Files
OpenFrontIO/tests/radialMenuElements.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

126 lines
3.7 KiB
TypeScript

import { vi } from "vitest";
// Mock BuildMenu to avoid importing lit and other ESM-heavy deps in this unit test
vi.mock("client/hud/layers/BuildMenu", () => ({
BuildMenu: class {},
flattenedBuildTable: [],
}));
// Mock Utils to avoid touching DOM (document) during tests
vi.mock("client/Utils", () => ({
translateText: (k: string) => k,
getSvgAspectRatio: async () => 1,
}));
import {
COLORS,
rootMenuElement,
type MenuElementParams,
} from "client/hud/layers/RadialMenuElements";
// Minimal stubs to satisfy types used in rootMenuElement.subMenu and allyBreak actions
const makePlayer = (
id: string,
opts?: { isTraitor?: boolean; isDisconnected?: boolean },
) =>
({
id: () => id,
isAlliedWith: (other: any) =>
other && typeof other.id === "function" && other.id() !== id
? true
: true,
isTraitor: () => opts?.isTraitor ?? false,
isDisconnected: () => opts?.isDisconnected ?? false,
}) as unknown as import("client/view").PlayerView;
const makeParams = (opts?: Partial<MenuElementParams>): MenuElementParams => {
const myPlayer = (opts?.myPlayer as any) ?? makePlayer("p1");
const selected = (opts?.selected as any) ?? makePlayer("p2");
return {
myPlayer,
selected,
tile: {} as any,
playerActions: {
canAttack: true,
interaction: {
canBreakAlliance: true,
canSendAllianceRequest: false,
canEmbargo: false,
},
} as any,
game: {
inSpawnPhase: () => false,
owner: () => ({ isPlayer: () => false }),
} as any,
buildMenu: {
canBuildOrUpgrade: () => false,
cost: () => 0,
count: () => 0,
sendBuildOrUpgrade: () => {},
} as any,
emojiTable: {} as any,
playerActionHandler: {
handleBreakAlliance: vi.fn(),
handleEmbargo: vi.fn(),
handleDonateGold: vi.fn(),
handleDonateTroops: vi.fn(),
handleTargetPlayer: vi.fn(),
} as any,
playerPanel: {
show: vi.fn(),
} as any,
chatIntegration: {
createQuickChatMenu: vi.fn(() => []),
} as any,
eventBus: {} as any,
closeMenu: vi.fn(),
};
};
const findAllyBreak = (items: any[]) =>
items.find((i) => i && i.id === "ally_break");
describe("RadialMenuElements ally break", () => {
test("shows break option with correct color when allied", () => {
const params = makeParams();
const items = rootMenuElement.subMenu!(params);
const ally = findAllyBreak(items)!;
expect(ally).toBeTruthy();
expect(ally.name).toBe("break");
expect(typeof ally.color).toBe("function");
expect(ally.color(params)).toBe(COLORS.breakAlly);
});
test("shows break option with orange color when allied to traitor", () => {
const params = makeParams({
selected: makePlayer("p2", { isTraitor: true }),
});
const items = rootMenuElement.subMenu!(params);
const ally = findAllyBreak(items)!;
expect(ally.color(params)).toBe(COLORS.breakAllyNoDebuff);
});
test("shows boat button instead of break when allied to disconnected player", () => {
const params = makeParams({
selected: makePlayer("p2", { isDisconnected: true }),
});
const items = rootMenuElement.subMenu!(params);
expect(findAllyBreak(items)).toBeUndefined();
expect(items.find((i) => i.id === "boat")).toBeDefined();
});
test("break action calls handleBreakAlliance and closes menu", () => {
const params = makeParams();
const items = rootMenuElement.subMenu!(params);
const ally = findAllyBreak(items)!;
ally.action!(params);
expect(params.playerActionHandler.handleBreakAlliance).toHaveBeenCalledWith(
params.myPlayer,
params.selected,
);
expect(params.closeMenu).toHaveBeenCalled();
});
});