Files
OpenFrontIO/tests/pathfinding/playground/api/spatialQuery.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

162 lines
4.5 KiB
TypeScript

import { TileRef } from "engine/game/GameMap.js";
import { PathFinding } from "engine/pathfinding/PathFinder.js";
import { SpatialQuery } from "engine/pathfinding/spatial/SpatialQuery.js";
import { DebugSpan } from "engine/utilities/DebugSpan.js";
import { loadMap } from "./maps.js";
export interface SpatialQueryResult {
selectedShore: [number, number] | null;
path: Array<[number, number]> | null;
shores: Array<[number, number]>;
debug: {
candidates: Array<[number, number]> | null;
refinedPath: Array<[number, number]> | null;
originalBestTile: [number, number] | null;
newBestTile: [number, number] | null;
timings: Record<string, number>;
};
}
/**
* Extract timings from DebugSpan hierarchy
*/
function extractTimings(span: {
name: string;
duration?: number;
children: any[];
}): Record<string, number> {
const timings: Record<string, number> = {};
if (span.duration !== undefined) {
timings[span.name] = span.duration;
}
for (const child of span.children) {
Object.assign(timings, extractTimings(child));
}
return timings;
}
/**
* Convert TileRef to coordinate tuple
*/
function tileToCoord(tile: TileRef, game: any): [number, number] {
return [game.x(tile), game.y(tile)];
}
/**
* Convert TileRef array to coordinate array
*/
function tilesToCoords(
tiles: TileRef[] | null | undefined,
game: any,
): Array<[number, number]> | null {
if (!tiles) return null;
return tiles.map((tile) => tileToCoord(tile, game));
}
/**
* Compute spatial query for transport ship launch
*/
export async function computeSpatialQuery(
mapName: string,
ownedTiles: number[],
target: [number, number],
): Promise<SpatialQueryResult> {
const { game } = await loadMap(mapName);
const targetRef = game.ref(target[0], target[1]) as TileRef;
// Validate target is water or shore
if (!game.isWater(targetRef) && !game.isShore(targetRef)) {
throw new Error(
`Target (${target[0]}, ${target[1]}) must be water or shore`,
);
}
// Convert owned tile indices to TileRefs
const ownedRefs = ownedTiles.map((idx) => {
const x = idx % game.width();
const y = Math.floor(idx / game.width());
return game.ref(x, y) as TileRef;
});
// Create mock player that returns owned tiles as border tiles
// The SpatialQuery will filter to actual shore tiles
const mockPlayer = {
isPlayer: () => true,
smallID: () => 999, // Arbitrary ID for visualization
borderTiles: function* () {
for (const tile of ownedRefs) {
yield tile;
}
},
};
// Get target water component for filtering
const targetComponent = game.getWaterComponent(targetRef);
// Pre-compute all valid shore tiles for visualization
const allShores: TileRef[] = [];
for (const tile of ownedRefs) {
if (game.isShore(tile) && game.isLand(tile)) {
const tComponent = game.getWaterComponent(tile);
if (tComponent === targetComponent) {
allShores.push(tile);
}
}
}
// Enable DebugSpan to capture internal state
DebugSpan.enable();
// Run spatial query
const spatialQuery = new SpatialQuery(game);
const selectedShore = spatialQuery.closestShoreByWater(
mockPlayer as any,
targetRef,
);
// Get span data
const span = DebugSpan.getLastSpan();
DebugSpan.disable();
// Extract debug info from span
let candidates: TileRef[] | null = null;
let refinedPath: TileRef[] | null = null;
let originalBestTile: TileRef | null = null;
let newBestTile: TileRef | null = null;
if (span?.data) {
candidates = (span.data.$candidates as TileRef[] | undefined) ?? null;
refinedPath = (span.data.$refinedPath as TileRef[] | undefined) ?? null;
originalBestTile =
(span.data.$originalBestTile as TileRef | undefined) ?? null;
newBestTile = (span.data.$newBestTile as TileRef | undefined) ?? null;
}
// Compute full path if we have a selected shore
let path: TileRef[] | null = null;
if (selectedShore) {
path = PathFinding.Water(game).findPath(selectedShore, targetRef);
}
const timings = span ? extractTimings(span) : {};
return {
selectedShore: selectedShore ? tileToCoord(selectedShore, game) : null,
path: tilesToCoords(path, game),
shores: allShores.map((t) => tileToCoord(t, game)),
debug: {
candidates: tilesToCoords(candidates, game),
refinedPath: tilesToCoords(refinedPath, game),
originalBestTile: originalBestTile
? tileToCoord(originalBestTile, game)
: null,
newBestTile: newBestTile ? tileToCoord(newBestTile, game) : null,
timings,
},
};
}