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https://github.com/openfrontio/OpenFrontIO.git
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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>
150 lines
4.5 KiB
TypeScript
150 lines
4.5 KiB
TypeScript
import { TradeShipExecution } from "engine/execution/TradeShipExecution";
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import { Game, Player, Unit } from "engine/game/Game";
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import { PathStatus } from "engine/pathfinding/types";
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import { setup } from "../../util/Setup";
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describe("TradeShipExecution", () => {
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let game: Game;
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let origOwner: Player;
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let dstOwner: Player;
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let pirate: Player;
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let srcPort: Unit;
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let piratePort: Unit;
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let piratePort2: Unit;
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let tradeShip: Unit;
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let dstPort: Unit;
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let tradeShipExecution: TradeShipExecution;
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beforeEach(async () => {
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// Mock Game, Player, Unit, and required methods
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game = await setup("ocean_and_land", {
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infiniteGold: true,
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instantBuild: true,
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});
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game.displayMessage = vi.fn();
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origOwner = {
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canBuild: vi.fn(() => true),
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buildUnit: vi.fn((type, spawn, opts) => tradeShip),
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displayName: vi.fn(() => "Origin"),
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addGold: vi.fn(),
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units: vi.fn(() => [dstPort]),
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unitCount: vi.fn(() => 1),
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id: vi.fn(() => 1),
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clientID: vi.fn(() => 1),
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canTrade: vi.fn(() => true),
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} as any;
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dstOwner = {
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id: vi.fn(() => 2),
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addGold: vi.fn(),
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displayName: vi.fn(() => "Destination"),
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units: vi.fn(() => [dstPort]),
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unitCount: vi.fn(() => 1),
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clientID: vi.fn(() => 2),
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canTrade: vi.fn(() => true),
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} as any;
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pirate = {
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id: vi.fn(() => 3),
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addGold: vi.fn(),
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displayName: vi.fn(() => "Destination"),
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units: vi.fn(() => [piratePort, piratePort2]),
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unitCount: vi.fn(() => 2),
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canTrade: vi.fn(() => true),
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} as any;
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piratePort = {
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id: vi.fn(() => 201),
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tile: vi.fn(() => 56),
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owner: vi.fn(() => pirate),
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isActive: vi.fn(() => true),
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isUnderConstruction: vi.fn(() => false),
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isMarkedForDeletion: vi.fn(() => false),
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} as any;
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piratePort2 = {
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id: vi.fn(() => 202),
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tile: vi.fn(() => 75),
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owner: vi.fn(() => pirate),
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isActive: vi.fn(() => true),
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isUnderConstruction: vi.fn(() => false),
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isMarkedForDeletion: vi.fn(() => false),
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} as any;
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srcPort = {
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id: vi.fn(() => 101),
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tile: vi.fn(() => 10),
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owner: vi.fn(() => origOwner),
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isActive: vi.fn(() => true),
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isUnderConstruction: vi.fn(() => false),
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isMarkedForDeletion: vi.fn(() => false),
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} as any;
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dstPort = {
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id: vi.fn(() => 102),
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tile: vi.fn(() => 100),
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owner: vi.fn(() => dstOwner),
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isActive: vi.fn(() => true),
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isUnderConstruction: vi.fn(() => false),
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isMarkedForDeletion: vi.fn(() => false),
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} as any;
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tradeShip = {
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isActive: vi.fn(() => true),
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owner: vi.fn(() => origOwner),
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id: vi.fn(() => 123),
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move: vi.fn(),
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setTargetUnit: vi.fn(),
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setSafeFromPirates: vi.fn(),
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touch: vi.fn(),
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delete: vi.fn(),
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tile: vi.fn(() => 32),
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} as any;
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tradeShipExecution = new TradeShipExecution(origOwner, srcPort, dstPort);
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tradeShipExecution.init(game, 0);
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tradeShipExecution["pathFinder"] = {
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next: vi.fn(() => ({ status: PathStatus.NEXT, node: 32 })),
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findPath: vi.fn((from: number) => [from]),
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} as any;
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tradeShipExecution["tradeShip"] = tradeShip;
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});
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it("should initialize and tick without errors", () => {
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tradeShipExecution.tick(1);
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expect(tradeShipExecution.isActive()).toBe(true);
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});
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it("should deactivate if tradeShip is not active", () => {
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tradeShip.isActive = vi.fn(() => false);
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tradeShipExecution.tick(1);
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expect(tradeShipExecution.isActive()).toBe(false);
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});
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it("should delete ship if port owner changes to current owner", () => {
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dstPort.owner = vi.fn(() => origOwner);
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tradeShipExecution.tick(1);
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expect(tradeShip.delete).toHaveBeenCalledWith(false);
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expect(tradeShipExecution.isActive()).toBe(false);
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});
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it("should pick another port if ship is captured", () => {
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tradeShip.owner = vi.fn(() => pirate);
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tradeShipExecution.tick(1);
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expect(tradeShip.setTargetUnit).toHaveBeenCalledWith(piratePort);
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});
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it("should complete trade and award gold", () => {
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tradeShipExecution["pathFinder"] = {
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next: vi.fn(() => ({ status: PathStatus.COMPLETE, node: 32 })),
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findPath: vi.fn((from: number) => [from]),
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} as any;
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tradeShipExecution.tick(1);
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expect(tradeShip.delete).toHaveBeenCalledWith(false);
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expect(tradeShipExecution.isActive()).toBe(false);
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expect(origOwner.addGold).toHaveBeenCalled();
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expect(dstOwner.addGold).toHaveBeenCalled();
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});
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});
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