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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>
123 lines
2.5 KiB
TypeScript
123 lines
2.5 KiB
TypeScript
import { Config, NukeMagnitude } from "engine/configuration/Config";
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import {
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Game,
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Player,
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TerraNullius,
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Tick,
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UnitType,
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} from "engine/game/Game";
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import { TileRef } from "engine/game/GameMap";
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export class TestConfig extends Config {
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private _proximityBonusPortsNb: number = 0;
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private _defaultNukeSpeed: number = 4;
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private _spawnImmunityDuration: number = 0;
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private _nationSpawnImmunityDuration: number = 0;
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disableNavMesh(): boolean {
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return this.gameConfig().disableNavMesh ?? true;
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}
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radiusPortSpawn(): number {
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return 1;
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}
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proximityBonusPortsNb(totalPorts: number): number {
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return this._proximityBonusPortsNb;
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}
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// Specific to TestConfig
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setProximityBonusPortsNb(nb: number): void {
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this._proximityBonusPortsNb = nb;
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}
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nukeMagnitudes(_: UnitType): NukeMagnitude {
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return { inner: 1, outer: 1 };
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}
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setDefaultNukeSpeed(speed: number): void {
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this._defaultNukeSpeed = speed;
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}
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defaultNukeSpeed(): number {
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return this._defaultNukeSpeed;
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}
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defaultNukeTargetableRange(): number {
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return 20;
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}
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deletionMarkDuration(): number {
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return 5;
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}
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defaultSamRange(): number {
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return 20;
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}
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samRange(level: number): number {
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return 20;
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}
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setSpawnImmunityDuration(duration: Tick) {
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this._spawnImmunityDuration = duration;
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}
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spawnImmunityDuration(): Tick {
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return this._spawnImmunityDuration;
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}
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setNationSpawnImmunityDuration(duration: Tick) {
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this._nationSpawnImmunityDuration = duration;
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}
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nationSpawnImmunityDuration(): Tick {
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return this._nationSpawnImmunityDuration;
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}
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attackLogic(
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gm: Game,
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attackTroops: number,
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attacker: Player,
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defender: Player | TerraNullius,
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tileToConquer: TileRef,
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): {
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attackerTroopLoss: number;
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defenderTroopLoss: number;
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tilesPerTickUsed: number;
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} {
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return { attackerTroopLoss: 1, defenderTroopLoss: 1, tilesPerTickUsed: 1 };
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}
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attackTilesPerTick(
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attackTroops: number,
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attacker: Player,
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defender: Player | TerraNullius,
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numAdjacentTilesWithEnemy: number,
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): number {
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return 1;
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}
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}
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export class UseRealAttackLogic extends TestConfig {
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attackLogic(
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gm: Game,
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attackTroops: number,
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attacker: Player,
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defender: Player | TerraNullius,
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tileToConquer: TileRef,
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): {
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attackerTroopLoss: number;
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defenderTroopLoss: number;
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tilesPerTickUsed: number;
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} {
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return Config.prototype.attackLogic.call(
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this,
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gm,
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attackTroops,
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attacker,
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defender,
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tileToConquer,
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);
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}
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}
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