test: Implement in-memory game world and runner for logic scenario tests and fixtures.
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import { produceWithPatches, enablePatches } from 'immer';
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import type { City, General, Nation, GeneralId, NationId, CityId, GeneralTriggerState } from '../src/domain/entities.js';
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import type { WorldSnapshot } from '../src/world/types.js';
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import { type GeneralActionResolution, resolveGeneralAction, type GeneralActionResolver } from '../src/actions/engine.js';
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import type { TurnSchedule } from '../src/turn/calendar.js';
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import { type DiplomacyEntry, applyDiplomacyPatch, buildDefaultDiplomacy } from '../src/diplomacy/index.js';
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enablePatches();
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export class InMemoryWorld {
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private snapshot: WorldSnapshot;
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constructor(initialSnapshot: WorldSnapshot) {
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this.snapshot = initialSnapshot;
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}
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getGeneral(id: GeneralId): General | undefined {
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return this.snapshot.generals.find((g) => g.id === id);
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}
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getCity(id: CityId): City | undefined {
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return this.snapshot.cities.find((c) => c.id === id);
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}
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getNation(id: NationId): Nation | undefined {
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return this.snapshot.nations.find((n) => n.id === id);
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}
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getAllGenerals(): General[] {
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return this.snapshot.generals;
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}
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getAllCities(): City[] {
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return this.snapshot.cities;
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}
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getAllNations(): Nation[] {
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return this.snapshot.nations;
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}
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async applyResolution(resolution: GeneralActionResolution): Promise<void> {
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// Apply patches to the snapshot
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if (resolution.patches) {
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if (resolution.patches.generals) {
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this.snapshot.generals = this.snapshot.generals.map(g => {
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const patchItem = resolution.patches!.generals.find(p => p.id === g.id);
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if (patchItem) {
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return { ...g, ...patchItem.patch } as General;
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}
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return g;
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});
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}
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if (resolution.patches.cities) {
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this.snapshot.cities = this.snapshot.cities.map(c => {
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const patchItem = resolution.patches!.cities.find(p => p.id === c.id);
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if (patchItem) {
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return { ...c, ...patchItem.patch } as City;
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}
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return c;
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});
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}
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if (resolution.patches.nations) {
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this.snapshot.nations = this.snapshot.nations.map(n => {
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const patchItem = resolution.patches!.nations.find(p => p.id === n.id);
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if (patchItem) {
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return { ...n, ...patchItem.patch } as Nation;
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}
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return n;
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});
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}
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}
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// Single entity updates from resolution main fields
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this.updateGeneral(resolution.general);
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if (resolution.city) {
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this.updateCity(resolution.city);
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}
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if (resolution.nation) {
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this.updateNation(resolution.nation);
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}
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if (resolution.created && resolution.created.generals) {
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this.snapshot.generals.push(...resolution.created.generals);
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}
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if (resolution.effects) {
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for (const effect of resolution.effects) {
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if (effect.type === 'diplomacy:patch') {
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const srcId = effect.srcNationId;
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const destId = effect.destNationId;
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const existing = this.getDiplomacy(srcId, destId) ?? buildDefaultDiplomacy(srcId, destId);
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const patched = applyDiplomacyPatch(existing, effect.patch);
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this.updateDiplomacy(patched);
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}
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}
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}
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}
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private updateGeneral(updated: General) {
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const idx = this.snapshot.generals.findIndex(g => g.id === updated.id);
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if (idx >= 0) {
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this.snapshot.generals[idx] = updated;
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} else {
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this.snapshot.generals.push(updated);
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}
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}
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private updateCity(updated: City) {
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const idx = this.snapshot.cities.findIndex(c => c.id === updated.id);
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if (idx >= 0) {
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this.snapshot.cities[idx] = updated;
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}
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}
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private updateNation(updated: Nation) {
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const idx = this.snapshot.nations.findIndex(n => n.id === updated.id);
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if (idx >= 0) {
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this.snapshot.nations[idx] = updated;
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}
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}
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getDiplomacy(srcId: number, destId: number): DiplomacyEntry | undefined {
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return this.snapshot.diplomacy.find(d => d.fromNationId === srcId && d.toNationId === destId);
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}
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updateDiplomacy(entry: DiplomacyEntry) {
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const idx = this.snapshot.diplomacy.findIndex(d => d.fromNationId === entry.fromNationId && d.toNationId === entry.toNationId);
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if (idx >= 0) {
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this.snapshot.diplomacy[idx] = entry;
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} else {
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this.snapshot.diplomacy.push(entry);
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}
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}
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}
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export interface TestCommand {
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generalId: GeneralId;
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commandKey: string; // Not used directly here, but for clarity
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resolver: GeneralActionResolver;
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args: unknown;
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context?: Record<string, unknown>;
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}
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export class TestGameRunner {
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world: InMemoryWorld;
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currentDate: Date;
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constructor(world: InMemoryWorld, startYear: number, startMonth: number) {
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this.world = world;
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this.currentDate = new Date(startYear, startMonth - 1);
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}
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// A simplified run turn method
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async runTurn(commands: TestCommand[]) {
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const schedule: TurnSchedule = {
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entries: [
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{ startMinute: 0, tickMinutes: 60 } // simplified: 1 hour ticks for whole day
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]
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};
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for (const cmd of commands) {
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const general = this.world.getGeneral(cmd.generalId);
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if (!general) continue;
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const city = this.world.getCity(general.cityId);
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const nation = general.nationId ? this.world.getNation(general.nationId) : null;
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// In test env, we might not have full context, but engine needs basic entities
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const inputContext = {
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general,
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city,
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nation: nation || null,
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rng: {
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real: () => Math.random(),
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int: (min: number, max: number) => Math.floor(Math.random() * (max - min)) + min,
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nextInt: (min: number, max: number) => Math.floor(Math.random() * (max - min)) + min, // Added nextInt
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next: () => Math.random()
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} as any, // Mock RNG
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// Extended context for specific commands (Recruit etc.)
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map: this.world.snapshot.map,
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unitSet: this.world.snapshot.unitSet,
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cities: this.world.getAllCities(),
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nations: this.world.getAllNations(),
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currentYear: this.currentDate.getFullYear(),
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startYear: this.world.snapshot.scenarioMeta?.startYear,
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// GeneralActionContext base requirements
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year: this.currentDate.getFullYear(),
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month: this.currentDate.getMonth() + 1,
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season: Math.floor(this.currentDate.getMonth() / 3),
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diplomacy: this.world.snapshot.diplomacy,
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generals: this.world.getAllGenerals(),
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...cmd.context
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};
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const scheduleContext = {
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now: this.currentDate,
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schedule
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};
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const resolution = resolveGeneralAction(
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cmd.resolver,
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inputContext,
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scheduleContext,
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cmd.args
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);
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await this.world.applyResolution(resolution);
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}
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// Advance time
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this.currentDate.setMonth(this.currentDate.getMonth() + 1);
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}
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}
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