Files
OpenFrontIO/tests/util/utils.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

37 lines
1.3 KiB
TypeScript

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