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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>
232 lines
7.2 KiB
TypeScript
232 lines
7.2 KiB
TypeScript
import { describe, expect, it } from "vitest";
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import { SpawnExecution } from "engine/execution/SpawnExecution";
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import {
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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} from "engine/game/Game";
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import { TileRef } from "engine/game/GameMap";
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import { SpatialQuery } from "engine/pathfinding/spatial/SpatialQuery";
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import { createGame, L, W } from "./_fixtures";
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// Spawns player and **expands territory** via getSpawnTiles (euclidean dist 4)
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// Ref: src/core/execution/Util.ts
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function addPlayer(game: Game, tile: TileRef): Player {
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const info = new PlayerInfo("test", PlayerType.Human, null, "test_id");
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game.addPlayer(info);
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game.addExecution(new SpawnExecution("game_id", info, tile));
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game.executeNextTick();
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game.executeNextTick();
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return game.player(info.id);
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}
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describe("SpatialQuery", () => {
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describe("closestShore", () => {
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it("finds shore tile owned by player", () => {
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// prettier-ignore
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const game = createGame({
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width: 5, height: 5, grid: [
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W, W, W, W, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, W, W, W, W,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(2, 2));
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// All land tiles owned by player because of spawn expansion
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const result = spatial.closestShore(player, game.ref(2, 2));
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expect(result).not.toBeNull();
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expect(game.isShore(result!)).toBe(true);
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expect(game.ownerID(result!)).toBe(player.smallID());
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});
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it("returns null when no shore within maxDist", () => {
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// prettier-ignore
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const game = createGame({
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width: 7, height: 7, grid: [
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W, W, W, W, W, W, W,
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W, L, L, L, L, L, W,
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W, L, L, L, L, L, W,
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W, L, L, L, L, L, W,
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W, L, L, L, L, L, W,
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W, L, L, L, L, L, W,
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W, W, W, W, W, W, W,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(3, 3));
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// maxDist=1 from center (3,3) - shore is 2 tiles away
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const result = spatial.closestShore(player, game.ref(3, 3), 1);
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expect(result).toBeNull();
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});
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it("finds shore on player's island (two separate islands)", () => {
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// prettier-ignore
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const game = createGame({
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width: 8, height: 4, grid: [
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L, L, W, W, W, W, L, L,
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L, L, W, W, W, W, L, L,
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L, L, W, W, W, W, L, L,
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L, L, W, W, W, W, L, L,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(0, 0));
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const result = spatial.closestShore(player, game.ref(0, 2));
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expect(result).not.toBeNull();
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expect(game.isShore(result!)).toBe(true);
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expect(game.ownerID(result!)).toBe(player.smallID());
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expect(game.x(result!)).toBeLessThanOrEqual(2);
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});
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it("finds shore even if no land path exists (two separate islands)", () => {
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// prettier-ignore
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const game = createGame({
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width: 8, height: 4, grid: [
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L, L, W, W, W, W, L, L,
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L, L, W, W, W, W, L, L,
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L, L, W, W, W, W, L, L,
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L, L, W, W, W, W, L, L,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(0, 0));
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const result = spatial.closestShore(player, game.ref(7, 2));
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expect(result).not.toBeNull();
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expect(game.isShore(result!)).toBe(true);
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expect(game.ownerID(result!)).toBe(player.smallID());
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expect(game.x(result!)).toBeLessThanOrEqual(2);
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});
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it("finds shore for terra nullius when land is unclaimed", () => {
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// prettier-ignore
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const game = createGame({
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width: 5, height: 5, grid: [
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W, W, W, W, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, W, W, W, W,
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],
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});
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const spatial = new SpatialQuery(game);
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const terraNullius = game.terraNullius();
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const result = spatial.closestShore(terraNullius, game.ref(2, 2));
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expect(result).not.toBeNull();
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expect(game.isShore(result!)).toBe(true);
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});
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});
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describe("closestShoreByWater", () => {
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it("returns null for terra nullius", () => {
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// prettier-ignore
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const game = createGame({
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width: 5, height: 5, grid: [
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W, W, W, W, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, W, W, W, W,
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],
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});
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const spatial = new SpatialQuery(game);
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const terraNullius = game.terraNullius();
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const result = spatial.closestShoreByWater(terraNullius, game.ref(0, 0));
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expect(result).toBeNull();
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});
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it("returns null when target is on land", () => {
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// prettier-ignore
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const game = createGame({
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width: 5, height: 5, grid: [
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W, W, W, W, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, L, L, L, W,
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W, W, W, W, W,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(2, 2));
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const result = spatial.closestShoreByWater(player, game.ref(2, 2));
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expect(result).toBeNull();
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});
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it("returns null when target is in disconnected water body", () => {
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// prettier-ignore
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const game = createGame({
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width: 14, height: 6, grid: [
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W, W, L, L, L, L, L, L, L, L, L, L, W, W,
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W, W, L, L, L, L, L, L, L, L, L, L, W, W,
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W, W, L, L, L, L, L, L, L, L, L, L, W, W,
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W, W, L, L, L, L, L, L, L, L, L, L, W, W,
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W, W, L, L, L, L, L, L, L, L, L, L, W, W,
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W, W, L, L, L, L, L, L, L, L, L, L, W, W,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(3, 2));
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const result = spatial.closestShoreByWater(player, game.ref(13, 2));
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expect(result).toBeNull();
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});
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it("finds shore via long water path around island", () => {
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// prettier-ignore
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const game = createGame({
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width: 18, height: 14, grid: [
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
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W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
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W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
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W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
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W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
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W, W, W, W, L, L, L, L, L, L, L, L, L, L, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, L,
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],
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});
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const spatial = new SpatialQuery(game);
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const player = addPlayer(game, game.ref(4, 4));
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const target = game.ref(17, 13);
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const result = spatial.closestShoreByWater(player, target);
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expect(result).not.toBeNull();
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expect(game.isShore(result!)).toBe(true);
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expect(game.ownerID(result!)).toBe(player.smallID());
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});
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});
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});
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