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43d07ca85f
Tighten the package model around the determinism invariant: everything the
engine imports must itself be deterministic.
- Rename core-public -> engine-public (package, dir, `engine-public/*` alias,
all 118 import sites). It is the deterministic public surface the engine
depends on and that client/server also use.
- Move the pure formatting helpers (renderNumber/renderTroops) from shared
into engine-public/format — the engine uses them and they're deterministic.
- Drop the now-empty shared package (and its alias). `shared` was intended for
client/server-shared, engine-forbidden code; there is none yet, so it is
removed and can be re-added when such code appears.
Final graph: engine-public (leaf) <- engine <- {client, server};
client/server also -> engine-public.
Verified: tsc clean; 1364 + 65 tests pass; prod build succeeds; engine-public
is a leaf; engine has no client/server imports. Lockfile regenerated.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
82 lines
2.2 KiB
TypeScript
82 lines
2.2 KiB
TypeScript
import fs from "fs";
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import path from "path";
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import {
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Difficulty,
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Game,
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GameMapSize,
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GameMapType,
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GameMode,
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GameType,
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PlayerInfo,
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PlayerType,
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} from "engine/game/Game";
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import { createGame } from "engine/game/GameImpl";
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import {
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genTerrainFromBin,
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MapManifest,
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} from "engine/game/TerrainMapLoader";
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import { UserSettings } from "engine/game/UserSettings";
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import { GameConfig } from "engine-public/Schemas";
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import { TestConfig } from "./TestConfig";
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export async function setup(
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mapName: string,
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_gameConfig: Partial<GameConfig> = {},
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humans: PlayerInfo[] = [],
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currentDir: string = __dirname,
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ConfigClass: typeof TestConfig = TestConfig,
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autoEndSpawnPhase: boolean = true,
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): Promise<Game> {
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// Suppress console.debug for tests.
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console.debug = () => {};
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// Simple binary file loading using fs.readFileSync()
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const mapBinPath = path.join(
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currentDir,
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`../testdata/maps/${mapName}/map.bin`,
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);
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const miniMapBinPath = path.join(
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currentDir,
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`../testdata/maps/${mapName}/map4x.bin`,
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);
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const manifestPath = path.join(
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currentDir,
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`../testdata/maps/${mapName}/manifest.json`,
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);
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const mapBinBuffer = fs.readFileSync(mapBinPath);
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const miniMapBinBuffer = fs.readFileSync(miniMapBinPath);
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const manifest = JSON.parse(
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fs.readFileSync(manifestPath, "utf8"),
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) satisfies MapManifest;
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const gameMap = await genTerrainFromBin(manifest.map, mapBinBuffer);
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const miniGameMap = await genTerrainFromBin(manifest.map4x, miniMapBinBuffer);
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const gameConfig: GameConfig = {
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gameMap: GameMapType.Asia,
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gameMapSize: GameMapSize.Normal,
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gameMode: GameMode.FFA,
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gameType: GameType.Singleplayer,
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difficulty: Difficulty.Medium,
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nations: "default",
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donateGold: false,
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donateTroops: false,
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bots: 0,
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infiniteGold: false,
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infiniteTroops: false,
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instantBuild: false,
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randomSpawn: false,
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..._gameConfig,
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};
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const config = new ConfigClass(gameConfig, new UserSettings(), false);
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const game = createGame(humans, [], gameMap, miniGameMap, config);
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if (autoEndSpawnPhase) game.endSpawnPhase();
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return game;
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}
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export function playerInfo(name: string, type: PlayerType): PlayerInfo {
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return new PlayerInfo(name, type, null, name);
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}
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