추가 유닛 테스트
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@@ -37,7 +37,7 @@ const MINIMAL_MAP = {
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// --- Mocks & Helpers ---
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const mockDate = new Date('189-01-01T00:00:00Z');
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const mockDate = new Date('0189-01-01T00:00:00Z');
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// We need a mock Prisma client that satisfies the shape required by InMemoryReservedTurnStore
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// It expects { generalTurn: { findMany, deleteMany, createMany }, nationTurn: { ... } }
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@@ -322,6 +322,310 @@ describe('Reserved Turn Execution Integration', () => {
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// Turns should indeed be empty/default now.
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});
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it('should fall back to rest when args are invalid', async () => {
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const invalidSnapshot: TurnWorldSnapshot = {
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generals: [
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{
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id: 1,
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name: 'Fallback_General',
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nationId: 1,
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cityId: 1,
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troopId: 0,
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stats: { leadership: 80, strength: 80, intelligence: 80 },
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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: {},
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officerLevel: 5,
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experience: 0,
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dedication: 0,
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injury: 0,
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gold: 2000,
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rice: 2000,
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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: 0,
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} as TurnGeneral,
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],
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cities: [
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{
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id: 1,
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name: 'City_1',
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nationId: 1,
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viewName: 'City_1',
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agriculture: 100,
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agricultureMax: 2000,
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commerce: 100,
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commerceMax: 2000,
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security: 100,
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securityMax: 100,
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def: 100,
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defMax: 100,
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wall: 100,
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wallMax: 100,
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pop: 10000,
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popMax: 50000,
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trust: 50,
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supplyState: 1,
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frontState: 0,
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tradepoint: 0,
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meta: {},
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} as any,
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],
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nations: [
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{
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id: 1,
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name: 'FallbackNation',
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color: '#FF0000',
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capitalCityId: 1,
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chiefGeneralId: 1,
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gold: 10000,
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rice: 10000,
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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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} as any,
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],
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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: 'minimal', 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 invalidState: 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: {},
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};
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const invalidRows = [
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{ generalId: 1, turnIdx: 0, actionCode: 'che_이동', arg: { destCityId: 'bad' } },
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];
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const mockPrisma = createMockPrisma(invalidRows);
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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: invalidSnapshot.scenarioConfig,
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scenarioMeta: invalidSnapshot.scenarioMeta,
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map: MINIMAL_MAP,
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unitSet: invalidSnapshot.unitSet,
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getWorld: () => wrapper.world,
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});
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const world = new InMemoryTurnWorld(invalidState, invalidSnapshot, {
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schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
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generalTurnHandler: handler,
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});
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wrapper.world = world;
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const processor = new InMemoryTurnProcessor(world, { tickMinutes: 10 });
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await processor.run(new Date(mockDate.getTime() + 10 * 60 * 1000), {
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budgetMs: 1000,
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maxGenerals: 100,
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catchUpCap: 10,
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});
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const dirty = world.consumeDirtyState();
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expect(world.getGeneralById(1)!.cityId).toBe(1);
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expect(dirty.logs.some((log) => log.text.includes('예약된 명령을 실행하지 못했습니다.'))).toBe(true);
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expect(dirty.logs.some((log) => log.text.includes('아무것도 실행하지 않았습니다.'))).toBe(true);
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});
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it('should fall back to rest when constraints fail', async () => {
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const invalidSnapshot: TurnWorldSnapshot = {
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generals: [
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{
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id: 1,
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name: 'Fallback_General',
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nationId: 1,
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cityId: 1,
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troopId: 0,
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stats: { leadership: 80, strength: 80, intelligence: 80 },
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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: {},
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officerLevel: 5,
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experience: 0,
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dedication: 0,
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injury: 0,
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gold: 2000,
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rice: 2000,
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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: 0,
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} as TurnGeneral,
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],
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cities: [
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{
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id: 1,
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name: 'City_1',
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nationId: 1,
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viewName: 'City_1',
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agriculture: 100,
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agricultureMax: 2000,
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commerce: 100,
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commerceMax: 2000,
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security: 100,
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securityMax: 100,
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def: 100,
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defMax: 100,
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wall: 100,
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wallMax: 100,
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pop: 10000,
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popMax: 50000,
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trust: 50,
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supplyState: 1,
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frontState: 0,
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tradepoint: 0,
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meta: {},
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} as any,
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{
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id: 2,
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name: 'City_2',
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nationId: 1,
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viewName: 'City_2',
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agriculture: 100,
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agricultureMax: 2000,
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commerce: 100,
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commerceMax: 2000,
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security: 100,
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securityMax: 100,
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def: 100,
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defMax: 100,
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wall: 100,
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wallMax: 100,
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pop: 10000,
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popMax: 50000,
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trust: 50,
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supplyState: 1,
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frontState: 0,
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tradepoint: 0,
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meta: {},
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} as any,
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],
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nations: [
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{
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id: 1,
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name: 'FallbackNation',
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color: '#FF0000',
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capitalCityId: 1,
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chiefGeneralId: 1,
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gold: 10000,
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rice: 10000,
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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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} as any,
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],
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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: 'minimal', 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 invalidState: 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: {},
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};
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const invalidRows = [
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{ generalId: 1, turnIdx: 0, actionCode: 'che_이동', arg: { destCityId: 1 } },
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];
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const mockPrisma = createMockPrisma(invalidRows);
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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: invalidSnapshot.scenarioConfig,
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scenarioMeta: invalidSnapshot.scenarioMeta,
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map: MINIMAL_MAP,
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unitSet: invalidSnapshot.unitSet,
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getWorld: () => wrapper.world,
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});
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const world = new InMemoryTurnWorld(invalidState, invalidSnapshot, {
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schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
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generalTurnHandler: handler,
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});
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wrapper.world = world;
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const processor = new InMemoryTurnProcessor(world, { tickMinutes: 10 });
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await processor.run(new Date(mockDate.getTime() + 10 * 60 * 1000), {
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budgetMs: 1000,
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maxGenerals: 100,
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catchUpCap: 10,
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});
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const dirty = world.consumeDirtyState();
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expect(world.getGeneralById(1)!.cityId).toBe(1);
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const denyLog = dirty.logs.find((log) => log.text.includes('같은 도시입니다.'));
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expect(denyLog?.meta?.constraintName).toBe('notSameDestCity');
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expect(dirty.logs.some((log) => log.text.includes('아무것도 실행하지 않았습니다.'))).toBe(true);
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});
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describe('Uprising and Founding Execution', () => {
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it('should execute uprising, fail founding in wrong city, fail domestic in wandering nation, then succeed founding and domestic', async () => {
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const mockDate = new Date('0189-01-01T00:00:00Z');
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@@ -0,0 +1,161 @@
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import { describe, expect, it } from 'vitest';
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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 { InMemoryTurnProcessor } from '../src/turn/inMemoryTurnProcessor.js';
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const addMinutes = (time: Date, minutes: number): Date => new Date(time.getTime() + minutes * 60_000);
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const buildGeneral = (id: number, turnTime: Date): TurnGeneral => ({
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id,
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name: `General_${id}`,
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nationId: 1,
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cityId: 1,
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troopId: 0,
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stats: { leadership: 50, strength: 50, intelligence: 50 },
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turnTime,
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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: {},
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officerLevel: 5,
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experience: 0,
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dedication: 0,
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injury: 0,
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gold: 1000,
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rice: 1000,
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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: 0,
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});
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describe('InMemoryTurnProcessor ordering', () => {
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it('executes generals by turnTime then id, not insertion order', async () => {
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const baseTime = new Date('0189-01-01T00:00:00Z');
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const generals: TurnGeneral[] = [
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buildGeneral(1, addMinutes(baseTime, 20)),
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buildGeneral(2, addMinutes(baseTime, 10)),
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buildGeneral(3, addMinutes(baseTime, 10)),
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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: 'City_1',
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nationId: 1,
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viewName: 'City_1',
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agriculture: 100,
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agricultureMax: 2000,
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commerce: 100,
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commerceMax: 2000,
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security: 100,
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securityMax: 100,
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def: 100,
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defMax: 100,
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wall: 100,
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wallMax: 100,
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pop: 10000,
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popMax: 50000,
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trust: 50,
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supplyState: 1,
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frontState: 0,
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tradepoint: 0,
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level: 1,
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meta: {},
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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: 'TestNation',
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color: '#FF0000',
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capitalCityId: 1,
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chiefGeneralId: 1,
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gold: 10000,
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rice: 10000,
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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 map = {
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id: 'test_map',
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name: 'TestMap',
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cities: [
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{
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id: 1,
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name: 'City_1',
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level: 1,
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region: 1,
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position: { x: 0, y: 0 },
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connections: [],
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max: {} as any,
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initial: {} as any,
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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 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: 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: 'test_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: 3600,
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lastTurnTime: baseTime,
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meta: {},
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};
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const world = new InMemoryTurnWorld(state, snapshot, {
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schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
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});
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const executed: number[] = [];
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const processor = new InMemoryTurnProcessor(world, {
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tickMinutes: 10,
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beforeExecuteGeneral: async (general) => {
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executed.push(general.id);
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},
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});
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await processor.run(addMinutes(baseTime, 30), {
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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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expect(executed).toEqual([2, 3, 1]);
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});
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});
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