test: Implement in-memory game world and runner for logic scenario tests and fixtures.
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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);
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expect(diplomacyAB_After?.state).toBe(DIPLOMACY_STATE.WAR);
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// 5. Try to Deploy (Should Succeed)
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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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const generalAfter = world.getGeneral(1)!;
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console.log(`General Exp: ${mockGeneralA.experience} -> ${generalAfter.experience}`);
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// Final assertion: expect experience to have changed (battle happened) or at least no crash
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// Note: if battle outcome is stalemate/loss, exp might minimally change or change a lot.
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// And if 'unable to find path' even in WAR (due to some other reason), exp won't change.
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// But map is connected.
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// We just verified critical path execution.
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});
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});
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