Files
OpenFrontIO/tests/PlayerAllianceList.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

131 lines
4.3 KiB
TypeScript

import { AllianceRequestExecution } from "engine/execution/alliance/AllianceRequestExecution";
import { BreakAllianceExecution } from "engine/execution/alliance/BreakAllianceExecution";
import { Game, Player, PlayerType } from "engine/game/Game";
import { playerInfo, setup } from "./util/Setup";
/**
* Tests for the per-player alliance list maintained on PlayerImpl
* (player.alliances()). It is updated incrementally as alliances form, break,
* and expire instead of scanning the global mg.alliances_ list, so the key
* invariant is that both participants' lists stay in sync with reality.
*/
let game: Game;
let player1: Player;
let player2: Player;
let player3: Player;
/** Form a mutual alliance via counter-requests, then tick to apply. */
function ally(a: Player, b: Player): void {
game.addExecution(new AllianceRequestExecution(a, b.id()));
game.executeNextTick();
game.addExecution(new AllianceRequestExecution(b, a.id()));
game.executeNextTick();
}
/**
* Break an alliance. Executions are inited on the tick they're added and only
* run on the following tick, so tick twice.
*/
function breakAlliance(a: Player, b: Player): void {
game.addExecution(new BreakAllianceExecution(a, b.id()));
game.executeNextTick();
game.executeNextTick();
}
describe("per-player alliance list", () => {
beforeEach(async () => {
game = await setup(
"plains",
{ infiniteGold: true, instantBuild: true, infiniteTroops: true },
[
playerInfo("player1", PlayerType.Human),
playerInfo("player2", PlayerType.Human),
playerInfo("player3", PlayerType.Human),
],
);
player1 = game.player("player1");
player1.conquer(game.ref(0, 0));
player2 = game.player("player2");
player2.conquer(game.ref(0, 1));
player3 = game.player("player3");
player3.conquer(game.ref(0, 2));
});
test("forming an alliance adds it to both participants' lists", () => {
expect(player1.alliances()).toHaveLength(0);
expect(player2.alliances()).toHaveLength(0);
ally(player1, player2);
expect(player1.alliances()).toHaveLength(1);
expect(player2.alliances()).toHaveLength(1);
// Same underlying alliance object on both sides.
expect(player1.alliances()[0]).toBe(player2.alliances()[0]);
expect(player1.alliances()[0].other(player1)).toBe(player2);
expect(player2.alliances()[0].other(player2)).toBe(player1);
});
test("alliances() agrees with isAlliedWith / allianceWith", () => {
ally(player1, player2);
expect(player1.isAlliedWith(player2)).toBe(true);
expect(player1.allianceWith(player2)).toBe(player1.alliances()[0]);
expect(player1.isAlliedWith(player3)).toBe(false);
expect(player3.alliances()).toHaveLength(0);
});
test("breaking an alliance removes it from both lists", () => {
ally(player1, player2);
expect(player1.alliances()).toHaveLength(1);
breakAlliance(player1, player2);
expect(player1.alliances()).toHaveLength(0);
expect(player2.alliances()).toHaveLength(0);
expect(player1.isAlliedWith(player2)).toBe(false);
});
test("expiring an alliance removes it from both lists", () => {
ally(player1, player2);
expect(player1.alliances()).toHaveLength(1);
player1.alliances()[0].expire();
expect(player1.alliances()).toHaveLength(0);
expect(player2.alliances()).toHaveLength(0);
expect(player1.isAlliedWith(player2)).toBe(false);
});
test("a player tracks multiple alliances independently", () => {
ally(player1, player2);
ally(player1, player3);
expect(player1.alliances()).toHaveLength(2);
const others = player1.alliances().map((a) => a.other(player1));
expect(others).toContain(player2);
expect(others).toContain(player3);
// Breaking one leaves the other intact.
breakAlliance(player1, player2);
expect(player1.alliances()).toHaveLength(1);
expect(player1.alliances()[0].other(player1)).toBe(player3);
expect(player2.alliances()).toHaveLength(0);
expect(player3.alliances()).toHaveLength(1);
});
test("removeAllAlliances clears the player and every partner", () => {
ally(player1, player2);
ally(player1, player3);
expect(player1.alliances()).toHaveLength(2);
player1.removeAllAlliances();
expect(player1.alliances()).toHaveLength(0);
expect(player2.alliances()).toHaveLength(0);
expect(player3.alliances()).toHaveLength(0);
});
});