mirror of
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>
185 lines
5.1 KiB
TypeScript
185 lines
5.1 KiB
TypeScript
import { beforeAll, describe, expect, it } from "vitest";
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import { Game } from "engine/game/Game";
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import { TileRef } from "engine/game/GameMap";
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import { PathFinding } from "engine/pathfinding/PathFinder";
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import { SteppingPathFinder } from "engine/pathfinding/types";
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import { setup } from "../../util/Setup";
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describe("PathFinding.Air", () => {
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let game: Game;
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function createPathFinder(): SteppingPathFinder<TileRef> {
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return PathFinding.Air(game);
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}
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beforeAll(async () => {
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game = await setup("ocean_and_land");
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});
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describe("findPath", () => {
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it("returns path between any two points (ignores terrain)", () => {
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const pathFinder = createPathFinder();
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const map = game.map();
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// Air pathfinder ignores terrain, so can go anywhere
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// (2,2) → (14,14): manhattan = 24, path length = 25
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const from = map.ref(2, 2);
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const to = map.ref(14, 14);
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const path = pathFinder.findPath(from, to);
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expect(path).not.toBeNull();
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expect(path!.length).toBe(25);
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expect(path![0]).toBe(from);
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expect(path![path!.length - 1]).toBe(to);
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});
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it("throws error for multiple start points", () => {
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const pathFinder = createPathFinder();
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const map = game.map();
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const from = [map.ref(2, 2), map.ref(4, 4)];
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const to = map.ref(14, 14);
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expect(() => pathFinder.findPath(from, to)).toThrow(
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"does not support multiple start points",
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);
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});
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it("returns single-tile path when from equals to", () => {
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const pathFinder = createPathFinder();
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const map = game.map();
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const tile = map.ref(8, 8);
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const path = pathFinder.findPath(tile, tile);
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expect(path).not.toBeNull();
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expect(path![0]).toBe(tile);
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});
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});
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describe("path validity", () => {
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it("all consecutive tiles in path are adjacent (Manhattan distance 1)", () => {
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const pathFinder = createPathFinder();
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const map = game.map();
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// (2,2) → (14,14): manhattan = 24, path length = 25
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const from = map.ref(2, 2);
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const to = map.ref(14, 14);
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const path = pathFinder.findPath(from, to);
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expect(path).not.toBeNull();
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expect(path!.length).toBe(25);
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// Verify every consecutive pair is adjacent
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for (let i = 1; i < path!.length; i++) {
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const dist = map.manhattanDist(path![i - 1], path![i]);
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expect(dist).toBe(1);
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}
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});
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it("path ends at exact destination", () => {
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const pathFinder = createPathFinder();
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const map = game.map();
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const from = map.ref(5, 5);
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const to = map.ref(10, 12);
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const path = pathFinder.findPath(from, to);
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expect(path).not.toBeNull();
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expect(path![path!.length - 1]).toBe(to);
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});
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});
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describe("path shapes", () => {
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it("diagonal path has equal X and Y movement", () => {
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const pathFinder = createPathFinder();
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const map = game.map();
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// Equal X and Y offset: (0,0) → (10,10)
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const from = map.ref(0, 0);
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const to = map.ref(10, 10);
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const path = pathFinder.findPath(from, to);
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expect(path).not.toBeNull();
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let xMoves = 0;
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let yMoves = 0;
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for (let i = 1; i < path!.length; i++) {
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const dx = map.x(path![i]) - map.x(path![i - 1]);
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const dy = map.y(path![i]) - map.y(path![i - 1]);
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if (dx !== 0) xMoves++;
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if (dy !== 0) yMoves++;
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}
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expect(xMoves).toBe(10);
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expect(yMoves).toBe(10);
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});
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it("horizontal path has only X movement", () => {
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const pathFinder = createPathFinder();
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const map = game.map();
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// Pure horizontal: (0,5) → (15,5)
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const from = map.ref(0, 5);
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const to = map.ref(15, 5);
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const path = pathFinder.findPath(from, to);
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expect(path).not.toBeNull();
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let xMoves = 0;
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let yMoves = 0;
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for (let i = 1; i < path!.length; i++) {
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const dx = map.x(path![i]) - map.x(path![i - 1]);
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const dy = map.y(path![i]) - map.y(path![i - 1]);
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if (dx !== 0) xMoves++;
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if (dy !== 0) yMoves++;
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}
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expect(xMoves).toBe(15);
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expect(yMoves).toBe(0);
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});
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it("vertical path has only Y movement", () => {
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const pathFinder = createPathFinder();
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const map = game.map();
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// Pure vertical: (5,0) → (5,15)
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const from = map.ref(5, 0);
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const to = map.ref(5, 15);
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const path = pathFinder.findPath(from, to);
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expect(path).not.toBeNull();
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let xMoves = 0;
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let yMoves = 0;
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for (let i = 1; i < path!.length; i++) {
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const dx = map.x(path![i]) - map.x(path![i - 1]);
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const dy = map.y(path![i]) - map.y(path![i - 1]);
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if (dx !== 0) xMoves++;
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if (dy !== 0) yMoves++;
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}
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expect(xMoves).toBe(0);
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expect(yMoves).toBe(15);
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});
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it("adjacent tiles produce minimal path", () => {
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const pathFinder = createPathFinder();
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const map = game.map();
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const from = map.ref(5, 5);
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const to = map.ref(6, 5);
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const path = pathFinder.findPath(from, to);
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expect(path).not.toBeNull();
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expect(path!.length).toBe(2);
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expect(path![0]).toBe(from);
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expect(path![1]).toBe(to);
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});
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});
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});
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