refactor: update test setup, introduce system environment for commands, and streamline frontend build configuration.

This commit is contained in:
2026-01-07 17:17:04 +00:00
parent 57e9bbb4ea
commit 38a8d33242
22 changed files with 518 additions and 432 deletions
+101 -95
View File
@@ -5,94 +5,40 @@ import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
import type { City, General, Nation } from '../../src/domain/entities.js';
import type { WorldSnapshot } from '../../src/world/types.js';
import { commandSpec as developAgricultureSpec } from '../../src/actions/turn/general/che_농지개간.js';
import { commandSpec as commercialSpec } from '../../src/actions/turn/general/che_상업투자.js';
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
describe('Domestic Affairs Scenario', () => {
it('should increase agriculture when executing "Farming" command', async () => {
// 1. Setup World with existing nation/city/general
const NATION_ID = 1;
const CITY_ID = 1;
const GENERAL_ID = 1;
// 1. Setup World
const mockNation: Nation = {
id: NATION_ID,
name: 'TestNation',
color: '#0000FF',
capitalCityId: CITY_ID,
chiefGeneralId: GENERAL_ID,
gold: 10000,
rice: 10000,
power: 0,
level: 1,
typeCode: 'test',
meta: { tech: 1000 }
id: 1, name: 'Test Nation', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {}
};
const cityDef = MINIMAL_MAP.cities.find(c => c.id === CITY_ID)!;
const cityDef = MINIMAL_MAP.cities[0];
if (!cityDef) throw new Error('City definition missing');
const mockCity: City = {
id: CITY_ID,
name: cityDef.name,
nationId: NATION_ID,
level: cityDef.level,
region: cityDef.region,
state: 0,
population: 10000,
populationMax: cityDef.max.population,
agriculture: 500,
agricultureMax: cityDef.max.agriculture,
commerce: 500,
commerceMax: cityDef.max.commerce,
security: 500,
securityMax: cityDef.max.security,
defence: 200,
defenceMax: cityDef.max.defence,
wall: 200,
wallMax: cityDef.max.wall,
supplyState: 1,
frontState: 0,
trust: 50,
trade: 100,
meta: {}
id: 1, name: cityDef.name, nationId: 1, level: 1, state: 0,
population: 10000, populationMax: 10000, agriculture: 500, agricultureMax: 1000,
commerce: 500, commerceMax: 1000, security: 500, securityMax: 1000,
defence: 500, defenceMax: 1000, wall: 500, wallMax: 1000,
supplyState: 1, frontState: 0, meta: {}
};
const mockGeneral: General = {
id: GENERAL_ID,
name: 'Governor A',
nationId: NATION_ID,
cityId: CITY_ID,
troopId: 0,
npcState: 0,
experience: 100,
dedication: 100,
officerLevel: 5,
gold: 1000,
rice: 1000,
crew: 5000,
crewTypeId: 1,
train: 80,
atmos: 80,
injury: 0,
age: 30,
stats: {
leadership: 80,
strength: 80,
intelligence: 80, // High int implies better political results usually
},
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null }
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {}
id: 1, name: 'Domestic Officer', nationId: 1, cityId: 1, troopId: 0, npcState: 0,
experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0,
train: 100, atmos: 100, injury: 0, age: 30,
stats: { leadership: 50, strength: 50, intelligence: 100 },
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {}
};
const snapshot: WorldSnapshot = {
scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as any,
scenarioMeta: { title: 'Test', startYear: 200, life: 0, fiction: 0, history: [], ignoreDefaultEvents: false },
map: MINIMAL_MAP,
unitSet: { id: 'default', name: 'default' },
nations: [mockNation],
cities: [mockCity],
generals: [mockGeneral],
@@ -105,35 +51,95 @@ describe('Domestic Affairs Scenario', () => {
const world = new InMemoryWorld(snapshot);
const runner = new TestGameRunner(world, 200, 1);
// 2. Command: Develop Agriculture
const env: TurnCommandEnv = {
general: mockGeneral,
date: new Date(200, 0, 1),
// 2. Prepare Command
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
};
const farmingDef = developAgricultureSpec.createDefinition(env);
const initialAgri = world.getCity(CITY_ID)!.agriculture;
const farmingDef = developAgricultureSpec.createDefinition(systemEnv);
// Execute Turn
await runner.runTurn([
{
generalId: GENERAL_ID,
commandKey: 'che_농지개간',
resolver: farmingDef,
args: {}
}
]);
// 3. Execute
await runner.runTurn([{
generalId: 1,
commandKey: 'che_농지개간',
resolver: farmingDef,
args: {}
}]);
// 3. Verify
const cityAfter = world.getCity(CITY_ID)!;
expect(cityAfter.agriculture).toBeGreaterThan(initialAgri);
// Verify upper bound if applicable (handled by constraints usually, but good to check it changed)
console.log(`Agriculture: ${initialAgri} -> ${cityAfter.agriculture}`);
// 4. Verify
const updatedCity = world.getCity(1)!;
console.log(`Agriculture: 500 -> ${updatedCity.agriculture}`);
expect(updatedCity.agriculture).toBeGreaterThan(500);
});
it('should NOT increase if city is fully developed or insufficient conditions', async () => {
// Setup similar to above but with max agriculture
// Implementation skipped for brevity in this step, focusing on success case first
it('should not increase agriculture when city is already maxed', async () => {
// Setup with max agriculture
const mockNation: Nation = {
id: 1, name: 'Test Nation', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {}
};
const mockCity: City = {
id: 1, name: 'City A', nationId: 1, level: 1, state: 0,
population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000,
commerce: 500, commerceMax: 1000, security: 500, securityMax: 1000,
defence: 500, defenceMax: 1000, wall: 500, wallMax: 1000,
supplyState: 1, frontState: 0, meta: {}
};
const mockGeneral: General = {
id: 1, name: 'Domestic Officer', nationId: 1, cityId: 1, troopId: 0, npcState: 0,
experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0,
train: 100, atmos: 100, injury: 0, age: 30,
stats: { leadership: 50, strength: 50, intelligence: 100 },
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {}
};
const snapshot: WorldSnapshot = {
scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as any,
map: MINIMAL_MAP,
nations: [mockNation],
cities: [mockCity],
generals: [mockGeneral],
troops: [],
diplomacy: [],
events: [],
initialEvents: []
};
const world = new InMemoryWorld(snapshot);
const runner = new TestGameRunner(world, 200, 1);
const systemEnv: TurnCommandEnv = { develCost: 50 } as any;
const farmingDef = developAgricultureSpec.createDefinition(systemEnv);
await runner.runTurn([{
generalId: 1,
commandKey: 'che_농지개간',
resolver: farmingDef,
args: {}
}]);
const updatedCity = world.getCity(1)!;
expect(updatedCity.agriculture).toBe(1000);
});
});