Files
OpenFrontIO/tests/MissileSilo.test.ts
T
Evan PelleandClaude Opus 4.8 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

108 lines
3.1 KiB
TypeScript

import { NukeExecution } from "engine/execution/NukeExecution";
import { SpawnExecution } from "engine/execution/SpawnExecution";
import { UpgradeStructureExecution } from "engine/execution/UpgradeStructureExecution";
import {
Game,
Player,
PlayerInfo,
PlayerType,
UnitType,
} from "engine/game/Game";
import { TileRef } from "engine/game/GameMap";
import { GameID } from "core-public/Schemas";
import { setup } from "./util/Setup";
import { constructionExecution, executeTicks } from "./util/utils";
const gameID: GameID = "game_id";
let game: Game;
let attacker: Player;
function attackerBuildsNuke(
source: TileRef | null,
target: TileRef,
initialize = true,
) {
game.addExecution(
new NukeExecution(UnitType.AtomBomb, attacker, target, source),
);
if (initialize) {
game.executeNextTick();
game.executeNextTick();
}
}
describe("MissileSilo", () => {
beforeEach(async () => {
game = await setup("plains", { infiniteGold: true, instantBuild: true });
const attacker_info = new PlayerInfo(
"attacker_id",
PlayerType.Human,
null,
"attacker_id",
);
game.addPlayer(attacker_info);
game.addExecution(
new SpawnExecution(
gameID,
game.player(attacker_info.id).info(),
game.ref(1, 1),
),
);
attacker = game.player("attacker_id");
constructionExecution(game, attacker, 1, 1, UnitType.MissileSilo);
});
test("missilesilo should launch nuke", async () => {
attackerBuildsNuke(null, game.ref(7, 7));
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
expect(attacker.units(UnitType.AtomBomb)[0].tile()).not.toBe(
game.map().ref(7, 7),
);
for (let i = 0; i < 5; i++) {
game.executeNextTick();
}
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(0);
});
test("missilesilo should only launch one nuke at a time", async () => {
attackerBuildsNuke(null, game.ref(7, 7));
attackerBuildsNuke(null, game.ref(7, 7));
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
});
test("missilesilo should cooldown as long as configured", async () => {
expect(attacker.units(UnitType.MissileSilo)[0].isInCooldown()).toBeFalsy();
// send the nuke far enough away so it doesn't destroy the silo
attackerBuildsNuke(null, game.ref(50, 50));
expect(attacker.units(UnitType.AtomBomb)).toHaveLength(1);
for (let i = 0; i < game.config().SiloCooldown() - 2; i++) {
game.executeNextTick();
expect(
attacker.units(UnitType.MissileSilo)[0].isInCooldown(),
).toBeTruthy();
}
executeTicks(game, 2);
expect(attacker.units(UnitType.MissileSilo)[0].isInCooldown()).toBeFalsy();
});
test("missilesilo should have increased level after upgrade", async () => {
expect(attacker.units(UnitType.MissileSilo)[0].level()).toEqual(1);
const upgradeStructureExecution = new UpgradeStructureExecution(
attacker,
attacker.units(UnitType.MissileSilo)[0].id(),
);
game.addExecution(upgradeStructureExecution);
executeTicks(game, 2);
expect(attacker.units(UnitType.MissileSilo)[0].level()).toEqual(2);
});
});