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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>
107 lines
3.3 KiB
TypeScript
107 lines
3.3 KiB
TypeScript
import { SpawnExecution } from "engine/execution/SpawnExecution";
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import { PlayerInfo, PlayerType } from "engine/game/Game";
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import { setup } from "../../util/Setup";
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describe("Spawn execution", () => {
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// Manually calculated based on number of tiles in manifest of each map
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// and minimum distance between players in PlayerSpawner
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test.each([
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["big_plains", 49],
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["half_land_half_ocean", 1],
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["ocean_and_land", 1],
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["plains", 9],
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])(
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"Spawn location is found for all players in %s map with %i players",
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async (mapName, maxPlayers) => {
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const players: PlayerInfo[] = [];
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const spawnExecutions: SpawnExecution[] = [];
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for (let i = 0; i < maxPlayers; i++) {
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const playerInfo = new PlayerInfo(
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`player${i}`,
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PlayerType.Human,
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`client_id${i}`,
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`player_id${i}`,
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);
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players.push(playerInfo);
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spawnExecutions.push(new SpawnExecution("game_id", playerInfo));
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}
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const game = await setup(mapName, {}, players);
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game.addExecution(...spawnExecutions);
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game.executeNextTick();
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game.executeNextTick();
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game.allPlayers().forEach((player) => {
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const spawnTile = player.spawnTile()!;
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expect(spawnTile).toEqual(expect.any(Number));
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expect(game.isLand(spawnTile)).toBe(true);
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expect(game.isBorder(spawnTile)).toBe(false);
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});
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for (let i = 0; i < game.allPlayers().length; i++) {
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for (let j = i + 1; j < game.allPlayers().length; j++) {
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const distance = game.manhattanDist(
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game.allPlayers()[i].spawnTile()!,
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game.allPlayers()[j].spawnTile()!,
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);
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expect(distance).toBeGreaterThanOrEqual(
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game.config().minDistanceBetweenPlayers(),
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);
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}
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}
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},
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);
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test("Handles spawn failure when map is too crowded", async () => {
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const players: PlayerInfo[] = [];
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const spawnExecutions: SpawnExecution[] = [];
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// Try to spawn more players than possible on a small map
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for (let i = 0; i < 5; i++) {
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const playerInfo = new PlayerInfo(
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`player${i}`,
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PlayerType.Human,
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`client_id${i}`,
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`player_id${i}`,
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);
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players.push(playerInfo);
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spawnExecutions.push(new SpawnExecution("game_id", playerInfo));
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}
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const game = await setup("half_land_half_ocean", {}, players);
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game.addExecution(...spawnExecutions);
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game.executeNextTick();
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game.executeNextTick();
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// Should spawn fewer than requested when map is too small
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expect(
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game.allPlayers().filter((player) => player.spawnTile() !== undefined)
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.length,
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).toBe(1);
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});
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test("Spawn on specific tile", async () => {
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const playerInfo = new PlayerInfo(
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`player`,
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PlayerType.Human,
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`client_id`,
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`player_id`,
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);
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const game = await setup("half_land_half_ocean", {}, [playerInfo]);
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game.addExecution(new SpawnExecution("game_id", playerInfo, 10));
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game.addExecution(new SpawnExecution("game_id", playerInfo, 20));
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game.executeNextTick();
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game.executeNextTick();
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expect(game.playerByClientID("client_id")?.spawnTile()).toBe(20);
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// Previous territory from first spawn should be relinquished
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expect(game.owner(10).isPlayer()).toBe(false);
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});
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});
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