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