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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>
173 lines
5.1 KiB
TypeScript
173 lines
5.1 KiB
TypeScript
import { GameID } from "core-public/Schemas";
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import { AttackExecution } from "engine/execution/AttackExecution";
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import { SpawnExecution } from "engine/execution/SpawnExecution";
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//import { TransportShipExecution } from "engine/execution/TransportShipExecution";
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import { AllianceRequestExecution } from "engine/execution/alliance/AllianceRequestExecution";
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import {
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Game,
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GameType,
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Player,
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PlayerInfo,
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PlayerType,
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} from "engine/game/Game";
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import { TileRef } from "engine/game/GameMap";
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import { GameUpdateType } from "engine/game/GameUpdates";
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import { setup } from "../../util/Setup";
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const gameID: GameID = "game_id";
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let game: Game;
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let attacker: Player;
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let defender: Player;
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let defenderSpawn: TileRef;
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let attackerSpawn: TileRef;
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describe("GameImpl", () => {
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beforeEach(async () => {
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game = await setup("ocean_and_land", {
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infiniteGold: true,
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instantBuild: true,
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infiniteTroops: true,
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});
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const attackerInfo = new PlayerInfo(
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"attacker dude",
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PlayerType.Human,
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null,
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"attacker_id",
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);
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game.addPlayer(attackerInfo);
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const defenderInfo = new PlayerInfo(
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"defender dude",
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PlayerType.Human,
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null,
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"defender_id",
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);
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game.addPlayer(defenderInfo);
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defenderSpawn = game.ref(0, 15);
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attackerSpawn = game.ref(0, 14);
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game.addExecution(
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new SpawnExecution(
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gameID,
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game.player(attackerInfo.id).info(),
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attackerSpawn,
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),
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new SpawnExecution(
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gameID,
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game.player(defenderInfo.id).info(),
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defenderSpawn,
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),
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);
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attacker = game.player(attackerInfo.id);
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defender = game.player(defenderInfo.id);
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});
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test("Don't become traitor when betraying inactive player", async () => {
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vi.spyOn(attacker, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(defender, "canSendAllianceRequest").mockReturnValue(true);
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game.addExecution(new AllianceRequestExecution(attacker, defender.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRequestExecution(defender, attacker.id()));
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game.executeNextTick();
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expect(attacker.allianceWith(defender)).toBeTruthy();
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expect(defender.allianceWith(attacker)).toBeTruthy();
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//Defender is marked disconnected
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defender.markDisconnected(true);
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game.executeNextTick();
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game.executeNextTick();
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// STEP 1: First betray (manually break alliance)
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const alliance = attacker.allianceWith(defender);
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expect(alliance).toBeTruthy();
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attacker.breakAlliance(alliance!);
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// STEP 2: Then attack after betrayal
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game.addExecution(new AttackExecution(100, attacker, defender.id()));
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do {
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game.executeNextTick();
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} while (attacker.outgoingAttacks().length > 0);
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expect(attacker.isTraitor()).toBe(false);
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expect(attacker.allianceWith(defender)).toBeFalsy();
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});
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test("Do become traitor when betraying active player", async () => {
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vi.spyOn(attacker, "canSendAllianceRequest").mockReturnValue(true);
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vi.spyOn(defender, "canSendAllianceRequest").mockReturnValue(true);
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game.addExecution(new AllianceRequestExecution(attacker, defender.id()));
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game.executeNextTick();
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game.addExecution(new AllianceRequestExecution(defender, attacker.id()));
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game.executeNextTick();
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expect(attacker.allianceWith(defender)).toBeTruthy();
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expect(defender.allianceWith(attacker)).toBeTruthy();
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//Defender is NOT marked disconnected
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game.executeNextTick();
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game.executeNextTick();
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// First betray (manually break alliance)
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const alliance = attacker.allianceWith(defender);
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expect(alliance).toBeTruthy();
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attacker.breakAlliance(alliance!);
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game.executeNextTick();
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game.addExecution(new AttackExecution(100, attacker, defender.id()));
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do {
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game.executeNextTick();
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} while (attacker.outgoingAttacks().length > 0);
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expect(attacker.isTraitor()).toBe(true);
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expect(attacker.allianceWith(defender)).toBeFalsy();
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});
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test("Singleplayer late human spawn gets spawn immunity", async () => {
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const singleplayerGame = await setup(
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"plains",
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{
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gameType: GameType.Singleplayer,
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},
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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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(singleplayerGame.config() as any).setSpawnImmunityDuration(100);
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const pastSpawnCountdown =
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singleplayerGame.config().numSpawnPhaseTurns() + 20;
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for (let i = 0; i < pastSpawnCountdown; i++) {
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singleplayerGame.executeNextTick();
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}
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const lateHumanInfo = new PlayerInfo(
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"late human",
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PlayerType.Human,
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"late_client_id",
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"late_player_id",
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);
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singleplayerGame.addExecution(
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new SpawnExecution(gameID, lateHumanInfo, singleplayerGame.ref(5, 5)),
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);
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// First tick initializes the execution, second tick applies the spawn.
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singleplayerGame.executeNextTick();
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const spawnUpdates = singleplayerGame.executeNextTick();
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expect(singleplayerGame.player(lateHumanInfo.id).hasSpawned()).toBe(true);
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expect(spawnUpdates[GameUpdateType.SpawnPhaseEnd]).toHaveLength(1);
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expect(singleplayerGame.isSpawnImmunityActive()).toBe(true);
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});
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});
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