refactor: update test setup, introduce system environment for commands, and streamline frontend build configuration.
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@@ -5,94 +5,40 @@ import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
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import type { City, General, Nation } from '../../src/domain/entities.js';
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import type { WorldSnapshot } from '../../src/world/types.js';
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import { commandSpec as developAgricultureSpec } from '../../src/actions/turn/general/che_농지개간.js';
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import { commandSpec as commercialSpec } from '../../src/actions/turn/general/che_상업투자.js';
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import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
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describe('Domestic Affairs Scenario', () => {
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it('should increase agriculture when executing "Farming" command', async () => {
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// 1. Setup World with existing nation/city/general
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const NATION_ID = 1;
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const CITY_ID = 1;
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const GENERAL_ID = 1;
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// 1. Setup World
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const mockNation: Nation = {
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id: NATION_ID,
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name: 'TestNation',
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color: '#0000FF',
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capitalCityId: CITY_ID,
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chiefGeneralId: GENERAL_ID,
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gold: 10000,
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rice: 10000,
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power: 0,
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level: 1,
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typeCode: 'test',
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meta: { tech: 1000 }
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id: 1, name: 'Test Nation', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
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gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {}
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};
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const cityDef = MINIMAL_MAP.cities.find(c => c.id === CITY_ID)!;
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const cityDef = MINIMAL_MAP.cities[0];
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if (!cityDef) throw new Error('City definition missing');
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const mockCity: City = {
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id: CITY_ID,
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name: cityDef.name,
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nationId: NATION_ID,
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level: cityDef.level,
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region: cityDef.region,
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state: 0,
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population: 10000,
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populationMax: cityDef.max.population,
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agriculture: 500,
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agricultureMax: cityDef.max.agriculture,
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commerce: 500,
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commerceMax: cityDef.max.commerce,
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security: 500,
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securityMax: cityDef.max.security,
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defence: 200,
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defenceMax: cityDef.max.defence,
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wall: 200,
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wallMax: cityDef.max.wall,
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supplyState: 1,
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frontState: 0,
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trust: 50,
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trade: 100,
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meta: {}
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id: 1, name: cityDef.name, nationId: 1, level: 1, state: 0,
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population: 10000, populationMax: 10000, agriculture: 500, agricultureMax: 1000,
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commerce: 500, commerceMax: 1000, security: 500, securityMax: 1000,
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defence: 500, defenceMax: 1000, wall: 500, wallMax: 1000,
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supplyState: 1, frontState: 0, meta: {}
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};
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const mockGeneral: General = {
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id: GENERAL_ID,
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name: 'Governor A',
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nationId: NATION_ID,
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cityId: CITY_ID,
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troopId: 0,
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npcState: 0,
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experience: 100,
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dedication: 100,
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officerLevel: 5,
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gold: 1000,
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rice: 1000,
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crew: 5000,
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crewTypeId: 1,
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train: 80,
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atmos: 80,
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injury: 0,
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age: 30,
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stats: {
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leadership: 80,
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strength: 80,
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intelligence: 80, // High int implies better political results usually
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},
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role: {
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personality: null,
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specialDomestic: null,
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specialWar: null,
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items: { horse: null, weapon: null, book: null, item: null }
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},
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: {}
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id: 1, name: 'Domestic Officer', nationId: 1, cityId: 1, troopId: 0, npcState: 0,
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experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0,
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train: 100, atmos: 100, injury: 0, age: 30,
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stats: { leadership: 50, strength: 50, intelligence: 100 },
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role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {}
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};
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const snapshot: WorldSnapshot = {
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scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as any,
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scenarioMeta: { title: 'Test', startYear: 200, life: 0, fiction: 0, history: [], ignoreDefaultEvents: false },
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map: MINIMAL_MAP,
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unitSet: { id: 'default', name: 'default' },
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nations: [mockNation],
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cities: [mockCity],
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generals: [mockGeneral],
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@@ -105,35 +51,95 @@ describe('Domestic Affairs Scenario', () => {
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const world = new InMemoryWorld(snapshot);
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const runner = new TestGameRunner(world, 200, 1);
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// 2. Command: Develop Agriculture
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const env: TurnCommandEnv = {
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general: mockGeneral,
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date: new Date(200, 0, 1),
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// 2. Prepare Command
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const systemEnv: TurnCommandEnv = {
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develCost: 50,
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trainDelta: 5,
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atmosDelta: 5,
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maxTrainByCommand: 100,
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maxAtmosByCommand: 100,
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sabotageDefaultProb: 0.5,
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sabotageProbCoefByStat: 0.1,
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sabotageDefenceCoefByGeneralCount: 0.1,
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sabotageDamageMin: 10,
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sabotageDamageMax: 20,
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openingPartYear: 200,
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maxGeneral: 10,
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defaultNpcGold: 1000,
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defaultNpcRice: 1000,
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defaultCrewTypeId: 1,
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defaultSpecialDomestic: null,
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defaultSpecialWar: null,
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initialNationGenLimit: 10,
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maxTechLevel: 10,
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baseGold: 1000,
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baseRice: 1000,
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maxResourceActionAmount: 1000
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};
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const farmingDef = developAgricultureSpec.createDefinition(env);
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const initialAgri = world.getCity(CITY_ID)!.agriculture;
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const farmingDef = developAgricultureSpec.createDefinition(systemEnv);
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// Execute Turn
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await runner.runTurn([
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{
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generalId: GENERAL_ID,
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commandKey: 'che_농지개간',
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resolver: farmingDef,
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args: {}
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}
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]);
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// 3. Execute
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await runner.runTurn([{
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generalId: 1,
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commandKey: 'che_농지개간',
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resolver: farmingDef,
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args: {}
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}]);
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// 3. Verify
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const cityAfter = world.getCity(CITY_ID)!;
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expect(cityAfter.agriculture).toBeGreaterThan(initialAgri);
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// Verify upper bound if applicable (handled by constraints usually, but good to check it changed)
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console.log(`Agriculture: ${initialAgri} -> ${cityAfter.agriculture}`);
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// 4. Verify
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const updatedCity = world.getCity(1)!;
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console.log(`Agriculture: 500 -> ${updatedCity.agriculture}`);
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expect(updatedCity.agriculture).toBeGreaterThan(500);
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});
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it('should NOT increase if city is fully developed or insufficient conditions', async () => {
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// Setup similar to above but with max agriculture
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// Implementation skipped for brevity in this step, focusing on success case first
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it('should not increase agriculture when city is already maxed', async () => {
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// Setup with max agriculture
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const mockNation: Nation = {
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id: 1, name: 'Test Nation', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
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gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {}
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};
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const mockCity: City = {
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id: 1, name: 'City A', nationId: 1, level: 1, state: 0,
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population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000,
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commerce: 500, commerceMax: 1000, security: 500, securityMax: 1000,
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defence: 500, defenceMax: 1000, wall: 500, wallMax: 1000,
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supplyState: 1, frontState: 0, meta: {}
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};
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const mockGeneral: General = {
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id: 1, name: 'Domestic Officer', nationId: 1, cityId: 1, troopId: 0, npcState: 0,
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experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0,
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train: 100, atmos: 100, injury: 0, age: 30,
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stats: { leadership: 50, strength: 50, intelligence: 100 },
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role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {}
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};
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const snapshot: WorldSnapshot = {
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scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as any,
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map: MINIMAL_MAP,
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nations: [mockNation],
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cities: [mockCity],
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generals: [mockGeneral],
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troops: [],
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diplomacy: [],
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events: [],
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initialEvents: []
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};
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const world = new InMemoryWorld(snapshot);
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const runner = new TestGameRunner(world, 200, 1);
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const systemEnv: TurnCommandEnv = { develCost: 50 } as any;
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const farmingDef = developAgricultureSpec.createDefinition(systemEnv);
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await runner.runTurn([{
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generalId: 1,
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commandKey: 'che_농지개간',
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resolver: farmingDef,
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args: {}
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}]);
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const updatedCity = world.getCity(1)!;
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expect(updatedCity.agriculture).toBe(1000);
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});
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});
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