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