Files
OpenFrontIO/tests/AiAttackBehavior.test.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

156 lines
4.0 KiB
TypeScript

import { AiAttackBehavior } from "engine/execution/utils/AiAttackBehavior";
import { Game, Player, PlayerInfo, PlayerType } from "engine/game/Game";
import { PseudoRandom } from "engine/PseudoRandom";
import { setup } from "./util/Setup";
describe("Ai Attack Behavior", () => {
let game: Game;
let bot: Player;
let human: Player;
let attackBehavior: AiAttackBehavior;
// Helper function for basic test setup
async function setupTestEnvironment() {
const testGame = await setup("big_plains", {
infiniteGold: true,
instantBuild: true,
infiniteTroops: true,
});
// Add players
const botInfo = new PlayerInfo(
"bot_test",
PlayerType.Bot,
null,
"bot_test",
);
const humanInfo = new PlayerInfo(
"human_test",
PlayerType.Human,
null,
"human_test",
);
testGame.addPlayer(botInfo);
testGame.addPlayer(humanInfo);
const testBot = testGame.player("bot_test");
const testHuman = testGame.player("human_test");
// Assign territories
let landTileCount = 0;
testGame.map().forEachTile((tile) => {
if (!testGame.map().isLand(tile)) return;
(landTileCount++ % 2 === 0 ? testBot : testHuman).conquer(tile);
});
// Add troops
testBot.addTroops(5000);
testHuman.addTroops(5000);
const behavior = new AiAttackBehavior(
new PseudoRandom(42),
testGame,
testBot,
0.5,
0.5,
0.2,
);
return { testGame, testBot, testHuman, behavior };
}
// Helper functions for tile assignment
function assignAlternatingLandTiles(
game: Game,
players: Player[],
totalTiles: number,
) {
let assigned = 0;
game.map().forEachTile((tile) => {
if (assigned >= totalTiles) return;
if (!game.map().isLand(tile)) return;
const player = players[assigned % players.length];
player.conquer(tile);
assigned++;
});
}
beforeEach(async () => {
const env = await setupTestEnvironment();
game = env.testGame;
bot = env.testBot;
human = env.testHuman;
attackBehavior = env.behavior;
});
test("bot cannot attack allied player", () => {
// Form alliance (bot creates request to human)
const allianceRequest = bot.createAllianceRequest(human);
allianceRequest?.accept();
expect(bot.isAlliedWith(human)).toBe(true);
// Count attacks before attempting attack
const attacksBefore = bot.outgoingAttacks().length;
// Attempt attack (should be blocked)
attackBehavior.sendAttack(human);
// Execute a few ticks to process the attacks
for (let i = 0; i < 5; i++) {
game.executeNextTick();
}
expect(bot.isAlliedWith(human)).toBe(true);
expect(human.incomingAttacks()).toHaveLength(0);
// Should be same number of attacks (no new attack created)
expect(bot.outgoingAttacks()).toHaveLength(attacksBefore);
});
test("nation cannot attack allied player", () => {
// Create nation
const nationInfo = new PlayerInfo(
"nation_test",
PlayerType.Nation,
null,
"nation_test",
);
game.addPlayer(nationInfo);
const nation = game.player("nation_test");
// Use helper for tile assignment
assignAlternatingLandTiles(game, [bot, human, nation], 21); // 21 to ensure each gets 7 tiles
nation.addTroops(1000);
const nationBehavior = new AiAttackBehavior(
new PseudoRandom(42),
game,
nation,
0.5,
0.5,
0.2,
);
// Alliance between nation and human
const allianceRequest = nation.createAllianceRequest(human);
allianceRequest?.accept();
expect(nation.isAlliedWith(human)).toBe(true);
const attacksBefore = nation.outgoingAttacks().length;
nation.addTroops(50_000);
// Nation tries to attack ally (should be blocked)
nationBehavior.sendAttack(human);
// Execute a few ticks to process the attacks
for (let i = 0; i < 5; i++) {
game.executeNextTick();
}
expect(nation.isAlliedWith(human)).toBe(true);
expect(nation.outgoingAttacks()).toHaveLength(attacksBefore);
});
});