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