Files
OpenFrontIO/tests/UnitGrid.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

133 lines
4.5 KiB
TypeScript

import { PlayerInfo, PlayerType, UnitType } from "engine/game/Game";
import { UnitGrid } from "engine/game/UnitGrid";
import { setup } from "./util/Setup";
async function checkRange(
mapName: string,
unitPosX: number,
rangeCheck: number,
range: number,
) {
const game = await setup(mapName, { infiniteGold: true, instantBuild: true });
const grid = new UnitGrid(game.map());
const player = game.addPlayer(
new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
);
const unitTile = game.map().ref(unitPosX, 0);
grid.addUnit(player.buildUnit(UnitType.DefensePost, unitTile, {}));
const tileToCheck = game.map().ref(rangeCheck, 0);
return grid.hasUnitNearby(
tileToCheck,
range,
UnitType.DefensePost,
"test_id",
);
}
async function nearbyUnits(
mapName: string,
unitPosX: number,
rangeCheck: number,
range: number,
unitTypes: readonly UnitType[],
) {
const game = await setup(mapName, { infiniteGold: true, instantBuild: true });
const grid = new UnitGrid(game.map());
const player = game.addPlayer(
new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
);
const unitTile = game.map().ref(unitPosX, 0);
for (const unitType of unitTypes) {
grid.addUnit(player.buildUnit(unitType, unitTile, {}));
}
const tileToCheck = game.map().ref(rangeCheck, 0);
return grid.nearbyUnits(tileToCheck, range, unitTypes);
}
describe("Unit Grid range tests", () => {
const hasUnitCases = [
["plains", 0, 10, 0, true], // Same spot
["plains", 0, 10, 10, true], // Exactly on the range
["plains", 0, 10, 11, false], // Exactly 1px outside
["big_plains", 0, 198, 42, true], // Inside huge range
["big_plains", 0, 198, 199, false], // Exactly 1px outside huge range
] as const;
describe("Is unit in range", () => {
test.each(hasUnitCases)(
"on %p map, look if unit at position %p with a range of %p is in range of %p position, returns %p",
async (
mapName: string,
unitPosX: number,
range: number,
rangeCheck: number,
expectedResult: boolean,
) => {
const result = await checkRange(mapName, unitPosX, rangeCheck, range);
expect(result).toBe(expectedResult);
},
);
});
const unitsInRangeCases = [
["plains", 0, 10, 0, [UnitType.Warship], 1], // Same spot
["plains", 0, 10, 0, [UnitType.City, UnitType.Port], 2], // 2 in range
["plains", 0, 10, 0, [], 0], // no unit
["plains", 0, 10, 10, [UnitType.City], 1], // Exactly on the range
["plains", 0, 10, 11, [UnitType.DefensePost], 0], // 1px outside
["big_plains", 0, 198, 42, [UnitType.TradeShip], 1], // Inside huge range
["big_plains", 0, 198, 199, [UnitType.TransportShip], 0], // 1px outside
] as const;
describe("Retrieve all units in range", () => {
test.each(unitsInRangeCases)(
"on %p map, look if unit at position %p with a range of %p is in range of %p position, returns %p",
async (mapName, unitPosX, range, rangeCheck, units, expectedResult) => {
const result = await nearbyUnits(
mapName,
unitPosX,
rangeCheck,
range,
units, // remove readonly
);
expect(result.length).toBe(expectedResult);
},
);
test("Wrong unit type in range", async () => {
const game = await setup("plains", {
infiniteGold: true,
instantBuild: true,
});
const grid = new UnitGrid(game.map());
const player = game.addPlayer(
new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
);
const unitTile = game.map().ref(0, 0);
grid.addUnit(player.buildUnit(UnitType.City, unitTile, {}));
const tileToCheck = game.map().ref(0, 0);
expect(grid.nearbyUnits(tileToCheck, 10, [UnitType.Port])).toHaveLength(
0,
);
});
test("One inside, one outside of range", async () => {
const game = await setup("plains", {
infiniteGold: true,
instantBuild: true,
});
const grid = new UnitGrid(game.map());
const player = game.addPlayer(
new PlayerInfo("test_player", PlayerType.Human, null, "test_id"),
);
const unitType = UnitType.City;
const unitTile = game.map().ref(0, 0);
grid.addUnit(player.buildUnit(unitType, unitTile, {}));
const outsideTile = game.map().ref(99, 0);
grid.addUnit(player.buildUnit(unitType, outsideTile, {}));
const tileToCheck = game.map().ref(0, 0);
expect(grid.nearbyUnits(tileToCheck, 10, [unitType])).toHaveLength(1);
});
});
});