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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>
33 lines
1.6 KiB
TypeScript
33 lines
1.6 KiB
TypeScript
import { describe, expect, test } from "vitest";
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import { shouldPreserveGhostAfterBuild } from "client/controllers/BuildPreviewController";
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import { UnitType } from "engine/game/Game";
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describe("BuildPreviewController ghost preservation (locked nuke / Enter confirm)", () => {
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describe("shouldPreserveGhostAfterBuild", () => {
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test("returns true for AtomBomb so ghost is not cleared after placement", () => {
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expect(shouldPreserveGhostAfterBuild(UnitType.AtomBomb)).toBe(true);
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});
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test("returns true for HydrogenBomb so ghost is not cleared after placement", () => {
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expect(shouldPreserveGhostAfterBuild(UnitType.HydrogenBomb)).toBe(true);
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});
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test("returns false for City so ghost is cleared after placement", () => {
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expect(shouldPreserveGhostAfterBuild(UnitType.City)).toBe(false);
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});
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test("returns false for Factory so ghost is cleared after placement", () => {
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expect(shouldPreserveGhostAfterBuild(UnitType.Factory)).toBe(false);
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});
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test("returns false for other buildable types (Port, DefensePost, MissileSilo, SAMLauncher, Warship, MIRV)", () => {
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expect(shouldPreserveGhostAfterBuild(UnitType.Port)).toBe(false);
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expect(shouldPreserveGhostAfterBuild(UnitType.DefensePost)).toBe(false);
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expect(shouldPreserveGhostAfterBuild(UnitType.MissileSilo)).toBe(false);
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expect(shouldPreserveGhostAfterBuild(UnitType.SAMLauncher)).toBe(false);
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expect(shouldPreserveGhostAfterBuild(UnitType.Warship)).toBe(false);
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expect(shouldPreserveGhostAfterBuild(UnitType.MIRV)).toBe(false);
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});
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});
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});
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