Files
OpenFrontIO/tests/NationAllianceBehavior.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

195 lines
5.4 KiB
TypeScript

import { NationAllianceBehavior } from "engine/execution/nation/NationAllianceBehavior";
import { NationEmojiBehavior } from "engine/execution/nation/NationEmojiBehavior";
import {
AllianceRequest,
Game,
Player,
PlayerInfo,
PlayerType,
Tick,
} from "engine/game/Game";
import { PseudoRandom } from "engine/PseudoRandom";
import { setup } from "./util/Setup";
let game: Game;
let player: Player;
let requestor: Player;
let allianceBehavior: NationAllianceBehavior;
describe("AllianceBehavior.handleAllianceRequests", () => {
beforeEach(async () => {
game = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
});
const playerInfo = new PlayerInfo(
"player_id",
PlayerType.Bot,
null,
"player_id",
);
const requestorInfo = new PlayerInfo(
"requestor_id",
PlayerType.Human,
null,
"requestor_id",
);
game.addPlayer(playerInfo);
game.addPlayer(requestorInfo);
player = game.player("player_id");
requestor = game.player("requestor_id");
// Use a fixed random seed for deterministic behavior
const random = new PseudoRandom(46);
allianceBehavior = new NationAllianceBehavior(
random,
game,
player,
new NationEmojiBehavior(random, game, player),
);
});
function setupAllianceRequest({
isTraitor = false,
relationDelta = 2,
numTilesPlayer = 10,
numTilesRequestor = 10,
alliancesCount = 0,
createdAtTick = game.config().numSpawnPhaseTurns() + 2,
} = {}) {
if (isTraitor) requestor.markTraitor();
player.updateRelation(requestor, relationDelta);
requestor.updateRelation(player, relationDelta);
game.map().forEachTile((tile) => {
if (game.map().isLand(tile)) {
if (numTilesPlayer > 0) {
player.conquer(tile);
numTilesPlayer--;
} else if (numTilesRequestor > 0) {
requestor.conquer(tile);
numTilesRequestor--;
}
}
});
vi.spyOn(player, "alliances").mockReturnValue(new Array(alliancesCount));
const mockRequest = {
requestor: () => requestor,
recipient: () => player,
createdAt: () => createdAtTick as unknown as Tick,
accept: vi.fn(),
reject: vi.fn(),
} as unknown as AllianceRequest;
vi.spyOn(player, "incomingAllianceRequests").mockReturnValue([mockRequest]);
return mockRequest;
}
test("should reject alliance created on first post-spawn tick", () => {
const cutoff = game.config().numSpawnPhaseTurns() + 1;
const request = setupAllianceRequest({ createdAtTick: cutoff });
allianceBehavior.handleAllianceRequests();
expect(request.accept).not.toHaveBeenCalled();
expect(request.reject).toHaveBeenCalled();
});
test("should accept alliance when all conditions are met", () => {
const request = setupAllianceRequest({});
allianceBehavior.handleAllianceRequests();
expect(request.accept).toHaveBeenCalled();
expect(request.reject).not.toHaveBeenCalled();
});
test("should reject alliance if requestor is a traitor", () => {
const request = setupAllianceRequest({ isTraitor: true });
allianceBehavior.handleAllianceRequests();
expect(request.accept).not.toHaveBeenCalled();
expect(request.reject).toHaveBeenCalled();
});
test("should reject alliance if relation is hostile", () => {
const request = setupAllianceRequest({ relationDelta: -2 });
allianceBehavior.handleAllianceRequests();
expect(request.accept).not.toHaveBeenCalled();
expect(request.reject).toHaveBeenCalled();
});
test("should accept alliance if requestor is much larger (> 3 times size of recipient)", () => {
const request = setupAllianceRequest({
numTilesRequestor: 40,
});
allianceBehavior.handleAllianceRequests();
expect(request.accept).toHaveBeenCalled();
expect(request.reject).not.toHaveBeenCalled();
});
test("should reject alliance if player has too many alliances", () => {
const request = setupAllianceRequest({ alliancesCount: 10 });
allianceBehavior.handleAllianceRequests();
expect(request.accept).not.toHaveBeenCalled();
expect(request.reject).toHaveBeenCalled();
});
});
describe("AllianceBehavior.handleAllianceExtensionRequests", () => {
let mockGame: any;
let mockPlayer: any;
let mockAlliance: any;
let mockHuman: any;
let mockRandom: any;
let allianceBehavior: NationAllianceBehavior;
beforeEach(() => {
mockGame = {
addExecution: vi.fn(),
config: vi.fn(() => ({ disableAlliances: vi.fn(() => false) })),
};
mockHuman = { id: vi.fn(() => "human_id") };
mockAlliance = {
onlyOneAgreedToExtend: vi.fn(() => true),
other: vi.fn(() => mockHuman),
};
mockRandom = { chance: vi.fn() };
mockPlayer = {
alliances: vi.fn(() => [mockAlliance]),
relation: vi.fn(),
id: vi.fn(() => "bot_id"),
type: vi.fn(() => PlayerType.Nation),
};
allianceBehavior = new NationAllianceBehavior(
mockRandom,
mockGame,
mockPlayer,
new NationEmojiBehavior(mockRandom, mockGame, mockPlayer),
);
});
it("should NOT request extension if onlyOneAgreedToExtend is false (no expiration yet or both already agreed)", () => {
mockAlliance.onlyOneAgreedToExtend.mockReturnValue(false);
allianceBehavior.handleAllianceExtensionRequests();
expect(mockGame.addExecution).not.toHaveBeenCalled();
});
});