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1db02acdc2
**Add approved & assigned issue number here:** N/A — maintainer refactor. ## Description: Replaces the theme class hierarchy (`BaseTheme`/`PastelTheme`/`ColorblindTheme`) with theme JSON files — `default-theme.json` and `colorblind-theme.json` — combined with `render-settings.json` at runtime into a single graphics-configuration pipeline (`settings.theme`). One `SettingsTheme` class keeps the algorithms (color allocation, team-variation generation, LAB-contrast structure colors) and reads all data from `ThemeSettings`; adding a theme is now just adding a JSON file. Colorblind mode (#4150) is fully preserved: - Same palettes — the 32-color CVD-safe pool and Okabe-Ito team colors are baked into `colorblind-theme.json` - The relative border rule (`l × 0.6`) is expressed as a `borderLightnessScale` knob alongside the default theme's absolute `borderDarken` - The mid-game re-theme wiring (`refreshPlayerColors`/`refreshPalette`) and the affiliation/friend-foe tint overrides are unchanged; `applyGraphicsOverrides` now also swaps the `settings.theme` slice - `deepAssign` replaces arrays wholesale so differing palette lengths survive theme switches Verified against the previous implementation with an equivalence test (since removed): default-theme colors are byte-identical including allocation order; colorblind team/derived colors are byte-identical, and FFA assignment may permute within the same palette (hex baking rounds upstream's fractional-RGB colord objects, which can flip the allocator's greedy delta-E ordering — rendered colors round identically either way). Also removes dead theme surface (`terrainColor`, `backgroundColor`, `falloutColor`, `font`, `textColor`, spawn-highlight variants, `PastelThemeDark`) — GL terrain colors and dark mode were already handled in the renderer. Note this means the colorblind terrain bands from #4150 were dead code (nothing calls `terrainColor`; GL terrain comes from `ColorUtils.encodeTerrainTile`); wiring CVD-safe terrain into the terrain texture would be a follow-up. ## Please complete the following: - [x] I have added screenshots for all UI updates — N/A, no UI changes (verified color-identical) - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file — N/A, no user-visible text - [x] I have added relevant tests to the test directory — `tests/Colors.test.ts` updated for the new pipeline (team colors from theme JSON, colorblind palette/border tests) ## Please put your Discord username so you can be contacted if a bug or regression is found: evanpelle 🤖 Generated with [Claude Code](https://claude.com/claude-code) --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
213 lines
5.7 KiB
TypeScript
213 lines
5.7 KiB
TypeScript
/**
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* Stub builders for GameView/PlayerView/UnitView unit tests.
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*
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* These tests don't go through the full game setup (which creates a worker
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* and runs the simulation) — they exercise the view classes directly with
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* minimal stubs for their dependencies.
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*/
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import { colord } from "colord";
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import { Theme } from "../../src/client/theme/ThemeProvider";
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import { GameView } from "../../src/client/view/GameView";
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import { PlayerView } from "../../src/client/view/PlayerView";
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import { Config } from "../../src/core/configuration/Config";
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import {
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NameViewData,
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PlayerType,
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Team,
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UnitType,
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} from "../../src/core/game/Game";
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import { GameMapImpl } from "../../src/core/game/GameMap";
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import {
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GameUpdateType,
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GameUpdateViewData,
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PlayerUpdate,
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UnitUpdate,
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} from "../../src/core/game/GameUpdates";
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import { TerrainMapData } from "../../src/core/game/TerrainMapLoader";
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import { Player, PlayerCosmetics } from "../../src/core/Schemas";
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import { WorkerClient } from "../../src/core/worker/WorkerClient";
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/** Theme stub — returns deterministic colors so PlayerView's color math works. */
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export function stubTheme(): Theme {
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const white = colord("#ffffff");
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const grey = colord("#808080");
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const defended = { light: white, dark: grey };
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return {
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teamColor: () => white,
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territoryColor: () => white,
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structureColors: () => defended,
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borderColor: () => grey,
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defendedBorderColors: () => defended,
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focusedBorderColor: () => grey,
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spawnHighlightColor: () => white,
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};
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}
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/** Minimum Config stub for view tests. Extend as test needs grow. */
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export function stubConfig(overrides: Partial<Config> = {}): Config {
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const theme = stubTheme();
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const cfg = {
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theme: () => theme,
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SAMCooldown: () => 120,
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SiloCooldown: () => 75,
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deleteUnitCooldown: () => 0,
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spawnImmunityDuration: () => 0,
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nationSpawnImmunityDuration: () => 0,
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unitInfo: () => ({ maxHealth: 100, constructionDuration: 20 }),
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disableAlliances: () => false,
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allianceDuration: () => 100,
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deletionMarkDuration: () => 300,
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nukeMagnitudes: () => ({ inner: 0, outer: 0 }),
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nukeAllianceBreakThreshold: () => 0,
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userSettings: () => ({}),
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...overrides,
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} as unknown as Config;
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return cfg;
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}
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/** WorkerClient stub. View classes only call worker.* in async methods we don't exercise. */
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export function stubWorker(): WorkerClient {
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return {} as unknown as WorkerClient;
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}
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/** Build TerrainMapData wrapping a fresh GameMapImpl of the given size. */
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export function stubTerrainMap(width = 10, height = 10): TerrainMapData {
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const terrain = new Uint8Array(width * height);
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const gameMap = new GameMapImpl(width, height, terrain, 0);
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return {
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nations: [],
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additionalNations: [],
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gameMap,
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miniGameMap: gameMap,
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} as unknown as TerrainMapData;
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}
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export interface GameViewStubOptions {
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width?: number;
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height?: number;
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myClientID?: string;
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myUsername?: string;
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myClanTag?: string | null;
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humans?: Player[];
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config?: Config;
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}
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/** Construct a GameView with minimal dependencies. */
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export function makeGameView(opts: GameViewStubOptions = {}): GameView {
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return new GameView(
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stubWorker(),
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opts.config ?? stubConfig(),
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stubTerrainMap(opts.width ?? 10, opts.height ?? 10),
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opts.myClientID,
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opts.myUsername ?? "tester",
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opts.myClanTag ?? null,
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"test-game",
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opts.humans ?? [],
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);
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}
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// ── Synthetic update builders ──
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export function makePlayerUpdate(
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overrides: Partial<PlayerUpdate> = {},
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): PlayerUpdate {
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return {
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type: GameUpdateType.Player,
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clientID: "client-a",
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name: "Alice",
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displayName: "Alice",
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id: "player-a",
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smallID: 1,
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playerType: PlayerType.Human,
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isAlive: true,
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isDisconnected: false,
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tilesOwned: 0,
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gold: 0n,
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troops: 100,
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allies: [],
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embargoes: new Set(),
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isTraitor: false,
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targets: [],
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outgoingEmojis: [],
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outgoingAttacks: [],
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incomingAttacks: [],
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outgoingAllianceRequests: [],
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alliances: [],
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hasSpawned: true,
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betrayals: 0,
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lastDeleteUnitTick: 0,
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isLobbyCreator: false,
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...overrides,
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};
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}
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export function makeUnitUpdate(
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overrides: Partial<UnitUpdate> = {},
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): UnitUpdate {
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return {
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type: GameUpdateType.Unit,
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unitType: UnitType.Warship,
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troops: 0,
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id: 1,
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ownerID: 1,
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pos: 0,
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lastPos: 0,
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isActive: true,
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reachedTarget: false,
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targetable: true,
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markedForDeletion: false,
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missileTimerQueue: [],
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level: 1,
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hasTrainStation: false,
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...overrides,
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};
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}
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export function makeNameViewData(
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overrides: Partial<NameViewData> = {},
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): NameViewData {
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return { x: 0, y: 0, size: 12, ...overrides };
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}
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export interface PlayerViewStubOptions {
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game?: GameView;
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data?: Partial<PlayerUpdate>;
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nameData?: NameViewData;
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cosmetics?: PlayerCosmetics;
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}
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/** Construct a PlayerView with minimal dependencies. */
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export function makePlayerView(opts: PlayerViewStubOptions = {}): PlayerView {
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return new PlayerView(
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opts.game ?? makeGameView(),
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makePlayerUpdate(opts.data),
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opts.nameData ?? makeNameViewData(),
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opts.cosmetics ?? {},
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);
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}
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/**
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* Build a GameUpdateViewData with no updates and an empty packed tile delta.
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* Caller can fill in updates[GameUpdateType.X] arrays as needed.
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*/
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export function makeEmptyGu(
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tick: number,
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overrides: Partial<GameUpdateViewData> = {},
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): GameUpdateViewData {
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const updates = Object.fromEntries(
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Object.values(GameUpdateType)
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.filter((v): v is number => typeof v === "number")
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.map((k) => [k, []]),
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) as unknown as GameUpdateViewData["updates"];
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return {
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tick,
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updates,
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packedTileUpdates: new Uint32Array(0),
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playerNameViewData: {},
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...overrides,
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};
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}
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export { Team };
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