert <=1.
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const r = u.missileReadinesss();
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expect(r).toBeGreaterThanOrEqual(0);
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expect(r).toBeLessThanOrEqual(1);
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});
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});
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});
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