mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-07-10 16:14:36 +00:00
43d07ca85f
Tighten the package model around the determinism invariant: everything the
engine imports must itself be deterministic.
- Rename core-public -> engine-public (package, dir, `engine-public/*` alias,
all 118 import sites). It is the deterministic public surface the engine
depends on and that client/server also use.
- Move the pure formatting helpers (renderNumber/renderTroops) from shared
into engine-public/format — the engine uses them and they're deterministic.
- Drop the now-empty shared package (and its alias). `shared` was intended for
client/server-shared, engine-forbidden code; there is none yet, so it is
removed and can be re-added when such code appears.
Final graph: engine-public (leaf) <- engine <- {client, server};
client/server also -> engine-public.
Verified: tsc clean; 1364 + 65 tests pass; prod build succeeds; engine-public
is a leaf; engine has no client/server imports. Lockfile regenerated.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
106 lines
3.2 KiB
TypeScript
106 lines
3.2 KiB
TypeScript
import { NationExecution } from "engine/execution/NationExecution";
|
|
import { SpawnExecution } from "engine/execution/SpawnExecution";
|
|
import { Cell, Nation, PlayerInfo, PlayerType } from "engine/game/Game";
|
|
import { GameConfig, GameID } from "engine-public/Schemas";
|
|
import { setup } from "../util/Setup";
|
|
import { executeTicks } from "../util/utils";
|
|
|
|
const gameID: GameID = "test_game_id";
|
|
|
|
async function createTestGame(
|
|
randomSpawn: boolean,
|
|
nationCells: { x: number; y: number }[],
|
|
) {
|
|
const game = await setup(
|
|
"plains",
|
|
{ randomSpawn } as Partial<GameConfig>,
|
|
[],
|
|
undefined,
|
|
undefined,
|
|
false,
|
|
);
|
|
|
|
const humanInfo = new PlayerInfo(
|
|
"human",
|
|
PlayerType.Human,
|
|
"client_1",
|
|
"human_id",
|
|
);
|
|
game.addPlayer(humanInfo);
|
|
|
|
const nations: { info: PlayerInfo; nation: Nation }[] = [];
|
|
for (let i = 0; i < nationCells.length; i++) {
|
|
const info = new PlayerInfo(
|
|
nationCells.length === 1 ? "TestNation" : `Nation${i}`,
|
|
PlayerType.Nation,
|
|
null,
|
|
nationCells.length === 1 ? "nation_id" : `nation_${i}`,
|
|
);
|
|
const nation = new Nation(
|
|
new Cell(nationCells[i].x, nationCells[i].y),
|
|
info,
|
|
);
|
|
game.addPlayer(info);
|
|
nations.push({ info, nation });
|
|
}
|
|
|
|
return { game, humanInfo, nations };
|
|
}
|
|
|
|
describe("Nation spawn ordering with random spawn", () => {
|
|
test("nation spawns in singleplayer with random spawn", async () => {
|
|
const { game, humanInfo, nations } = await createTestGame(true, [
|
|
{ x: 50, y: 50 },
|
|
]);
|
|
|
|
// Mirror GameRunner.init() ordering: nation first, then human.
|
|
game.addExecution(new NationExecution(gameID, nations[0].nation));
|
|
game.addExecution(
|
|
new SpawnExecution(gameID, game.player(humanInfo.id).info()),
|
|
);
|
|
|
|
executeTicks(game, 4);
|
|
|
|
expect(game.player(humanInfo.id).hasSpawned()).toBe(true);
|
|
expect(game.player(nations[0].info.id).hasSpawned()).toBe(true);
|
|
expect(game.player(nations[0].info.id).isAlive()).toBe(true);
|
|
});
|
|
|
|
test("multiple nations spawn in singleplayer with random spawn", async () => {
|
|
const cells = Array.from({ length: 5 }, (_, i) => ({
|
|
x: 20 + i * 15,
|
|
y: 20 + i * 15,
|
|
}));
|
|
const { game, humanInfo, nations } = await createTestGame(true, cells);
|
|
|
|
// Nation executions first (mirrors GameRunner.init()).
|
|
for (const { nation } of nations) {
|
|
game.addExecution(new NationExecution(gameID, nation));
|
|
}
|
|
// Human spawn execution second.
|
|
game.addExecution(
|
|
new SpawnExecution(gameID, game.player(humanInfo.id).info()),
|
|
);
|
|
|
|
executeTicks(game, 8);
|
|
|
|
expect(game.player(humanInfo.id).hasSpawned()).toBe(true);
|
|
for (const { info } of nations) {
|
|
const player = game.player(info.id);
|
|
expect(player.hasSpawned()).toBe(true);
|
|
expect(player.isAlive()).toBe(true);
|
|
}
|
|
});
|
|
|
|
test("nation spawns in singleplayer without random spawn", async () => {
|
|
const { game, nations } = await createTestGame(false, [{ x: 50, y: 50 }]);
|
|
|
|
game.addExecution(new NationExecution(gameID, nations[0].nation));
|
|
|
|
executeTicks(game, 4);
|
|
|
|
expect(game.player(nations[0].info.id).hasSpawned()).toBe(true);
|
|
expect(game.player(nations[0].info.id).isAlive()).toBe(true);
|
|
});
|
|
});
|