Files
OpenFrontIO/tests/util/Setup.ts
T
Evan Pelle 43d07ca85f refactor: rename core-public -> engine-public; fold helpers in; drop shared
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>
2026-06-10 20:32:32 +00:00

82 lines
2.2 KiB
TypeScript

import fs from "fs";
import path from "path";
import {
Difficulty,
Game,
GameMapSize,
GameMapType,
GameMode,
GameType,
PlayerInfo,
PlayerType,
} from "engine/game/Game";
import { createGame } from "engine/game/GameImpl";
import {
genTerrainFromBin,
MapManifest,
} from "engine/game/TerrainMapLoader";
import { UserSettings } from "engine/game/UserSettings";
import { GameConfig } from "engine-public/Schemas";
import { TestConfig } from "./TestConfig";
export async function setup(
mapName: string,
_gameConfig: Partial<GameConfig> = {},
humans: PlayerInfo[] = [],
currentDir: string = __dirname,
ConfigClass: typeof TestConfig = TestConfig,
autoEndSpawnPhase: boolean = true,
): Promise<Game> {
// Suppress console.debug for tests.
console.debug = () => {};
// Simple binary file loading using fs.readFileSync()
const mapBinPath = path.join(
currentDir,
`../testdata/maps/${mapName}/map.bin`,
);
const miniMapBinPath = path.join(
currentDir,
`../testdata/maps/${mapName}/map4x.bin`,
);
const manifestPath = path.join(
currentDir,
`../testdata/maps/${mapName}/manifest.json`,
);
const mapBinBuffer = fs.readFileSync(mapBinPath);
const miniMapBinBuffer = fs.readFileSync(miniMapBinPath);
const manifest = JSON.parse(
fs.readFileSync(manifestPath, "utf8"),
) satisfies MapManifest;
const gameMap = await genTerrainFromBin(manifest.map, mapBinBuffer);
const miniGameMap = await genTerrainFromBin(manifest.map4x, miniMapBinBuffer);
const gameConfig: GameConfig = {
gameMap: GameMapType.Asia,
gameMapSize: GameMapSize.Normal,
gameMode: GameMode.FFA,
gameType: GameType.Singleplayer,
difficulty: Difficulty.Medium,
nations: "default",
donateGold: false,
donateTroops: false,
bots: 0,
infiniteGold: false,
infiniteTroops: false,
instantBuild: false,
randomSpawn: false,
..._gameConfig,
};
const config = new ConfigClass(gameConfig, new UserSettings(), false);
const game = createGame(humans, [], gameMap, miniGameMap, config);
if (autoEndSpawnPhase) game.endSpawnPhase();
return game;
}
export function playerInfo(name: string, type: PlayerType): PlayerInfo {
return new PlayerInfo(name, type, null, name);
}