Files
OpenFrontIO/tests/ConquerGold.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

101 lines
3.2 KiB
TypeScript

import { SpawnExecution } from "engine/execution/SpawnExecution";
import { Game, Player, PlayerInfo, PlayerType } from "engine/game/Game";
import { GameID } from "core-public/Schemas";
import { setup } from "./util/Setup";
const gameID: GameID = "test_game";
function addPlayerWithGold(
game: Game,
id: string,
type: PlayerType,
gold: bigint,
): Player {
game.addPlayer(new PlayerInfo(id, type, null, id));
const player = game.player(id);
player.addGold(gold);
return player;
}
describe("DefaultConfig.conquerGoldAmount", () => {
let game: Game;
beforeEach(async () => {
game = await setup("ocean_and_land");
});
test("returns full gold for Bot", () => {
const bot = addPlayerWithGold(game, "bot", PlayerType.Bot, 1000n);
expect(game.config().conquerGoldAmount(bot)).toBe(1000n);
});
test("returns full gold for Nation", () => {
const nation = addPlayerWithGold(game, "nation", PlayerType.Nation, 2000n);
expect(game.config().conquerGoldAmount(nation)).toBe(2000n);
});
test("returns half gold for Human", () => {
const human = addPlayerWithGold(game, "human", PlayerType.Human, 1000n);
expect(game.config().conquerGoldAmount(human)).toBe(500n);
});
});
describe("Conquest gold transfer", () => {
let game: Game;
let conqueror: Player;
beforeEach(async () => {
game = await setup("ocean_and_land");
const conquerorInfo = new PlayerInfo(
"conqueror",
PlayerType.Human,
null,
"conqueror",
);
game.addPlayer(conquerorInfo);
game.addExecution(
new SpawnExecution(gameID, conquerorInfo, game.ref(0, 10)),
);
conqueror = game.player(conquerorInfo.id);
});
test("conqueror receives 100% of gold when conquering a Bot", () => {
const bot = addPlayerWithGold(game, "bot", PlayerType.Bot, 1000n);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, bot);
expect(conqueror.gold()).toBe(goldBefore + 1000n);
expect(bot.gold()).toBe(0n);
});
test("conqueror receives 100% of gold when conquering a Nation", () => {
const nation = addPlayerWithGold(game, "nation", PlayerType.Nation, 800n);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, nation);
expect(conqueror.gold()).toBe(goldBefore + 800n);
expect(nation.gold()).toBe(0n);
});
test("conqueror receives 50% of gold when conquering a Human who has attacked", () => {
// clientID must be non-null for stats tracking to work
game.addPlayer(
new PlayerInfo("victim", PlayerType.Human, "victim_client", "victim"),
);
const victim = game.player("victim");
victim.addGold(1000n);
// Record an attack so the gold transfer is not skipped
game.stats().attack(victim, game.terraNullius(), 100);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, victim);
expect(conqueror.gold()).toBe(goldBefore + 500n);
expect(victim.gold()).toBe(0n);
});
test("conqueror receives no gold when conquering a Human who never attacked", () => {
const victim = addPlayerWithGold(game, "afk", PlayerType.Human, 1000n);
const goldBefore = conqueror.gold();
game.conquerPlayer(conqueror, victim);
expect(conqueror.gold()).toBe(goldBefore);
expect(victim.gold()).toBe(1000n);
});
});