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