Files
OpenFrontIO/tests/AllianceAcceptNukes.test.ts
T
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

151 lines
4.7 KiB
TypeScript

import { AllianceRequestExecution } from "engine/execution/alliance/AllianceRequestExecution";
import { GameUpdateType } from "engine/game/GameUpdates";
import { NukeExecution } from "engine/execution/NukeExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "engine/game/Game";
import { setup } from "./util/Setup";
import { TestConfig } from "./util/TestConfig";
let game: Game;
let player1: Player;
let player2: Player;
let player3: Player;
describe("Alliance acceptance immediately destroys in-flight nukes", () => {
beforeEach(async () => {
game = await setup(
"plains",
{ infiniteGold: true, instantBuild: true, infiniteTroops: true },
[
new PlayerInfo("player1", PlayerType.Human, "c1", "p1"),
new PlayerInfo("player2", PlayerType.Human, "c2", "p2"),
new PlayerInfo("player3", PlayerType.Human, "c3", "p3"),
],
);
(game.config() as TestConfig).nukeAllianceBreakThreshold = () => 0;
player1 = game.player("p1");
player2 = game.player("p2");
player3 = game.player("p3");
player1.conquer(game.ref(0, 0));
player2.conquer(game.ref(5, 5));
player3.conquer(game.ref(10, 10));
player1.buildUnit(UnitType.MissileSilo, game.ref(0, 0), {});
});
test("accepting alliance destroys in-flight nukes between the newly allied players", () => {
game.addExecution(
new NukeExecution(
UnitType.AtomBomb,
player1,
game.ref(5, 5),
game.ref(0, 0),
-1,
5,
),
);
game.executeNextTick(); // init
game.executeNextTick(); // spawn nuke
expect(game.units(UnitType.AtomBomb)).toHaveLength(1);
expect(player2.isAlliedWith(player1)).toBe(false);
expect(player1.isFriendly(player2)).toBe(false);
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick(); // creates request
game.addExecution(new AllianceRequestExecution(player2, player1.id()));
game.executeNextTick(); // counter-request auto-accepts
expect(player2.isAlliedWith(player1)).toBe(true);
expect(player1.isFriendly(player2)).toBe(true);
expect(game.units(UnitType.AtomBomb)).toHaveLength(0);
});
test("accepting alliance destroys only nukes between allied players", () => {
player1.buildUnit(UnitType.MissileSilo, game.ref(0, 0), {});
game.addExecution(
new NukeExecution(UnitType.AtomBomb, player1, game.ref(5, 5), null),
);
game.addExecution(
new NukeExecution(UnitType.AtomBomb, player1, game.ref(10, 10), null),
);
game.executeNextTick(); // init
game.executeNextTick(); // spawn nukes
expect(game.units(UnitType.AtomBomb)).toHaveLength(2);
expect(player2.isAlliedWith(player1)).toBe(false);
expect(player1.isFriendly(player2)).toBe(false);
// Both requests added in same tick so the nuke tick can't revoke the first
// before the counter-request sees it.
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.addExecution(new AllianceRequestExecution(player2, player1.id()));
game.executeNextTick(); // both init: first creates request, second auto-accepts
expect(player2.isAlliedWith(player1)).toBe(true);
expect(player1.isFriendly(player2)).toBe(true);
expect(game.units(UnitType.AtomBomb)).toHaveLength(1);
// Ensure remaining nuke targets player3
const remainingNuke = game.units(UnitType.AtomBomb)[0];
expect(remainingNuke.targetTile()).toBe(game.ref(10, 10));
});
test("accepting alliance displays a nuke-cancellation display message", () => {
game.addExecution(
new NukeExecution(
UnitType.AtomBomb,
player1,
game.ref(5, 5),
game.ref(0, 0),
-1,
5,
),
);
game.executeNextTick(); // init
game.executeNextTick(); // spawn nuke
expect(game.units(UnitType.AtomBomb)).toHaveLength(1);
expect(player2.isAlliedWith(player1)).toBe(false);
expect(player1.isFriendly(player2)).toBe(false);
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick(); // creates request
game.addExecution(new AllianceRequestExecution(player2, player1.id()));
const updates = game.executeNextTick(); // counter-request auto-accepts
expect(player2.isAlliedWith(player1)).toBe(true);
expect(player1.isFriendly(player2)).toBe(true);
expect(game.units(UnitType.AtomBomb)).toHaveLength(0);
const messages =
updates[GameUpdateType.DisplayEvent]?.map((e) => e.message) ?? [];
expect(
messages.some(
(m) =>
m === "events_display.alliance_nukes_destroyed_outgoing" ||
m === "events_display.alliance_nukes_destroyed_incoming",
),
).toBe(true);
});
});