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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>
86 lines
2.5 KiB
TypeScript
86 lines
2.5 KiB
TypeScript
import { PlayerExecution } from "engine/execution/PlayerExecution";
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import {
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Game,
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Player,
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PlayerInfo,
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PlayerType,
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UnitType,
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} from "engine/game/Game";
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import { setup } from "../../util/Setup";
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import { executeTicks } from "../../util/utils";
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let game: Game;
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let player: Player;
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let otherPlayer: Player;
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describe("PlayerExecution", () => {
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beforeEach(async () => {
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game = await setup(
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"big_plains",
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{ infiniteGold: true, instantBuild: true },
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[
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new PlayerInfo("player", PlayerType.Human, "client_id1", "player_id"),
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new PlayerInfo("other", PlayerType.Human, "client_id2", "other_id"),
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],
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);
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player = game.player("player_id");
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otherPlayer = game.player("other_id");
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game.addExecution(new PlayerExecution(player));
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game.addExecution(new PlayerExecution(otherPlayer));
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});
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test("DefensePost lv. 1 is destroyed when tile owner changes", () => {
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const tile = game.ref(50, 50);
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player.conquer(tile);
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const defensePost = player.buildUnit(UnitType.DefensePost, tile, {});
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game.executeNextTick();
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expect(game.unitCount(UnitType.DefensePost)).toBe(1);
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expect(defensePost.level()).toBe(1);
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otherPlayer.conquer(tile);
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executeTicks(game, 2);
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expect(game.unitCount(UnitType.DefensePost)).toBe(0);
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});
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test("DefensePost lv. 2+ is destroyed when tile owner changes", () => {
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const tile = game.ref(50, 50);
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player.conquer(tile);
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const defensePost = player.buildUnit(UnitType.DefensePost, tile, {});
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defensePost.increaseLevel();
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expect(defensePost.level()).toBe(2);
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expect(game.unitCount(UnitType.DefensePost)).toBe(2); // unitCount sums levels
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expect(player.units(UnitType.DefensePost)).toHaveLength(1);
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expect(defensePost.isActive()).toBe(true);
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otherPlayer.conquer(tile);
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executeTicks(game, 2);
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expect(game.unitCount(UnitType.DefensePost)).toBe(0);
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expect(defensePost.isActive()).toBe(false);
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});
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test("Non-DefensePost structures are transferred (not downgraded) when tile owner changes", () => {
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const tile = game.ref(50, 50);
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player.conquer(tile);
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const city = player.buildUnit(UnitType.City, tile, {});
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expect(game.unitCount(UnitType.City)).toBe(1);
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expect(city.level()).toBe(1);
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expect(city.owner()).toBe(player);
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expect(city.isActive()).toBe(true);
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otherPlayer.conquer(tile);
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executeTicks(game, 2);
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expect(game.unitCount(UnitType.City)).toBe(1);
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expect(city.level()).toBe(1);
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expect(city.owner()).toBe(otherPlayer);
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expect(city.isActive()).toBe(true);
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});
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});
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