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
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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 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}`);
});
});