feat: execute MyPage immediate actions in daemon
This commit is contained in:
@@ -0,0 +1,596 @@
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import { afterAll, beforeAll, describe, expect, it } from 'vitest';
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import { SystemClock } from '@sammo-ts/common';
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import { createGamePostgresConnector, type GamePrisma, type GamePrismaClient } from '@sammo-ts/infra';
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import type { MapDefinition, ScenarioConfig, ScenarioMeta, TurnSchedule } from '@sammo-ts/logic';
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import { DatabaseTurnDaemonCommandQueue } from '../src/lifecycle/databaseCommandQueue.js';
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import { TurnDaemonLifecycle } from '../src/lifecycle/turnDaemonLifecycle.js';
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import { createDatabaseTurnHooks } from '../src/turn/databaseHooks.js';
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import { EngineStateManager } from '../src/turn/engineStateManager.js';
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import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
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import { createReservedTurnStore } from '../src/turn/reservedTurnStore.js';
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import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
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import { createTurnDaemonCommandHandler } from '../src/turn/worldCommandHandler.js';
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import { loadTurnWorldFromDatabase } from '../src/turn/worldLoader.js';
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const databaseUrl = process.env.IMMEDIATE_ACTION_DATABASE_URL;
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const integration = describe.skipIf(!databaseUrl);
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const worldId = 991_731;
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const generalId = 991_731;
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const cityId = 991_731;
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const existingNationId = 991_730;
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const requestId = 'integration:engine:immediate-action-uprising';
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const occupiedUniqueItem = 'che_무기_12_칠성검';
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const assertDedicatedDatabase = (rawUrl: string): void => {
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const schema = new URL(rawUrl).searchParams.get('schema');
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if (!schema?.endsWith('immediate_action_integration')) {
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throw new Error(`Refusing to mutate non-dedicated schema: ${schema ?? '(missing)'}`);
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}
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};
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const map: MapDefinition = {
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id: 'immediate-action-integration',
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name: '즉시 행동 통합',
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cities: [
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{
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id: cityId,
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name: '낙양',
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level: 5,
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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: {
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population: 100_000,
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agriculture: 2_000,
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commerce: 2_000,
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security: 2_000,
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defence: 2_000,
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wall: 2_000,
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},
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initial: {
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population: 10_000,
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agriculture: 1_000,
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commerce: 1_000,
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security: 1_000,
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defence: 1_000,
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wall: 1_000,
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},
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},
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],
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};
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const scenarioMeta: ScenarioMeta = {
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title: '즉시 행동 통합',
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startYear: 180,
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life: null,
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fiction: null,
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history: [],
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ignoreDefaultEvents: false,
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};
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const scenarioConfig: ScenarioConfig = {
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stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 65 },
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iconPath: '',
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map: {},
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const: {
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openingPartYear: 3,
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baseRice: 2_000,
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allItems: {
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weapon: {
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[occupiedUniqueItem]: 1,
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},
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},
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maxUniqueItemLimit: [[-1, 1]],
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minMonthToAllowInheritItem: 0,
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},
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environment: {
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mapName: 'che',
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unitSet: 'che',
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},
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};
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const state: TurnWorldState = {
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id: worldId,
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currentYear: 180,
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currentMonth: 1,
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tickSeconds: 600,
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lastTurnTime: new Date('2026-07-31T00:00:00.000Z'),
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meta: {
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hiddenSeed: 'immediate-action-integration',
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killturn: 24,
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opentime: '2026-08-01T00:00:00.000Z',
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scenarioId: 1000,
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},
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};
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const general: TurnGeneral = {
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id: generalId,
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userId: 'immediate-action-user',
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name: '통합장수',
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nationId: 0,
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cityId,
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troopId: 0,
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stats: { leadership: 70, strength: 60, intelligence: 50 },
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turnTime: new Date('2026-07-31T00:10:00.000Z'),
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recentWarTime: null,
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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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killturn: 3,
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inherit_active_action: 0,
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inheritRandomUnique: true,
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leadership_exp: 0,
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strength_exp: 0,
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intel_exp: 0,
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},
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penalty: {},
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officerLevel: 0,
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experience: 0,
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dedication: 0,
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injury: 0,
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gold: 1_000,
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rice: 1_000,
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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: 20,
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npcState: 0,
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};
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integration('immediate general action persistence', () => {
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let db: GamePrismaClient;
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let disconnect: (() => Promise<void>) | undefined;
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beforeAll(async () => {
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assertDedicatedDatabase(databaseUrl!);
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const connector = createGamePostgresConnector({ url: databaseUrl! });
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await connector.connect();
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db = connector.prisma;
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disconnect = () => connector.disconnect();
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await db.inputEvent.deleteMany({ where: { requestId } });
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await db.auction.deleteMany({ where: { targetCode: occupiedUniqueItem } });
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await db.logEntry.deleteMany({
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where: {
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OR: [{ generalId }, { nationId: { gte: existingNationId } }, { text: { contains: general.name } }],
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},
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});
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await db.nationTurn.deleteMany({ where: { nationId: { gte: existingNationId } } });
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await db.diplomacy.deleteMany({
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where: {
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OR: [{ srcNationId: { gte: existingNationId } }, { destNationId: { gte: existingNationId } }],
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},
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});
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await db.general.deleteMany({ where: { id: generalId } });
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await db.city.deleteMany({ where: { id: cityId } });
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await db.nation.deleteMany({ where: { id: { gte: existingNationId } } });
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await db.worldState.deleteMany({ where: { id: worldId } });
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await db.worldState.create({
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data: {
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id: worldId,
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scenarioCode: 'immediate-action-integration',
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currentYear: state.currentYear,
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currentMonth: state.currentMonth,
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tickSeconds: state.tickSeconds,
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config: JSON.parse(JSON.stringify(scenarioConfig)) as GamePrisma.InputJsonValue,
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meta: state.meta as GamePrisma.InputJsonValue,
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},
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});
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await db.nation.create({
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data: {
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id: existingNationId,
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name: general.name,
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color: '#111111',
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capitalCityId: 0,
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chiefGeneralId: 0,
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gold: 0,
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rice: 0,
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tech: 0,
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level: 1,
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typeCode: 'che_중립',
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meta: {},
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},
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});
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await db.city.create({
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data: {
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id: cityId,
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name: '낙양',
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level: 5,
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nationId: 0,
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supplyState: 1,
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frontState: 0,
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population: 10_000,
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populationMax: 100_000,
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agriculture: 1_000,
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agricultureMax: 2_000,
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commerce: 1_000,
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commerceMax: 2_000,
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security: 1_000,
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securityMax: 2_000,
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defence: 1_000,
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defenceMax: 2_000,
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wall: 1_000,
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wallMax: 2_000,
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region: 1,
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},
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});
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await db.general.create({
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data: {
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id: general.id,
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userId: general.userId,
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name: general.name,
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nationId: general.nationId,
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cityId: general.cityId,
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troopId: general.troopId,
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npcState: general.npcState,
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leadership: general.stats.leadership,
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strength: general.stats.strength,
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intel: general.stats.intelligence,
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officerLevel: general.officerLevel,
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experience: general.experience,
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dedication: general.dedication,
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gold: general.gold,
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rice: general.rice,
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crew: general.crew,
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crewTypeId: general.crewTypeId,
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train: general.train,
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atmos: general.atmos,
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turnTime: general.turnTime,
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age: general.age,
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meta: general.meta as GamePrisma.InputJsonValue,
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penalty: general.penalty as GamePrisma.InputJsonValue,
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},
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});
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});
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afterAll(async () => {
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if (!db) {
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await disconnect?.();
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return;
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}
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await db.inputEvent.deleteMany({ where: { requestId } });
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await db.auction.deleteMany({ where: { targetCode: occupiedUniqueItem } });
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await db.logEntry.deleteMany({
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where: {
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OR: [{ generalId }, { nationId: { gte: existingNationId } }, { text: { contains: general.name } }],
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},
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});
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await db.nationTurn.deleteMany({ where: { nationId: { gte: existingNationId } } });
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await db.diplomacy.deleteMany({
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where: {
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OR: [{ srcNationId: { gte: existingNationId } }, { destNationId: { gte: existingNationId } }],
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},
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});
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await db.general.deleteMany({ where: { id: generalId } });
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await db.city.deleteMany({ where: { id: cityId } });
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await db.nation.deleteMany({ where: { id: { gte: existingNationId } } });
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await db.worldState.deleteMany({ where: { id: worldId } });
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await disconnect?.();
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});
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it('flushes and reloads the nation, diplomacy, officer turns, logs, and general state together', async () => {
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const snapshot: TurnWorldSnapshot = {
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generals: [general],
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cities: [
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{
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id: cityId,
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name: '낙양',
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level: 5,
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nationId: 0,
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state: 0,
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supplyState: 1,
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frontState: 0,
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population: 10_000,
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populationMax: 100_000,
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agriculture: 1_000,
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agricultureMax: 2_000,
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commerce: 1_000,
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commerceMax: 2_000,
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security: 1_000,
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securityMax: 2_000,
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defence: 1_000,
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defenceMax: 2_000,
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wall: 1_000,
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wallMax: 2_000,
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meta: {},
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},
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],
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nations: [
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{
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id: existingNationId,
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name: general.name,
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color: '#111111',
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capitalCityId: 0,
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chiefGeneralId: 0,
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gold: 0,
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rice: 0,
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level: 1,
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typeCode: 'che_중립',
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power: 0,
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meta: {},
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},
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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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scenarioConfig,
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scenarioMeta,
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map,
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};
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const schedule: TurnSchedule = { entries: [{ startMinute: 0, tickMinutes: 10 }] };
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const world = new InMemoryTurnWorld(state, snapshot, { schedule });
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const reservedTurns = await createReservedTurnStore({ databaseUrl: databaseUrl! });
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const handler = createTurnDaemonCommandHandler({
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world,
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reservedTurns: reservedTurns.store,
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scenarioMeta,
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map,
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});
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const hooks = await createDatabaseTurnHooks(databaseUrl!, world, {
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reservedTurns: reservedTurns.store,
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});
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await db.auction.createMany({
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data: (['OPEN', 'FINALIZING'] as const).map((status) => ({
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type: 'UNIQUE_ITEM' as const,
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targetCode: occupiedUniqueItem,
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hostGeneralId: generalId,
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hostName: general.name,
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detail: {},
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status,
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closeAt: new Date('2026-08-01T00:00:00.000Z'),
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})),
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});
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await db.inputEvent.create({
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data: {
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requestId,
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target: 'ENGINE',
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eventType: 'buildNationCandidate',
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actorUserId: general.userId,
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payload: {
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type: 'buildNationCandidate',
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requestId,
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userId: general.userId,
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generalId,
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} as GamePrisma.InputJsonValue,
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},
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});
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const stateManager = new EngineStateManager();
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stateManager.register('world', {
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capture: () => world.captureState(),
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restore: (captured) => world.restoreState(captured),
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});
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stateManager.register('reservedTurns', {
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capture: () => reservedTurns.store.captureState(),
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restore: (captured) => reservedTurns.store.restoreState(captured),
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});
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const stateStore = {
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loadLastTurnTime: async () => new Date(state.lastTurnTime),
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loadNextGeneralTurnTime: async () => null,
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saveLastTurnTime: async () => {},
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loadCheckpoint: async () => undefined,
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saveCheckpoint: async () => {},
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};
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const processor = {
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run: async () => {
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throw new Error('scheduled turn must not run in the immediate-action integration test');
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},
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};
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const buildLifecycle = (
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queue: DatabaseTurnDaemonCommandQueue,
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lifecycleHooks: ConstructorParameters<typeof TurnDaemonLifecycle>[0]['hooks']
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) =>
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new TurnDaemonLifecycle(
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{
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clock: new SystemClock(),
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controlQueue: queue,
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commandResponder: queue,
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getNextTickTime: () => new Date(Date.now() + 3_600_000),
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stateStore,
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processor,
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commandHandler: handler,
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hooks: lifecycleHooks,
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stateManager,
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},
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{
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profile: 'immediate-action-integration',
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defaultBudget: { budgetMs: 100, maxGenerals: 1, catchUpCap: 1 },
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}
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);
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const waitForEvent = async (status: 'PENDING' | 'SUCCEEDED') => {
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for (let attempt = 0; attempt < 200; attempt += 1) {
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const event = await db.inputEvent.findUnique({ where: { requestId } });
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if (event?.status === status && (status !== 'SUCCEEDED' || event.lockedBy === null)) {
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return event;
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}
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await new Promise((resolve) => setTimeout(resolve, 25));
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}
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throw new Error(`Timed out waiting for ${requestId} to become ${status}.`);
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};
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try {
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const firstQueue = new DatabaseTurnDaemonCommandQueue(db);
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await firstQueue.initialize();
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let observeInjectedFailure: (() => void) | undefined;
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const injectedFailureObserved = new Promise<void>((resolve) => {
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observeInjectedFailure = resolve;
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});
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const firstLifecycle = buildLifecycle(firstQueue, {
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...hooks.hooks,
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executeCommand: async (_failedRequestId, execute) =>
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db.$transaction(async (transaction) => {
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await execute({ db: transaction });
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throw new Error('injected immediate-action commit failure');
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}),
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onRunError: async () => {
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observeInjectedFailure?.();
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},
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});
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const firstLoop = firstLifecycle.start();
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await injectedFailureObserved;
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await firstLifecycle.stop('injected failure observed');
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await firstLoop;
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await expect(waitForEvent('PENDING')).resolves.toMatchObject({
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attempts: 1,
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error: 'injected immediate-action commit failure',
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});
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expect(world.getGeneralById(generalId)).toMatchObject({
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nationId: 0,
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officerLevel: 0,
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role: { items: { weapon: null } },
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});
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expect(world.listNations().map((nation) => nation.id)).toEqual([existingNationId]);
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expect(reservedTurns.store.peekDirtyState()).toEqual({
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generalIds: [],
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generalInitializationIds: [],
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generalLeaseIds: [],
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nationKeys: [],
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nationInitializationKeys: [],
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nationLeaseKeys: [],
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});
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await expect(db.nation.findUnique({ where: { id: existingNationId + 1 } })).resolves.toBeNull();
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await expect(db.general.findUniqueOrThrow({ where: { id: generalId } })).resolves.toMatchObject({
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nationId: 0,
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officerLevel: 0,
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});
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const retryQueue = new DatabaseTurnDaemonCommandQueue(db);
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await retryQueue.initialize();
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const retryLifecycle = buildLifecycle(retryQueue, hooks.hooks);
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const retryLoop = retryLifecycle.start();
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await expect(waitForEvent('SUCCEEDED')).resolves.toMatchObject({
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attempts: 2,
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actorUserId: general.userId,
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result: expect.objectContaining({
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type: 'buildNationCandidate',
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ok: true,
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generalId,
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}),
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});
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await retryLifecycle.stop('retry committed');
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await retryLoop;
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} finally {
|
||||
await hooks.close();
|
||||
await reservedTurns.close();
|
||||
}
|
||||
|
||||
const persistedGeneral = await db.general.findUniqueOrThrow({ where: { id: generalId } });
|
||||
expect(persistedGeneral).toMatchObject({
|
||||
nationId: existingNationId + 1,
|
||||
officerLevel: 12,
|
||||
experience: 100,
|
||||
dedication: 100,
|
||||
turnTime: general.turnTime,
|
||||
lastTurn: { command: '거병', arg: {} },
|
||||
weaponCode: 'None',
|
||||
meta: expect.objectContaining({
|
||||
inherit_active_action: 1,
|
||||
killturn: 24,
|
||||
belong: 1,
|
||||
officer_city: 0,
|
||||
}),
|
||||
});
|
||||
await expect(db.nation.findUniqueOrThrow({ where: { id: existingNationId + 1 } })).resolves.toMatchObject({
|
||||
name: `㉥${general.name}`,
|
||||
chiefGeneralId: generalId,
|
||||
rice: 2_000,
|
||||
meta: expect.objectContaining({ gennum: 1, secretlimit: 1 }),
|
||||
});
|
||||
await expect(
|
||||
db.diplomacy.findMany({
|
||||
where: {
|
||||
OR: [{ srcNationId: existingNationId + 1 }, { destNationId: existingNationId + 1 }],
|
||||
},
|
||||
})
|
||||
).resolves.toHaveLength(2);
|
||||
for (const officerLevel of [11, 12]) {
|
||||
await expect(
|
||||
db.nationTurn.findMany({
|
||||
where: {
|
||||
nationId: existingNationId + 1,
|
||||
officerLevel,
|
||||
},
|
||||
orderBy: { turnIdx: 'asc' },
|
||||
})
|
||||
).resolves.toEqual(
|
||||
Array.from({ length: 12 }, (_, turnIdx) =>
|
||||
expect.objectContaining({
|
||||
officerLevel,
|
||||
turnIdx,
|
||||
actionCode: '휴식',
|
||||
arg: {},
|
||||
})
|
||||
)
|
||||
);
|
||||
}
|
||||
await expect(
|
||||
db.logEntry.findMany({
|
||||
where: {
|
||||
OR: [
|
||||
{ scope: 'GENERAL', category: 'ACTION', generalId },
|
||||
{ scope: 'GENERAL', category: 'HISTORY', generalId },
|
||||
{ scope: 'NATION', category: 'HISTORY', nationId: existingNationId + 1 },
|
||||
{ scope: 'SYSTEM', category: 'SUMMARY' },
|
||||
{ scope: 'SYSTEM', category: 'HISTORY' },
|
||||
],
|
||||
},
|
||||
})
|
||||
).resolves.toEqual(
|
||||
expect.arrayContaining([
|
||||
expect.objectContaining({
|
||||
scope: 'GENERAL',
|
||||
category: 'ACTION',
|
||||
generalId,
|
||||
text: expect.stringContaining('거병에 성공하였습니다. <1>00:10</>'),
|
||||
}),
|
||||
expect.objectContaining({
|
||||
scope: 'GENERAL',
|
||||
category: 'HISTORY',
|
||||
generalId,
|
||||
text: expect.stringContaining('낙양'),
|
||||
}),
|
||||
expect.objectContaining({
|
||||
scope: 'NATION',
|
||||
category: 'HISTORY',
|
||||
nationId: existingNationId + 1,
|
||||
text: expect.stringContaining('통합장수'),
|
||||
}),
|
||||
expect.objectContaining({
|
||||
scope: 'SYSTEM',
|
||||
category: 'SUMMARY',
|
||||
text: expect.stringContaining('거병하였습니다'),
|
||||
}),
|
||||
expect.objectContaining({
|
||||
scope: 'SYSTEM',
|
||||
category: 'HISTORY',
|
||||
text: expect.stringContaining('【거병】'),
|
||||
}),
|
||||
])
|
||||
);
|
||||
|
||||
const reloaded = await loadTurnWorldFromDatabase({ databaseUrl: databaseUrl! });
|
||||
expect(reloaded.snapshot.generals.find((entry) => entry.id === generalId)).toMatchObject({
|
||||
nationId: existingNationId + 1,
|
||||
officerLevel: 12,
|
||||
experience: 100,
|
||||
dedication: 100,
|
||||
turnTime: general.turnTime,
|
||||
});
|
||||
expect(reloaded.snapshot.nations.find((entry) => entry.id === existingNationId + 1)).toMatchObject({
|
||||
name: `㉥${general.name}`,
|
||||
chiefGeneralId: generalId,
|
||||
rice: 2_000,
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -1,13 +1,42 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { describe, expect, it, vi } from 'vitest';
|
||||
|
||||
import type { ScenarioEffectKey, TurnSchedule } from '@sammo-ts/logic';
|
||||
import { LiteHashDRBG, RandUtil } from '@sammo-ts/common';
|
||||
import type { MapDefinition, ScenarioEffectKey, TurnSchedule } from '@sammo-ts/logic';
|
||||
import { simpleSerialize } from '@sammo-ts/logic/war/utils.js';
|
||||
|
||||
import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
|
||||
import type { InMemoryReservedTurnStore } from '../src/turn/reservedTurnStore.js';
|
||||
import { createImmediateGeneralActionExecutor } from '../src/turn/reservedTurnHandler.js';
|
||||
import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
|
||||
import { createTurnDaemonCommandHandler } from '../src/turn/worldCommandHandler.js';
|
||||
|
||||
const schedule: TurnSchedule = { entries: [{ startMinute: 0, tickMinutes: 10 }] };
|
||||
|
||||
const buildMapCity = (id: number, connections: number[]): MapDefinition['cities'][number] => ({
|
||||
id,
|
||||
name: `도시${id}`,
|
||||
level: 1,
|
||||
region: 1,
|
||||
position: { x: id, y: id },
|
||||
connections,
|
||||
max: {
|
||||
population: 100_000,
|
||||
agriculture: 1_000,
|
||||
commerce: 1_000,
|
||||
security: 1_000,
|
||||
defence: 1_000,
|
||||
wall: 1_000,
|
||||
},
|
||||
initial: {
|
||||
population: 10_000,
|
||||
agriculture: 100,
|
||||
commerce: 100,
|
||||
security: 100,
|
||||
defence: 100,
|
||||
wall: 100,
|
||||
},
|
||||
});
|
||||
|
||||
const buildGeneral = (overrides: Partial<TurnGeneral> = {}): TurnGeneral => ({
|
||||
id: 7,
|
||||
userId: 'user-7',
|
||||
@@ -102,6 +131,76 @@ const buildWorld = (
|
||||
return { world, handler: createTurnDaemonCommandHandler({ world }) };
|
||||
};
|
||||
|
||||
const buildImmediateActionWorld = (options: {
|
||||
general: TurnGeneral;
|
||||
cities: TurnWorldSnapshot['cities'];
|
||||
nations: TurnWorldSnapshot['nations'];
|
||||
map: MapDefinition;
|
||||
availableInstantRetreat?: boolean;
|
||||
lastTurnTime?: Date;
|
||||
scenarioConst?: Record<string, unknown>;
|
||||
}) => {
|
||||
const state: TurnWorldState = {
|
||||
id: 1,
|
||||
currentYear: 180,
|
||||
currentMonth: 1,
|
||||
tickSeconds: 600,
|
||||
lastTurnTime: options.lastTurnTime ?? new Date('0180-01-01T00:00:00Z'),
|
||||
meta: {
|
||||
hiddenSeed: 'immediate-action-test',
|
||||
killturn: 24,
|
||||
opentime: '0180-02-01T00:00:00.000Z',
|
||||
scenarioId: 1000,
|
||||
},
|
||||
};
|
||||
const scenarioMeta = {
|
||||
title: '즉시 행동 테스트',
|
||||
startYear: 180,
|
||||
life: null,
|
||||
fiction: null,
|
||||
history: [],
|
||||
ignoreDefaultEvents: false,
|
||||
};
|
||||
const snapshot: TurnWorldSnapshot = {
|
||||
generals: [options.general],
|
||||
cities: options.cities,
|
||||
nations: options.nations,
|
||||
troops: [],
|
||||
diplomacy: [],
|
||||
events: [],
|
||||
initialEvents: [],
|
||||
scenarioConfig: {
|
||||
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 65 },
|
||||
iconPath: '',
|
||||
map: {},
|
||||
const: {
|
||||
openingPartYear: 3,
|
||||
baseRice: 2_000,
|
||||
availableInstantAction: {
|
||||
instantRetreat: options.availableInstantRetreat ?? false,
|
||||
},
|
||||
...(options.scenarioConst ?? {}),
|
||||
},
|
||||
environment: {
|
||||
mapName: 'test',
|
||||
unitSet: 'test',
|
||||
},
|
||||
},
|
||||
scenarioMeta,
|
||||
map: options.map,
|
||||
};
|
||||
const world = new InMemoryTurnWorld(state, snapshot, { schedule });
|
||||
const ensureNationTurns = vi.fn();
|
||||
const reservedTurns = { ensureNationTurns } as unknown as InMemoryReservedTurnStore;
|
||||
const handler = createTurnDaemonCommandHandler({
|
||||
world,
|
||||
reservedTurns,
|
||||
scenarioMeta,
|
||||
map: options.map,
|
||||
});
|
||||
return { world, handler, ensureNationTurns, reservedTurns, scenarioMeta };
|
||||
};
|
||||
|
||||
describe('my information world commands', () => {
|
||||
it('normalizes legacy settings and charges myset only when defence mode changes', async () => {
|
||||
const fixture = buildWorld();
|
||||
@@ -183,4 +282,474 @@ describe('my information world commands', () => {
|
||||
).resolves.toMatchObject({ ok: true });
|
||||
expect(fixture.world.getGeneralById(7)?.role.items.horse).toBeNull();
|
||||
});
|
||||
|
||||
it('executes pre-open uprising through the action stack without advancing the turn clock', async () => {
|
||||
const general = buildGeneral({
|
||||
nationId: 0,
|
||||
cityId: 1,
|
||||
turnTime: new Date('0180-01-01T00:10:00Z'),
|
||||
experience: 0,
|
||||
dedication: 0,
|
||||
meta: {
|
||||
killturn: 3,
|
||||
inherit_active_action: 2,
|
||||
leadership_exp: 0,
|
||||
strength_exp: 0,
|
||||
intel_exp: 0,
|
||||
},
|
||||
});
|
||||
const fixture = buildImmediateActionWorld({
|
||||
general,
|
||||
cities: [
|
||||
{
|
||||
id: 1,
|
||||
name: '낙양',
|
||||
nationId: 0,
|
||||
supplyState: 1,
|
||||
meta: {},
|
||||
} as TurnWorldSnapshot['cities'][number],
|
||||
],
|
||||
nations: [
|
||||
{
|
||||
id: 1,
|
||||
name: general.name,
|
||||
color: '#111111',
|
||||
typeCode: 'che_중립',
|
||||
level: 1,
|
||||
capitalCityId: 0,
|
||||
chiefGeneralId: 0,
|
||||
gold: 0,
|
||||
rice: 0,
|
||||
power: 0,
|
||||
meta: {},
|
||||
},
|
||||
],
|
||||
map: {
|
||||
id: 'test',
|
||||
name: 'test',
|
||||
cities: [buildMapCity(1, [])],
|
||||
},
|
||||
});
|
||||
|
||||
await expect(
|
||||
fixture.handler.handle({
|
||||
type: 'buildNationCandidate',
|
||||
userId: general.userId!,
|
||||
generalId: general.id,
|
||||
})
|
||||
).resolves.toMatchObject({ ok: true });
|
||||
|
||||
const createdNation = fixture.world.listNations().find((nation) => nation.id === 2);
|
||||
expect(createdNation).toMatchObject({
|
||||
name: `㉥${general.name}`,
|
||||
color: '#330000',
|
||||
typeCode: 'che_중립',
|
||||
level: 0,
|
||||
capitalCityId: 0,
|
||||
chiefGeneralId: general.id,
|
||||
gold: 0,
|
||||
rice: 2_000,
|
||||
meta: {
|
||||
rate: 20,
|
||||
bill: 100,
|
||||
strategic_cmd_limit: 12,
|
||||
surlimit: 72,
|
||||
secretlimit: 1,
|
||||
gennum: 1,
|
||||
},
|
||||
});
|
||||
expect(fixture.world.getGeneralById(general.id)).toMatchObject({
|
||||
nationId: 2,
|
||||
officerLevel: 12,
|
||||
experience: 100,
|
||||
dedication: 100,
|
||||
turnTime: general.turnTime,
|
||||
lastTurn: { command: '거병', arg: {} },
|
||||
meta: {
|
||||
belong: 1,
|
||||
officer_city: 0,
|
||||
inherit_active_action: 3,
|
||||
killturn: 24,
|
||||
},
|
||||
});
|
||||
expect(fixture.ensureNationTurns.mock.calls).toEqual([
|
||||
[2, 12],
|
||||
[2, 11],
|
||||
]);
|
||||
expect(fixture.world.getDiplomacyEntry(1, 2)).toMatchObject({ state: 2, term: 0 });
|
||||
expect(fixture.world.getDiplomacyEntry(2, 1)).toMatchObject({ state: 2, term: 0 });
|
||||
const { logs } = fixture.world.consumeDirtyState();
|
||||
expect(logs.map((entry) => entry.text)).toEqual(
|
||||
expect.arrayContaining([
|
||||
'거병에 성공하였습니다. <1>00:10</>',
|
||||
expect.stringContaining('낙양'),
|
||||
expect.stringContaining('세력을 결성하였습니다.'),
|
||||
])
|
||||
);
|
||||
});
|
||||
|
||||
it('rejects a penalized uprising before allocating a nation or writing a log', async () => {
|
||||
const general = buildGeneral({
|
||||
nationId: 0,
|
||||
cityId: 1,
|
||||
penalty: { noFoundNation: true },
|
||||
});
|
||||
const fixture = buildImmediateActionWorld({
|
||||
general,
|
||||
cities: [{ id: 1, name: '낙양', nationId: 0, supplyState: 1, meta: {} }] as TurnWorldSnapshot['cities'],
|
||||
nations: [],
|
||||
map: {
|
||||
id: 'test',
|
||||
name: 'test',
|
||||
cities: [buildMapCity(1, [])],
|
||||
},
|
||||
});
|
||||
|
||||
await expect(
|
||||
fixture.handler.handle({
|
||||
type: 'buildNationCandidate',
|
||||
userId: general.userId!,
|
||||
generalId: general.id,
|
||||
})
|
||||
).resolves.toMatchObject({ ok: false });
|
||||
expect(fixture.world.listNations()).toEqual([]);
|
||||
expect(fixture.world.getGeneralById(general.id)).toMatchObject({
|
||||
nationId: 0,
|
||||
experience: general.experience,
|
||||
dedication: general.dedication,
|
||||
});
|
||||
expect(fixture.ensureNationTurns).not.toHaveBeenCalled();
|
||||
expect(fixture.world.consumeDirtyState().logs).toEqual([]);
|
||||
});
|
||||
|
||||
it('uses the Ref generic unique seed independently from the immediate-action RNG', async () => {
|
||||
const general = buildGeneral({
|
||||
nationId: 0,
|
||||
cityId: 1,
|
||||
meta: {
|
||||
killturn: 3,
|
||||
inheritRandomUnique: true,
|
||||
leadership_exp: 0,
|
||||
strength_exp: 0,
|
||||
intel_exp: 0,
|
||||
},
|
||||
});
|
||||
const map = {
|
||||
id: 'test',
|
||||
name: 'test',
|
||||
cities: [buildMapCity(1, [])],
|
||||
};
|
||||
const fixture = buildImmediateActionWorld({
|
||||
general,
|
||||
cities: [{ id: 1, name: '낙양', nationId: 0, supplyState: 1, meta: {} }] as TurnWorldSnapshot['cities'],
|
||||
nations: [],
|
||||
map,
|
||||
scenarioConst: {
|
||||
allItems: {
|
||||
weapon: {
|
||||
che_무기_12_칠성검: 1,
|
||||
},
|
||||
},
|
||||
maxUniqueItemLimit: [[-1, 1]],
|
||||
minMonthToAllowInheritItem: 0,
|
||||
},
|
||||
});
|
||||
const actionRng = new RandUtil(new LiteHashDRBG('immediate-action-main-rng'));
|
||||
const nextFloat = vi.spyOn(actionRng, 'nextFloat1');
|
||||
const nextInt = vi.spyOn(actionRng, 'nextInt');
|
||||
const nextIntInclusive = vi.spyOn(actionRng, 'nextIntInclusive');
|
||||
const executor = await createImmediateGeneralActionExecutor({
|
||||
world: fixture.world,
|
||||
reservedTurns: fixture.reservedTurns,
|
||||
scenarioMeta: fixture.scenarioMeta,
|
||||
map,
|
||||
});
|
||||
|
||||
await expect(
|
||||
executor.execute({
|
||||
actionKey: 'che_거병',
|
||||
generalId: general.id,
|
||||
rng: actionRng,
|
||||
refreshKillturn: true,
|
||||
})
|
||||
).resolves.toEqual({ ok: true });
|
||||
expect(fixture.world.getGeneralById(general.id)?.role.items.weapon).toBe('che_무기_12_칠성검');
|
||||
expect(fixture.world.consumeDirtyState().logs.some((entry) => entry.text.includes('【아이템】'))).toBe(true);
|
||||
expect(nextFloat).not.toHaveBeenCalled();
|
||||
expect(nextInt).not.toHaveBeenCalled();
|
||||
expect(nextIntInclusive).not.toHaveBeenCalled();
|
||||
});
|
||||
|
||||
it('preserves the Ref uprising precheck order and messages after the game starts', async () => {
|
||||
const general = buildGeneral({ nationId: 1, cityId: 1 });
|
||||
const fixture = buildImmediateActionWorld({
|
||||
general,
|
||||
cities: [{ id: 1, name: '낙양', nationId: 1, supplyState: 1, meta: {} }] as TurnWorldSnapshot['cities'],
|
||||
nations: [],
|
||||
map: {
|
||||
id: 'test',
|
||||
name: 'test',
|
||||
cities: [buildMapCity(1, [])],
|
||||
},
|
||||
lastTurnTime: new Date('0180-03-01T00:00:00.000Z'),
|
||||
});
|
||||
|
||||
await expect(
|
||||
fixture.handler.handle({
|
||||
type: 'buildNationCandidate',
|
||||
userId: general.userId!,
|
||||
generalId: general.id,
|
||||
})
|
||||
).resolves.toMatchObject({
|
||||
ok: false,
|
||||
reason: '게임이 시작되었습니다.',
|
||||
});
|
||||
});
|
||||
|
||||
it('executes instant retreat with the legacy seed and leaves the reserved turn untouched', async () => {
|
||||
const originalLastTurn = { command: '훈련', arg: { marker: 1 } };
|
||||
const general = buildGeneral({
|
||||
nationId: 1,
|
||||
cityId: 2,
|
||||
turnTime: new Date('0180-01-01T00:10:00Z'),
|
||||
lastTurn: originalLastTurn,
|
||||
});
|
||||
const map = {
|
||||
id: 'test',
|
||||
name: 'test',
|
||||
cities: [buildMapCity(1, [2]), buildMapCity(2, [1])],
|
||||
};
|
||||
const cities = [
|
||||
{ id: 1, name: '낙양', nationId: 1, supplyState: 1, meta: {} },
|
||||
{ id: 2, name: '장안', nationId: 2, supplyState: 1, meta: {} },
|
||||
] as TurnWorldSnapshot['cities'];
|
||||
const nations = [
|
||||
{
|
||||
id: 1,
|
||||
name: '아국',
|
||||
color: '#111111',
|
||||
typeCode: 'che_중립',
|
||||
level: 1,
|
||||
capitalCityId: 1,
|
||||
chiefGeneralId: general.id,
|
||||
gold: 0,
|
||||
rice: 0,
|
||||
power: 0,
|
||||
meta: {},
|
||||
},
|
||||
{
|
||||
id: 2,
|
||||
name: '타국',
|
||||
color: '#222222',
|
||||
typeCode: 'che_중립',
|
||||
level: 1,
|
||||
capitalCityId: 2,
|
||||
chiefGeneralId: 0,
|
||||
gold: 0,
|
||||
rice: 0,
|
||||
power: 0,
|
||||
meta: {},
|
||||
},
|
||||
] as TurnWorldSnapshot['nations'];
|
||||
const fixture = buildImmediateActionWorld({
|
||||
general,
|
||||
cities,
|
||||
nations,
|
||||
map,
|
||||
availableInstantRetreat: true,
|
||||
});
|
||||
|
||||
await expect(
|
||||
fixture.handler.handle({
|
||||
type: 'instantRetreat',
|
||||
userId: general.userId!,
|
||||
generalId: general.id,
|
||||
})
|
||||
).resolves.toMatchObject({
|
||||
ok: true,
|
||||
});
|
||||
expect(fixture.world.getGeneralById(general.id)).toMatchObject({
|
||||
cityId: 1,
|
||||
turnTime: general.turnTime,
|
||||
lastTurn: originalLastTurn,
|
||||
});
|
||||
expect(fixture.world.consumeDirtyState().logs.map((entry) => entry.text)).toContain(
|
||||
'<G><b>낙양</b></>으로 접경귀환했습니다.'
|
||||
);
|
||||
});
|
||||
|
||||
it('chooses equal-distance retreat cities in the Ref map BFS connection order', async () => {
|
||||
const general = buildGeneral({ nationId: 1, cityId: 2 });
|
||||
const map = {
|
||||
id: 'test',
|
||||
name: 'test',
|
||||
cities: [buildMapCity(1, [2]), buildMapCity(2, [3, 1]), buildMapCity(3, [2])],
|
||||
};
|
||||
const fixture = buildImmediateActionWorld({
|
||||
general,
|
||||
cities: [
|
||||
{ id: 1, name: '첫째', nationId: 1, supplyState: 1, meta: {} },
|
||||
{ id: 3, name: '셋째', nationId: 1, supplyState: 1, meta: {} },
|
||||
{ id: 2, name: '출발', nationId: 2, supplyState: 1, meta: {} },
|
||||
] as TurnWorldSnapshot['cities'],
|
||||
nations: [
|
||||
{
|
||||
id: 1,
|
||||
name: '아국',
|
||||
color: '#111111',
|
||||
typeCode: 'che_중립',
|
||||
level: 1,
|
||||
capitalCityId: 1,
|
||||
chiefGeneralId: general.id,
|
||||
gold: 0,
|
||||
rice: 0,
|
||||
power: 0,
|
||||
meta: {},
|
||||
},
|
||||
],
|
||||
map,
|
||||
availableInstantRetreat: true,
|
||||
});
|
||||
const expectedIndex = new RandUtil(
|
||||
new LiteHashDRBG(
|
||||
simpleSerialize('immediate-action-test', 'InstantRetreat', general.id, 180, 1, general.cityId)
|
||||
)
|
||||
).nextIntInclusive(1);
|
||||
|
||||
await expect(
|
||||
fixture.handler.handle({
|
||||
type: 'instantRetreat',
|
||||
userId: general.userId!,
|
||||
generalId: general.id,
|
||||
})
|
||||
).resolves.toMatchObject({ ok: true });
|
||||
expect(fixture.world.getGeneralById(general.id)?.cityId).toBe([3, 1][expectedIndex]);
|
||||
});
|
||||
|
||||
it('rejects an immediate action when the command user does not own the runtime general', async () => {
|
||||
const general = buildGeneral({ nationId: 0, cityId: 1 });
|
||||
const fixture = buildImmediateActionWorld({
|
||||
general,
|
||||
cities: [{ id: 1, name: '낙양', nationId: 0, supplyState: 1, meta: {} }] as TurnWorldSnapshot['cities'],
|
||||
nations: [],
|
||||
map: {
|
||||
id: 'test',
|
||||
name: 'test',
|
||||
cities: [buildMapCity(1, [])],
|
||||
},
|
||||
});
|
||||
|
||||
await expect(
|
||||
fixture.handler.handle({
|
||||
type: 'buildNationCandidate',
|
||||
userId: 'different-user',
|
||||
generalId: general.id,
|
||||
})
|
||||
).rejects.toThrow('general owner does not match command user');
|
||||
expect(fixture.world.listNations()).toEqual([]);
|
||||
});
|
||||
|
||||
it('attributes an instant-retreat constraint failure to the session general log', async () => {
|
||||
const general = buildGeneral({ nationId: 0, cityId: 1 });
|
||||
const fixture = buildImmediateActionWorld({
|
||||
general,
|
||||
cities: [{ id: 1, name: '낙양', nationId: 0, supplyState: 1, meta: {} }] as TurnWorldSnapshot['cities'],
|
||||
nations: [],
|
||||
map: {
|
||||
id: 'test',
|
||||
name: 'test',
|
||||
cities: [buildMapCity(1, [])],
|
||||
},
|
||||
availableInstantRetreat: true,
|
||||
});
|
||||
|
||||
await expect(
|
||||
fixture.handler.handle({
|
||||
type: 'instantRetreat',
|
||||
userId: general.userId!,
|
||||
generalId: general.id,
|
||||
})
|
||||
).resolves.toMatchObject({ ok: false });
|
||||
expect(fixture.world.consumeDirtyState().logs).toEqual([
|
||||
expect.objectContaining({
|
||||
scope: 'GENERAL',
|
||||
category: 'ACTION',
|
||||
generalId: general.id,
|
||||
}),
|
||||
]);
|
||||
});
|
||||
|
||||
it('persists the ref failure log when instant retreat has no reachable supplied city', async () => {
|
||||
const general = buildGeneral({ nationId: 1, cityId: 2 });
|
||||
const fixture = buildImmediateActionWorld({
|
||||
general,
|
||||
cities: [
|
||||
{ id: 1, name: '낙양', nationId: 1, supplyState: 0, meta: {} },
|
||||
{ id: 2, name: '장안', nationId: 2, supplyState: 1, meta: {} },
|
||||
] as TurnWorldSnapshot['cities'],
|
||||
nations: [
|
||||
{
|
||||
id: 1,
|
||||
name: '아국',
|
||||
color: '#111111',
|
||||
typeCode: 'che_중립',
|
||||
level: 1,
|
||||
capitalCityId: 1,
|
||||
chiefGeneralId: general.id,
|
||||
gold: 0,
|
||||
rice: 0,
|
||||
power: 0,
|
||||
meta: {},
|
||||
},
|
||||
],
|
||||
map: {
|
||||
id: 'test',
|
||||
name: 'test',
|
||||
cities: [buildMapCity(1, [2]), buildMapCity(2, [1])],
|
||||
},
|
||||
availableInstantRetreat: true,
|
||||
});
|
||||
|
||||
await expect(
|
||||
fixture.handler.handle({
|
||||
type: 'instantRetreat',
|
||||
userId: general.userId!,
|
||||
generalId: general.id,
|
||||
})
|
||||
).resolves.toMatchObject({
|
||||
ok: false,
|
||||
reason: '가까운 아국 도시가 없습니다.',
|
||||
});
|
||||
expect(fixture.world.getGeneralById(general.id)?.cityId).toBe(2);
|
||||
expect(fixture.world.consumeDirtyState().logs.map((entry) => entry.text)).toContain(
|
||||
'3칸 이내에 아국 도시가 없습니다.'
|
||||
);
|
||||
});
|
||||
|
||||
it('checks the Ref instant-retreat scenario gate before looking up the general', async () => {
|
||||
const general = buildGeneral({ nationId: 1, cityId: 1 });
|
||||
const fixture = buildImmediateActionWorld({
|
||||
general,
|
||||
cities: [{ id: 1, name: '낙양', nationId: 1, supplyState: 1, meta: {} }] as TurnWorldSnapshot['cities'],
|
||||
nations: [],
|
||||
map: {
|
||||
id: 'test',
|
||||
name: 'test',
|
||||
cities: [buildMapCity(1, [])],
|
||||
},
|
||||
availableInstantRetreat: false,
|
||||
});
|
||||
fixture.world.removeGeneral(general.id);
|
||||
|
||||
await expect(
|
||||
fixture.handler.handle({
|
||||
type: 'instantRetreat',
|
||||
userId: general.userId!,
|
||||
generalId: general.id,
|
||||
})
|
||||
).resolves.toMatchObject({
|
||||
ok: false,
|
||||
reason: '접경귀환을 사용할 수 없는 시나리오입니다.',
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user