refactor: update test setup, introduce system environment for commands, and streamline frontend build configuration.
This commit is contained in:
@@ -3,6 +3,14 @@
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"private": true,
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"version": "0.0.0",
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"type": "module",
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"main": "dist/index.js",
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"types": "dist/index.d.ts",
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"exports": {
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".": {
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"types": "./dist/index.d.ts",
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"default": "./dist/index.js"
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}
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},
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"scripts": {
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"build": "tsdown -c ../../tsdown.config.ts -F @sammo-ts/game-api",
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"dev": "tsdown -c ../../tsdown.config.ts -F @sammo-ts/game-api --watch",
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@@ -217,7 +217,7 @@ const resolveCityRiceConsumption = (options: {
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year: number;
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startYear: number;
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}): number => {
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const cityReport = options.battle.reports.find((report) => report.type === 'city');
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const cityReport = options.battle.reports.find((report: any) => report.type === 'city');
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if (!cityReport) {
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return 0;
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}
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@@ -225,7 +225,7 @@ const resolveCityRiceConsumption = (options: {
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return 0;
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}
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const crewType = options.unitSet.crewTypes?.find((item) => item.id === options.castleCrewTypeId);
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const crewType = options.unitSet.crewTypes?.find((item: any) => item.id === options.castleCrewTypeId);
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const riceCoef = crewType?.rice ?? 1;
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const tech = Number(options.defenderNation.meta.tech ?? 0);
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const trainAtmos = resolveCityTrainAtmos(options.year, options.startYear);
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@@ -333,7 +333,7 @@ export const processBattleSimJob = (payload: BattleSimJobPayload): BattleSimResu
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});
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lastBattle = outcome;
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const attackerReport = outcome.reports.find((report) => report.type === 'general' && report.isAttacker);
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const attackerReport = outcome.reports.find((report: any) => report.type === 'general' && report.isAttacker);
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const killed = attackerReport?.killed ?? 0;
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const dead = attackerReport?.dead ?? 0;
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@@ -370,7 +370,7 @@ export const processBattleSimJob = (payload: BattleSimJobPayload): BattleSimResu
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defenderAvgRice += (defenderRiceInit - defenderRiceAfter + cityRice) * weight;
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const attackerActivated = outcome.metrics?.attackerActivatedSkills ?? {};
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for (const [skillName, value] of Object.entries(attackerActivated)) {
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for (const [skillName, value] of Object.entries(attackerActivated) as [string, number][]) {
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attackerSkills[skillName] = (attackerSkills[skillName] ?? 0) + value * weight;
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}
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@@ -380,7 +380,7 @@ export const processBattleSimJob = (payload: BattleSimJobPayload): BattleSimResu
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defendersSkills.push({});
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}
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const bucket = defendersSkills[defIdx]!;
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for (const [skillName, value] of Object.entries(defenderActivated[defIdx]!)) {
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for (const [skillName, value] of Object.entries(defenderActivated[defIdx]!) as [string, number][]) {
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bucket[skillName] = (bucket[skillName] ?? 0) + value * weight;
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}
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}
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@@ -35,6 +35,8 @@ export type NationRow = GamePrisma.NationGetPayload<Record<string, never>>;
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export type TroopRow = GamePrisma.TroopGetPayload<Record<string, never>>;
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export type JsonValue = GamePrisma.JsonValue;
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export type JsonObject = GamePrisma.JsonObject;
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export type JsonArray = GamePrisma.JsonArray;
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export type InputJsonValue = GamePrisma.InputJsonValue;
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export type DatabaseClient = InfraDatabaseClient;
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@@ -22,6 +22,12 @@ export * from './battleSim/inMemoryTransport.js';
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export * from './battleSim/keys.js';
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export * from './battleSim/worker.js';
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// Types for TRPC consumer
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export type { MessageView } from './messages/store.js';
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export type { TurnCommandTable } from './turns/commandTable.js';
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export type { ReservedTurnView } from './turns/reservedTurns.js';
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export type { JsonObject, JsonArray } from './context.js';
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const isMain = (): boolean => {
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if (!process.argv[1]) {
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return false;
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@@ -328,7 +328,7 @@ const evaluateAvailability = (
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reason: result.reason,
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};
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}
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const missingKinds = new Set(result.missing.map((req) => req.kind));
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const missingKinds = new Set(result.missing.map((req: any) => req.kind));
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const inputOnlyMissing =
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missingKinds.size === 0 ? reqArg : Array.from(missingKinds).every((kind) => INPUT_REQUIREMENT_KINDS.has(kind));
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if (inputOnlyMissing) {
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+31
-10
@@ -3,20 +3,41 @@
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"compilerOptions": {
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"outDir": "dist",
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"composite": true,
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"rootDir": "src",
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"baseUrl": ".",
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"paths": {
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"@sammo-ts/common": ["../../packages/common/src/index.ts"],
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"@sammo-ts/common/*": ["../../packages/common/src/*"],
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"@sammo-ts/infra": ["../../packages/infra/src/index.ts"],
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"@sammo-ts/infra/*": ["../../packages/infra/src/*"],
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"@sammo-ts/logic": ["../../packages/logic/src/index.ts"],
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"@sammo-ts/logic/*": ["../../packages/logic/src/*"]
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"@sammo-ts/common": [
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"../../packages/common/src/index.ts"
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],
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"@sammo-ts/common/*": [
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"../../packages/common/src/*"
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],
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"@sammo-ts/infra": [
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"../../packages/infra/src/index.ts"
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],
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"@sammo-ts/infra/*": [
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"../../packages/infra/src/*"
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],
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"@sammo-ts/logic": [
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"../../packages/logic/src/index.ts"
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],
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"@sammo-ts/logic/*": [
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"../../packages/logic/src/*"
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]
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}
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},
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"include": ["src", "test", "*.ts"],
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"include": [
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"src"
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],
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"references": [
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{ "path": "../../packages/common" },
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{ "path": "../../packages/infra" },
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{ "path": "../../packages/logic" }
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{
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"path": "../../packages/common"
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},
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{
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"path": "../../packages/infra"
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},
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{
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"path": "../../packages/logic"
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}
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]
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}
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@@ -2,12 +2,21 @@
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"extends": "../../tsconfig.paths.json",
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"compilerOptions": {
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"outDir": "dist",
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"composite": true
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"composite": true,
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"rootDir": "src"
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},
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"include": ["src", "test", "*.ts"],
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"include": [
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"src"
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],
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"references": [
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{ "path": "../../packages/common" },
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{ "path": "../../packages/infra" },
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{ "path": "../../packages/logic" }
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{
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"path": "../../packages/common"
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},
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{
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"path": "../../packages/infra"
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},
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{
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"path": "../../packages/logic"
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}
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]
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}
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@@ -3,6 +3,14 @@
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"private": true,
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"version": "0.0.0",
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"type": "module",
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"main": "dist/index.js",
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"types": "dist/index.d.ts",
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"exports": {
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".": {
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"types": "./dist/index.d.ts",
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"default": "./dist/index.js"
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}
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},
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"scripts": {
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"build": "tsdown -c ../../tsdown.config.ts -F @sammo-ts/gateway-api",
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"dev": "tsdown -c ../../tsdown.config.ts -F @sammo-ts/gateway-api --watch",
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@@ -2,13 +2,24 @@
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"extends": "../../tsconfig.paths.json",
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"compilerOptions": {
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"outDir": "dist",
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"composite": true
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"composite": true,
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"rootDir": "src"
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},
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"include": ["src", "test", "*.ts"],
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"include": [
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"src"
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],
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"references": [
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{ "path": "../../packages/common" },
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{ "path": "../../packages/infra" },
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{ "path": "../../packages/logic" },
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{ "path": "../../app/game-engine" }
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{
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"path": "../../packages/common"
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},
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{
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"path": "../../packages/infra"
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},
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{
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"path": "../../packages/logic"
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},
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{
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"path": "../../app/game-engine"
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}
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]
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}
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@@ -14,6 +14,8 @@
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"dependencies": {
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"@sammo-ts/common": "workspace:*",
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"@sammo-ts/game-api": "workspace:*",
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"@sammo-ts/gateway-api": "workspace:*",
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"@sammo-ts/logic": "workspace:*",
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"@trpc/client": "^11.8.1",
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"@trpc/server": "^11.8.1",
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"@vueuse/core": "^13.9.0",
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@@ -1,5 +1,5 @@
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import { createTRPCProxyClient, httpBatchLink } from '@trpc/client';
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import type { appRouter } from '../../../game-api/src/router';
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import type { appRouter } from '@sammo-ts/game-api';
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export type GameRouter = typeof appRouter;
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@@ -4,48 +4,75 @@
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"target": "ESNext",
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"useDefineForClassFields": true,
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"module": "ESNext",
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"lib": ["ESNext", "DOM", "DOM.Iterable"],
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"lib": [
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"ESNext",
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"DOM",
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"DOM.Iterable"
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],
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"skipLibCheck": true,
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/* Bundler mode */
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"moduleResolution": "bundler",
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"allowImportingTsExtensions": true,
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"resolveJsonModule": true,
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"isolatedModules": true,
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"noEmit": true,
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"jsx": "preserve",
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/* Linting */
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"strict": true,
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"noUnusedLocals": true,
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"noUnusedParameters": true,
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"noFallthroughCasesInSwitch": true,
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"baseUrl": ".",
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"paths": {
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"@/*": ["./src/*"],
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"@sammo-ts/common": ["../../packages/common/src/index.ts"],
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"@sammo-ts/common/*": ["../../packages/common/src/*"],
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"@sammo-ts/infra": ["../../packages/infra/src/index.ts"],
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"@sammo-ts/infra/*": ["../../packages/infra/src/*"],
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"@sammo-ts/logic": ["../../packages/logic/src/index.ts"],
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"@sammo-ts/logic/*": ["../../packages/logic/src/*"],
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"@sammo-ts/game-engine": ["../../app/game-engine/src/index.ts"],
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"@sammo-ts/game-engine/*": ["../../app/game-engine/src/*"],
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"@sammo-ts/game-api": ["../../app/game-api/src/index.ts"],
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"@sammo-ts/game-api/*": ["../../app/game-api/src/*"],
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"@sammo-ts/gateway-api": ["../../app/gateway-api/src/index.ts"],
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"@sammo-ts/gateway-api/*": ["../../app/gateway-api/src/*"]
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"@/*": [
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"./src/*"
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],
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"@sammo-ts/common": [
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"../../packages/common/src/index.ts"
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],
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"@sammo-ts/common/*": [
|
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"../../packages/common/src/*"
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],
|
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"@sammo-ts/infra": [
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"../../packages/infra/src/index.ts"
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],
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"@sammo-ts/infra/*": [
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"../../packages/infra/src/*"
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],
|
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"@sammo-ts/logic": [
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"../../packages/logic/src/index.ts"
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],
|
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"@sammo-ts/logic/*": [
|
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"../../packages/logic/src/*"
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],
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"@sammo-ts/game-engine": [
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"../../app/game-engine/src/index.ts"
|
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],
|
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"@sammo-ts/game-engine/*": [
|
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"../../app/game-engine/src/*"
|
||||
],
|
||||
"@sammo-ts/game-api": [
|
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"../../app/game-api/src/index.ts"
|
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],
|
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"@sammo-ts/game-api/*": [
|
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"../../app/game-api/src/*"
|
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],
|
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"@sammo-ts/gateway-api": [
|
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"../../app/gateway-api/src/index.ts"
|
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],
|
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"@sammo-ts/gateway-api/*": [
|
||||
"../../app/gateway-api/src/*"
|
||||
]
|
||||
}
|
||||
},
|
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"include": ["src/**/*.ts", "src/**/*.d.ts", "src/**/*.tsx", "src/**/*.vue", "test/**/*.ts", "*.ts"],
|
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"include": [
|
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"src/**/*.ts",
|
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"src/**/*.d.ts",
|
||||
"src/**/*.tsx",
|
||||
"src/**/*.vue",
|
||||
"test/**/*.ts"
|
||||
],
|
||||
"references": [
|
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{ "path": "./tsconfig.node.json" },
|
||||
{ "path": "../../packages/common" },
|
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{ "path": "../../packages/infra" },
|
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{ "path": "../../packages/logic" },
|
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{ "path": "../../app/game-engine" },
|
||||
{ "path": "../../app/game-api" },
|
||||
{ "path": "../../app/gateway-api" }
|
||||
{
|
||||
"path": "./tsconfig.node.json"
|
||||
}
|
||||
]
|
||||
}
|
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-2
@@ -1,2 +0,0 @@
|
||||
declare const _default: import('vite').UserConfig;
|
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export default _default;
|
||||
@@ -1,16 +0,0 @@
|
||||
import { defineConfig } from 'vite';
|
||||
import vue from '@vitejs/plugin-vue';
|
||||
import tailwindcss from '@tailwindcss/vite';
|
||||
import path from 'path';
|
||||
// https://vitejs.dev/config/
|
||||
export default defineConfig({
|
||||
plugins: [vue(), tailwindcss()],
|
||||
resolve: {
|
||||
alias: {
|
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'@': path.resolve(__dirname, './src'),
|
||||
},
|
||||
},
|
||||
server: {
|
||||
port: 3000,
|
||||
},
|
||||
});
|
||||
@@ -5,19 +5,15 @@ import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
|
||||
import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
|
||||
import { buildScenarioBootstrap } from '../../src/world/bootstrap.js';
|
||||
import type { ScenarioDefinition, ScenarioGeneral } from '../../src/scenario/types.js';
|
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import type { MapDefinition } from '../../src/world/types.js';
|
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import type { General, Nation } from '../../src/domain/entities.js';
|
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import type { Nation } from '../../src/domain/entities.js';
|
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import { commandSpec as foundNationSpec } from '../../src/actions/turn/general/che_건국.js';
|
||||
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
|
||||
|
||||
// Mock Scenario Definition
|
||||
const MOCK_SCENARIO: ScenarioDefinition = {
|
||||
id: 'test_scenario',
|
||||
title: 'Test Scenario',
|
||||
template: 'test',
|
||||
startYear: 189,
|
||||
beginYear: 189,
|
||||
endYear: 250,
|
||||
life: null,
|
||||
fiction: 0,
|
||||
history: [],
|
||||
ignoreDefaultEvents: false,
|
||||
@@ -30,41 +26,44 @@ const MOCK_SCENARIO: ScenarioDefinition = {
|
||||
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',
|
||||
startYear: 189,
|
||||
},
|
||||
options: {},
|
||||
},
|
||||
};
|
||||
|
||||
// Mock General Data
|
||||
const MOCK_GENERALS: ScenarioGeneral[] = Array.from({ length: 10 }, (_, i) => ({
|
||||
name: `General_${i}`,
|
||||
nation: null, // neutral
|
||||
city: MINIMAL_MAP.cities[i % MINIMAL_MAP.cities.length].name,
|
||||
npc: 0,
|
||||
p_name: `General_${i}`, // Using p_name as personality/picture placeholder if needed by types
|
||||
uniqueName: `General_${i}`,
|
||||
officerLevel: 0,
|
||||
birthYear: 160,
|
||||
deathYear: 220,
|
||||
strength: 70 + i,
|
||||
intelligence: 70 + i,
|
||||
leadership: 70 + i,
|
||||
charm: 70 + i, // Note: entities.ts checks stats, ensuring keys match
|
||||
personality: null,
|
||||
special: null,
|
||||
specialWar: null,
|
||||
affinity: 0,
|
||||
picture: null,
|
||||
horse: null,
|
||||
weapon: null,
|
||||
book: null,
|
||||
item: null,
|
||||
text: null,
|
||||
}));
|
||||
const MOCK_GENERALS: ScenarioGeneral[] = Array.from({ length: 10 }, (_, i) => {
|
||||
const cityDef = MINIMAL_MAP.cities[i % MINIMAL_MAP.cities.length];
|
||||
if (!cityDef) throw new Error('City definition missing');
|
||||
|
||||
return {
|
||||
name: `General_${i}`,
|
||||
nation: null, // neutral
|
||||
city: cityDef.name,
|
||||
officerLevel: 0,
|
||||
birthYear: 160,
|
||||
deathYear: 220,
|
||||
strength: 70 + i,
|
||||
intelligence: 70 + i,
|
||||
leadership: 70 + i,
|
||||
personality: null,
|
||||
special: null,
|
||||
specialWar: null,
|
||||
affinity: 0,
|
||||
picture: null,
|
||||
horse: null,
|
||||
weapon: null,
|
||||
book: null,
|
||||
item: null,
|
||||
text: null,
|
||||
};
|
||||
});
|
||||
|
||||
// We need to inject generals into the scenario object for bootstrap
|
||||
const scenarioWithGenerals = produce(MOCK_SCENARIO, draft => {
|
||||
@@ -95,18 +94,37 @@ describe('Blank Start Scenario', () => {
|
||||
expect(targetGeneral).toBeDefined();
|
||||
if (!targetGeneral) return;
|
||||
|
||||
expect(targetGeneral.nationId).toBe(0); // Should be neutral (nation 0 commonly used for neutral in sammo, or checking bootstrap logic)
|
||||
// bootstrap puts neutral in nation 0 if includeNeutralNation is true.
|
||||
expect(targetGeneral.nationId).toBe(0);
|
||||
|
||||
// 3. Command: Found Nation
|
||||
const env: TurnCommandEnv = {
|
||||
general: targetGeneral,
|
||||
date: new Date(189, 0, 1),
|
||||
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 foundNationDef = foundNationSpec.createDefinition(env);
|
||||
|
||||
const foundNationDef = foundNationSpec.createDefinition(systemEnv);
|
||||
|
||||
// Execute Turn
|
||||
// We simulate the turn runner processing this command
|
||||
await runner.runTurn([
|
||||
{
|
||||
generalId: targetGeneral.id,
|
||||
@@ -117,9 +135,6 @@ describe('Blank Start Scenario', () => {
|
||||
]);
|
||||
|
||||
// 4. Simulate Turn Processing (Daemon Logic Mock)
|
||||
// Since logic/actions/engine doesn't auto-create nation, we simulate the "Post-Turn Phase"
|
||||
// that scans for the 'founding' flag.
|
||||
|
||||
const generalAfter = world.getGeneral(targetGeneral.id);
|
||||
expect(generalAfter?.meta?.founding).toBe(true);
|
||||
|
||||
@@ -132,8 +147,8 @@ describe('Blank Start Scenario', () => {
|
||||
color: '#FF0000',
|
||||
capitalCityId: generalAfter.cityId,
|
||||
chiefGeneralId: generalAfter.id,
|
||||
gold: 1000,
|
||||
rice: 1000,
|
||||
gold: 10000,
|
||||
rice: 10000,
|
||||
power: 0,
|
||||
level: 1,
|
||||
typeCode: 'che_def',
|
||||
@@ -141,15 +156,22 @@ describe('Blank Start Scenario', () => {
|
||||
};
|
||||
|
||||
// Apply updates manually to world
|
||||
// In a real test we'd add methods to InMemoryWorld to do this cleanly
|
||||
(world as any).snapshot.nations.push(newNation);
|
||||
world.snapshot.nations.push(newNation);
|
||||
|
||||
const city = world.getCity(generalAfter.cityId);
|
||||
if (city) {
|
||||
(world as any).updateCity({ ...city, nationId: newNationId });
|
||||
// Manually update nationId in city
|
||||
const cityIdx = world.snapshot.cities.findIndex(c => c.id === city.id);
|
||||
const cityToUpdate = world.snapshot.cities[cityIdx];
|
||||
if (cityToUpdate) cityToUpdate.nationId = newNationId;
|
||||
}
|
||||
|
||||
(world as any).updateGeneral({ ...generalAfter, nationId: newNationId, meta: { ...generalAfter.meta, founding: false } });
|
||||
const genIdx = world.snapshot.generals.findIndex(g => g.id === generalAfter.id);
|
||||
const genToUpdate = world.snapshot.generals[genIdx];
|
||||
if (genToUpdate) {
|
||||
genToUpdate.nationId = newNationId;
|
||||
genToUpdate.meta = { ...generalAfter.meta, founding: false };
|
||||
}
|
||||
}
|
||||
|
||||
// 5. Verify
|
||||
|
||||
@@ -7,7 +7,7 @@ import type { WorldSnapshot } from '../../src/world/types.js';
|
||||
import { commandSpec as declareWarSpec } from '../../src/actions/turn/nation/che_선전포고.js';
|
||||
import { commandSpec as deploySpec } from '../../src/actions/turn/general/che_출병.js';
|
||||
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
|
||||
import { processDiplomacyMonth, DIPLOMACY_STATE } from '../../src/diplomacy/index.js';
|
||||
import { processDiplomacyMonth, DIPLOMACY_STATE, type DiplomacyEntry } from '../../src/diplomacy/index.js';
|
||||
import { buildWarConfig, buildWarAftermathConfig } from '../../src/actions/turn/actionContextHelpers.js';
|
||||
|
||||
describe('Diplomacy Scenario', () => {
|
||||
@@ -18,30 +18,30 @@ describe('Diplomacy Scenario', () => {
|
||||
|
||||
const mockNationA: Nation = {
|
||||
id: NATION_A_ID, name: 'Nation A', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
|
||||
gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: { tech: 1000 }
|
||||
gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {}
|
||||
};
|
||||
const mockNationB: Nation = {
|
||||
id: NATION_B_ID, name: 'Nation B', color: '#0000FF', capitalCityId: 2, chiefGeneralId: 2,
|
||||
gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: { tech: 1000 }
|
||||
gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {}
|
||||
};
|
||||
|
||||
// Two adjacent cities
|
||||
const cityADef = MINIMAL_MAP.cities[0]; // A
|
||||
const cityBDef = MINIMAL_MAP.cities[1]; // B
|
||||
const cityADef = MINIMAL_MAP.cities[0];
|
||||
const cityBDef = MINIMAL_MAP.cities[1];
|
||||
if (!cityADef || !cityBDef) throw new Error('City definition missing');
|
||||
|
||||
const mockCityA: City = {
|
||||
id: 1, name: cityADef.name, nationId: NATION_A_ID, level: 1, region: 1, state: 0,
|
||||
id: 1, name: cityADef.name, nationId: NATION_A_ID, level: 1, state: 0,
|
||||
population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000,
|
||||
commerce: 1000, commerceMax: 1000, security: 1000, securityMax: 1000,
|
||||
defence: 1000, defenceMax: 1000, wall: 1000, wallMax: 1000,
|
||||
supplyState: 1, frontState: 0, trust: 1000, trade: 1000, meta: {}
|
||||
supplyState: 1, frontState: 0, meta: {}
|
||||
};
|
||||
const mockCityB: City = {
|
||||
id: 2, name: cityBDef.name, nationId: NATION_B_ID, level: 1, region: 1, state: 0,
|
||||
id: 2, name: cityBDef.name, nationId: NATION_B_ID, level: 1, state: 0,
|
||||
population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000,
|
||||
commerce: 1000, commerceMax: 1000, security: 1000, securityMax: 1000,
|
||||
defence: 1000, defenceMax: 1000, wall: 1000, wallMax: 1000,
|
||||
supplyState: 1, frontState: 0, trust: 1000, trade: 1000, meta: {}
|
||||
supplyState: 1, frontState: 0, meta: {}
|
||||
};
|
||||
|
||||
const mockGeneralA: General = {
|
||||
@@ -75,15 +75,34 @@ describe('Diplomacy Scenario', () => {
|
||||
|
||||
const world = new InMemoryWorld(snapshot);
|
||||
const runner = new TestGameRunner(world, 200, 1);
|
||||
const env: TurnCommandEnv = {
|
||||
general: mockGeneralA,
|
||||
date: new Date(200, 0, 1),
|
||||
unitSet: snapshot.unitSet,
|
||||
map: snapshot.map
|
||||
|
||||
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
|
||||
};
|
||||
|
||||
// 2. Declare War
|
||||
const declareWarDef = declareWarSpec.createDefinition(env);
|
||||
const declareWarDef = declareWarSpec.createDefinition(systemEnv);
|
||||
await runner.runTurn([{
|
||||
generalId: 1,
|
||||
commandKey: 'che_선전포고',
|
||||
@@ -99,12 +118,11 @@ describe('Diplomacy Scenario', () => {
|
||||
const warConfig = buildWarConfig(snapshot.scenarioConfig, snapshot.unitSet!);
|
||||
const aftermathConfig = buildWarAftermathConfig(snapshot.scenarioConfig, warConfig.castleCrewTypeId);
|
||||
|
||||
// Manual WarTimeContext
|
||||
const warTime = {
|
||||
year: 200,
|
||||
month: 1,
|
||||
season: 0, // Spring
|
||||
turn: 1 // mock value
|
||||
season: 0,
|
||||
turn: 1
|
||||
};
|
||||
const seedBase = 'test_seed';
|
||||
|
||||
@@ -112,8 +130,6 @@ describe('Diplomacy Scenario', () => {
|
||||
const destCity = world.getCity(destCityId)!;
|
||||
const destNation = world.getNation(destCity.nationId);
|
||||
|
||||
// Update warTime based on runner's date if needed, but static is fine for test step
|
||||
// Actually let's use runner's date for 'realism' in simulation step 5
|
||||
warTime.year = runner.currentDate.getFullYear();
|
||||
warTime.month = runner.currentDate.getMonth() + 1;
|
||||
warTime.season = Math.floor(runner.currentDate.getMonth() / 3);
|
||||
@@ -124,13 +140,18 @@ describe('Diplomacy Scenario', () => {
|
||||
warConfig,
|
||||
aftermathConfig,
|
||||
time: { ...warTime },
|
||||
seedBase
|
||||
seedBase,
|
||||
map: world.snapshot.map,
|
||||
unitSet: world.snapshot.unitSet,
|
||||
cities: world.getAllCities(),
|
||||
nations: world.getAllNations(),
|
||||
generals: world.getAllGenerals(),
|
||||
diplomacy: world.snapshot.diplomacy
|
||||
};
|
||||
};
|
||||
|
||||
// 3. Try to Deploy (Should Fail/Crash if blocked, or return empty effects)
|
||||
// With corrected context, this call should PROCEED to check logic.
|
||||
const deployDef = deploySpec.createDefinition(env);
|
||||
// 3. Try to Deploy
|
||||
const deployDef = deploySpec.createDefinition(systemEnv);
|
||||
await runner.runTurn([{
|
||||
generalId: 1,
|
||||
commandKey: 'che_출병',
|
||||
@@ -139,17 +160,30 @@ describe('Diplomacy Scenario', () => {
|
||||
context: buildDispatchContext(2)
|
||||
}]);
|
||||
|
||||
// Assert failure: No troops created (snapshot.troops still empty)
|
||||
expect(world.snapshot.troops.length).toBe(0);
|
||||
|
||||
|
||||
// 4. Simulate State Transition
|
||||
for (let i = 0; i < 24; i++) {
|
||||
world.snapshot.diplomacy = processDiplomacyMonth(
|
||||
world.snapshot.diplomacy,
|
||||
new Map()
|
||||
);
|
||||
runner.currentDate.setMonth(runner.currentDate.getMonth() + 1); // Advance runner time too
|
||||
const entries: DiplomacyEntry[] = world.snapshot.diplomacy.map(s => ({
|
||||
fromNationId: s.fromNationId,
|
||||
toNationId: s.toNationId,
|
||||
state: s.state,
|
||||
term: s.durationMonths,
|
||||
dead: 0,
|
||||
meta: {}
|
||||
}));
|
||||
|
||||
const updatedEntries = processDiplomacyMonth(entries, new Map());
|
||||
|
||||
world.snapshot.diplomacy = updatedEntries.map(e => ({
|
||||
fromNationId: e.fromNationId,
|
||||
toNationId: e.toNationId,
|
||||
state: e.state,
|
||||
durationMonths: e.term
|
||||
}));
|
||||
|
||||
runner.currentDate.setMonth(runner.currentDate.getMonth() + 1);
|
||||
}
|
||||
|
||||
const diplomacyAB_After = world.getDiplomacy(NATION_A_ID, NATION_B_ID);
|
||||
@@ -166,11 +200,5 @@ describe('Diplomacy Scenario', () => {
|
||||
|
||||
const generalAfter = world.getGeneral(1)!;
|
||||
console.log(`General Exp: ${mockGeneralA.experience} -> ${generalAfter.experience}`);
|
||||
|
||||
// Final assertion: expect experience to have changed (battle happened) or at least no crash
|
||||
// Note: if battle outcome is stalemate/loss, exp might minimally change or change a lot.
|
||||
// And if 'unable to find path' even in WAR (due to some other reason), exp won't change.
|
||||
// But map is connected.
|
||||
// We just verified critical path execution.
|
||||
});
|
||||
});
|
||||
|
||||
@@ -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);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -4,125 +4,49 @@ import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
|
||||
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 draftSpec } from '../../src/actions/turn/general/che_징병.js';
|
||||
import { commandSpec as recruitSpec } from '../../src/actions/turn/general/che_징병.js';
|
||||
import { commandSpec as trainSpec } from '../../src/actions/turn/general/che_훈련.js';
|
||||
import { commandSpec as moraleSpec } from '../../src/actions/turn/general/che_사기진작.js';
|
||||
import { commandSpec as atmosSpec } from '../../src/actions/turn/general/che_사기진작.js';
|
||||
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
|
||||
|
||||
describe('Troop Management Scenario', () => {
|
||||
it('should successfully draft troops, then train and boost morale', async () => {
|
||||
// 1. Setup
|
||||
const NATION_ID = 1;
|
||||
const CITY_ID = 1;
|
||||
const GENERAL_ID = 1;
|
||||
|
||||
// 1. Setup World
|
||||
const mockNation: Nation = {
|
||||
id: NATION_ID,
|
||||
name: 'TroopNation',
|
||||
color: '#00FF00',
|
||||
capitalCityId: CITY_ID,
|
||||
chiefGeneralId: GENERAL_ID,
|
||||
gold: 50000,
|
||||
rice: 50000,
|
||||
power: 0,
|
||||
level: 3,
|
||||
typeCode: 'test',
|
||||
meta: { tech: 5000 } // High tech
|
||||
id: 1, name: 'Militaristic Nation', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
|
||||
gold: 50000, rice: 50000, 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: 50000, // Increased to meet minimum drafting population (30000+)
|
||||
populationMax: cityDef.max.population,
|
||||
agriculture: 1000,
|
||||
agricultureMax: cityDef.max.agriculture,
|
||||
commerce: 1000,
|
||||
commerceMax: cityDef.max.commerce,
|
||||
security: 1000,
|
||||
securityMax: cityDef.max.security,
|
||||
defence: 500,
|
||||
defenceMax: cityDef.max.defence,
|
||||
wall: 500,
|
||||
wallMax: cityDef.max.wall,
|
||||
supplyState: 1,
|
||||
frontState: 0,
|
||||
trust: 100,
|
||||
trade: 100,
|
||||
meta: {}
|
||||
id: 1, name: cityDef.name, nationId: 1, level: 1, state: 0,
|
||||
population: 50000, populationMax: 50000, 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: {}
|
||||
};
|
||||
|
||||
// General starts with 0 troops but high leadership
|
||||
const mockGeneral: General = {
|
||||
id: GENERAL_ID,
|
||||
name: 'Commander T',
|
||||
nationId: NATION_ID,
|
||||
cityId: CITY_ID,
|
||||
troopId: 0,
|
||||
npcState: 0,
|
||||
experience: 100,
|
||||
dedication: 100,
|
||||
officerLevel: 5,
|
||||
gold: 3000,
|
||||
rice: 3000,
|
||||
crew: 0,
|
||||
crewTypeId: 1, // Basic infantry (assuming 1 is valid)
|
||||
train: 10,
|
||||
atmos: 10,
|
||||
injury: 0,
|
||||
age: 25,
|
||||
stats: {
|
||||
leadership: 95,
|
||||
strength: 80,
|
||||
intelligence: 80,
|
||||
},
|
||||
role: {
|
||||
personality: null,
|
||||
specialDomestic: null,
|
||||
specialWar: null,
|
||||
items: { horse: null, weapon: null, book: null, item: null }
|
||||
},
|
||||
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
|
||||
meta: {}
|
||||
};
|
||||
|
||||
// Simple UnitSet for test
|
||||
const unitSet = {
|
||||
id: 'default',
|
||||
name: 'Default',
|
||||
crewTypes: [
|
||||
{
|
||||
id: 1,
|
||||
armType: 1,
|
||||
name: '보병',
|
||||
attack: 10,
|
||||
defence: 10,
|
||||
speed: 10,
|
||||
avoid: 0,
|
||||
magicCoef: 0,
|
||||
cost: 10,
|
||||
rice: 1,
|
||||
requirements: [],
|
||||
attackCoef: {},
|
||||
defenceCoef: {},
|
||||
info: [],
|
||||
initSkillTrigger: [],
|
||||
phaseSkillTrigger: [],
|
||||
iActionList: []
|
||||
}
|
||||
]
|
||||
id: 1, name: 'General Lee', nationId: 1, cityId: 1, troopId: 0, npcState: 0,
|
||||
experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 0, crewTypeId: 1,
|
||||
train: 10, atmos: 10, injury: 0, age: 30,
|
||||
stats: { leadership: 100, strength: 100, intelligence: 50 },
|
||||
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: unitSet as any,
|
||||
unitSet: {
|
||||
id: 'default',
|
||||
name: 'default',
|
||||
crewTypes: [
|
||||
{ id: 1, name: 'Infantry', armType: 1, cost: 10, requirements: [] }
|
||||
]
|
||||
} as any,
|
||||
nations: [mockNation],
|
||||
cities: [mockCity],
|
||||
generals: [mockGeneral],
|
||||
@@ -133,65 +57,70 @@ describe('Troop Management Scenario', () => {
|
||||
};
|
||||
|
||||
const world = new InMemoryWorld(snapshot);
|
||||
const runner = new TestGameRunner(world, 201, 1);
|
||||
const env: TurnCommandEnv = {
|
||||
general: mockGeneral,
|
||||
date: new Date(201, 0, 1),
|
||||
unitSet: unitSet as any
|
||||
const runner = new TestGameRunner(world, 200, 1);
|
||||
|
||||
const systemEnv: TurnCommandEnv = {
|
||||
develCost: 50,
|
||||
trainDelta: 35,
|
||||
atmosDelta: 35,
|
||||
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 draftDef = draftSpec.createDefinition(env);
|
||||
const trainDef = trainSpec.createDefinition(env);
|
||||
const moraleDef = moraleSpec.createDefinition(env);
|
||||
|
||||
// Step 1: Draft command (args usually amount=0 means max or specific amount)
|
||||
// Let's assume drafting 1000 troops.
|
||||
// We need to check draft command args. `che_징병.ts` implementation details?
|
||||
// Assuming { amount: 1000 } or similar.
|
||||
// Let's check `che_징병.ts` args type if possible later, but standard is `amount: number`.
|
||||
|
||||
// 2. Draft Troops
|
||||
const recruitDef = recruitSpec.createDefinition(systemEnv);
|
||||
await runner.runTurn([{
|
||||
generalId: GENERAL_ID,
|
||||
generalId: 1,
|
||||
commandKey: 'che_징병',
|
||||
resolver: draftDef,
|
||||
args: {
|
||||
amount: 1000,
|
||||
crewType: 1 // Must specify crewType
|
||||
}
|
||||
resolver: recruitDef,
|
||||
args: { crewType: 1, amount: 1000 }
|
||||
}]);
|
||||
|
||||
let general = world.getGeneral(GENERAL_ID)!;
|
||||
expect(general.crew).toBeGreaterThan(0);
|
||||
console.log(`Drafted: ${general.crew}`);
|
||||
const draftedCrew = general.crew;
|
||||
const generalAfterDraft = world.getGeneral(1)!;
|
||||
console.log(`Drafted: ${generalAfterDraft.crew}`);
|
||||
expect(generalAfterDraft.crew).toBe(1000);
|
||||
|
||||
// Step 2: Update env with new general state (important for constraints/logic that depends on current state)
|
||||
env.general = general;
|
||||
|
||||
// Step 3: Train command
|
||||
// 3. Train
|
||||
const trainDef = trainSpec.createDefinition(systemEnv);
|
||||
await runner.runTurn([{
|
||||
generalId: GENERAL_ID,
|
||||
generalId: 1,
|
||||
commandKey: 'che_훈련',
|
||||
resolver: trainDef,
|
||||
args: {}
|
||||
}]);
|
||||
|
||||
general = world.getGeneral(GENERAL_ID)!;
|
||||
expect(general.train).toBeGreaterThan(10);
|
||||
console.log(`Train: 10 -> ${general.train}`);
|
||||
const generalAfterTrain = world.getGeneral(1)!;
|
||||
console.log(`Train: 10 -> ${generalAfterTrain.train}`);
|
||||
expect(generalAfterTrain.train).toBeGreaterThan(10);
|
||||
|
||||
env.general = general;
|
||||
|
||||
// Step 4: Morale boost
|
||||
// 4. Boost Morale
|
||||
const atmosDef = atmosSpec.createDefinition(systemEnv);
|
||||
await runner.runTurn([{
|
||||
generalId: GENERAL_ID,
|
||||
generalId: 1,
|
||||
commandKey: 'che_사기진작',
|
||||
resolver: moraleDef,
|
||||
resolver: atmosDef,
|
||||
args: {}
|
||||
}]);
|
||||
|
||||
general = world.getGeneral(GENERAL_ID)!;
|
||||
expect(general.atmos).toBeGreaterThan(10);
|
||||
console.log(`Atmos: 10 -> ${general.atmos}`);
|
||||
const generalAfterAtmos = world.getGeneral(1)!;
|
||||
console.log(`Atmos: 10 -> ${generalAfterAtmos.atmos}`);
|
||||
expect(generalAfterAtmos.atmos).toBeGreaterThan(10);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1,15 +1,16 @@
|
||||
|
||||
import { produceWithPatches, enablePatches } from 'immer';
|
||||
import type { City, General, Nation, GeneralId, NationId, CityId, GeneralTriggerState } from '../src/domain/entities.js';
|
||||
import { enablePatches } from 'immer';
|
||||
import type { City, General, Nation, GeneralId, NationId, CityId } from '../src/domain/entities.js';
|
||||
import type { WorldSnapshot } from '../src/world/types.js';
|
||||
import { type GeneralActionResolution, resolveGeneralAction, type GeneralActionResolver } from '../src/actions/engine.js';
|
||||
import type { TurnSchedule } from '../src/turn/calendar.js';
|
||||
import { type DiplomacyEntry, applyDiplomacyPatch, buildDefaultDiplomacy } from '../src/diplomacy/index.js';
|
||||
import type { ScenarioDiplomacy } from '../src/scenario/types.js';
|
||||
|
||||
enablePatches();
|
||||
|
||||
export class InMemoryWorld {
|
||||
private snapshot: WorldSnapshot;
|
||||
public snapshot: WorldSnapshot;
|
||||
|
||||
constructor(initialSnapshot: WorldSnapshot) {
|
||||
this.snapshot = initialSnapshot;
|
||||
@@ -89,8 +90,19 @@ export class InMemoryWorld {
|
||||
if (effect.type === 'diplomacy:patch') {
|
||||
const srcId = effect.srcNationId;
|
||||
const destId = effect.destNationId;
|
||||
const existing = this.getDiplomacy(srcId, destId) ?? buildDefaultDiplomacy(srcId, destId);
|
||||
const patched = applyDiplomacyPatch(existing, effect.patch);
|
||||
const existing = this.getDiplomacy(srcId, destId);
|
||||
|
||||
// Convert ScenarioDiplomacy to DiplomacyEntry for applying patch
|
||||
const entry: DiplomacyEntry = existing ? {
|
||||
fromNationId: existing.fromNationId,
|
||||
toNationId: existing.toNationId,
|
||||
state: existing.state,
|
||||
term: existing.durationMonths,
|
||||
dead: 0,
|
||||
meta: {}
|
||||
} : buildDefaultDiplomacy(srcId, destId);
|
||||
|
||||
const patched = applyDiplomacyPatch(entry, effect.patch);
|
||||
this.updateDiplomacy(patched);
|
||||
}
|
||||
}
|
||||
@@ -120,23 +132,30 @@ export class InMemoryWorld {
|
||||
}
|
||||
}
|
||||
|
||||
getDiplomacy(srcId: number, destId: number): DiplomacyEntry | undefined {
|
||||
getDiplomacy(srcId: number, destId: number): ScenarioDiplomacy | undefined {
|
||||
return this.snapshot.diplomacy.find(d => d.fromNationId === srcId && d.toNationId === destId);
|
||||
}
|
||||
|
||||
updateDiplomacy(entry: DiplomacyEntry) {
|
||||
const scenarioEntry: ScenarioDiplomacy = {
|
||||
fromNationId: entry.fromNationId,
|
||||
toNationId: entry.toNationId,
|
||||
state: entry.state,
|
||||
durationMonths: entry.term
|
||||
};
|
||||
|
||||
const idx = this.snapshot.diplomacy.findIndex(d => d.fromNationId === entry.fromNationId && d.toNationId === entry.toNationId);
|
||||
if (idx >= 0) {
|
||||
this.snapshot.diplomacy[idx] = entry;
|
||||
this.snapshot.diplomacy[idx] = scenarioEntry;
|
||||
} else {
|
||||
this.snapshot.diplomacy.push(entry);
|
||||
this.snapshot.diplomacy.push(scenarioEntry);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export interface TestCommand {
|
||||
generalId: GeneralId;
|
||||
commandKey: string; // Not used directly here, but for clarity
|
||||
commandKey: string;
|
||||
resolver: GeneralActionResolver;
|
||||
args: unknown;
|
||||
context?: Record<string, unknown>;
|
||||
@@ -151,11 +170,10 @@ export class TestGameRunner {
|
||||
this.currentDate = new Date(startYear, startMonth - 1);
|
||||
}
|
||||
|
||||
// A simplified run turn method
|
||||
async runTurn(commands: TestCommand[]) {
|
||||
const schedule: TurnSchedule = {
|
||||
entries: [
|
||||
{ startMinute: 0, tickMinutes: 60 } // simplified: 1 hour ticks for whole day
|
||||
{ startMinute: 0, tickMinutes: 60 }
|
||||
]
|
||||
};
|
||||
|
||||
@@ -164,9 +182,10 @@ export class TestGameRunner {
|
||||
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;
|
||||
|
||||
// In test env, we might not have full context, but engine needs basic entities
|
||||
const inputContext = {
|
||||
general,
|
||||
city,
|
||||
@@ -174,23 +193,13 @@ export class TestGameRunner {
|
||||
rng: {
|
||||
real: () => Math.random(),
|
||||
int: (min: number, max: number) => Math.floor(Math.random() * (max - min)) + min,
|
||||
nextInt: (min: number, max: number) => Math.floor(Math.random() * (max - min)) + min, // Added nextInt
|
||||
nextInt: (min: number, max: number) => Math.floor(Math.random() * (max - min)) + min,
|
||||
next: () => Math.random()
|
||||
} as any, // Mock RNG
|
||||
} as any,
|
||||
|
||||
// Extended context for specific commands (Recruit etc.)
|
||||
map: this.world.snapshot.map,
|
||||
unitSet: this.world.snapshot.unitSet,
|
||||
cities: this.world.getAllCities(),
|
||||
nations: this.world.getAllNations(),
|
||||
currentYear: this.currentDate.getFullYear(),
|
||||
startYear: this.world.snapshot.scenarioMeta?.startYear,
|
||||
// GeneralActionContext base requirements
|
||||
year: this.currentDate.getFullYear(),
|
||||
month: this.currentDate.getMonth() + 1,
|
||||
season: Math.floor(this.currentDate.getMonth() / 3),
|
||||
diplomacy: this.world.snapshot.diplomacy,
|
||||
generals: this.world.getAllGenerals(),
|
||||
...cmd.context
|
||||
};
|
||||
|
||||
@@ -201,7 +210,7 @@ export class TestGameRunner {
|
||||
|
||||
const resolution = resolveGeneralAction(
|
||||
cmd.resolver,
|
||||
inputContext,
|
||||
inputContext as any,
|
||||
scheduleContext,
|
||||
cmd.args
|
||||
);
|
||||
@@ -209,7 +218,6 @@ export class TestGameRunner {
|
||||
await this.world.applyResolution(resolution);
|
||||
}
|
||||
|
||||
// Advance time
|
||||
this.currentDate.setMonth(this.currentDate.getMonth() + 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,7 +7,9 @@
|
||||
"module": "NodeNext",
|
||||
"moduleResolution": "NodeNext",
|
||||
"target": "ES2023",
|
||||
"lib": ["ES2024"],
|
||||
"lib": [
|
||||
"ES2024"
|
||||
],
|
||||
"verbatimModuleSyntax": true,
|
||||
"noUncheckedIndexedAccess": true,
|
||||
"exactOptionalPropertyTypes": true,
|
||||
@@ -16,8 +18,15 @@
|
||||
"noFallthroughCasesInSwitch": true,
|
||||
"useUnknownInCatchVariables": true,
|
||||
"noUnusedLocals": true,
|
||||
"noUnusedParameters": true
|
||||
"noUnusedParameters": true,
|
||||
"rootDir": "src"
|
||||
},
|
||||
"include": ["src", "test", "*.ts"],
|
||||
"references": [{ "path": "../common" }]
|
||||
"include": [
|
||||
"src"
|
||||
],
|
||||
"references": [
|
||||
{
|
||||
"path": "../common"
|
||||
}
|
||||
]
|
||||
}
|
||||
Generated
+6
@@ -203,6 +203,12 @@ importers:
|
||||
'@sammo-ts/game-api':
|
||||
specifier: workspace:*
|
||||
version: link:../game-api
|
||||
'@sammo-ts/gateway-api':
|
||||
specifier: workspace:*
|
||||
version: link:../gateway-api
|
||||
'@sammo-ts/logic':
|
||||
specifier: workspace:*
|
||||
version: link:../../packages/logic
|
||||
'@trpc/client':
|
||||
specifier: ^11.8.1
|
||||
version: 11.8.1(@trpc/server@11.8.1(typescript@5.9.3))(typescript@5.9.3)
|
||||
|
||||
+3
-1
@@ -8,7 +8,9 @@ export default defineConfig({
|
||||
entry: 'src/index.ts',
|
||||
format: 'es',
|
||||
outDir: 'dist',
|
||||
dts: true,
|
||||
dts: {
|
||||
build: true
|
||||
},
|
||||
sourcemap: true,
|
||||
target: 'node22',
|
||||
platform: 'node',
|
||||
|
||||
Reference in New Issue
Block a user