refactor: update test setup, introduce system environment for commands, and streamline frontend build configuration.
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@@ -4,125 +4,49 @@ import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
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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 draftSpec } from '../../src/actions/turn/general/che_징병.js';
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import { commandSpec as recruitSpec } from '../../src/actions/turn/general/che_징병.js';
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import { commandSpec as trainSpec } from '../../src/actions/turn/general/che_훈련.js';
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import { commandSpec as moraleSpec } from '../../src/actions/turn/general/che_사기진작.js';
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import { commandSpec as atmosSpec } from '../../src/actions/turn/general/che_사기진작.js';
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import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
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describe('Troop Management Scenario', () => {
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it('should successfully draft troops, then train and boost morale', async () => {
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// 1. Setup
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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: 'TroopNation',
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color: '#00FF00',
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capitalCityId: CITY_ID,
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chiefGeneralId: GENERAL_ID,
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gold: 50000,
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rice: 50000,
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power: 0,
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level: 3,
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typeCode: 'test',
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meta: { tech: 5000 } // High tech
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id: 1, name: 'Militaristic Nation', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
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gold: 50000, rice: 50000, 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: 50000, // Increased to meet minimum drafting population (30000+)
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populationMax: cityDef.max.population,
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agriculture: 1000,
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agricultureMax: cityDef.max.agriculture,
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commerce: 1000,
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commerceMax: cityDef.max.commerce,
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security: 1000,
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securityMax: cityDef.max.security,
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defence: 500,
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defenceMax: cityDef.max.defence,
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wall: 500,
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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: 100,
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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: 50000, populationMax: 50000, 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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// General starts with 0 troops but high leadership
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const mockGeneral: General = {
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id: GENERAL_ID,
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name: 'Commander T',
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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: 3000,
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rice: 3000,
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crew: 0,
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crewTypeId: 1, // Basic infantry (assuming 1 is valid)
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train: 10,
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atmos: 10,
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injury: 0,
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age: 25,
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stats: {
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leadership: 95,
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strength: 80,
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intelligence: 80,
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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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};
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// Simple UnitSet for test
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const unitSet = {
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id: 'default',
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name: 'Default',
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crewTypes: [
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{
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id: 1,
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armType: 1,
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name: '보병',
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attack: 10,
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defence: 10,
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speed: 10,
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avoid: 0,
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magicCoef: 0,
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cost: 10,
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rice: 1,
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requirements: [],
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attackCoef: {},
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defenceCoef: {},
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info: [],
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initSkillTrigger: [],
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phaseSkillTrigger: [],
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iActionList: []
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}
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]
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id: 1, name: 'General Lee', 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: 1,
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train: 10, atmos: 10, injury: 0, age: 30,
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stats: { leadership: 100, strength: 100, intelligence: 50 },
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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: unitSet as any,
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unitSet: {
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id: 'default',
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name: 'default',
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crewTypes: [
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{ id: 1, name: 'Infantry', armType: 1, cost: 10, requirements: [] }
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]
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} as any,
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nations: [mockNation],
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cities: [mockCity],
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generals: [mockGeneral],
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@@ -133,65 +57,70 @@ describe('Troop Management Scenario', () => {
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};
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const world = new InMemoryWorld(snapshot);
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const runner = new TestGameRunner(world, 201, 1);
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const env: TurnCommandEnv = {
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general: mockGeneral,
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date: new Date(201, 0, 1),
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unitSet: unitSet as any
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const runner = new TestGameRunner(world, 200, 1);
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const systemEnv: TurnCommandEnv = {
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develCost: 50,
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trainDelta: 35,
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atmosDelta: 35,
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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 draftDef = draftSpec.createDefinition(env);
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const trainDef = trainSpec.createDefinition(env);
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const moraleDef = moraleSpec.createDefinition(env);
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// Step 1: Draft command (args usually amount=0 means max or specific amount)
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// Let's assume drafting 1000 troops.
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// We need to check draft command args. `che_징병.ts` implementation details?
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// Assuming { amount: 1000 } or similar.
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// Let's check `che_징병.ts` args type if possible later, but standard is `amount: number`.
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// 2. Draft Troops
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const recruitDef = recruitSpec.createDefinition(systemEnv);
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await runner.runTurn([{
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generalId: GENERAL_ID,
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generalId: 1,
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commandKey: 'che_징병',
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resolver: draftDef,
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args: {
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amount: 1000,
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crewType: 1 // Must specify crewType
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}
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resolver: recruitDef,
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args: { crewType: 1, amount: 1000 }
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}]);
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let general = world.getGeneral(GENERAL_ID)!;
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expect(general.crew).toBeGreaterThan(0);
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console.log(`Drafted: ${general.crew}`);
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const draftedCrew = general.crew;
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const generalAfterDraft = world.getGeneral(1)!;
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console.log(`Drafted: ${generalAfterDraft.crew}`);
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expect(generalAfterDraft.crew).toBe(1000);
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// Step 2: Update env with new general state (important for constraints/logic that depends on current state)
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env.general = general;
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// Step 3: Train command
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// 3. Train
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const trainDef = trainSpec.createDefinition(systemEnv);
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await runner.runTurn([{
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generalId: GENERAL_ID,
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generalId: 1,
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commandKey: 'che_훈련',
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resolver: trainDef,
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args: {}
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}]);
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general = world.getGeneral(GENERAL_ID)!;
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expect(general.train).toBeGreaterThan(10);
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console.log(`Train: 10 -> ${general.train}`);
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const generalAfterTrain = world.getGeneral(1)!;
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console.log(`Train: 10 -> ${generalAfterTrain.train}`);
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expect(generalAfterTrain.train).toBeGreaterThan(10);
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env.general = general;
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// Step 4: Morale boost
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// 4. Boost Morale
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const atmosDef = atmosSpec.createDefinition(systemEnv);
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await runner.runTurn([{
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generalId: GENERAL_ID,
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generalId: 1,
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commandKey: 'che_사기진작',
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resolver: moraleDef,
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resolver: atmosDef,
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args: {}
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}]);
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general = world.getGeneral(GENERAL_ID)!;
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expect(general.atmos).toBeGreaterThan(10);
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console.log(`Atmos: 10 -> ${general.atmos}`);
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const generalAfterAtmos = world.getGeneral(1)!;
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console.log(`Atmos: 10 -> ${generalAfterAtmos.atmos}`);
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expect(generalAfterAtmos.atmos).toBeGreaterThan(10);
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});
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});
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