fix: 단일 잔존 국가 임관 금지를 연결한다

마지막 도시 점령으로 국가가 삭제되면 destroy_nation 시나리오 이벤트를 같은 턴 경계에서 실행한다. Ref와 같이 잔존국 scout를 금지로 바꾸고 일회성 이벤트를 삭제하되 정책 변경 잠금은 설정하지 않는다.
This commit is contained in:
2026-08-23 11:08:30 +00:00
parent 51ca5e9d70
commit 4d424d16c6
11 changed files with 209 additions and 6 deletions
@@ -2,6 +2,7 @@ import { describe, expect, it } from 'vitest';
import type { Nation } from '@sammo-ts/logic';
import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
import { InMemoryTurnProcessor } from '../src/turn/inMemoryTurnProcessor.js';
import { createMonthlyEventHandler } from '../src/turn/monthlyEventHandler.js';
import { createScoutBlockHandler } from '../src/turn/monthlyScoutBlockAction.js';
import type { TurnEvent, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
@@ -120,4 +121,134 @@ describe('monthly scout block actions', () => {
)
).toThrow('BlockScoutAction blockChangeScout must be a boolean or null.');
});
it('dispatches the destroy-nation event before the next turn after only one nation remains', async () => {
const baseTime = new Date('0200-01-01T00:00:00.000Z');
const destroyedNationEvent: TurnEvent = {
id: 7,
targetCode: 'destroy_nation',
priority: 1_000,
condition: ['and', ['Date', '>=', 183, 1], ['RemainNation', '==', 1]],
action: [['BlockScoutAction'], ['DeleteEvent']],
meta: {},
};
const general = {
id: 1,
name: '공격장',
nationId: 1,
cityId: 1,
troopId: 0,
stats: { leadership: 80, strength: 80, intelligence: 80 },
experience: 0,
dedication: 0,
officerLevel: 1,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1_000,
rice: 1_000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 24 },
turnTime: new Date(baseTime.getTime() + 60_000),
} satisfies TurnWorldSnapshot['generals'][number];
const buildCity = (id: number, nationId: number): TurnWorldSnapshot['cities'][number] => ({
id,
name: `도시${id}`,
nationId,
level: 5,
state: 0,
population: 10_000,
populationMax: 20_000,
agriculture: 1_000,
agricultureMax: 2_000,
commerce: 1_000,
commerceMax: 2_000,
security: 1_000,
securityMax: 2_000,
supplyState: 1,
frontState: 0,
defence: 1_000,
defenceMax: 2_000,
wall: 1_000,
wallMax: 2_000,
meta: {},
});
const nations = [buildNation(1, 0), buildNation(2, 0)];
const snapshot: TurnWorldSnapshot = {
generals: [general],
cities: [buildCity(1, 1), buildCity(2, 2)],
nations,
troops: [],
diplomacy: [],
events: [destroyedNationEvent],
initialEvents: [],
map: {
id: 'test',
name: 'test',
cities: [],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
},
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 75, npcMin: 10, chiefMin: 70 },
iconPath: '.',
map: {},
const: {},
environment: { mapName: 'test', unitSet: 'default' },
},
};
const state: TurnWorldState = {
id: 1,
currentYear: 200,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: baseTime,
meta: {},
};
let world: InMemoryTurnWorld | null = null;
const blockScout = createScoutBlockHandler({ actionName: 'BlockScoutAction', getWorld: () => world });
const eventHandler = createMonthlyEventHandler({
getWorld: () => world,
startYear: 180,
actions: new Map([['BlockScoutAction', blockScout]]),
});
world = new InMemoryTurnWorld(state, snapshot, {
schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
generalTurnHandler: {
execute: ({ general: currentGeneral }) => ({
general: currentGeneral,
patches: {
generals: [],
cities: [{ id: 2, patch: { nationId: 1 } }],
nations: [{ id: 2, patch: { meta: { ...nations[1]!.meta, collapsed: true } } }],
troops: [],
},
destroyedNationIds: [2],
}),
},
});
const processor = new InMemoryTurnProcessor(world, {
dispatchScenarioEvent: eventHandler.dispatchTarget,
});
await processor.run(new Date(baseTime.getTime() + 5 * 60_000), {
budgetMs: 1_000,
maxGenerals: 10,
catchUpCap: 1,
});
expect(world.getNationById(2)).toBeNull();
expect(world.getNationById(1)?.meta.scout).toBe(1);
expect(world.listEvents('destroy_nation')).toEqual([]);
expect(world.getState().meta.block_change_scout).toBeUndefined();
});
});