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a7f992e9b0
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>
131 lines
4.3 KiB
TypeScript
131 lines
4.3 KiB
TypeScript
import { AllianceRequestExecution } from "engine/execution/alliance/AllianceRequestExecution";
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import { BreakAllianceExecution } from "engine/execution/alliance/BreakAllianceExecution";
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import { Game, Player, PlayerType } from "engine/game/Game";
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import { playerInfo, setup } from "./util/Setup";
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/**
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* Tests for the per-player alliance list maintained on PlayerImpl
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* (player.alliances()). It is updated incrementally as alliances form, break,
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* and expire instead of scanning the global mg.alliances_ list, so the key
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* invariant is that both participants' lists stay in sync with reality.
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*/
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let game: Game;
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let player1: Player;
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let player2: Player;
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let player3: Player;
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/** Form a mutual alliance via counter-requests, then tick to apply. */
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function ally(a: Player, b: Player): void {
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game.addExecution(new AllianceRequestExecution(a, b.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRequestExecution(b, a.id()));
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game.executeNextTick();
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}
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/**
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* Break an alliance. Executions are inited on the tick they're added and only
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* run on the following tick, so tick twice.
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*/
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function breakAlliance(a: Player, b: Player): void {
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game.addExecution(new BreakAllianceExecution(a, b.id()));
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game.executeNextTick();
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game.executeNextTick();
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}
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describe("per-player alliance list", () => {
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beforeEach(async () => {
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game = await setup(
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"plains",
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{ infiniteGold: true, instantBuild: true, infiniteTroops: true },
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[
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playerInfo("player1", PlayerType.Human),
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playerInfo("player2", PlayerType.Human),
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playerInfo("player3", PlayerType.Human),
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],
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);
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player1 = game.player("player1");
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player1.conquer(game.ref(0, 0));
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player2 = game.player("player2");
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player2.conquer(game.ref(0, 1));
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player3 = game.player("player3");
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player3.conquer(game.ref(0, 2));
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});
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test("forming an alliance adds it to both participants' lists", () => {
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expect(player1.alliances()).toHaveLength(0);
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expect(player2.alliances()).toHaveLength(0);
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ally(player1, player2);
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expect(player1.alliances()).toHaveLength(1);
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expect(player2.alliances()).toHaveLength(1);
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// Same underlying alliance object on both sides.
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expect(player1.alliances()[0]).toBe(player2.alliances()[0]);
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expect(player1.alliances()[0].other(player1)).toBe(player2);
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expect(player2.alliances()[0].other(player2)).toBe(player1);
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});
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test("alliances() agrees with isAlliedWith / allianceWith", () => {
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ally(player1, player2);
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expect(player1.isAlliedWith(player2)).toBe(true);
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expect(player1.allianceWith(player2)).toBe(player1.alliances()[0]);
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expect(player1.isAlliedWith(player3)).toBe(false);
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expect(player3.alliances()).toHaveLength(0);
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});
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test("breaking an alliance removes it from both lists", () => {
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ally(player1, player2);
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expect(player1.alliances()).toHaveLength(1);
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breakAlliance(player1, player2);
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expect(player1.alliances()).toHaveLength(0);
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expect(player2.alliances()).toHaveLength(0);
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expect(player1.isAlliedWith(player2)).toBe(false);
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});
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test("expiring an alliance removes it from both lists", () => {
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ally(player1, player2);
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expect(player1.alliances()).toHaveLength(1);
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player1.alliances()[0].expire();
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expect(player1.alliances()).toHaveLength(0);
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expect(player2.alliances()).toHaveLength(0);
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expect(player1.isAlliedWith(player2)).toBe(false);
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});
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test("a player tracks multiple alliances independently", () => {
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ally(player1, player2);
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ally(player1, player3);
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expect(player1.alliances()).toHaveLength(2);
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const others = player1.alliances().map((a) => a.other(player1));
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expect(others).toContain(player2);
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expect(others).toContain(player3);
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// Breaking one leaves the other intact.
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breakAlliance(player1, player2);
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expect(player1.alliances()).toHaveLength(1);
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expect(player1.alliances()[0].other(player1)).toBe(player3);
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expect(player2.alliances()).toHaveLength(0);
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expect(player3.alliances()).toHaveLength(1);
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});
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test("removeAllAlliances clears the player and every partner", () => {
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ally(player1, player2);
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ally(player1, player3);
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expect(player1.alliances()).toHaveLength(2);
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player1.removeAllAlliances();
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expect(player1.alliances()).toHaveLength(0);
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expect(player2.alliances()).toHaveLength(0);
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expect(player3.alliances()).toHaveLength(0);
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});
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});
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