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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>
361 lines
12 KiB
TypeScript
361 lines
12 KiB
TypeScript
import { Unit, UnitType } from "engine/game/Game";
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import {
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RailNetworkImpl,
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StationManagerImpl,
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} from "engine/game/RailNetworkImpl";
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import { Railroad } from "engine/game/Railroad";
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import { Cluster } from "engine/game/TrainStation";
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// Mock types
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const createMockStation = (unitId: number): any => {
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const cluster = new Cluster();
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const railroads = new Set<Railroad>();
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return {
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unit: {
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id: unitId,
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setTrainStation: vi.fn(),
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type: vi.fn(() => UnitType.City),
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},
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tile: vi.fn(),
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neighbors: vi.fn(() => []),
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getCluster: vi.fn(() => cluster),
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setCluster: vi.fn(),
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addRailroad: vi.fn(),
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getRailroads: vi.fn(() => railroads),
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clearRailroads: vi.fn(),
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};
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};
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describe("StationManagerImpl", () => {
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let manager: StationManagerImpl;
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beforeEach(() => {
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manager = new StationManagerImpl();
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});
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test("adds and retrieves station", () => {
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const station = createMockStation(1);
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manager.addStation(station);
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expect(manager.findStation(station.unit)).toBe(station);
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});
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test("removes station", () => {
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const station = createMockStation(1);
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manager.addStation(station);
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manager.removeStation(station);
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expect(manager.findStation(station.unit)).toBe(null);
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});
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});
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describe("RailNetworkImpl", () => {
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let network: RailNetworkImpl;
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let stationManager: any;
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let pathService: any;
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let game: any;
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beforeEach(() => {
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stationManager = {
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addStation: vi.fn(),
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removeStation: vi.fn(),
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findStation: vi.fn(),
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getAll: vi.fn(() => new Set()),
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};
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pathService = {
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findTilePath: vi.fn(() => [0]),
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findStationsPath: vi.fn(() => [0]),
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};
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game = {
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hasUnitNearby: vi.fn(() => true),
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nearbyUnits: vi.fn(() => []),
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addExecution: vi.fn(),
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config: () => ({
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trainStationMaxRange: () => 80,
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trainStationMinRange: () => 10,
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railroadMaxSize: () => 100,
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}),
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x: vi.fn(() => 0),
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y: vi.fn(() => 0),
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};
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network = new RailNetworkImpl(game, stationManager, pathService);
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});
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test("does not connect if path is empty or too long", () => {
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const stationA = createMockStation(1);
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const stationB = createMockStation(2);
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game.nearbyUnits.mockReturnValue([stationB]);
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pathService.findTilePath.mockReturnValue([]);
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network.connectStation(stationA);
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const cluster = stationB.getCluster();
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cluster.addStation = vi.fn();
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expect(cluster.addStation).not.toHaveBeenCalled();
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pathService.findTilePath.mockReturnValue(new Array(200));
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network.connectStation(stationA);
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expect(cluster.addStation).not.toHaveBeenCalled();
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});
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test("removeStation removes all neighbor links", () => {
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const neighbor = { removeNeighboringRails: vi.fn() };
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const station = createMockStation(1);
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station.neighbors = vi.fn(() => [neighbor]);
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stationManager.findStation.mockReturnValue(station);
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network.removeStation(station);
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expect(station.clearRailroads).toHaveBeenCalled();
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});
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test("connectStation calls addStation and connects to nearby", () => {
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const station = createMockStation(1);
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network.connectStation(station);
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expect(stationManager.addStation).toHaveBeenCalledWith(station);
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});
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test("removeStation does nothing if station not found", () => {
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stationManager.findStation.mockReturnValue(null);
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network.removeStation({ id: 1 } as unknown as Unit);
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expect(stationManager.removeStation).not.toHaveBeenCalled();
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});
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test("removeStation disconnects and removes from cluster if one neighbor", () => {
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const cluster = new Cluster();
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const neighbor = createMockStation(1);
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const station = createMockStation(2);
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station.getCluster = vi.fn(() => cluster);
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station.neighbors = vi.fn(() => [neighbor]);
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cluster.removeStation = vi.fn();
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stationManager.findStation.mockReturnValue(station);
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network.removeStation(station.unit);
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expect(cluster.removeStation).toHaveBeenCalledWith(station);
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expect(stationManager.removeStation).toHaveBeenCalledWith(station);
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});
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test("findStationsPath", () => {
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const stationA = createMockStation(1);
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const stationB = createMockStation(2);
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const result = network.findStationsPath(stationA, stationB);
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expect(result).toEqual([0]);
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});
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test("connectToNearbyStations creates new cluster when no neighbors", () => {
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const station = createMockStation(1);
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game.nearbyUnits.mockReturnValue([]);
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network.connectStation(station);
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expect(stationManager.addStation).toHaveBeenCalledWith(station);
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expect(station.setCluster).toHaveBeenCalled();
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});
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test("connectToNearbyStations connects and merges clusters", () => {
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const station = createMockStation(1);
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const neighborStation = createMockStation(2);
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const cluster = new Cluster();
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cluster.addStation(neighborStation);
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neighborStation.getCluster = vi.fn(() => cluster);
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cluster.has = vi.fn(() => false);
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const neighborUnit = { unit: neighborStation.unit, distSquared: 20 };
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game.nearbyUnits.mockReturnValue([neighborUnit]);
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stationManager.findStation.mockReturnValue(neighborStation);
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network.connectStation(station);
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// Both station should have their cluster reset to the merged one
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expect(station.setCluster).toHaveBeenCalled();
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expect(neighborStation.setCluster).toHaveBeenCalled();
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});
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describe("overlappingRailroads", () => {
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test("returns deterministic deduplicated TileRef array", () => {
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const tile = 42 as any;
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const railGridMock = {
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query: vi.fn(
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() => new Set([{ tiles: [50, 42, 60] }, { tiles: [60, 45, 42] }]),
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),
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};
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(network as any).railGrid = railGridMock;
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const result = network.overlappingRailroads(tile);
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expect(railGridMock.query).toHaveBeenCalledWith(tile, 3);
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expect(result).toEqual([42, 45, 50, 60]); // Deduplicated and sorted
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});
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test("returns empty array when no railroads overlap", () => {
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const tile = 42 as any;
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const railGridMock = { query: vi.fn(() => new Set()) };
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(network as any).railGrid = railGridMock;
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const result = network.overlappingRailroads(tile);
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expect(result).toEqual([]);
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});
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});
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describe("computeGhostRailPaths", () => {
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test("returns empty when snappable rails exist nearby", () => {
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const tile = 42 as any;
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// Accessing private railGrid via any to set up mock
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const railGridMock = { query: vi.fn(() => new Set([{}])) };
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(network as any).railGrid = railGridMock;
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const result = network.computeGhostRailPaths(UnitType.City, tile);
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expect(result).toEqual([]);
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expect(railGridMock.query).toHaveBeenCalledWith(tile, 3);
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});
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test("returns empty when no nearby stations found", () => {
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const tile = 42 as any;
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const railGridMock = { query: vi.fn(() => new Set()) };
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(network as any).railGrid = railGridMock;
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game.nearbyUnits.mockReturnValue([]);
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const result = network.computeGhostRailPaths(UnitType.City, tile);
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expect(result).toEqual([]);
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});
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test("returns paths to nearby stations within range", () => {
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const tile = 42 as any;
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const railGridMock = { query: vi.fn(() => new Set()) };
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(network as any).railGrid = railGridMock;
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const neighborStation = createMockStation(1);
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neighborStation.tile.mockReturnValue(100);
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stationManager.findStation.mockReturnValue(neighborStation);
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const mockPath = [42, 50, 60, 100];
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pathService.findTilePath.mockReturnValue(mockPath);
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game.nearbyUnits.mockReturnValue([
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{ unit: neighborStation.unit, distSquared: 400 },
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]);
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const result = network.computeGhostRailPaths(UnitType.City, tile);
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expect(result).toEqual([mockPath]);
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expect(pathService.findTilePath).toHaveBeenCalledWith(tile, 100);
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});
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test("skips neighbors within min range", () => {
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const tile = 42 as any;
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const railGridMock = { query: vi.fn(() => new Set()) };
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(network as any).railGrid = railGridMock;
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const neighborStation = createMockStation(1);
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neighborStation.tile.mockReturnValue(43);
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stationManager.findStation.mockReturnValue(neighborStation);
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// distSquared = 50 <= minRange^2 (10^2 = 100)
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game.nearbyUnits.mockReturnValue([
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{ unit: neighborStation.unit, distSquared: 50 },
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]);
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const result = network.computeGhostRailPaths(UnitType.City, tile);
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expect(result).toEqual([]);
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});
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test("skips neighbors without train stations", () => {
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const tile = 42 as any;
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const railGridMock = { query: vi.fn(() => new Set()) };
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(network as any).railGrid = railGridMock;
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stationManager.findStation.mockReturnValue(null);
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game.nearbyUnits.mockReturnValue([{ unit: { id: 1 }, distSquared: 400 }]);
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const result = network.computeGhostRailPaths(UnitType.City, tile);
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expect(result).toEqual([]);
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});
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test("skips paths that exceed max railroad size", () => {
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const tile = 42 as any;
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const railGridMock = { query: vi.fn(() => new Set()) };
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(network as any).railGrid = railGridMock;
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const neighborStation = createMockStation(1);
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neighborStation.tile.mockReturnValue(100);
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stationManager.findStation.mockReturnValue(neighborStation);
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// Path length >= railroadMaxSize (100)
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pathService.findTilePath.mockReturnValue(new Array(100));
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game.nearbyUnits.mockReturnValue([
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{ unit: neighborStation.unit, distSquared: 400 },
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]);
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const result = network.computeGhostRailPaths(UnitType.City, tile);
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expect(result).toEqual([]);
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});
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test("limits to at most 5 paths", () => {
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const tile = 42 as any;
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const railGridMock = { query: vi.fn(() => new Set()) };
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(network as any).railGrid = railGridMock;
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const neighbors: Array<{ unit: any; distSquared: number }> = [];
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for (let i = 0; i < 7; i++) {
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const station = createMockStation(i);
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station.tile.mockReturnValue(100 + i);
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neighbors.push({ unit: station.unit, distSquared: 400 + i });
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}
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stationManager.findStation.mockImplementation((unit: any) => {
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const station = createMockStation(unit.id);
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station.tile.mockReturnValue(100 + unit.id);
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return station;
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});
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pathService.findTilePath.mockImplementation((_from: any, to: any) => [
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_from,
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to,
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]);
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game.nearbyUnits.mockReturnValue(neighbors);
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const result = network.computeGhostRailPaths(UnitType.City, tile);
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expect(result.length).toBe(5);
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});
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test("skips stations reachable through already-connected stations", () => {
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const tile = 42 as any;
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const railGridMock = { query: vi.fn(() => new Set()) };
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(network as any).railGrid = railGridMock;
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// Create two neighbor stations where B is reachable from A
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const stationA = createMockStation(1);
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stationA.tile.mockReturnValue(100);
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const stationB = createMockStation(2);
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stationB.tile.mockReturnValue(200);
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// Make A and B neighbors of each other (1 hop apart)
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stationA.neighbors.mockReturnValue([stationB]);
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stationB.neighbors.mockReturnValue([stationA]);
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stationManager.findStation.mockImplementation((unit: any) => {
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if (unit.id === 1) return stationA;
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if (unit.id === 2) return stationB;
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return null;
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});
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pathService.findTilePath.mockImplementation((_from: any, to: any) => [
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_from,
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to,
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]);
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// Station A is closer, station B is farther
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game.nearbyUnits.mockReturnValue([
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{ unit: stationA.unit, distSquared: 400 },
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{ unit: stationB.unit, distSquared: 900 },
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]);
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const result = network.computeGhostRailPaths(UnitType.City, tile);
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// Only station A should get a path; B is reachable from A within maxConnectionDistance - 1
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expect(result.length).toBe(1);
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expect(pathService.findTilePath).toHaveBeenCalledTimes(1);
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expect(pathService.findTilePath).toHaveBeenCalledWith(tile, 100);
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});
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});
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});
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