Files
OpenFrontIO/tests/util/TestConfig.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

123 lines
2.5 KiB
TypeScript

import { Config, NukeMagnitude } from "engine/configuration/Config";
import {
Game,
Player,
TerraNullius,
Tick,
UnitType,
} from "engine/game/Game";
import { TileRef } from "engine/game/GameMap";
export class TestConfig extends Config {
private _proximityBonusPortsNb: number = 0;
private _defaultNukeSpeed: number = 4;
private _spawnImmunityDuration: number = 0;
private _nationSpawnImmunityDuration: number = 0;
disableNavMesh(): boolean {
return this.gameConfig().disableNavMesh ?? true;
}
radiusPortSpawn(): number {
return 1;
}
proximityBonusPortsNb(totalPorts: number): number {
return this._proximityBonusPortsNb;
}
// Specific to TestConfig
setProximityBonusPortsNb(nb: number): void {
this._proximityBonusPortsNb = nb;
}
nukeMagnitudes(_: UnitType): NukeMagnitude {
return { inner: 1, outer: 1 };
}
setDefaultNukeSpeed(speed: number): void {
this._defaultNukeSpeed = speed;
}
defaultNukeSpeed(): number {
return this._defaultNukeSpeed;
}
defaultNukeTargetableRange(): number {
return 20;
}
deletionMarkDuration(): number {
return 5;
}
defaultSamRange(): number {
return 20;
}
samRange(level: number): number {
return 20;
}
setSpawnImmunityDuration(duration: Tick) {
this._spawnImmunityDuration = duration;
}
spawnImmunityDuration(): Tick {
return this._spawnImmunityDuration;
}
setNationSpawnImmunityDuration(duration: Tick) {
this._nationSpawnImmunityDuration = duration;
}
nationSpawnImmunityDuration(): Tick {
return this._nationSpawnImmunityDuration;
}
attackLogic(
gm: Game,
attackTroops: number,
attacker: Player,
defender: Player | TerraNullius,
tileToConquer: TileRef,
): {
attackerTroopLoss: number;
defenderTroopLoss: number;
tilesPerTickUsed: number;
} {
return { attackerTroopLoss: 1, defenderTroopLoss: 1, tilesPerTickUsed: 1 };
}
attackTilesPerTick(
attackTroops: number,
attacker: Player,
defender: Player | TerraNullius,
numAdjacentTilesWithEnemy: number,
): number {
return 1;
}
}
export class UseRealAttackLogic extends TestConfig {
attackLogic(
gm: Game,
attackTroops: number,
attacker: Player,
defender: Player | TerraNullius,
tileToConquer: TileRef,
): {
attackerTroopLoss: number;
defenderTroopLoss: number;
tilesPerTickUsed: number;
} {
return Config.prototype.attackLogic.call(
this,
gm,
attackTroops,
attacker,
defender,
tileToConquer,
);
}
}