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https://github.com/openfrontio/OpenFrontIO.git
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70745faac4
## Description: Improve type safety and runtime correctness by: 1. Enabling TypeScript's [strictNullChecks](https://www.typescriptlang.org/tsconfig/#strictNullChecks) compiler option. 2. Replacing all loose equality operators (`==` and `!=`) with strict equality operators (`===` and `!==`). 3. Cleaning up of type declarations, null handling logic, and equality expressions throughout the project. Currently, the code allows implicit assumptions that `null` and `undefined` are interchangeable, and relies on type-coercing equality checks that can introduce subtle bugs. These practices make it difficult to reason about when values may be absent and hinder the effectiveness of static analysis. Migrating to strict null checks and enforcing strict equality comparisons will clarify intent, reduce bugs, and make the codebase safer and easier to maintain. Fixes #466 ## Please complete the following: - [x] I have added screenshots for all UI updates - [x] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [x] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors --------- Co-authored-by: Scott Anderson <662325+scottanderson@users.noreply.github.com> Co-authored-by: evanpelle <openfrontio@gmail.com>
235 lines
6.3 KiB
TypeScript
235 lines
6.3 KiB
TypeScript
import { placeName } from "../client/graphics/NameBoxCalculator";
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import { getConfig } from "./configuration/ConfigLoader";
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import { Executor } from "./execution/ExecutionManager";
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import { WinCheckExecution } from "./execution/WinCheckExecution";
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import {
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AllPlayers,
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Cell,
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Game,
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GameUpdates,
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NameViewData,
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Nation,
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Player,
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PlayerActions,
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PlayerBorderTiles,
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PlayerID,
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PlayerInfo,
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PlayerProfile,
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PlayerType,
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} from "./game/Game";
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import { createGame } from "./game/GameImpl";
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import { TileRef } from "./game/GameMap";
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import {
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ErrorUpdate,
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GameUpdateType,
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GameUpdateViewData,
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} from "./game/GameUpdates";
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import { loadTerrainMap as loadGameMap } from "./game/TerrainMapLoader";
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import { PseudoRandom } from "./PseudoRandom";
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import { ClientID, GameStartInfo, Turn } from "./Schemas";
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import { sanitize, simpleHash } from "./Util";
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import { fixProfaneUsername } from "./validations/username";
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export async function createGameRunner(
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gameStart: GameStartInfo,
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clientID: ClientID,
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callBack: (gu: GameUpdateViewData) => void,
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): Promise<GameRunner> {
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const config = await getConfig(gameStart.config, null);
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const gameMap = await loadGameMap(gameStart.config.gameMap);
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const random = new PseudoRandom(simpleHash(gameStart.gameID));
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const humans = gameStart.players.map(
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(p) =>
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new PlayerInfo(
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p.flag,
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p.clientID === clientID
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? sanitize(p.username)
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: fixProfaneUsername(sanitize(p.username)),
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PlayerType.Human,
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p.clientID,
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p.playerID,
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),
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);
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const nations = gameStart.config.disableNPCs
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? []
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: gameMap.nationMap.nations.map(
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(n) =>
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new Nation(
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new Cell(n.coordinates[0], n.coordinates[1]),
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n.strength,
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new PlayerInfo(
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n.flag || "",
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n.name,
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PlayerType.FakeHuman,
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null,
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random.nextID(),
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),
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),
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);
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const game: Game = createGame(
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humans,
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nations,
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gameMap.gameMap,
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gameMap.miniGameMap,
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config,
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);
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const gr = new GameRunner(
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game,
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new Executor(game, gameStart.gameID, clientID),
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callBack,
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);
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gr.init();
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return gr;
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}
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export class GameRunner {
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private turns: Turn[] = [];
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private currTurn = 0;
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private isExecuting = false;
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private playerViewData: Record<PlayerID, NameViewData> = {};
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constructor(
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public game: Game,
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private execManager: Executor,
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private callBack: (gu: GameUpdateViewData | ErrorUpdate) => void,
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) {}
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init() {
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if (this.game.config().bots() > 0) {
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this.game.addExecution(
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...this.execManager.spawnBots(this.game.config().numBots()),
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);
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}
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if (this.game.config().spawnNPCs()) {
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this.game.addExecution(...this.execManager.fakeHumanExecutions());
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}
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this.game.addExecution(new WinCheckExecution());
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}
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public addTurn(turn: Turn): void {
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this.turns.push(turn);
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}
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public executeNextTick() {
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if (this.isExecuting) {
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return;
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}
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if (this.currTurn >= this.turns.length) {
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return;
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}
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this.isExecuting = true;
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this.game.addExecution(
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...this.execManager.createExecs(this.turns[this.currTurn]),
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);
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this.currTurn++;
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let updates: GameUpdates;
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try {
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updates = this.game.executeNextTick();
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} catch (error: unknown) {
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if (error instanceof Error) {
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console.error("Game tick error:", error.message);
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this.callBack({
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errMsg: error.message,
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stack: error.stack,
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} as ErrorUpdate);
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} else {
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console.error("Game tick error:", error);
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}
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return;
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}
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if (this.game.inSpawnPhase() && this.game.ticks() % 2 === 0) {
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this.game
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.players()
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.filter(
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(p) =>
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p.type() === PlayerType.Human || p.type() === PlayerType.FakeHuman,
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)
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.forEach(
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(p) => (this.playerViewData[p.id()] = placeName(this.game, p)),
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);
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}
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if (this.game.ticks() < 3 || this.game.ticks() % 30 === 0) {
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this.game.players().forEach((p) => {
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this.playerViewData[p.id()] = placeName(this.game, p);
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});
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}
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// Many tiles are updated to pack it into an array
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const packedTileUpdates = updates[GameUpdateType.Tile].map((u) => u.update);
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updates[GameUpdateType.Tile] = [];
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this.callBack({
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tick: this.game.ticks(),
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packedTileUpdates: new BigUint64Array(packedTileUpdates),
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updates: updates,
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playerNameViewData: this.playerViewData,
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});
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this.isExecuting = false;
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}
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public playerActions(
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playerID: PlayerID,
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x: number,
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y: number,
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): PlayerActions {
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const player = this.game.player(playerID);
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const tile = this.game.ref(x, y);
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const actions = {
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canAttack: player.canAttack(tile),
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buildableUnits: player.buildableUnits(tile),
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canSendEmojiAllPlayers: player.canSendEmoji(AllPlayers),
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} as PlayerActions;
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if (this.game.hasOwner(tile)) {
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const other = this.game.owner(tile) as Player;
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actions.interaction = {
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sharedBorder: player.sharesBorderWith(other),
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canSendEmoji: player.canSendEmoji(other),
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canTarget: player.canTarget(other),
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canSendAllianceRequest: player.canSendAllianceRequest(other),
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canBreakAlliance: player.isAlliedWith(other),
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canDonate: player.canDonate(other),
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canEmbargo: !player.hasEmbargoAgainst(other),
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};
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}
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return actions;
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}
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public playerProfile(playerID: number): PlayerProfile {
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const player = this.game.playerBySmallID(playerID);
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if (!player.isPlayer()) {
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throw new Error(`player with id ${playerID} not found`);
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}
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return player.playerProfile();
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}
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public playerBorderTiles(playerID: PlayerID): PlayerBorderTiles {
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const player = this.game.player(playerID);
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if (!player.isPlayer()) {
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throw new Error(`player with id ${playerID} not found`);
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}
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return {
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borderTiles: player.borderTiles(),
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} as PlayerBorderTiles;
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}
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public bestTransportShipSpawn(
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playerID: PlayerID,
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targetTile: TileRef,
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): TileRef | false {
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const player = this.game.player(playerID);
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if (!player.isPlayer()) {
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throw new Error(`player with id ${playerID} not found`);
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}
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return player.bestTransportShipSpawn(targetTile);
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}
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}
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