Files
OpenFrontIO/tests/AllianceRequestExecution.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

94 lines
3.3 KiB
TypeScript

import { AllianceRejectExecution } from "engine/execution/alliance/AllianceRejectExecution";
import { AllianceRequestExecution } from "engine/execution/alliance/AllianceRequestExecution";
import { NukeExecution } from "engine/execution/NukeExecution";
import { Game, Player, PlayerType, UnitType } from "engine/game/Game";
import { playerInfo, setup } from "./util/Setup";
import { constructionExecution } from "./util/utils";
let game: Game;
let player1: Player;
let player2: Player;
describe("AllianceRequestExecution", () => {
beforeEach(async () => {
game = await setup(
"plains",
{ infiniteGold: true, instantBuild: true, infiniteTroops: true },
[
playerInfo("player1", PlayerType.Human),
playerInfo("player2", PlayerType.Human),
playerInfo("player3", PlayerType.Nation),
],
);
player1 = game.player("player1");
player1.conquer(game.ref(0, 0));
player2 = game.player("player2");
player2.conquer(game.ref(0, 1));
});
test("Can create alliance by counter-request", () => {
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick();
game.addExecution(new AllianceRequestExecution(player2, player1.id()));
game.executeNextTick();
expect(player1.isAlliedWith(player2)).toBeTruthy();
expect(player2.isAlliedWith(player1)).toBeTruthy();
});
test("Can reject alliance request", () => {
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick();
game.addExecution(new AllianceRejectExecution(player1.id(), player2));
game.executeNextTick();
expect(player1.isAlliedWith(player2)).toBeFalsy();
expect(player2.isAlliedWith(player1)).toBeFalsy();
expect(player1.outgoingAllianceRequests().length).toBe(0);
});
test("Alliance request expires", () => {
game.config().allianceRequestDuration = () => 5;
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick();
expect(player1.outgoingAllianceRequests().length).toBe(1);
for (let i = 0; i < 6; i++) {
game.executeNextTick();
}
expect(player1.outgoingAllianceRequests().length).toBe(0);
expect(player1.isAlliedWith(player2)).toBeFalsy();
expect(player2.isAlliedWith(player1)).toBeFalsy();
});
// Resolves exploit https://github.com/openfrontio/OpenFrontIO/issues/2071
test("alliance request is revoked immediately if requester launches a nuke", () => {
game.config().nukeAllianceBreakThreshold = () => 0;
// Player 1 sends an alliance request to player 2.
game.addExecution(new AllianceRequestExecution(player1, player2.id()));
game.executeNextTick();
expect(player1.outgoingAllianceRequests().length).toBe(1);
expect(player2.incomingAllianceRequests().length).toBe(1);
// Player 1 Builds a silo & launches a missile at player 2.
constructionExecution(game, player1, 0, 0, UnitType.MissileSilo);
game.addExecution(
new NukeExecution(UnitType.AtomBomb, player1, game.ref(0, 1), null),
);
game.executeNextTick();
game.executeNextTick();
expect(player1.outgoingAllianceRequests().length).toBe(0);
expect(player2.incomingAllianceRequests().length).toBe(0);
expect(player1.isAlliedWith(player2)).toBeFalsy();
expect(player2.isAlliedWith(player1)).toBeFalsy();
});
});