Files
OpenFrontIO/tests/PlayerImpl.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

88 lines
2.5 KiB
TypeScript

import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "engine/game/Game";
import { setup } from "./util/Setup";
let game: Game;
let player: Player;
let other: Player;
describe("PlayerImpl", () => {
beforeEach(async () => {
game = await setup("plains", { instantBuild: true }, [
new PlayerInfo("player", PlayerType.Human, null, "player_id"),
new PlayerInfo("other", PlayerType.Human, null, "other_id"),
]);
player = game.player("player_id");
other = game.player("other_id");
player.conquer(game.ref(0, 0));
other.conquer(game.ref(50, 50));
player.addGold(BigInt(1000000));
game.config().structureMinDist = () => 10;
});
test("City can be upgraded", () => {
const city = player.buildUnit(UnitType.City, game.ref(0, 0), {});
const buCity = player
.buildableUnits(game.ref(0, 0))
.find((bu) => bu.type === UnitType.City);
expect(buCity).toBeDefined();
expect(buCity!.canUpgrade).toBe(city.id());
});
test("DefensePost cannot be upgraded", () => {
player.buildUnit(UnitType.DefensePost, game.ref(0, 0), {});
const buDefensePost = player
.buildableUnits(game.ref(0, 0))
.find((bu) => bu.type === UnitType.DefensePost);
expect(buDefensePost).toBeDefined();
expect(buDefensePost!.canUpgrade).toBeFalsy();
});
test("City can be upgraded from another city", () => {
const city = player.buildUnit(UnitType.City, game.ref(0, 0), {});
const cityToUpgrade = player.findUnitToUpgrade(
UnitType.City,
game.ref(0, 1),
);
expect(cityToUpgrade).toBeTruthy();
if (cityToUpgrade === false) {
return;
}
expect(cityToUpgrade.id()).toBe(city.id());
});
test("City cannot be upgraded when too far away", () => {
player.buildUnit(UnitType.City, game.ref(0, 0), {});
const cityToUpgrade = player.findUnitToUpgrade(
UnitType.City,
game.ref(50, 50),
);
expect(cityToUpgrade).toBe(false);
});
test("Unit cannot be upgraded when not enough gold", () => {
player.buildUnit(UnitType.City, game.ref(0, 0), {});
player.removeGold(BigInt(1000000));
const cityToUpgrade = player.findUnitToUpgrade(
UnitType.City,
game.ref(0, 1),
);
expect(cityToUpgrade).toBe(false);
});
test("Can't send alliance requests when dead", () => {
// conquer other
const otherTiles = other.tiles();
for (const tile of otherTiles) {
player.conquer(tile);
}
expect(other.canSendAllianceRequest(player)).toBe(false);
});
});