mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-10 22:24:15 +00:00
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>
88 lines
2.5 KiB
TypeScript
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);
|
|
});
|
|
});
|