Files
OpenFrontIO/tests/util/viewStubs.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

221 lines
5.9 KiB
TypeScript

/**
* Stub builders for GameView/PlayerView/UnitView unit tests.
*
* These tests don't go through the full game setup (which creates a worker
* and runs the simulation) — they exercise the view classes directly with
* minimal stubs for their dependencies.
*/
import { colord } from "colord";
import { Theme } from "client/theme/Theme";
import { GameView } from "client/view/GameView";
import { PlayerView } from "client/view/PlayerView";
import { Config } from "engine/configuration/Config";
import {
NameViewData,
PlayerType,
Team,
UnitType,
} from "engine/game/Game";
import { GameMapImpl } from "engine/game/GameMap";
import {
GameUpdateType,
GameUpdateViewData,
PlayerUpdate,
UnitUpdate,
} from "engine/game/GameUpdates";
import { TerrainMapData } from "engine/game/TerrainMapLoader";
import { Player, PlayerCosmetics } from "core-public/Schemas";
import { WorkerClient } from "engine/worker/WorkerClient";
/** Theme stub — returns deterministic colors so PlayerView's color math works. */
export function stubTheme(): Theme {
const white = colord("#ffffff");
const grey = colord("#808080");
const defended = { light: white, dark: grey };
return {
teamColor: () => white,
territoryColor: () => white,
structureColors: () => defended,
borderColor: () => grey,
defendedBorderColors: () => defended,
focusedBorderColor: () => grey,
terrainColor: () => white,
backgroundColor: () => white,
falloutColor: () => white,
font: () => "Arial",
textColor: () => "#000000",
spawnHighlightColor: () => white,
spawnHighlightSelfColor: () => white,
spawnHighlightTeamColor: () => white,
spawnHighlightEnemyColor: () => white,
};
}
/** Minimum Config stub for view tests. Extend as test needs grow. */
export function stubConfig(overrides: Partial<Config> = {}): Config {
const theme = stubTheme();
const cfg = {
theme: () => theme,
SAMCooldown: () => 120,
SiloCooldown: () => 75,
deleteUnitCooldown: () => 0,
spawnImmunityDuration: () => 0,
nationSpawnImmunityDuration: () => 0,
unitInfo: () => ({ maxHealth: 100, constructionDuration: 20 }),
disableAlliances: () => false,
allianceDuration: () => 100,
deletionMarkDuration: () => 300,
nukeMagnitudes: () => ({ inner: 0, outer: 0 }),
nukeAllianceBreakThreshold: () => 0,
userSettings: () => ({}),
...overrides,
} as unknown as Config;
return cfg;
}
/** WorkerClient stub. View classes only call worker.* in async methods we don't exercise. */
export function stubWorker(): WorkerClient {
return {} as unknown as WorkerClient;
}
/** Build TerrainMapData wrapping a fresh GameMapImpl of the given size. */
export function stubTerrainMap(width = 10, height = 10): TerrainMapData {
const terrain = new Uint8Array(width * height);
const gameMap = new GameMapImpl(width, height, terrain, 0);
return {
nations: [],
additionalNations: [],
gameMap,
miniGameMap: gameMap,
} as unknown as TerrainMapData;
}
export interface GameViewStubOptions {
width?: number;
height?: number;
myClientID?: string;
myUsername?: string;
myClanTag?: string | null;
humans?: Player[];
config?: Config;
}
/** Construct a GameView with minimal dependencies. */
export function makeGameView(opts: GameViewStubOptions = {}): GameView {
return new GameView(
stubWorker(),
opts.config ?? stubConfig(),
stubTerrainMap(opts.width ?? 10, opts.height ?? 10),
opts.myClientID,
opts.myUsername ?? "tester",
opts.myClanTag ?? null,
"test-game",
opts.humans ?? [],
);
}
// ── Synthetic update builders ──
export function makePlayerUpdate(
overrides: Partial<PlayerUpdate> = {},
): PlayerUpdate {
return {
type: GameUpdateType.Player,
clientID: "client-a",
name: "Alice",
displayName: "Alice",
id: "player-a",
smallID: 1,
playerType: PlayerType.Human,
isAlive: true,
isDisconnected: false,
tilesOwned: 0,
gold: 0n,
troops: 100,
allies: [],
embargoes: new Set(),
isTraitor: false,
targets: [],
outgoingEmojis: [],
outgoingAttacks: [],
incomingAttacks: [],
outgoingAllianceRequests: [],
alliances: [],
hasSpawned: true,
betrayals: 0,
lastDeleteUnitTick: 0,
isLobbyCreator: false,
...overrides,
};
}
export function makeUnitUpdate(
overrides: Partial<UnitUpdate> = {},
): UnitUpdate {
return {
type: GameUpdateType.Unit,
unitType: UnitType.Warship,
troops: 0,
id: 1,
ownerID: 1,
pos: 0,
lastPos: 0,
isActive: true,
reachedTarget: false,
targetable: true,
markedForDeletion: false,
missileTimerQueue: [],
level: 1,
hasTrainStation: false,
...overrides,
};
}
export function makeNameViewData(
overrides: Partial<NameViewData> = {},
): NameViewData {
return { x: 0, y: 0, size: 12, ...overrides };
}
export interface PlayerViewStubOptions {
game?: GameView;
data?: Partial<PlayerUpdate>;
nameData?: NameViewData;
cosmetics?: PlayerCosmetics;
}
/** Construct a PlayerView with minimal dependencies. */
export function makePlayerView(opts: PlayerViewStubOptions = {}): PlayerView {
return new PlayerView(
opts.game ?? makeGameView(),
makePlayerUpdate(opts.data),
opts.nameData ?? makeNameViewData(),
opts.cosmetics ?? {},
);
}
/**
* Build a GameUpdateViewData with no updates and an empty packed tile delta.
* Caller can fill in updates[GameUpdateType.X] arrays as needed.
*/
export function makeEmptyGu(
tick: number,
overrides: Partial<GameUpdateViewData> = {},
): GameUpdateViewData {
const updates = Object.fromEntries(
Object.values(GameUpdateType)
.filter((v): v is number => typeof v === "number")
.map((k) => [k, []]),
) as unknown as GameUpdateViewData["updates"];
return {
tick,
updates,
packedTileUpdates: new Uint32Array(0),
playerNameViewData: {},
...overrides,
};
}
export { Team };