Files
OpenFrontIO/tests/core/execution/SpawnExecution.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

107 lines
3.3 KiB
TypeScript

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