feat: NPC 일반 내정 턴 테스트 추가 및 예약 턴 핸들러 구현
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import { describe, expect, it, vi } from 'vitest';
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import type { TurnSchedule } from '@sammo-ts/logic';
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import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
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import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
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import { InMemoryReservedTurnStore } from '../src/turn/reservedTurnStore.js';
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import { createReservedTurnHandler } from '../src/turn/reservedTurnHandler.js';
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import { InMemoryTurnProcessor } from '../src/turn/inMemoryTurnProcessor.js';
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const mockDate = new Date('0189-01-01T00:00:00Z');
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const MINIMAL_MAP = {
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id: 'npc_domestic_map',
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name: 'NPC내정맵',
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cities: [
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{
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id: 1,
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name: '소성A',
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level: 1,
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region: 1,
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position: { x: 10, y: 10 },
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connections: [2],
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max: {
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population: 20000,
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agriculture: 2000,
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commerce: 2000,
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security: 2000,
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defence: 1000,
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wall: 1000,
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},
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initial: {
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population: 10000,
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agriculture: 1000,
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commerce: 1000,
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security: 1000,
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defence: 500,
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wall: 500,
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},
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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: 1,
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region: 2,
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position: { x: 20, y: 10 },
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connections: [1],
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max: {
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population: 20000,
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agriculture: 2000,
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commerce: 2000,
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security: 2000,
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defence: 1000,
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wall: 1000,
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},
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initial: {
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population: 10000,
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agriculture: 1000,
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commerce: 1000,
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security: 1000,
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defence: 500,
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wall: 500,
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},
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},
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],
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defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
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};
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const createMockPrisma = (initialGeneralRows: any[] = []) => {
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let generalRows = [...initialGeneralRows];
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return {
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generalTurn: {
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findMany: vi.fn(async ({ where } = {}) => {
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if (where?.generalId) {
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return generalRows
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.filter((row) => row.generalId === where.generalId)
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.sort((a, b) => a.turnIdx - b.turnIdx);
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}
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return generalRows;
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}),
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deleteMany: vi.fn(async ({ where } = {}) => {
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if (where?.generalId) {
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generalRows = generalRows.filter((row) => row.generalId !== where.generalId);
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}
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return { count: 0 };
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}),
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createMany: vi.fn(async ({ data }) => {
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if (Array.isArray(data)) {
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generalRows.push(...data);
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}
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return { count: data.length };
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}),
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},
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nationTurn: {
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findMany: vi.fn(async () => []),
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deleteMany: vi.fn(async () => ({ count: 0 })),
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createMany: vi.fn(async () => ({ count: 0 })),
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},
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};
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};
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const addMinutes = (time: Date, minutes: number): Date => new Date(time.getTime() + minutes * 60_000);
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describe('NPC 일반 내정 턴', () => {
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it('예약 턴이 없어도 내정 수치가 증가한다', async () => {
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const generals: TurnGeneral[] = [
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{
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id: 1,
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name: 'NPC_무장',
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nationId: 1,
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cityId: 1,
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troopId: 0,
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stats: { leadership: 75, strength: 75, intelligence: 15 },
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turnTime: mockDate,
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role: {
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items: { horse: null, weapon: null, book: null, item: null },
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personality: null,
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specialDomestic: null,
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specialWar: null,
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},
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: { killturn: 999 },
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officerLevel: 4,
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experience: 0,
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dedication: 0,
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injury: 0,
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gold: 0,
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rice: 0,
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crew: 0,
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crewTypeId: 0,
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train: 0,
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atmos: 0,
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age: 30,
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npcState: 2,
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},
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];
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const cities = [
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{
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id: 1,
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name: '소성A',
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nationId: 1,
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level: 1,
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state: 0,
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population: 10000,
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populationMax: 20000,
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agriculture: 1000,
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agricultureMax: 2000,
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commerce: 1000,
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commerceMax: 2000,
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security: 1000,
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securityMax: 2000,
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supplyState: 1,
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frontState: 0,
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defence: 500,
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defenceMax: 1000,
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wall: 500,
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wallMax: 1000,
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meta: { trust: 98 },
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},
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{
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id: 2,
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name: '중성B',
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nationId: 2,
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level: 1,
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state: 0,
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population: 12000,
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populationMax: 20000,
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agriculture: 1200,
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agricultureMax: 2000,
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commerce: 1200,
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commerceMax: 2000,
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security: 1200,
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securityMax: 2000,
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supplyState: 1,
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frontState: 0,
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defence: 600,
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defenceMax: 1000,
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wall: 600,
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wallMax: 1000,
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meta: { trust: 98 },
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},
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];
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const nations = [
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{
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id: 1,
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name: 'NPC국가',
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color: '#FF0000',
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capitalCityId: 1,
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chiefGeneralId: 1,
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gold: 50000,
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rice: 50000,
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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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{
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id: 2,
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name: '경쟁국',
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color: '#0000FF',
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capitalCityId: 2,
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chiefGeneralId: null,
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gold: 50000,
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rice: 50000,
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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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];
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const snapshot: TurnWorldSnapshot = {
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generals: generals as any,
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cities: cities as any,
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nations: nations as any,
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troops: [],
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diplomacy: [],
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events: [],
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initialEvents: [],
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map: MINIMAL_MAP as any,
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scenarioConfig: {
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stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
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iconPath: '',
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map: {},
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const: {},
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environment: { mapName: 'npc_domestic_map', unitSet: 'default' },
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},
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scenarioMeta: {
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startYear: 189,
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} as any,
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unitSet: {} as any,
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};
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const state: TurnWorldState = {
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id: 1,
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currentYear: 189,
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currentMonth: 1,
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tickSeconds: 600,
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lastTurnTime: mockDate,
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meta: { seed: 1 },
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};
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const schedule: TurnSchedule = {
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entries: [{ startMinute: 0, tickMinutes: 10 }],
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};
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const mockPrisma = createMockPrisma();
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const reservedTurnStore = new InMemoryReservedTurnStore(mockPrisma as any, {
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maxGeneralTurns: 10,
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maxNationTurns: 10,
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});
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await reservedTurnStore.loadAll();
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const wrapper = { world: null as InMemoryTurnWorld | null };
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const handler = await createReservedTurnHandler({
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reservedTurns: reservedTurnStore,
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scenarioConfig: snapshot.scenarioConfig,
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scenarioMeta: snapshot.scenarioMeta,
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map: MINIMAL_MAP as any,
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unitSet: snapshot.unitSet,
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getWorld: () => wrapper.world,
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});
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const world = new InMemoryTurnWorld(state, snapshot, {
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schedule,
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generalTurnHandler: handler,
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});
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wrapper.world = world;
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const beforeCity = world.getCityById(1)!;
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const beforeStats = {
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population: beforeCity.population,
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agriculture: beforeCity.agriculture,
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commerce: beforeCity.commerce,
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security: beforeCity.security,
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defence: beforeCity.defence,
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wall: beforeCity.wall,
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};
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const processor = new InMemoryTurnProcessor(world, { tickMinutes: 10 });
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await processor.run(addMinutes(mockDate, 10), {
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budgetMs: 1000,
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maxGenerals: 10,
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catchUpCap: 1,
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});
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const afterCity = world.getCityById(1)!;
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const increased =
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afterCity.population > beforeStats.population ||
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afterCity.agriculture > beforeStats.agriculture ||
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afterCity.commerce > beforeStats.commerce ||
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afterCity.security > beforeStats.security ||
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afterCity.defence > beforeStats.defence ||
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afterCity.wall > beforeStats.wall;
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expect(increased).toBe(true);
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expect(world.getGeneralById(1)!.turnTime.getTime()).toBeGreaterThan(mockDate.getTime());
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});
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});
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