Files
OpenFrontIO/tests/Donate.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

290 lines
8.2 KiB
TypeScript

import { DonateGoldExecution } from "engine/execution/DonateGoldExecution";
import { DonateTroopsExecution } from "engine/execution/DonateTroopExecution";
import { SpawnExecution } from "engine/execution/SpawnExecution";
import { PlayerInfo, PlayerType } from "engine/game/Game";
import { GameID } from "core-public/Schemas";
import { setup } from "./util/Setup";
describe("Donate troops to an ally", () => {
it("Troops should be successfully donated", async () => {
const gameID: GameID = "game_id";
const game = await setup("ocean_and_land", {
infiniteTroops: false,
donateTroops: true,
});
const donorInfo = new PlayerInfo(
"donor",
PlayerType.Human,
null,
"donor_id",
);
const recipientInfo = new PlayerInfo(
"recipient",
PlayerType.Human,
null,
"recipient_id",
);
game.addPlayer(donorInfo);
game.addPlayer(recipientInfo);
const donor = game.player(donorInfo.id);
const recipient = game.player(recipientInfo.id);
// Spawn both players
const spawnA = game.ref(0, 10);
const spawnB = game.ref(0, 15);
game.addExecution(
new SpawnExecution(gameID, donorInfo, spawnA),
new SpawnExecution(gameID, recipientInfo, spawnB),
);
// donor sends alliance request to recipient
const allianceRequest = donor.createAllianceRequest(recipient);
expect(allianceRequest).not.toBeNull();
// recipient accepts the alliance request
if (allianceRequest) {
allianceRequest.accept();
}
// Ensure donor can actually donate the requested amount
donor.addTroops(6000);
const donorTroopsBefore = donor.troops();
const recipientTroopsBefore = recipient.troops();
game.addExecution(new DonateTroopsExecution(donor, recipientInfo.id, 5000));
for (let i = 0; i < 5; i++) {
game.executeNextTick();
}
expect(donor.troops() < donorTroopsBefore).toBe(true);
expect(recipient.troops() > recipientTroopsBefore).toBe(true);
});
});
describe("Donate gold to an ally", () => {
it("Gold should be successfully donated", async () => {
const game = await setup("ocean_and_land", {
infiniteGold: false,
donateGold: true,
});
const gameID: GameID = "game_id";
const donorInfo = new PlayerInfo(
"donor",
PlayerType.Human,
null,
"donor_id",
);
const recipientInfo = new PlayerInfo(
"recipient",
PlayerType.Human,
null,
"recipient_id",
);
game.addPlayer(donorInfo);
game.addPlayer(recipientInfo);
const donor = game.player(donorInfo.id);
const recipient = game.player(recipientInfo.id);
// Spawn both players
const spawnA = game.ref(0, 10);
const spawnB = game.ref(0, 15);
game.addExecution(
new SpawnExecution(gameID, donorInfo, spawnA),
new SpawnExecution(gameID, recipientInfo, spawnB),
);
// donor sends alliance request to recipient
const allianceRequest = donor.createAllianceRequest(recipient);
expect(allianceRequest).not.toBeNull();
// recipient accepts the alliance request
if (allianceRequest) {
allianceRequest.accept();
}
game.executeNextTick();
// Ensure donor can actually donate the requested amount
donor.addGold(6000n);
const donorGoldBefore = donor.gold();
const recipientGoldBefore = recipient.gold();
game.addExecution(new DonateGoldExecution(donor, recipientInfo.id, 5000));
for (let i = 0; i < 5; i++) {
game.executeNextTick();
}
expect(donor.gold() < donorGoldBefore).toBe(true);
expect(recipient.gold() > recipientGoldBefore).toBe(true);
});
});
describe("Donate troops to a non ally", () => {
it("Troops should not be donated", async () => {
const game = await setup("ocean_and_land", {
infiniteTroops: false,
donateTroops: true,
});
const gameID: GameID = "game_id";
const donorInfo = new PlayerInfo(
"donor",
PlayerType.Human,
null,
"donor_id",
);
const recipientInfo = new PlayerInfo(
"recipient",
PlayerType.Human,
null,
"recipient_id",
);
game.addPlayer(donorInfo);
game.addPlayer(recipientInfo);
const donor = game.player(donorInfo.id);
const recipient = game.player(recipientInfo.id);
// Spawn both players
const spawnA = game.ref(0, 10);
const spawnB = game.ref(0, 15);
game.addExecution(
new SpawnExecution(gameID, donorInfo, spawnA),
new SpawnExecution(gameID, recipientInfo, spawnB),
);
// Donor sends alliance request to Recipient
const allianceRequest = donor.createAllianceRequest(recipient);
expect(allianceRequest).not.toBeNull();
// Donor rejects the Recipient
if (allianceRequest) {
allianceRequest.reject();
}
const donorTroopsBefore = donor.troops();
const recipientTroopsBefore = recipient.troops();
game.addExecution(new DonateTroopsExecution(donor, recipientInfo.id, 5000));
game.executeNextTick();
// Troops should not be donated since they are not allies
expect(donor.troops() >= donorTroopsBefore).toBe(true);
expect(recipient.troops() >= recipientTroopsBefore).toBe(true);
});
});
describe("Donate Gold to a non ally", () => {
it("Gold should not be donated", async () => {
const game = await setup("ocean_and_land", {
infiniteGold: false,
donateGold: true,
});
const gameID: GameID = "game_id";
const donorInfo = new PlayerInfo(
"donor",
PlayerType.Human,
null,
"donor_id",
);
const recipientInfo = new PlayerInfo(
"recipient",
PlayerType.Human,
null,
"recipient_id",
);
game.addPlayer(donorInfo);
game.addPlayer(recipientInfo);
const donor = game.player(donorInfo.id);
const recipient = game.player(recipientInfo.id);
// Spawn both players
const spawnA = game.ref(0, 10);
const spawnB = game.ref(0, 15);
game.addExecution(
new SpawnExecution(gameID, donorInfo, spawnA),
new SpawnExecution(gameID, recipientInfo, spawnB),
);
// Donor sends alliance request to Recipient
const allianceRequest = donor.createAllianceRequest(recipient);
expect(allianceRequest).not.toBeNull();
// Donor rejects the Recipient
if (allianceRequest) {
allianceRequest.reject();
}
const donorGoldBefore = donor.gold();
const recipientGoldBefore = donor.gold();
game.addExecution(new DonateGoldExecution(donor, recipientInfo.id, 5000));
game.executeNextTick();
// Gold should not be donated since they are not allies
expect(donor.gold() >= donorGoldBefore).toBe(true);
expect(recipient.gold() >= recipientGoldBefore).toBe(true);
});
});
describe("Self donation prevention", () => {
it("Should evaluate isFriendly(this) to true but disallow donating to self", async () => {
const game = await setup("ocean_and_land", {
infiniteGold: false,
infiniteTroops: false,
donateGold: true,
donateTroops: true,
});
const gameID: GameID = "game_id";
// Create a player with team=0/null (default/FFA)
const playerInfo = new PlayerInfo(
"player_self",
PlayerType.Human,
null,
"self_id",
);
game.addPlayer(playerInfo);
const player = game.player(playerInfo.id);
const spawnA = game.ref(0, 10);
game.addExecution(new SpawnExecution(gameID, playerInfo, spawnA));
game.executeNextTick();
// Assert player.isFriendly(player) === true
expect(player.isFriendly(player)).toBe(true);
// Assert canDonateGold and canDonateTroops return false for self
expect(player.canDonateGold(player)).toBe(false);
expect(player.canDonateTroops(player)).toBe(false);
// Try executing DonateGoldExecution and DonateTroopsExecution on self
player.addGold(1000n);
player.addTroops(1000);
const goldBefore = player.gold();
const troopsBefore = player.troops();
game.addExecution(new DonateGoldExecution(player, player.id(), 500));
game.addExecution(new DonateTroopsExecution(player, player.id(), 500));
game.executeNextTick();
// Verify no changes occurred to gold or troops (execution failed/aborted)
expect(player.gold()).toBeGreaterThanOrEqual(goldBefore);
expect(player.troops()).toBeGreaterThanOrEqual(troopsBefore);
});
});