예턴을 포함한 테스트

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2026-01-08 15:14:52 +00:00
parent e91fe06762
commit 2c541199da
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import { describe, expect, it, vi } from 'vitest';
import type { TurnSchedule } from '@sammo-ts/logic';
import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
import { InMemoryReservedTurnStore } from '../src/turn/reservedTurnStore.js';
import { createReservedTurnHandler } from '../src/turn/reservedTurnHandler.js';
// Inline MINIMAL_MAP to avoid cross-package relative import issues
const MINIMAL_MAP = {
id: 'minimal_map',
name: '최소형맵',
cities: [
{
id: 1,
name: '소성A',
level: 1,
region: 1,
position: { x: 50, y: 10 },
connections: [2, 3, 5, 6, 8],
max: { population: 20000, agriculture: 2000, commerce: 2000, security: 2000, defence: 500, wall: 500 },
initial: { population: 5000, agriculture: 100, commerce: 100, security: 100, defence: 100, wall: 100 },
},
{
id: 2,
name: '중성B',
level: 2,
region: 2,
position: { x: 20, y: 30 },
connections: [1, 4, 5, 6, 9],
max: { population: 30000, agriculture: 3000, commerce: 3000, security: 3000, defence: 600, wall: 600 },
initial: { population: 8000, agriculture: 200, commerce: 200, security: 200, defence: 200, wall: 200 },
},
// ... (other cities if needed, but test only uses 1 and 2)
],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
};
// --- Mocks & Helpers ---
const mockDate = new Date('189-01-01T00:00:00Z');
// We need a mock Prisma client that satisfies the shape required by InMemoryReservedTurnStore
// It expects { generalTurn: { findMany, deleteMany, createMany }, nationTurn: { ... } }
const createMockPrisma = (initialGeneralRows: any[] = []) => {
let generalRows = [...initialGeneralRows];
return {
generalTurn: {
findMany: vi.fn(async ({ where } = {}) => {
if (where?.generalId) {
return generalRows
.filter((r) => r.generalId === where.generalId)
.sort((a, b) => a.turnIdx - b.turnIdx);
}
return generalRows;
}),
deleteMany: vi.fn(async ({ where } = {}) => {
if (where?.generalId) {
generalRows = generalRows.filter((r) => r.generalId !== where.generalId);
}
return { count: 0 };
}),
createMany: vi.fn(async ({ data }) => {
if (Array.isArray(data)) {
generalRows.push(...data);
}
return { count: data.length };
}),
},
nationTurn: {
findMany: vi.fn(async () => []),
deleteMany: vi.fn(async () => ({ count: 0 })),
createMany: vi.fn(async () => ({ count: 0 })),
},
};
};
describe('Reserved Turn Execution Integration', () => {
it('should execute reserved turns and update world state', async () => {
// 1. Setup World Data
const generals: TurnGeneral[] = [
{
id: 1,
name: 'General_0',
nationId: 1,
cityId: 1,
troopId: 0,
stats: { leadership: 80, strength: 80, intelligence: 80 },
turnTime: mockDate,
role: {
items: { horse: null, weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
officerLevel: 5,
experience: 0,
dedication: 0,
injury: 0,
gold: 2000,
rice: 2000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 0,
},
{
id: 2,
name: 'General_1',
nationId: 1,
cityId: 1,
troopId: 0,
stats: { leadership: 80, strength: 80, intelligence: 80 },
turnTime: mockDate,
role: {
items: { horse: null, weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
officerLevel: 5,
experience: 0,
dedication: 0,
injury: 0,
gold: 2000,
rice: 2000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 0,
},
];
const cities = [
{
id: 1,
name: 'City_1',
nationId: 1,
viewName: 'City_1',
agric: 100, // old prop name check? No, interface uses agriculture
agriculture: 100,
agricultureMax: 2000,
commerce: 100,
commerceMax: 2000,
security: 100,
securityMax: 100,
def: 100,
defMax: 100,
wall: 100,
wallMax: 100,
pop: 10000,
popMax: 50000,
trust: 50,
supplyState: 1, // Correct property name
frontState: 0,
tradepoint: 0,
meta: {},
},
{
id: 2,
name: 'City_2',
nationId: 1,
viewName: 'City_2',
agriculture: 100,
agricultureMax: 2000,
commerce: 100,
commerceMax: 2000,
security: 100,
securityMax: 100,
def: 100,
defMax: 100,
wall: 100,
wallMax: 100,
pop: 10000,
popMax: 50000,
trust: 50,
supplyState: 1, // Correct property name
frontState: 0,
tradepoint: 0,
meta: {},
},
];
const nations = [
{
id: 1,
name: 'TestNation',
color: '#FF0000',
capitalCityId: 1,
chiefGeneralId: 1,
gold: 10000,
rice: 10000,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
},
];
const snapshot: TurnWorldSnapshot = {
generals: generals as any,
cities: cities as any,
nations: nations as any,
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
map: MINIMAL_MAP,
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {},
environment: { mapName: 'minimal', unitSet: 'default' },
},
scenarioMeta: {
startYear: 189,
// Add other required props if any
} as any,
unitSet: {
// mock unit set
} as any,
};
const state: TurnWorldState = {
id: 1,
currentYear: 189,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: mockDate,
meta: {},
};
const schedule: TurnSchedule = {
entries: [{ startMinute: 0, tickMinutes: 10 }],
};
// 2. Setup Reserved Turns
// Gen 1: Agriculture (x2) -> Move City 2
// Gen 2: Commerce (x2) -> Train
const initialRows = [
{ generalId: 1, turnIdx: 0, actionCode: 'che_농지개간', arg: {} },
{ generalId: 1, turnIdx: 1, actionCode: 'che_농지개간', arg: {} },
{ generalId: 1, turnIdx: 2, actionCode: 'che_이동', arg: { destCityId: 2 } },
{ generalId: 2, turnIdx: 0, actionCode: 'che_상업투자', arg: {} },
{ generalId: 2, turnIdx: 1, actionCode: 'che_상업투자', arg: {} },
{ generalId: 2, turnIdx: 2, actionCode: 'che_훈련', arg: {} },
];
const mockPrisma = createMockPrisma(initialRows);
const reservedTurnStore = new InMemoryReservedTurnStore(mockPrisma as any, {
maxGeneralTurns: 10,
maxNationTurns: 10,
});
await reservedTurnStore.loadAll();
// 3. Setup Handler & World (Circular dependency resolution)
const wrapper = { world: null as InMemoryTurnWorld | null };
const handler = await createReservedTurnHandler({
reservedTurns: reservedTurnStore,
scenarioConfig: snapshot.scenarioConfig,
scenarioMeta: snapshot.scenarioMeta,
map: MINIMAL_MAP,
unitSet: snapshot.unitSet,
getWorld: () => wrapper.world,
});
const world = new InMemoryTurnWorld(state, snapshot, {
schedule,
generalTurnHandler: handler,
});
wrapper.world = world;
// 4. Run Execution Loop (3 Turns)
const limitTurns = 3;
for (let i = 0; i < limitTurns; i++) {
const activeGenerals = world.listGenerals();
// In real engine, we might sort by turn time.
// Here assuming synchronous execution for test simplicity
for (const gen of activeGenerals) {
world.executeGeneralTurn(gen);
}
// Flush changes to mock DB (simulate persistence)
await reservedTurnStore.flushChanges();
}
// 5. Verify Results
const finalGen1 = world.getGeneralById(1)!;
const finalGen2 = world.getGeneralById(2)!;
const finalCity1 = world.getCityById(1)!;
// Gen 1 moved to City 2?
expect(finalGen1.cityId).toBe(2);
// Gen 2 stayed in City 1?
expect(finalGen2.cityId).toBe(1);
// City 1 Agric increased (100 -> 300)
expect(finalCity1.agriculture).toBeGreaterThanOrEqual(300);
// City 1 Commerce increased (100 -> ~178)
expect(finalCity1.commerce).toBeGreaterThanOrEqual(170);
// Gen 1 reserved turns should be shifted and empty/default
const gen1Turns = reservedTurnStore.getGeneralTurns(1);
expect(gen1Turns[0].action).toBe('휴식'); // Since we consumed 3 turns, next should be rest (default)
// Wait, initial had 3 items. After 3 turns:
// Turn 0 exec -> Shift -1
// Turn 1 exec -> Shift -1
// Turn 2 exec -> Shift -1
// Turns should indeed be empty/default now.
});
});
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import { describe, expect, it } from 'vitest';
import type { RandomGenerator } from '@sammo-ts/common';
import { produce } from 'immer';
import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
import type { TestCommand } from '../testEnv.js';
import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
import { buildScenarioBootstrap } from '../../src/world/bootstrap.js';
import type { ScenarioDefinition } from '../../src/scenario/types.js';
import type { Nation } from '../../src/domain/entities.js';
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
import type { TurnSchedule } from '../../src/turn/calendar.js';
import { getNextTurnAt } from '../../src/turn/calendar.js';
import { resolveGeneralAction } from '../../src/actions/engine.js';
// Import Command Specs
import { commandSpec as agricultureSpec } from '../../src/actions/turn/general/che_농지개간.js';
import { commandSpec as commerceSpec } from '../../src/actions/turn/general/che_상업투자.js';
import { commandSpec as trainSpec } from '../../src/actions/turn/general/che_훈련.js';
import { commandSpec as moveSpec } from '../../src/actions/turn/general/che_이동.js';
import { commandSpec as uprisingSpec } from '../../src/actions/turn/general/che_거병.js';
import { commandSpec as appointmentSpec } from '../../src/actions/turn/general/che_임관.js';
import { commandSpec as foundNationSpec } from '../../src/actions/turn/general/che_건국.js';
// Define Command System Env
const systemEnv: TurnCommandEnv = {
develCost: 50,
trainDelta: 5,
atmosDelta: 5,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
sabotageDefaultProb: 0.5,
sabotageProbCoefByStat: 0.1,
sabotageDefenceCoefByGeneralCount: 0.1,
sabotageDamageMin: 10,
sabotageDamageMax: 20,
openingPartYear: 200,
maxGeneral: 10,
defaultNpcGold: 1000,
defaultNpcRice: 1000,
defaultCrewTypeId: 1,
defaultSpecialDomestic: null,
defaultSpecialWar: null,
initialNationGenLimit: 10,
maxTechLevel: 10,
baseGold: 1000,
baseRice: 1000,
maxResourceActionAmount: 1000,
};
// --- Helper Types for Reserved Turn ---
interface ReservedCommand {
commandKey: string;
args: unknown;
}
type ReservedTurnMap = Record<number, ReservedCommand[]>;
class ReservedTurnRunner extends TestGameRunner {
private schedule: TurnSchedule;
constructor(world: InMemoryWorld, startYear: number, startMonth: number, turnMinutes: number = 60) {
super(world, startYear, startMonth);
this.schedule = {
entries: [{ startMinute: 0, tickMinutes: turnMinutes }],
};
}
// Override runTurn to throw error or handle differently if needed,
// but here we define a new method for scheduled execution.
async runScheduler(reservedTurns: ReservedTurnMap, limitTurns: number = 10) {
let turnsProcessed = 0;
// Clone reservedTurns to consume them
const queues: Record<number, ReservedCommand[]> = {};
for (const [genId, cmds] of Object.entries(reservedTurns)) {
queues[Number(genId)] = [...cmds];
}
while (turnsProcessed < limitTurns) {
// Determine next turn time
const nextTurnAt = getNextTurnAt(this.currentDate, this.schedule);
// Collect commands for this turn
const turnCommands: TestCommand[] = [];
const activeGenerals = this.world.getAllGenerals();
for (const general of activeGenerals) {
const queue = queues[general.id];
if (queue && queue.length > 0) {
const cmd = queue.shift()!; // Dequeue the first command
// Resolve spec helper
let resolver;
if (cmd.commandKey === 'che_농지개간') resolver = agricultureSpec.createDefinition(systemEnv);
else if (cmd.commandKey === 'che_상업투자') resolver = commerceSpec.createDefinition(systemEnv);
else if (cmd.commandKey === 'che_훈련') resolver = trainSpec.createDefinition(systemEnv);
else if (cmd.commandKey === 'che_이동') resolver = moveSpec.createDefinition(systemEnv);
else if (cmd.commandKey === 'che_거병') resolver = uprisingSpec.createDefinition(systemEnv);
else if (cmd.commandKey === 'che_임관') resolver = appointmentSpec.createDefinition(systemEnv);
else if (cmd.commandKey === 'che_건국') resolver = foundNationSpec.createDefinition(systemEnv);
else throw new Error(`Unknown command key: ${cmd.commandKey}`);
turnCommands.push({
generalId: general.id,
commandKey: cmd.commandKey,
resolver,
args: cmd.args,
});
}
}
// Execute the commands
for (const cmd of turnCommands) {
const general = this.world.getGeneral(cmd.generalId);
if (!general) continue;
const city = this.world.getCity(general.cityId);
if (!city) throw new Error(`General ${general.id} is in non-existent city ${general.cityId}`);
const nation = general.nationId ? this.world.getNation(general.nationId) : null;
// Simple RNG mock
const rng: RandomGenerator = {
nextFloat: () => 0.5,
nextBool: () => true,
nextInt: (min: number, _max: number) => min,
};
const inputContext = {
general,
city,
nation: nation || null,
rng,
year: this.currentDate.getFullYear(),
month: this.currentDate.getMonth() + 1,
season: Math.floor(this.currentDate.getMonth() / 3),
map: this.world.snapshot.map,
unitSet: this.world.snapshot.unitSet,
cities: this.world.snapshot.cities,
...cmd.context,
};
const scheduleContext = {
now: this.currentDate,
schedule: this.schedule,
};
const resolution = resolveGeneralAction(cmd.resolver, inputContext as any, scheduleContext, cmd.args);
await this.world.applyResolution(resolution);
}
// Advance time
this.currentDate = nextTurnAt;
turnsProcessed++;
}
}
}
// --- Test Setup ---
const MOCK_SCENARIO: ScenarioDefinition = {
title: 'Reserved Turn Scenario',
startYear: 189,
life: null,
fiction: 0,
history: [],
ignoreDefaultEvents: false,
nations: [],
diplomacy: [],
generals: [],
generalsEx: [],
generalsNeutral: [],
cities: [],
events: [],
initialEvents: [],
config: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {},
environment: {
mapName: 'minimal_map',
unitSet: 'test_set',
},
},
};
const MOCK_GENERALS = Array.from({ length: 3 }, (_, i) => ({
name: `General_${i}`,
nation: null,
city: MINIMAL_MAP.cities[0]?.name || 'Unknown', // Start at City 1 (소성A)
officerLevel: 0,
birthYear: 160,
deathYear: 220,
strength: 80,
intelligence: 80,
leadership: 80,
personality: null,
special: null,
specialWar: null,
affinity: 0,
picture: null,
horse: null,
weapon: null,
book: null,
item: null,
text: null,
}));
const scenarioWithGenerals = produce(MOCK_SCENARIO, (draft) => {
draft.generalsNeutral = MOCK_GENERALS;
});
describe('Reserved Turn Execution', () => {
it('should execute queued commands for multiple generals over time without intervention', async () => {
// 1. Initialize World
const bootstrapResult = buildScenarioBootstrap({
scenario: scenarioWithGenerals,
map: MINIMAL_MAP,
options: {
includeNeutralNation: true,
defaultGeneralGold: 2000,
defaultGeneralRice: 2000,
},
});
// Ensure City 1 has enough defaults so actions work
const snapshot = produce(bootstrapResult.snapshot, (draft) => {
const city1 = draft.cities.find((c) => c.id === 1)!;
city1.agriculture = 100;
city1.agricultureMax = 2000;
city1.commerce = 100;
city1.commerceMax = 2000;
// Make generals belong to a nation so they can do domestic actions if needed
const nation: Nation = {
id: 1,
name: 'TestNation',
color: '#FF0000',
capitalCityId: 1,
chiefGeneralId: draft.generals[0]!.id,
gold: 10000,
rice: 10000,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
draft.nations.push(nation);
draft.generals.forEach((g) => {
g.nationId = 1;
g.officerLevel = 5; // General
});
if (draft.cities[0]) draft.cities[0].nationId = 1;
if (draft.cities[1]) draft.cities[1].nationId = 1;
});
const mutableSnapshot = JSON.parse(JSON.stringify(snapshot));
const world = new InMemoryWorld(mutableSnapshot);
// 2. Setup Runner with 10 minute turns
// This is where "Setting turn time" happens
const runner = new ReservedTurnRunner(world, 189, 1, 10);
// 3. Define Reserved Turns
// This is "Setting all generals' reserved turns"
const gen0 = world.getAllGenerals().find((g) => g.name === 'General_0')!;
const gen1 = world.getAllGenerals().find((g) => g.name === 'General_1')!;
const gen2 = world.getAllGenerals().find((g) => g.name === 'General_2')!;
const reservedTurns: ReservedTurnMap = {
[gen0.id]: [
{ commandKey: 'che_농지개간', args: {} },
{ commandKey: 'che_농지개간', args: {} },
{ commandKey: 'che_이동', args: { destCityId: 2 } },
],
[gen1.id]: [
{ commandKey: 'che_상업투자', args: {} },
{ commandKey: 'che_상업투자', args: {} },
{ commandKey: 'che_훈련', args: {} },
],
[gen2.id]: [],
};
// 4. Run Scheduler for 3 turns
// This is "'Not touching it' and execute"
await runner.runScheduler(reservedTurns, 3);
// 5. Verify Results
// Timer Check: 3 turns of 10 mins = 30 mins elapsed?
// 189-01-01 00:00 -> 00:10 -> 00:20 -> 00:30.
expect(runner.currentDate.getMinutes()).toBe(30);
const finalGen0 = world.getGeneral(gen0.id)!;
const finalGen1 = world.getGeneral(gen1.id)!;
const finalCity1 = world.getCity(1)!;
// Gen 0 moved to City 2
expect(finalGen0.cityId).toBe(2);
// Gen 1 stayed in City 1
expect(finalGen1.cityId).toBe(1);
// City 1 Agric/Commerce increased
// Agric is fixed +100 per turn: 100 -> 200 -> 300.
expect(finalCity1.agriculture).toBeGreaterThanOrEqual(300);
// Commerce depends on trust/stats. Default trust 50, so ~40 per turn.
// 100 -> 140 -> 180.
expect(finalCity1.commerce).toBeGreaterThanOrEqual(180);
// Gen 1 Trained
expect(finalGen1.train).toBeGreaterThan(0);
});
});