Files
OpenFrontIO/tests/core/pathfinding/PathFinding.Air.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

185 lines
5.1 KiB
TypeScript

import { beforeAll, describe, expect, it } from "vitest";
import { Game } from "engine/game/Game";
import { TileRef } from "engine/game/GameMap";
import { PathFinding } from "engine/pathfinding/PathFinder";
import { SteppingPathFinder } from "engine/pathfinding/types";
import { setup } from "../../util/Setup";
describe("PathFinding.Air", () => {
let game: Game;
function createPathFinder(): SteppingPathFinder<TileRef> {
return PathFinding.Air(game);
}
beforeAll(async () => {
game = await setup("ocean_and_land");
});
describe("findPath", () => {
it("returns path between any two points (ignores terrain)", () => {
const pathFinder = createPathFinder();
const map = game.map();
// Air pathfinder ignores terrain, so can go anywhere
// (2,2) → (14,14): manhattan = 24, path length = 25
const from = map.ref(2, 2);
const to = map.ref(14, 14);
const path = pathFinder.findPath(from, to);
expect(path).not.toBeNull();
expect(path!.length).toBe(25);
expect(path![0]).toBe(from);
expect(path![path!.length - 1]).toBe(to);
});
it("throws error for multiple start points", () => {
const pathFinder = createPathFinder();
const map = game.map();
const from = [map.ref(2, 2), map.ref(4, 4)];
const to = map.ref(14, 14);
expect(() => pathFinder.findPath(from, to)).toThrow(
"does not support multiple start points",
);
});
it("returns single-tile path when from equals to", () => {
const pathFinder = createPathFinder();
const map = game.map();
const tile = map.ref(8, 8);
const path = pathFinder.findPath(tile, tile);
expect(path).not.toBeNull();
expect(path![0]).toBe(tile);
});
});
describe("path validity", () => {
it("all consecutive tiles in path are adjacent (Manhattan distance 1)", () => {
const pathFinder = createPathFinder();
const map = game.map();
// (2,2) → (14,14): manhattan = 24, path length = 25
const from = map.ref(2, 2);
const to = map.ref(14, 14);
const path = pathFinder.findPath(from, to);
expect(path).not.toBeNull();
expect(path!.length).toBe(25);
// Verify every consecutive pair is adjacent
for (let i = 1; i < path!.length; i++) {
const dist = map.manhattanDist(path![i - 1], path![i]);
expect(dist).toBe(1);
}
});
it("path ends at exact destination", () => {
const pathFinder = createPathFinder();
const map = game.map();
const from = map.ref(5, 5);
const to = map.ref(10, 12);
const path = pathFinder.findPath(from, to);
expect(path).not.toBeNull();
expect(path![path!.length - 1]).toBe(to);
});
});
describe("path shapes", () => {
it("diagonal path has equal X and Y movement", () => {
const pathFinder = createPathFinder();
const map = game.map();
// Equal X and Y offset: (0,0) → (10,10)
const from = map.ref(0, 0);
const to = map.ref(10, 10);
const path = pathFinder.findPath(from, to);
expect(path).not.toBeNull();
let xMoves = 0;
let yMoves = 0;
for (let i = 1; i < path!.length; i++) {
const dx = map.x(path![i]) - map.x(path![i - 1]);
const dy = map.y(path![i]) - map.y(path![i - 1]);
if (dx !== 0) xMoves++;
if (dy !== 0) yMoves++;
}
expect(xMoves).toBe(10);
expect(yMoves).toBe(10);
});
it("horizontal path has only X movement", () => {
const pathFinder = createPathFinder();
const map = game.map();
// Pure horizontal: (0,5) → (15,5)
const from = map.ref(0, 5);
const to = map.ref(15, 5);
const path = pathFinder.findPath(from, to);
expect(path).not.toBeNull();
let xMoves = 0;
let yMoves = 0;
for (let i = 1; i < path!.length; i++) {
const dx = map.x(path![i]) - map.x(path![i - 1]);
const dy = map.y(path![i]) - map.y(path![i - 1]);
if (dx !== 0) xMoves++;
if (dy !== 0) yMoves++;
}
expect(xMoves).toBe(15);
expect(yMoves).toBe(0);
});
it("vertical path has only Y movement", () => {
const pathFinder = createPathFinder();
const map = game.map();
// Pure vertical: (5,0) → (5,15)
const from = map.ref(5, 0);
const to = map.ref(5, 15);
const path = pathFinder.findPath(from, to);
expect(path).not.toBeNull();
let xMoves = 0;
let yMoves = 0;
for (let i = 1; i < path!.length; i++) {
const dx = map.x(path![i]) - map.x(path![i - 1]);
const dy = map.y(path![i]) - map.y(path![i - 1]);
if (dx !== 0) xMoves++;
if (dy !== 0) yMoves++;
}
expect(xMoves).toBe(0);
expect(yMoves).toBe(15);
});
it("adjacent tiles produce minimal path", () => {
const pathFinder = createPathFinder();
const map = game.map();
const from = map.ref(5, 5);
const to = map.ref(6, 5);
const path = pathFinder.findPath(from, to);
expect(path).not.toBeNull();
expect(path!.length).toBe(2);
expect(path![0]).toBe(from);
expect(path![1]).toBe(to);
});
});
});