test: Implement in-memory game world and runner for logic scenario tests and fixtures.
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import { type MapDefinition, type MapCityDefinition } from '../../src/world/types.js';
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export const MINIMAL_MAP_CITIES: MapCityDefinition[] = [
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{
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id: 1,
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name: '소성A',
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level: 1, // 소성
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region: 1, // 지역A
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position: { x: 50, y: 10 },
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connections: [2, 3, 5, 6, 8], // B, C, E, F, H
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max: { population: 20000, agriculture: 2000, commerce: 2000, security: 2000, defence: 500, wall: 500 },
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initial: { population: 5000, agriculture: 100, commerce: 100, security: 100, defence: 100, wall: 100 },
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},
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{
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id: 2,
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name: '중성B',
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level: 2, // 중성
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region: 2, // 지역B
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position: { x: 20, y: 30 },
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connections: [1, 4, 5, 6, 9], // A, D, E, F, I
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max: { population: 30000, agriculture: 3000, commerce: 3000, security: 3000, defence: 600, wall: 600 },
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initial: { population: 8000, agriculture: 200, commerce: 200, security: 200, defence: 200, wall: 200 },
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},
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{
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id: 3,
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name: '중성C',
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level: 2, // 중성
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region: 3, // 지역C
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position: { x: 80, y: 30 },
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connections: [1, 4, 5, 7, 8], // A, D, E, G, H
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max: { population: 30000, agriculture: 3000, commerce: 3000, security: 3000, defence: 600, wall: 600 },
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initial: { population: 8000, agriculture: 200, commerce: 200, security: 200, defence: 200, wall: 200 },
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},
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{
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id: 4,
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name: '소성D',
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level: 1, // 소성
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region: 4, // 지역D
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position: { x: 50, y: 50 },
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connections: [2, 3, 5, 7, 9], // B, C, E, G, I
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max: { population: 20000, agriculture: 2000, commerce: 2000, security: 2000, defence: 500, wall: 500 },
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initial: { population: 5000, agriculture: 100, commerce: 100, security: 100, defence: 100, wall: 100 },
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},
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{
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id: 5,
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name: '특성E',
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level: 4, // 특성
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region: 5, // 지역E
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position: { x: 50, y: 30 },
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connections: [1, 2, 3, 4], // A, B, C, D
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max: { population: 50000, agriculture: 5000, commerce: 5000, security: 5000, defence: 1000, wall: 1000 },
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initial: { population: 15000, agriculture: 500, commerce: 500, security: 500, defence: 300, wall: 300 },
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},
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{
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id: 6,
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name: '이성F',
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level: 3, // 이성
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region: 1, // 지역A
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position: { x: 30, y: 10 },
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connections: [1, 2], // A, B
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max: { population: 40000, agriculture: 4000, commerce: 4000, security: 4000, defence: 800, wall: 800 },
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initial: { population: 10000, agriculture: 300, commerce: 300, security: 300, defence: 250, wall: 250 },
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},
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{
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id: 7,
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name: '진G',
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level: 5, // 진 (Map defaults might interpret this differently, using Level 1-4 standard usually)
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region: 4, // 지역D
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position: { x: 70, y: 50 },
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connections: [3, 4], // C, D
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max: { population: 20000, agriculture: 2000, commerce: 2000, security: 2000, defence: 1000, wall: 1000 },
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initial: { population: 4000, agriculture: 100, commerce: 100, security: 100, defence: 500, wall: 500 },
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},
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{
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id: 8,
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name: '수H',
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level: 6, // 수
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region: 3, // 지역C
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position: { x: 90, y: 20 },
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connections: [1, 3], // A, C
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max: { population: 20000, agriculture: 2000, commerce: 2000, security: 2000, defence: 1000, wall: 1000 },
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initial: { population: 4000, agriculture: 100, commerce: 100, security: 100, defence: 500, wall: 500 },
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},
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{
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id: 9,
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name: '관I',
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level: 7, // 관
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region: 2, // 지역B
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position: { x: 10, y: 40 },
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connections: [2, 4], // B, D
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max: { population: 20000, agriculture: 2000, commerce: 2000, security: 2000, defence: 1000, wall: 1000 },
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initial: { population: 4000, agriculture: 100, commerce: 100, security: 100, defence: 500, wall: 500 },
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},
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];
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export const MINIMAL_MAP: MapDefinition = {
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id: 'minimal_map',
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name: '최소형맵',
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cities: MINIMAL_MAP_CITIES,
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defaults: {
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trust: 50,
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trade: 100,
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supplyState: 1,
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frontState: 0,
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},
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};
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import { describe, expect, it } from 'vitest';
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import { produce } from 'immer';
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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 { MapDefinition } from '../../src/world/types.js';
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import type { General, Nation } 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 type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
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// Mock Scenario Definition
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const MOCK_SCENARIO: ScenarioDefinition = {
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id: 'test_scenario',
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title: 'Test Scenario',
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template: 'test',
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startYear: 189,
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beginYear: 189,
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endYear: 250,
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fiction: 0,
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history: [],
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ignoreDefaultEvents: false,
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nations: [], // No nations initially
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diplomacy: [],
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generals: [],
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generalsEx: [],
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generalsNeutral: [],
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cities: [],
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events: [],
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initialEvents: [],
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config: {
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environment: {
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mapName: 'minimal_map',
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unitSet: 'test_set',
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startYear: 189,
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},
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options: {},
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},
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};
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// Mock General Data
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const MOCK_GENERALS: ScenarioGeneral[] = Array.from({ length: 10 }, (_, i) => ({
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name: `General_${i}`,
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nation: null, // neutral
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city: MINIMAL_MAP.cities[i % MINIMAL_MAP.cities.length].name,
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npc: 0,
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p_name: `General_${i}`, // Using p_name as personality/picture placeholder if needed by types
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uniqueName: `General_${i}`,
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officerLevel: 0,
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birthYear: 160,
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deathYear: 220,
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strength: 70 + i,
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intelligence: 70 + i,
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leadership: 70 + i,
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charm: 70 + i, // Note: entities.ts checks stats, ensuring keys match
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personality: null,
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special: null,
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specialWar: null,
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affinity: 0,
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picture: null,
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horse: null,
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weapon: null,
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book: null,
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item: null,
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text: null,
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}));
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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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describe('Blank Start Scenario', () => {
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it('should allow neutral generals to found nations', 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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map: MINIMAL_MAP,
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options: {
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includeNeutralNation: true,
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defaultGeneralGold: 1000,
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defaultGeneralRice: 1000,
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}
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});
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const world = new InMemoryWorld(bootstrapResult.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); // Should be neutral (nation 0 commonly used for neutral in sammo, or checking bootstrap logic)
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// bootstrap puts neutral in nation 0 if includeNeutralNation is true.
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// 3. Command: Found Nation
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const env: TurnCommandEnv = {
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general: targetGeneral,
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date: new Date(189, 0, 1),
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};
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const foundNationDef = foundNationSpec.createDefinition(env);
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// Execute Turn
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// We simulate the turn runner processing this command
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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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args: {}
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}
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]);
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// 4. Simulate Turn Processing (Daemon Logic Mock)
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// Since logic/actions/engine doesn't auto-create nation, we simulate the "Post-Turn Phase"
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// that scans for the 'founding' flag.
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const generalAfter = world.getGeneral(targetGeneral.id);
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expect(generalAfter?.meta?.founding).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: 1000,
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rice: 1000,
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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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// Apply updates manually to world
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// In a real test we'd add methods to InMemoryWorld to do this cleanly
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(world as any).snapshot.nations.push(newNation);
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const city = world.getCity(generalAfter.cityId);
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if (city) {
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(world as any).updateCity({ ...city, nationId: newNationId });
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}
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(world as any).updateGeneral({ ...generalAfter, nationId: newNationId, meta: { ...generalAfter.meta, founding: false } });
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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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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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const cityStart = world.getCity(targetGeneral.cityId);
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expect(cityStart?.nationId).toBe(finalNation?.id);
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});
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});
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@@ -0,0 +1,176 @@
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import { describe, expect, it } from 'vitest';
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import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
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import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
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import type { City, General, Nation } from '../../src/domain/entities.js';
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import type { WorldSnapshot } from '../../src/world/types.js';
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import { commandSpec as declareWarSpec } from '../../src/actions/turn/nation/che_선전포고.js';
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import { commandSpec as deploySpec } from '../../src/actions/turn/general/che_출병.js';
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import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
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import { processDiplomacyMonth, DIPLOMACY_STATE } from '../../src/diplomacy/index.js';
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import { buildWarConfig, buildWarAftermathConfig } from '../../src/actions/turn/actionContextHelpers.js';
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describe('Diplomacy Scenario', () => {
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it('should handle War Declaration and prevent/allow deployment accordingly', async () => {
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// 1. Setup World
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const NATION_A_ID = 1;
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const NATION_B_ID = 2; // Target nation
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const mockNationA: Nation = {
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id: NATION_A_ID, name: 'Nation A', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
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gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: { tech: 1000 }
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};
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const mockNationB: Nation = {
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id: NATION_B_ID, name: 'Nation B', color: '#0000FF', capitalCityId: 2, chiefGeneralId: 2,
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gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: { tech: 1000 }
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};
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// Two adjacent cities
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const cityADef = MINIMAL_MAP.cities[0]; // A
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const cityBDef = MINIMAL_MAP.cities[1]; // B
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const mockCityA: City = {
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id: 1, name: cityADef.name, nationId: NATION_A_ID, level: 1, region: 1, state: 0,
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population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000,
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commerce: 1000, commerceMax: 1000, security: 1000, securityMax: 1000,
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defence: 1000, defenceMax: 1000, wall: 1000, wallMax: 1000,
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supplyState: 1, frontState: 0, trust: 1000, trade: 1000, meta: {}
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};
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const mockCityB: City = {
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id: 2, name: cityBDef.name, nationId: NATION_B_ID, level: 1, region: 1, state: 0,
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population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000,
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commerce: 1000, commerceMax: 1000, security: 1000, securityMax: 1000,
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defence: 1000, defenceMax: 1000, wall: 1000, wallMax: 1000,
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supplyState: 1, frontState: 0, trust: 1000, trade: 1000, meta: {}
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};
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const mockGeneralA: General = {
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id: 1, name: 'Leader A', nationId: NATION_A_ID, cityId: 1, troopId: 0, npcState: 0,
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experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 5000, crewTypeId: 1,
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train: 100, atmos: 100, injury: 0, age: 30,
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stats: { leadership: 100, strength: 100, intelligence: 100 },
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role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {}
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};
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const snapshot: WorldSnapshot = {
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scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as any,
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scenarioMeta: { title: 'Test', startYear: 200, life: 0, fiction: 0, history: [], ignoreDefaultEvents: false },
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map: MINIMAL_MAP,
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unitSet: {
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id: 'default',
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name: 'default',
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crewTypes: [
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{ id: 1, name: 'Infantry', armType: 1, cost: 10, requirements: [] }
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]
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} as any,
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nations: [mockNationA, mockNationB],
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cities: [mockCityA, mockCityB],
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generals: [mockGeneralA],
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troops: [],
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diplomacy: [],
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events: [],
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initialEvents: []
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};
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const world = new InMemoryWorld(snapshot);
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const runner = new TestGameRunner(world, 200, 1);
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const env: TurnCommandEnv = {
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general: mockGeneralA,
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date: new Date(200, 0, 1),
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unitSet: snapshot.unitSet,
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map: snapshot.map
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};
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// 2. Declare War
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const declareWarDef = declareWarSpec.createDefinition(env);
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await runner.runTurn([{
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generalId: 1,
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commandKey: 'che_선전포고',
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resolver: declareWarDef,
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args: { destNationId: NATION_B_ID }
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}]);
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const diplomacyAB = world.getDiplomacy(NATION_A_ID, NATION_B_ID);
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expect(diplomacyAB).toBeDefined();
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expect(diplomacyAB?.state).toBe(DIPLOMACY_STATE.DECLARATION);
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// Pre-calculate context data needed for Dispatch
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const warConfig = buildWarConfig(snapshot.scenarioConfig, snapshot.unitSet!);
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const aftermathConfig = buildWarAftermathConfig(snapshot.scenarioConfig, warConfig.castleCrewTypeId);
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// Manual WarTimeContext
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const warTime = {
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year: 200,
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month: 1,
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season: 0, // Spring
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turn: 1 // mock value
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};
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const seedBase = 'test_seed';
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const buildDispatchContext = (destCityId: number) => {
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const destCity = world.getCity(destCityId)!;
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const destNation = world.getNation(destCity.nationId);
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// Update warTime based on runner's date if needed, but static is fine for test step
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// Actually let's use runner's date for 'realism' in simulation step 5
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warTime.year = runner.currentDate.getFullYear();
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warTime.month = runner.currentDate.getMonth() + 1;
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warTime.season = Math.floor(runner.currentDate.getMonth() / 3);
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return {
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destCity,
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destNation,
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warConfig,
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aftermathConfig,
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time: { ...warTime },
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seedBase
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};
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};
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// 3. Try to Deploy (Should Fail/Crash if blocked, or return empty effects)
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// With corrected context, this call should PROCEED to check logic.
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const deployDef = deploySpec.createDefinition(env);
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await runner.runTurn([{
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generalId: 1,
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commandKey: 'che_출병',
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resolver: deployDef,
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args: { destCityId: 2 },
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context: buildDispatchContext(2)
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}]);
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// Assert failure: No troops created (snapshot.troops still empty)
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expect(world.snapshot.troops.length).toBe(0);
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// 4. Simulate State Transition
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for (let i = 0; i < 24; i++) {
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world.snapshot.diplomacy = processDiplomacyMonth(
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world.snapshot.diplomacy,
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new Map()
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);
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runner.currentDate.setMonth(runner.currentDate.getMonth() + 1); // Advance runner time too
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}
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const diplomacyAB_After = world.getDiplomacy(NATION_A_ID, NATION_B_ID);
|
||||
expect(diplomacyAB_After?.state).toBe(DIPLOMACY_STATE.WAR);
|
||||
|
||||
// 5. Try to Deploy (Should Succeed)
|
||||
await runner.runTurn([{
|
||||
generalId: 1,
|
||||
commandKey: 'che_출병',
|
||||
resolver: deployDef,
|
||||
args: { destCityId: 2 },
|
||||
context: buildDispatchContext(2)
|
||||
}]);
|
||||
|
||||
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.
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,139 @@
|
||||
|
||||
import { describe, expect, it } from 'vitest';
|
||||
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 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;
|
||||
|
||||
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 }
|
||||
};
|
||||
|
||||
const cityDef = MINIMAL_MAP.cities.find(c => c.id === CITY_ID)!;
|
||||
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: {}
|
||||
};
|
||||
|
||||
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: {}
|
||||
};
|
||||
|
||||
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,
|
||||
nations: [mockNation],
|
||||
cities: [mockCity],
|
||||
generals: [mockGeneral],
|
||||
troops: [],
|
||||
diplomacy: [],
|
||||
events: [],
|
||||
initialEvents: []
|
||||
};
|
||||
|
||||
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),
|
||||
};
|
||||
const farmingDef = developAgricultureSpec.createDefinition(env);
|
||||
|
||||
const initialAgri = world.getCity(CITY_ID)!.agriculture;
|
||||
|
||||
// Execute Turn
|
||||
await runner.runTurn([
|
||||
{
|
||||
generalId: GENERAL_ID,
|
||||
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}`);
|
||||
});
|
||||
|
||||
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
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,197 @@
|
||||
|
||||
import { describe, expect, it } from 'vitest';
|
||||
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 trainSpec } from '../../src/actions/turn/general/che_훈련.js';
|
||||
import { commandSpec as moraleSpec } 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;
|
||||
|
||||
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
|
||||
};
|
||||
|
||||
const cityDef = MINIMAL_MAP.cities.find(c => c.id === CITY_ID)!;
|
||||
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: {}
|
||||
};
|
||||
|
||||
// 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: []
|
||||
}
|
||||
]
|
||||
};
|
||||
|
||||
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,
|
||||
nations: [mockNation],
|
||||
cities: [mockCity],
|
||||
generals: [mockGeneral],
|
||||
troops: [],
|
||||
diplomacy: [],
|
||||
events: [],
|
||||
initialEvents: []
|
||||
};
|
||||
|
||||
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 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`.
|
||||
|
||||
await runner.runTurn([{
|
||||
generalId: GENERAL_ID,
|
||||
commandKey: 'che_징병',
|
||||
resolver: draftDef,
|
||||
args: {
|
||||
amount: 1000,
|
||||
crewType: 1 // Must specify crewType
|
||||
}
|
||||
}]);
|
||||
|
||||
let general = world.getGeneral(GENERAL_ID)!;
|
||||
expect(general.crew).toBeGreaterThan(0);
|
||||
console.log(`Drafted: ${general.crew}`);
|
||||
const draftedCrew = general.crew;
|
||||
|
||||
// Step 2: Update env with new general state (important for constraints/logic that depends on current state)
|
||||
env.general = general;
|
||||
|
||||
// Step 3: Train command
|
||||
await runner.runTurn([{
|
||||
generalId: GENERAL_ID,
|
||||
commandKey: 'che_훈련',
|
||||
resolver: trainDef,
|
||||
args: {}
|
||||
}]);
|
||||
|
||||
general = world.getGeneral(GENERAL_ID)!;
|
||||
expect(general.train).toBeGreaterThan(10);
|
||||
console.log(`Train: 10 -> ${general.train}`);
|
||||
|
||||
env.general = general;
|
||||
|
||||
// Step 4: Morale boost
|
||||
await runner.runTurn([{
|
||||
generalId: GENERAL_ID,
|
||||
commandKey: 'che_사기진작',
|
||||
resolver: moraleDef,
|
||||
args: {}
|
||||
}]);
|
||||
|
||||
general = world.getGeneral(GENERAL_ID)!;
|
||||
expect(general.atmos).toBeGreaterThan(10);
|
||||
console.log(`Atmos: 10 -> ${general.atmos}`);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,215 @@
|
||||
|
||||
import { produceWithPatches, enablePatches } from 'immer';
|
||||
import type { City, General, Nation, GeneralId, NationId, CityId, GeneralTriggerState } 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';
|
||||
|
||||
enablePatches();
|
||||
|
||||
export class InMemoryWorld {
|
||||
private snapshot: WorldSnapshot;
|
||||
|
||||
constructor(initialSnapshot: WorldSnapshot) {
|
||||
this.snapshot = initialSnapshot;
|
||||
}
|
||||
|
||||
getGeneral(id: GeneralId): General | undefined {
|
||||
return this.snapshot.generals.find((g) => g.id === id);
|
||||
}
|
||||
|
||||
getCity(id: CityId): City | undefined {
|
||||
return this.snapshot.cities.find((c) => c.id === id);
|
||||
}
|
||||
|
||||
getNation(id: NationId): Nation | undefined {
|
||||
return this.snapshot.nations.find((n) => n.id === id);
|
||||
}
|
||||
|
||||
getAllGenerals(): General[] {
|
||||
return this.snapshot.generals;
|
||||
}
|
||||
|
||||
getAllCities(): City[] {
|
||||
return this.snapshot.cities;
|
||||
}
|
||||
|
||||
getAllNations(): Nation[] {
|
||||
return this.snapshot.nations;
|
||||
}
|
||||
|
||||
async applyResolution(resolution: GeneralActionResolution): Promise<void> {
|
||||
// Apply patches to the snapshot
|
||||
if (resolution.patches) {
|
||||
if (resolution.patches.generals) {
|
||||
this.snapshot.generals = this.snapshot.generals.map(g => {
|
||||
const patchItem = resolution.patches!.generals.find(p => p.id === g.id);
|
||||
if (patchItem) {
|
||||
return { ...g, ...patchItem.patch } as General;
|
||||
}
|
||||
return g;
|
||||
});
|
||||
}
|
||||
if (resolution.patches.cities) {
|
||||
this.snapshot.cities = this.snapshot.cities.map(c => {
|
||||
const patchItem = resolution.patches!.cities.find(p => p.id === c.id);
|
||||
if (patchItem) {
|
||||
return { ...c, ...patchItem.patch } as City;
|
||||
}
|
||||
return c;
|
||||
});
|
||||
}
|
||||
if (resolution.patches.nations) {
|
||||
this.snapshot.nations = this.snapshot.nations.map(n => {
|
||||
const patchItem = resolution.patches!.nations.find(p => p.id === n.id);
|
||||
if (patchItem) {
|
||||
return { ...n, ...patchItem.patch } as Nation;
|
||||
}
|
||||
return n;
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// Single entity updates from resolution main fields
|
||||
this.updateGeneral(resolution.general);
|
||||
if (resolution.city) {
|
||||
this.updateCity(resolution.city);
|
||||
}
|
||||
if (resolution.nation) {
|
||||
this.updateNation(resolution.nation);
|
||||
}
|
||||
|
||||
if (resolution.created && resolution.created.generals) {
|
||||
this.snapshot.generals.push(...resolution.created.generals);
|
||||
}
|
||||
|
||||
if (resolution.effects) {
|
||||
for (const effect of resolution.effects) {
|
||||
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);
|
||||
this.updateDiplomacy(patched);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private updateGeneral(updated: General) {
|
||||
const idx = this.snapshot.generals.findIndex(g => g.id === updated.id);
|
||||
if (idx >= 0) {
|
||||
this.snapshot.generals[idx] = updated;
|
||||
} else {
|
||||
this.snapshot.generals.push(updated);
|
||||
}
|
||||
}
|
||||
|
||||
private updateCity(updated: City) {
|
||||
const idx = this.snapshot.cities.findIndex(c => c.id === updated.id);
|
||||
if (idx >= 0) {
|
||||
this.snapshot.cities[idx] = updated;
|
||||
}
|
||||
}
|
||||
|
||||
private updateNation(updated: Nation) {
|
||||
const idx = this.snapshot.nations.findIndex(n => n.id === updated.id);
|
||||
if (idx >= 0) {
|
||||
this.snapshot.nations[idx] = updated;
|
||||
}
|
||||
}
|
||||
|
||||
getDiplomacy(srcId: number, destId: number): DiplomacyEntry | undefined {
|
||||
return this.snapshot.diplomacy.find(d => d.fromNationId === srcId && d.toNationId === destId);
|
||||
}
|
||||
|
||||
updateDiplomacy(entry: DiplomacyEntry) {
|
||||
const idx = this.snapshot.diplomacy.findIndex(d => d.fromNationId === entry.fromNationId && d.toNationId === entry.toNationId);
|
||||
if (idx >= 0) {
|
||||
this.snapshot.diplomacy[idx] = entry;
|
||||
} else {
|
||||
this.snapshot.diplomacy.push(entry);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export interface TestCommand {
|
||||
generalId: GeneralId;
|
||||
commandKey: string; // Not used directly here, but for clarity
|
||||
resolver: GeneralActionResolver;
|
||||
args: unknown;
|
||||
context?: Record<string, unknown>;
|
||||
}
|
||||
|
||||
export class TestGameRunner {
|
||||
world: InMemoryWorld;
|
||||
currentDate: Date;
|
||||
|
||||
constructor(world: InMemoryWorld, startYear: number, startMonth: number) {
|
||||
this.world = world;
|
||||
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
|
||||
]
|
||||
};
|
||||
|
||||
for (const cmd of commands) {
|
||||
const general = this.world.getGeneral(cmd.generalId);
|
||||
if (!general) continue;
|
||||
|
||||
const city = this.world.getCity(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,
|
||||
nation: nation || null,
|
||||
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
|
||||
next: () => Math.random()
|
||||
} as any, // Mock RNG
|
||||
|
||||
// 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
|
||||
};
|
||||
|
||||
const scheduleContext = {
|
||||
now: this.currentDate,
|
||||
schedule
|
||||
};
|
||||
|
||||
const resolution = resolveGeneralAction(
|
||||
cmd.resolver,
|
||||
inputContext,
|
||||
scheduleContext,
|
||||
cmd.args
|
||||
);
|
||||
|
||||
await this.world.applyResolution(resolution);
|
||||
}
|
||||
|
||||
// Advance time
|
||||
this.currentDate.setMonth(this.currentDate.getMonth() + 1);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user