Files
OpenFrontIO/tests/util/Setup.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

82 lines
2.2 KiB
TypeScript

import fs from "fs";
import path from "path";
import {
Difficulty,
Game,
GameMapSize,
GameMapType,
GameMode,
GameType,
PlayerInfo,
PlayerType,
} from "engine/game/Game";
import { createGame } from "engine/game/GameImpl";
import {
genTerrainFromBin,
MapManifest,
} from "engine/game/TerrainMapLoader";
import { UserSettings } from "engine/game/UserSettings";
import { GameConfig } from "core-public/Schemas";
import { TestConfig } from "./TestConfig";
export async function setup(
mapName: string,
_gameConfig: Partial<GameConfig> = {},
humans: PlayerInfo[] = [],
currentDir: string = __dirname,
ConfigClass: typeof TestConfig = TestConfig,
autoEndSpawnPhase: boolean = true,
): Promise<Game> {
// Suppress console.debug for tests.
console.debug = () => {};
// Simple binary file loading using fs.readFileSync()
const mapBinPath = path.join(
currentDir,
`../testdata/maps/${mapName}/map.bin`,
);
const miniMapBinPath = path.join(
currentDir,
`../testdata/maps/${mapName}/map4x.bin`,
);
const manifestPath = path.join(
currentDir,
`../testdata/maps/${mapName}/manifest.json`,
);
const mapBinBuffer = fs.readFileSync(mapBinPath);
const miniMapBinBuffer = fs.readFileSync(miniMapBinPath);
const manifest = JSON.parse(
fs.readFileSync(manifestPath, "utf8"),
) satisfies MapManifest;
const gameMap = await genTerrainFromBin(manifest.map, mapBinBuffer);
const miniGameMap = await genTerrainFromBin(manifest.map4x, miniMapBinBuffer);
const gameConfig: GameConfig = {
gameMap: GameMapType.Asia,
gameMapSize: GameMapSize.Normal,
gameMode: GameMode.FFA,
gameType: GameType.Singleplayer,
difficulty: Difficulty.Medium,
nations: "default",
donateGold: false,
donateTroops: false,
bots: 0,
infiniteGold: false,
infiniteTroops: false,
instantBuild: false,
randomSpawn: false,
..._gameConfig,
};
const config = new ConfigClass(gameConfig, new UserSettings(), false);
const game = createGame(humans, [], gameMap, miniGameMap, config);
if (autoEndSpawnPhase) game.endSpawnPhase();
return game;
}
export function playerInfo(name: string, type: PlayerType): PlayerInfo {
return new PlayerInfo(name, type, null, name);
}