Files
OpenFrontIO/tests/AttackStats.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

119 lines
3.8 KiB
TypeScript

import { AttackExecution } from "engine/execution/AttackExecution";
import { Game, Player, PlayerInfo, PlayerType } from "engine/game/Game";
import { GOLD_INDEX_WAR, GOLD_INDEX_WORK } from "core-public/StatsSchemas";
import { setup } from "./util/Setup";
let game: Game;
let player1: Player;
let player2: Player;
const player1Info = new PlayerInfo(
"player1",
PlayerType.Human,
"player1",
"player1",
);
const player2Info = new PlayerInfo(
"player2",
PlayerType.Human,
"player2",
"player2",
);
describe("AttackStats", () => {
beforeEach(async () => {
game = await setup("plains", { infiniteTroops: true }, [
player1Info,
player2Info,
]);
player1 = game.player("player1");
player2 = game.player("player2");
player1.conquer(game.ref(50, 50));
player2.conquer(game.ref(50, 51));
player2.addGold(100n);
game.stats().goldWork(player2, 100n);
});
test("should increase war gold stat when a player is eliminated", () => {
expect(player1.sharesBorderWith(player2)).toBeTruthy();
// Player2 must attack to be considered active (otherwise gold won't transfer)
game.addExecution(
new AttackExecution(1, player2, game.terraNullius().id()),
);
game.executeNextTick();
performAttack(game, player1, player2);
expectWarGoldStatIsIncreasedAfterKill(game, player1, player2);
});
test("should NOT increase war gold stat when a inactive player is eliminated", () => {
expect(player1.sharesBorderWith(player2)).toBeTruthy();
const attackerStatsBefore = game.stats().stats()[player1.clientID()!];
const warGoldBefore = attackerStatsBefore?.gold?.[GOLD_INDEX_WAR] ?? 0n;
performAttack(game, player1, player2);
const attackerStatsAfter = game.stats().stats()[player1.clientID()!];
const warGoldAfter = attackerStatsAfter?.gold?.[GOLD_INDEX_WAR] ?? 0n;
expect(warGoldAfter).toBe(warGoldBefore);
});
test("should increase war gold stat when elimination occurs via territory annexation", () => {
// Player2 must attack to be considered active (otherwise gold won't transfer)
game.addExecution(
new AttackExecution(1, player2, game.terraNullius().id()),
);
game.executeNextTick();
// Mark every tile on the map as owned by player1
for (let x = 0; x < game.map().width(); x++) {
for (let y = 0; y < game.map().height(); y++) {
player1.conquer(game.ref(x, y));
}
}
// Place tiles of player2 in the center of the map
const centerX = Math.round(game.map().width() / 2);
const centerY = Math.round(game.map().height() / 2);
for (let x = -20; x < 20; x++) {
for (let y = -20; y < 20; y++) {
player2.conquer(game.ref(centerX + x, centerY + y));
}
}
performAttack(game, player1, player2);
expectWarGoldStatIsIncreasedAfterKill(game, player1, player2);
});
});
function expectWarGoldStatIsIncreasedAfterKill(
game: Game,
attacker: Player,
defender: Player,
) {
// Verify that the defender was killed as a result of the attack
expect(attacker.isAlive()).toBeTruthy();
expect(defender.isAlive()).toBeFalsy();
const attackerStats = game.stats().stats()[attacker.clientID()!];
const defenderStats = game.stats().stats()[defender.clientID()!];
// Conqueror receives 50% of human defender's gold as war gold
expect(attackerStats?.gold?.[GOLD_INDEX_WAR]).toBeDefined();
expect(defenderStats?.gold?.[GOLD_INDEX_WORK]).toBeDefined();
expect(attackerStats?.gold?.[GOLD_INDEX_WAR]).toBe(
(defenderStats?.gold?.reduce((acc, g) => acc + g, 0n) ?? 0n) / 2n,
);
}
function performAttack(game: Game, attacker: Player, defender: Player) {
// Execute the attack
game.addExecution(
new AttackExecution(attacker.troops(), attacker, defender.id()),
);
// Wait for the attack to complete
do {
game.executeNextTick();
} while (attacker.outgoingAttacks().length > 0);
}