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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>
37 lines
1.3 KiB
TypeScript
37 lines
1.3 KiB
TypeScript
// Either someone can straight up call player.buildUnit. It's simpler and immediate (no tick required)
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// Either someone can straight up call player.buildUnit. It's simpler and immediate (no tick required)
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// However buildUnit do not create executions (e.g.: WarshipExecution)
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// If you also need execution use function below. Does not work with things not
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import { ConstructionExecution } from "engine/execution/ConstructionExecution";
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import { Game, Player, UnitType } from "engine/game/Game";
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// built via UI (e.g.: trade ships)
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export function constructionExecution(
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game: Game,
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_owner: Player,
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x: number,
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y: number,
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unit: UnitType,
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ticks = 4,
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) {
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game.addExecution(new ConstructionExecution(_owner, unit, game.ref(x, y)));
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// 4 ticks by default as it usually goes like this
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// Init of construction execution
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// Exec construction execution
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// Tick of construction execution which adds the execution related to the building/unit
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// First tick of the execution of the constructed building/unit
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// (sometimes step 3 and 4 are merged in one)
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for (let i = 0; i < ticks; i++) {
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game.executeNextTick();
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}
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}
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export function executeTicks(game: Game, numTicks: number): void {
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for (let i = 0; i < numTicks; i++) {
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game.executeNextTick();
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}
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}
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