건국 관련 추가 구현
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@@ -4,9 +4,12 @@ import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
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import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
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import { buildScenarioBootstrap } from '../../src/world/bootstrap.js';
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import type { ScenarioDefinition, ScenarioGeneral } from '../../src/scenario/types.js';
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import type { Nation, City } from '../../src/domain/entities.js';
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import type { Nation, City, General } from '../../src/domain/entities.js';
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import { commandSpec as foundNationSpec } from '../../src/actions/turn/general/che_건국.js';
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import { commandSpec as uprisingSpec } from '../../src/actions/turn/general/che_거병.js';
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import { commandSpec as appointmentSpec } from '../../src/actions/turn/general/che_임관.js';
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import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
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import type { ConstraintContext, RequirementKey, StateView } from '../../src/constraints/types.js';
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// Mock Scenario Definition
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const MOCK_SCENARIO: ScenarioDefinition = {
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@@ -66,13 +69,83 @@ const MOCK_GENERALS: ScenarioGeneral[] = Array.from({ length: 10 }, (_, i) => {
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// We need to inject generals into the scenario object for bootstrap
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const scenarioWithGenerals = produce(MOCK_SCENARIO, (draft) => {
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// bootstrap expects generals in specific arrays.
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// We'll put them in generalsNeutral since they are neutral
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draft.generalsNeutral = MOCK_GENERALS;
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});
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const systemEnv: TurnCommandEnv = {
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develCost: 50,
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trainDelta: 5,
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atmosDelta: 5,
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maxTrainByCommand: 100,
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maxAtmosByCommand: 100,
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sabotageDefaultProb: 0.5,
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sabotageProbCoefByStat: 0.1,
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sabotageDefenceCoefByGeneralCount: 0.1,
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sabotageDamageMin: 10,
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sabotageDamageMax: 20,
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openingPartYear: 200,
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maxGeneral: 10,
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defaultNpcGold: 1000,
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defaultNpcRice: 1000,
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defaultCrewTypeId: 1,
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defaultSpecialDomestic: null,
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defaultSpecialWar: null,
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initialNationGenLimit: 10,
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maxTechLevel: 10,
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baseGold: 1000,
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baseRice: 1000,
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maxResourceActionAmount: 1000,
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};
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describe('Blank Start Scenario', () => {
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it('should allow neutral generals to found nations', async () => {
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function createConstraintContext(actor: General, year: number = 189, args: any = {}): ConstraintContext {
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return {
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actorId: actor.id,
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cityId: actor.cityId,
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nationId: actor.nationId || 0,
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args,
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env: {
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...systemEnv,
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world: { currentYear: year },
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openingPartYear: systemEnv.openingPartYear,
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},
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mode: 'full',
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};
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}
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function createViewState(world: InMemoryWorld, year: number = 189): StateView {
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return {
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has: (req: RequirementKey) => {
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if (req.kind === 'general') return world.getGeneral(req.id) !== undefined;
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if (req.kind === 'nation') return world.getNation(req.id) !== undefined;
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if (req.kind === 'city') return world.snapshot.cities.some((c) => c.id === req.id);
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if (req.kind === 'generalList') return true;
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if (req.kind === 'nationList') return true;
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if (req.kind === 'env') return true;
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return false;
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},
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get: (req: RequirementKey) => {
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if (req.kind === 'general') return world.getGeneral(req.id) || null;
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if (req.kind === 'nation') return world.getNation(req.id) || null;
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if (req.kind === 'city') return world.snapshot.cities.find((c) => c.id === req.id) || null;
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if (req.kind === 'generalList') return world.getAllGenerals();
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if (req.kind === 'nationList') return world.snapshot.nations;
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if (req.kind === 'env') {
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if (req.key === 'world') return { currentYear: year };
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if (req.key === 'openingPartYear') return systemEnv.openingPartYear;
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}
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return null;
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},
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};
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}
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const FOUNDING_ARGS = {
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nationName: 'NewChosen',
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nationType: 'che_def',
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colorType: 1,
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};
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it('should follow the correct founding scenario (uprising -> appointment -> founding)', async () => {
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// 1. Setup World
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const bootstrapResult = buildScenarioBootstrap({
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scenario: scenarioWithGenerals,
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@@ -84,103 +157,192 @@ describe('Blank Start Scenario', () => {
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},
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});
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const world = new InMemoryWorld(bootstrapResult.snapshot);
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const snapshot = bootstrapResult.snapshot;
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// Ensure initial cities have level 5 or 6 for founding test later
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snapshot.cities = snapshot.cities.map((c) => ({ ...c, level: 5 }));
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const world = new InMemoryWorld(snapshot);
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const runner = new TestGameRunner(world, 189, 1);
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// 2. Identify a target general (e.g., General_0 in City 1)
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const targetGeneral = world.getAllGenerals().find((g) => g.name === 'General_0');
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expect(targetGeneral).toBeDefined();
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if (!targetGeneral) return;
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expect(targetGeneral.nationId).toBe(0);
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// 3. Command: Found Nation
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const systemEnv: TurnCommandEnv = {
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develCost: 50,
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trainDelta: 5,
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atmosDelta: 5,
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maxTrainByCommand: 100,
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maxAtmosByCommand: 100,
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sabotageDefaultProb: 0.5,
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sabotageProbCoefByStat: 0.1,
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sabotageDefenceCoefByGeneralCount: 0.1,
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sabotageDamageMin: 10,
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sabotageDamageMax: 20,
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openingPartYear: 200,
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maxGeneral: 10,
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defaultNpcGold: 1000,
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defaultNpcRice: 1000,
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defaultCrewTypeId: 1,
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defaultSpecialDomestic: null,
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defaultSpecialWar: null,
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initialNationGenLimit: 10,
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maxTechLevel: 10,
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baseGold: 1000,
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baseRice: 1000,
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maxResourceActionAmount: 1000,
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};
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const gen0 = world.getAllGenerals().find((g) => g.name === 'General_0')!;
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const gen1 = world.getAllGenerals().find((g) => g.name === 'General_1')!;
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const foundNationDef = foundNationSpec.createDefinition(systemEnv);
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const uprisingDef = uprisingSpec.createDefinition(systemEnv);
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const appointmentDef = appointmentSpec.createDefinition(systemEnv);
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// Execute Turn
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// --- Step 1: Gen 0 performs Uprising ---
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await runner.runTurn([
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{
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generalId: targetGeneral.id,
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commandKey: 'che_건국',
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resolver: foundNationDef,
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generalId: gen0.id,
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commandKey: 'che_거병',
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resolver: uprisingDef,
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args: {},
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},
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]);
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// 4. Simulate Turn Processing (Daemon Logic Mock)
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const generalAfter = world.getGeneral(targetGeneral.id);
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expect(generalAfter?.meta?.founding).toBe(true);
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const gen0AfterUprising = world.getGeneral(gen0.id)!;
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expect(gen0AfterUprising.meta.uprising).toBe(true);
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if (generalAfter?.meta?.founding) {
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// Mock Daemon: Create Nation
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const newNationId = Math.max(...world.getAllNations().map((n) => n.id), 0) + 1;
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const newNation: Nation = {
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id: newNationId,
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name: `${generalAfter.name}국`,
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color: '#FF0000',
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capitalCityId: generalAfter.cityId,
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chiefGeneralId: generalAfter.id,
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gold: 10000,
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rice: 10000,
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power: 0,
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level: 1,
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typeCode: 'che_def',
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meta: {},
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};
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// Simulate Uprising Daemon
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const newNationId = 1;
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const newNation: Nation = {
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id: newNationId,
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name: 'Gen0Nation',
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color: '#FF0000',
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capitalCityId: gen0AfterUprising.cityId,
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chiefGeneralId: gen0AfterUprising.id,
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gold: 10000,
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rice: 10000,
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power: 0,
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level: 0, // Wandering Nation
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typeCode: 'che_def',
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meta: {},
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};
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world.snapshot.nations.push(newNation);
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const cityIdx = world.snapshot.cities.findIndex((c) => c.id === gen0AfterUprising.cityId);
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world.snapshot.cities[cityIdx] = { ...world.snapshot.cities[cityIdx], nationId: newNationId, level: 5 } as City; // level 5 (소)
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const gen0Idx = world.snapshot.generals.findIndex((g) => g.id === gen0AfterUprising.id);
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world.snapshot.generals[gen0Idx] = {
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...world.snapshot.generals[gen0Idx],
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nationId: newNationId,
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officerLevel: 12, // Monarch
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meta: { ...gen0AfterUprising.meta, uprising: false },
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} as General;
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// Apply updates manually to world
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world.snapshot.nations.push(newNation);
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// --- Step 2: Gen 1 performs Appointment ---
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// Before appointment, Gen 0 should FAIL Founding because general count = 1
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const ctxBefore = createConstraintContext(world.getGeneral(gen0.id)!, 189, FOUNDING_ARGS);
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const viewBefore = createViewState(world, 189);
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const resultFailCount = foundNationDef
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.buildConstraints(ctxBefore, FOUNDING_ARGS)
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.find((c) => c.name === 'ReqNationGeneralCount')
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?.test(ctxBefore, viewBefore);
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expect(resultFailCount?.kind).toBe('deny');
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const city = world.getCity(generalAfter.cityId);
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if (city) {
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// Manually update nationId in city
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const cityIdx = world.snapshot.cities.findIndex((c) => c.id === city.id);
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world.snapshot.cities[cityIdx] = { ...world.snapshot.cities[cityIdx], nationId: newNationId } as City;
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}
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await runner.runTurn([
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{
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generalId: gen1.id,
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commandKey: 'che_임관',
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resolver: appointmentDef,
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args: { destNationId: newNationId },
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},
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]);
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const genIdx = world.snapshot.generals.findIndex((g) => g.id === generalAfter.id);
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world.snapshot.generals[genIdx] = {
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...world.snapshot.generals[genIdx],
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nationId: newNationId,
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meta: { ...generalAfter.meta, founding: false },
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} as any;
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// Simulate Appointment Daemon
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const gen1Idx = world.snapshot.generals.findIndex((g) => g.id === gen1.id);
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world.snapshot.generals[gen1Idx] = {
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...world.snapshot.generals[gen1Idx],
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nationId: newNationId,
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officerLevel: 1,
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} as General;
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// --- Step 3: Gen 0 performs Founding ---
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// First, check name duplicate
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const duplicateNation: Nation = {
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id: 2,
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name: 'TakenName',
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color: '#00FF00',
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capitalCityId: 2,
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chiefGeneralId: 998,
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gold: 10000,
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rice: 10000,
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power: 0,
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level: 1,
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typeCode: 'che_def',
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meta: {},
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};
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world.snapshot.nations.push(duplicateNation);
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const ctxDuplicate = createConstraintContext(world.getGeneral(gen0.id)!, 189, {
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...FOUNDING_ARGS,
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nationName: 'TakenName',
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});
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const resDuplicate = foundNationDef
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.buildConstraints(ctxDuplicate, { ...FOUNDING_ARGS, nationName: 'TakenName' })
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.find((c) => c.name === 'CheckNationNameDuplicate')
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?.test(ctxDuplicate, createViewState(world, 189));
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expect(resDuplicate?.kind).toBe('deny');
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// Now it should pass constraints
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const finalGen0 = world.getGeneral(gen0.id)!;
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const finalCtx = createConstraintContext(finalGen0, 189, FOUNDING_ARGS);
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const finalView = createViewState(world, 189);
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for (const constraint of foundNationDef.buildConstraints(finalCtx, FOUNDING_ARGS)) {
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const res = constraint.test(finalCtx, finalView);
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expect(res.kind).toBe('allow');
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}
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// 5. Verify
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const finalGeneral = world.getGeneral(targetGeneral.id);
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expect(finalGeneral?.nationId).not.toBe(0);
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expect(finalGeneral?.nationId).toBeGreaterThan(0);
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await runner.runTurn([
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{
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generalId: gen0.id,
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commandKey: 'che_건국',
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resolver: foundNationDef,
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args: FOUNDING_ARGS,
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},
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]);
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const finalNation = world.getNation(finalGeneral!.nationId);
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expect(finalNation).toBeDefined();
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expect(finalNation?.name).toBe('General_0국');
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expect(world.getGeneral(gen0.id)?.meta.founding).toBe(true);
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expect(world.getGeneral(gen0.id)?.meta.foundingArgs).toEqual(FOUNDING_ARGS);
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});
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const cityStart = world.getCity(targetGeneral.cityId);
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expect(cityStart?.nationId).toBe(finalNation?.id);
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it('should fail founding if city is not level 5 or 6', async () => {
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const bootstrapResult = buildScenarioBootstrap({
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scenario: scenarioWithGenerals,
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map: MINIMAL_MAP,
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options: { includeNeutralNation: true, defaultGeneralGold: 1000, defaultGeneralRice: 1000 },
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});
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const world = new InMemoryWorld(bootstrapResult.snapshot);
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const gen0 = world.getAllGenerals().find((g) => g.name === 'General_0')!;
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// Setup monarch in wandering nation but city level is 1 (수)
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const newNation: Nation = {
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id: 1,
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name: 'Test',
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color: '#FF0000',
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capitalCityId: gen0.cityId,
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chiefGeneralId: gen0.id,
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gold: 10000,
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rice: 10000,
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power: 0,
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level: 0,
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typeCode: 'che_def',
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meta: {},
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};
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world.snapshot.nations.push(newNation);
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const gen0Idx = world.snapshot.generals.findIndex((g) => g.id === gen0.id);
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world.snapshot.generals[gen0Idx] = { ...gen0, nationId: 1, officerLevel: 12 } as General;
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const cityIdx = world.snapshot.cities.findIndex((c) => c.id === gen0.cityId);
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world.snapshot.cities[cityIdx] = { ...world.snapshot.cities[cityIdx], level: 1 } as City;
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const foundNationDef = foundNationSpec.createDefinition(systemEnv);
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const ctx = createConstraintContext(world.getGeneral(gen0.id)!, 189, FOUNDING_ARGS);
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const view = createViewState(world, 189);
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const resLevel = foundNationDef
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.buildConstraints(ctx, FOUNDING_ARGS)
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.find((c) => c.name === 'ReqCityLevel')
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?.test(ctx, view);
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expect(resLevel?.kind).toBe('deny');
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});
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it('should fail founding after opening part', async () => {
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const bootstrapResult = buildScenarioBootstrap({
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scenario: scenarioWithGenerals,
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map: MINIMAL_MAP,
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options: { includeNeutralNation: true },
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});
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const world = new InMemoryWorld(bootstrapResult.snapshot);
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const gen0 = world.getAllGenerals().find((g) => g.name === 'General_0')!;
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const foundNationDef = foundNationSpec.createDefinition(systemEnv);
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// openingPartYear is 200, so 201 should fail
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const year = 201;
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const ctx = createConstraintContext(gen0, year, FOUNDING_ARGS);
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const view = createViewState(world, year);
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const resOpening = foundNationDef
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.buildConstraints(ctx, FOUNDING_ARGS)
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.find((c) => c.name === 'BeOpeningPart')
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?.test(ctx, view);
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expect(resOpening?.kind).toBe('deny');
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});
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});
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