Files
OpenFrontIO/tests/core/GameRunner.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

106 lines
3.2 KiB
TypeScript

import { NationExecution } from "engine/execution/NationExecution";
import { SpawnExecution } from "engine/execution/SpawnExecution";
import { Cell, Nation, PlayerInfo, PlayerType } from "engine/game/Game";
import { GameConfig, GameID } from "core-public/Schemas";
import { setup } from "../util/Setup";
import { executeTicks } from "../util/utils";
const gameID: GameID = "test_game_id";
async function createTestGame(
randomSpawn: boolean,
nationCells: { x: number; y: number }[],
) {
const game = await setup(
"plains",
{ randomSpawn } as Partial<GameConfig>,
[],
undefined,
undefined,
false,
);
const humanInfo = new PlayerInfo(
"human",
PlayerType.Human,
"client_1",
"human_id",
);
game.addPlayer(humanInfo);
const nations: { info: PlayerInfo; nation: Nation }[] = [];
for (let i = 0; i < nationCells.length; i++) {
const info = new PlayerInfo(
nationCells.length === 1 ? "TestNation" : `Nation${i}`,
PlayerType.Nation,
null,
nationCells.length === 1 ? "nation_id" : `nation_${i}`,
);
const nation = new Nation(
new Cell(nationCells[i].x, nationCells[i].y),
info,
);
game.addPlayer(info);
nations.push({ info, nation });
}
return { game, humanInfo, nations };
}
describe("Nation spawn ordering with random spawn", () => {
test("nation spawns in singleplayer with random spawn", async () => {
const { game, humanInfo, nations } = await createTestGame(true, [
{ x: 50, y: 50 },
]);
// Mirror GameRunner.init() ordering: nation first, then human.
game.addExecution(new NationExecution(gameID, nations[0].nation));
game.addExecution(
new SpawnExecution(gameID, game.player(humanInfo.id).info()),
);
executeTicks(game, 4);
expect(game.player(humanInfo.id).hasSpawned()).toBe(true);
expect(game.player(nations[0].info.id).hasSpawned()).toBe(true);
expect(game.player(nations[0].info.id).isAlive()).toBe(true);
});
test("multiple nations spawn in singleplayer with random spawn", async () => {
const cells = Array.from({ length: 5 }, (_, i) => ({
x: 20 + i * 15,
y: 20 + i * 15,
}));
const { game, humanInfo, nations } = await createTestGame(true, cells);
// Nation executions first (mirrors GameRunner.init()).
for (const { nation } of nations) {
game.addExecution(new NationExecution(gameID, nation));
}
// Human spawn execution second.
game.addExecution(
new SpawnExecution(gameID, game.player(humanInfo.id).info()),
);
executeTicks(game, 8);
expect(game.player(humanInfo.id).hasSpawned()).toBe(true);
for (const { info } of nations) {
const player = game.player(info.id);
expect(player.hasSpawned()).toBe(true);
expect(player.isAlive()).toBe(true);
}
});
test("nation spawns in singleplayer without random spawn", async () => {
const { game, nations } = await createTestGame(false, [{ x: 50, y: 50 }]);
game.addExecution(new NationExecution(gameID, nations[0].nation));
executeTicks(game, 4);
expect(game.player(nations[0].info.id).hasSpawned()).toBe(true);
expect(game.player(nations[0].info.id).isAlive()).toBe(true);
});
});