Files
OpenFrontIO/tests/DeleteUnitExecution.test.ts
T
Evan Pelle 43d07ca85f refactor: rename core-public -> engine-public; fold helpers in; drop shared
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>
2026-06-10 20:32:32 +00:00

155 lines
4.5 KiB
TypeScript

import { DeleteUnitExecution } from "engine/execution/DeleteUnitExecution";
import { SpawnExecution } from "engine/execution/SpawnExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
Unit,
UnitType,
} from "engine/game/Game";
import { TileRef } from "engine/game/GameMap";
import { GameID } from "engine-public/Schemas";
import { setup } from "./util/Setup";
import { executeTicks } from "./util/utils";
describe("DeleteUnitExecution Security Tests", () => {
let game: Game;
const gameID: GameID = "game_id";
let player: Player;
let enemyPlayer: Player;
let unit: Unit;
beforeEach(async () => {
game = await setup("plains", {
infiniteGold: true,
instantBuild: true,
infiniteTroops: true,
});
const player1Info = new PlayerInfo(
"TestPlayer",
PlayerType.Human,
null,
"TestPlayer",
);
const player2Info = new PlayerInfo(
"EnemyPlayer",
PlayerType.Human,
null,
"EnemyPlayer",
);
game.addPlayer(player1Info);
game.addPlayer(player2Info);
const playerSpawn: TileRef = game.ref(0, 10);
const enemySpawn: TileRef = game.ref(0, 15);
game.addExecution(
new SpawnExecution(
gameID,
game.player(player1Info.id).info(),
playerSpawn,
),
new SpawnExecution(
gameID,
game.player(player2Info.id).info(),
enemySpawn,
),
);
executeTicks(game, game.config().deleteUnitCooldown() + 1);
player = game.player(player1Info.id);
enemyPlayer = game.player(player2Info.id);
const playerTiles = Array.from(player.tiles());
if (playerTiles.length === 0) {
throw new Error("Player has no tiles");
}
const spawnTile = playerTiles[0];
unit = player.buildUnit(UnitType.City, spawnTile, {});
const tileOwner = game.owner(unit.tile());
if (!tileOwner.isPlayer() || tileOwner.id() !== player.id()) {
throw new Error("Unit is not on player's territory");
}
game.config().deleteUnitCooldown = () => 10;
game.config().deletionMarkDuration = () => 10;
});
describe("Security Validations", () => {
it("should prevent deleting units not owned by player", () => {
const enemyUnit = enemyPlayer.buildUnit(
UnitType.City,
Array.from(enemyPlayer.tiles())[0],
{},
);
const execution = new DeleteUnitExecution(player, enemyUnit.id());
execution.init(game, 0);
expect(execution.isActive()).toBe(false);
expect(enemyUnit.isMarkedForDeletion()).toBe(false);
});
it("should prevent deleting units on enemy territory", () => {
const enemyTiles = Array.from(enemyPlayer.tiles());
if (enemyTiles.length > 0) {
unit.move(enemyTiles[0]);
const execution = new DeleteUnitExecution(player, unit.id());
execution.init(game, 0);
expect(execution.isActive()).toBe(false);
expect(unit.isMarkedForDeletion()).toBe(false);
}
});
it("should prevent deleting units during spawn phase", () => {
vi.spyOn(game, "inSpawnPhase").mockReturnValue(true);
const execution = new DeleteUnitExecution(player, unit.id());
execution.init(game, 0);
expect(execution.isActive()).toBe(false);
expect(unit.isMarkedForDeletion()).toBe(false);
});
it("should allow deleting units when all conditions are met", () => {
vi.spyOn(game, "inSpawnPhase").mockReturnValue(false);
const execution = new DeleteUnitExecution(player, unit.id());
execution.init(game, 0);
expect(unit.isMarkedForDeletion()).toBe(true);
});
it("should delete after deletion delay", () => {
vi.spyOn(game, "inSpawnPhase").mockReturnValue(false);
const execution = new DeleteUnitExecution(player, unit.id());
game.addExecution(execution);
game.executeNextTick();
expect(unit.isMarkedForDeletion()).toBe(true);
expect(unit.isOverdueDeletion()).toBe(false);
executeTicks(game, game.config().deletionMarkDuration() + 1);
expect(unit.isActive()).toBe(false);
});
it("should reset deletion if captured", () => {
vi.spyOn(game, "inSpawnPhase").mockReturnValue(false);
const execution = new DeleteUnitExecution(player, unit.id());
game.addExecution(execution);
game.executeNextTick();
expect(unit.isMarkedForDeletion()).toBe(true);
unit.setOwner(enemyPlayer);
expect(unit.isMarkedForDeletion()).toBe(false);
expect(unit.isActive()).toBe(true);
});
});
});