test: Implement in-memory game world and runner for logic scenario tests and fixtures.

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2026-01-07 16:44:21 +00:00
parent 4f23173efe
commit 57e9bbb4ea
6 changed files with 1000 additions and 0 deletions
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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
});
});