Implement monthly war income processing
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@@ -0,0 +1,150 @@
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import { describe, expect, it } from 'vitest';
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import type { City, Nation, NationTraitModule } from '@sammo-ts/logic';
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import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
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import { createProcessWarIncomeHandler } from '../src/turn/monthlyWarIncomeAction.js';
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import type { TurnEvent, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
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const buildCity = (id: number, patch: Partial<City> = {}): City => ({
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id,
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name: `도시${id}`,
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nationId: 1,
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level: 1,
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state: 0,
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population: 1_000,
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populationMax: 2_000,
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agriculture: 100,
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agricultureMax: 200,
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commerce: 100,
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commerceMax: 200,
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security: 100,
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securityMax: 200,
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supplyState: 1,
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frontState: 0,
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defence: 100,
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defenceMax: 200,
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wall: 100,
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wallMax: 200,
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conflict: {},
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meta: { trust: 50, dead: 0, marker: id },
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...patch,
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});
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const buildNation = (id: number, patch: Partial<Nation> = {}): Nation => ({
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id,
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name: `국가${id}`,
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color: '#777777',
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capitalCityId: null,
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chiefGeneralId: null,
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gold: 1_000,
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rice: 1_000,
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power: 0,
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level: 1,
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typeCode: 'che_중립',
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meta: {},
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...patch,
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});
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const goldTrait: NationTraitModule = {
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key: 'test-gold',
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name: '금 수입 시험',
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info: '',
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kind: 'nation',
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onCalcNationalIncome: (_context, type, amount) => (type === 'gold' ? amount * 1.1 : amount),
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};
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const event: TurnEvent = {
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id: 1,
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targetCode: 'pre_month',
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priority: 9_000,
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condition: true,
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action: [['ProcessWarIncome']],
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meta: {},
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};
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const buildHarness = () => {
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const state: TurnWorldState = {
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id: 1,
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currentYear: 193,
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currentMonth: 1,
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tickSeconds: 600,
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lastTurnTime: new Date('0193-01-01T00:00:00.000Z'),
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meta: {},
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};
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const snapshot: TurnWorldSnapshot = {
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scenarioConfig: {
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stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
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iconPath: '',
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map: {},
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const: {},
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environment: { mapName: 'test', unitSet: 'default' },
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},
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map: {
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id: 'test',
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name: 'test',
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cities: [],
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defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
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},
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generals: [],
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cities: [
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buildCity(1, { meta: { trust: 50, dead: 101, marker: 1 } }),
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buildCity(2, { supplyState: 0, meta: { trust: 50, dead: 999, marker: 2 } }),
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buildCity(3, { nationId: 2, meta: { trust: 50, dead: 1_000, marker: 3 } }),
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buildCity(4, { nationId: 3, meta: { trust: 50, dead: 105, marker: 4 } }),
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buildCity(5, {
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nationId: 0,
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population: 999,
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populationMax: 1_000,
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meta: { trust: 50, dead: 10, marker: 5 },
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}),
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],
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nations: [
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buildNation(1),
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buildNation(2, { level: 0 }),
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buildNation(3, { typeCode: goldTrait.key }),
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],
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troops: [],
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diplomacy: [],
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events: [event],
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initialEvents: [],
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};
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const world = new InMemoryTurnWorld(state, snapshot, {
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schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
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});
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const handler = createProcessWarIncomeHandler({
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getWorld: () => world,
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nationTraits: new Map([[goldTrait.key, goldTrait]]),
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});
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return { world, handler };
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};
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describe('ProcessWarIncome monthly action', () => {
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it('credits supplied-city casualties before global recovery and preserves level/type rules', async () => {
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const { world, handler } = buildHarness();
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await handler(
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[],
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{
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year: 193,
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month: 1,
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startyear: 190,
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currentEventID: 1,
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turnTime: new Date('0193-01-01T00:00:00.000Z'),
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},
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event
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);
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expect(world.getNationById(1)?.gold).toBe(1_010);
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expect(world.getNationById(2)?.gold).toBe(1_000);
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expect(world.getNationById(3)?.gold).toBe(1_012);
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expect(world.listCities().map((city) => [city.id, city.population, city.meta.dead])).toEqual([
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[1, 1_020, 0],
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[2, 1_200, 0],
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[3, 1_200, 0],
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[4, 1_021, 0],
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[5, 1_001, 0],
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]);
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expect(world.getCityById(1)?.meta.marker).toBe(1);
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expect(world.peekDirtyState().logs).toEqual([]);
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});
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});
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