코드 이식

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2026-01-11 09:49:22 +00:00
parent 6497b09b9d
commit dc0b9271fb
14 changed files with 2195 additions and 76 deletions
+55 -55
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@@ -31,61 +31,61 @@ which commands are available via `GameConst` overrides. See
| Key | Display name (actionName) |
| -------------------- | ------------------------- |
| `che_NPC능동` | `NPC능동` |
| `che_강행` | `강행` |
| `che_거병` | `거병` |
| `che_건국` | `건국` |
| `che_견문` | `견문` |
| `che_군량매매` | `군량매매` |
| `che_귀환` | `귀환` |
| `che_기술연구` | `기술 연구` |
| `che_내정특기초기화` | `내정 특기 초기화` |
| `che_농지개간` | `농지 개간` |
| `che_단련` | `단련` |
| `che_등용` | `등용` |
| `che_등용수락` | `등용 수락` |
| `che_랜덤임관` | `무작위 국가로 임관` |
| `che_모반시도` | `모반시도` |
| `che_모병` | `모병` |
| `che_무작위건국` | `무작위 도시 건국` |
| `che_물자조달` | `물자조달` |
| `che_방랑` | `방랑` |
| `che_사기진작` | `사기진작` |
| `che_상업투자` | `상업 투자` |
| `che_선동` | `선동` |
| `che_선양` | `선양` |
| `che_성벽보수` | `성벽 보수` |
| `che_소집해제` | `소집해제` |
| `che_수비강화` | `수비 강화` |
| `che_숙련전환` | `숙련전환` |
| `che_요양` | `요양` |
| `che_은퇴` | `은퇴` |
| `che_이동` | `이동` |
| `che_인재탐색` | `인재탐색` |
| `che_임관` | `임관` |
| `che_장비매매` | `장비매매` |
| `che_장수대상임관` | `장수를 따라 임관` |
| `che_전투태세` | `전투태세` |
| `che_전투특기초기화` | `전투 특기 초기화` |
| `che_접경귀환` | `접경귀환` |
| `che_정착장려` | `정착 장려` |
| `che_주민선정` | `주민 선정` |
| `che_증여` | `증여` |
| `che_집합` | `집합` |
| `che_징병` | `징병` |
| `che_첩보` | `첩보` |
| `che_출병` | `출병` |
| `che_치안강화` | `치안 강화` |
| `che_탈취` | `탈취` |
| `che_파괴` | `파괴` |
| `che_하야` | `하야` |
| `che_해산` | `해산` |
| `che_헌납` | `헌납` |
| `che_화계` | `화계` |
| `che_훈련` | `훈련` |
| `cr_건국` | `건국` |
| `cr_맹훈련` | `맹훈련` |
| `휴식` | `휴식` |
| `che_NPC능동` | `NPC능동` | Planned |
| `che_강행` | `강행` | Planned |
| `che_거병` | `거병` | Ported |
| `che_건국` | `건국` | Ported |
| `che_견문` | `견문` | Ported |
| `che_군량매매` | `군량매매` | Ported |
| `che_귀환` | `귀환` | Planned |
| `che_기술연구` | `기술 연구` | Ported |
| `che_내정특기초기화` | `내정 특기 초기화` | Ported |
| `che_농지개간` | `농지 개간` | Ported |
| `che_단련` | `단련` | Ported |
| `che_등용` | `등용` | Ported |
| `che_등용수락` | `등용 수락` | Planned |
| `che_랜덤임관` | `무작위 국가로 임관` | Planned |
| `che_모반시도` | `모반시도` | Planned |
| `che_모병` | `모병` | Ported |
| `che_무작위건국` | `무작위 도시 건국` | Planned |
| `che_물자조달` | `물자조달` | Ported |
| `che_방랑` | `방랑` | Ported |
| `che_사기진작` | `사기진작` | Ported |
| `che_상업투자` | `상업 투자` | Ported |
| `che_선동` | `선동` | Ported |
| `che_선양` | `선양` | Planned |
| `che_성벽보수` | `성벽 보수` | Ported |
| `che_소집해제` | `소집해제` | Ported |
| `che_수비강화` | `수비 강화` | Ported |
| `che_숙련전환` | `숙련전환` | Ported |
| `che_요양` | `요양` | Ported |
| `che_은퇴` | `은퇴` | Ported |
| `che_이동` | `이동` | Ported |
| `che_인재탐색` | `인재탐색` | Ported |
| `che_임관` | `임관` | Ported |
| `che_장비매매` | `장비매매` | Planned |
| `che_장수대상임관` | `장수를 따라 임관` | Planned |
| `che_전투태세` | `전투태세` | Planned |
| `che_전투특기초기화` | `전투 특기 초기화` | Ported |
| `che_접경귀환` | `접경귀환` | Planned |
| `che_정착장려` | `정착 장려` | Ported |
| `che_주민선정` | `주민 선정` | Ported |
| `che_증여` | `증여` | Planned |
| `che_집합` | `집합` | Ported |
| `che_징병` | `징병` | Ported |
| `che_첩보` | `첩보` | Ported |
| `che_출병` | `출병` | Ported |
| `che_치안강화` | `치안 강화` | Ported |
| `che_탈취` | `탈취` | Ported |
| `che_파괴` | `파괴` | Ported |
| `che_하야` | `하야` | Ported |
| `che_해산` | `해산` | Planned |
| `che_헌납` | `헌납` | Ported |
| `che_화계` | `화계` | Ported |
| `che_훈련` | `훈련` | Ported |
| `cr_건국` | `건국` | Planned |
| `cr_맹훈련` | `맹훈련` | Planned |
| `휴식` | `휴식` | Ported |
## Nation Commands (`legacy/hwe/sammo/Command/Nation/`)
@@ -0,0 +1,136 @@
import type { GeneralTriggerState } from '@sammo-ts/logic/domain/entities.js';
import type { Constraint, ConstraintContext } from '@sammo-ts/logic/constraints/types.js';
import {
mustBeNPC,
reqGeneralGold,
unknownOrDeny,
existsDestCity,
} from '@sammo-ts/logic/constraints/presets.js';
import type { GeneralActionDefinition } from '@sammo-ts/logic/actions/definition.js';
import type {
GeneralActionOutcome,
GeneralActionResolveContext,
GeneralActionResolver,
GeneralActionEffect,
} from '@sammo-ts/logic/actions/engine.js';
import { createGeneralPatchEffect } from '@sammo-ts/logic/actions/engine.js';
import { LogCategory, LogFormat } from '@sammo-ts/logic/logging/types.js';
import { JosaUtil } from '@sammo-ts/common';
import type { TurnCommandEnv } from '@sammo-ts/logic/actions/turn/commandEnv.js';
import type { GeneralTurnCommandSpec } from './index.js';
import type { MapDefinition } from '@sammo-ts/logic/world/types.js';
export interface NPCSelfArgs {
optionText: string;
destCityId?: number;
}
export type NPCSelfResolveContext<
TriggerState extends GeneralTriggerState = GeneralTriggerState
> = GeneralActionResolveContext<TriggerState> & {
map?: MapDefinition;
};
const ACTION_NAME = 'NPC능동';
const ACTION_KEY = 'che_NPC능동';
export class ActionResolver<
TriggerState extends GeneralTriggerState = GeneralTriggerState
> implements GeneralActionResolver<TriggerState, NPCSelfArgs> {
readonly key = ACTION_KEY;
resolve(context: NPCSelfResolveContext<TriggerState>, args: NPCSelfArgs): GeneralActionOutcome<TriggerState> {
const general = context.general;
const effects: GeneralActionEffect<TriggerState>[] = [];
if (args.optionText === '순간이동') {
if (args.destCityId === undefined) {
// Should be caught by constraints/validation, but safe guard
throw new Error('Missing destCityId for instant move');
}
const destCityId = args.destCityId;
let destCityName = `도시(${destCityId})`;
if (context.map) {
const c = context.map.cities.find((ct) => ct.id === destCityId);
if (c) destCityName = c.name;
}
const josaRo = JosaUtil.pick(destCityName, '로');
// Legacy log: "NPC 전용 명령을 이용해 {$cityName}{$josaRo} 이동했습니다."
// Note: Legacy didn't use <G> tag here based on file content, but most move commands do.
// Following strict legacy log parity from file:
// "NPC 전용 명령을 이용해 {$cityName}{$josaRo} 이동했습니다."
context.addLog(`NPC 전용 명령을 이용해 ${destCityName}${josaRo} 이동했습니다.`, {
category: LogCategory.ACTION,
format: LogFormat.MONTH,
});
effects.push(
createGeneralPatchEffect(
{
...general,
cityId: destCityId,
// Legacy doesn't show cost/dedication/exp change in 'che_NPC능동.php' run() method for '순간이동'
// It only does setVar('city', destCityID) and Logging and LastTurn.
},
general.id
)
);
}
return { effects };
}
}
export class ActionDefinition<
TriggerState extends GeneralTriggerState = GeneralTriggerState
> implements GeneralActionDefinition<TriggerState, NPCSelfArgs, NPCSelfResolveContext<TriggerState>> {
public readonly key = ACTION_KEY;
public readonly name = ACTION_NAME;
private readonly resolver: ActionResolver<TriggerState>;
constructor() {
this.resolver = new ActionResolver();
}
parseArgs(raw: unknown): NPCSelfArgs | null {
const data = raw as Partial<NPCSelfArgs>;
if (!data.optionText) return null;
if (data.optionText === '순간이동') {
if (typeof data.destCityId !== 'number') return null;
// We can check city existence here deeply but constraint is better place usually,
// simplified parse just structural.
return { optionText: data.optionText, destCityId: data.destCityId };
}
// Only '순간이동' implemented in legacy file shown.
return null;
}
buildConstraints(ctx: ConstraintContext, args: NPCSelfArgs): Constraint[] {
const constraints = [
mustBeNPC()
];
if (args.optionText === '순간이동') {
constraints.push(existsDestCity());
}
return constraints;
}
resolve(context: NPCSelfResolveContext<TriggerState>, args: NPCSelfArgs): GeneralActionOutcome<TriggerState> {
return this.resolver.resolve(context, args);
}
}
export const commandSpec: GeneralTurnCommandSpec = {
key: 'che_NPC능동',
category: '특수', // Valid category? Legacy didn't specify category in static prop usually, handled by mapping. Defaulting to '특수'.
reqArg: true,
args: { optionText: '', destCityId: 0 },
createDefinition: (_env: TurnCommandEnv) => new ActionDefinition(),
};
@@ -0,0 +1,200 @@
import type { General, GeneralTriggerState } from '@sammo-ts/logic/domain/entities.js';
import type { Constraint, ConstraintContext } from '@sammo-ts/logic/constraints/types.js';
import {
notSameDestCity,
nearCity,
reqGeneralGold,
reqGeneralRice,
unknownOrDeny,
existsDestCity,
} from '@sammo-ts/logic/constraints/presets.js';
import type { GeneralActionDefinition } from '@sammo-ts/logic/actions/definition.js';
import type {
GeneralActionOutcome,
GeneralActionResolveContext,
GeneralActionResolver,
GeneralActionEffect,
} from '@sammo-ts/logic/actions/engine.js';
import { createGeneralPatchEffect } from '@sammo-ts/logic/actions/engine.js';
import { LogCategory, LogFormat } from '@sammo-ts/logic/logging/types.js';
import { JosaUtil } from '@sammo-ts/common';
import type { TurnCommandEnv } from '@sammo-ts/logic/actions/turn/commandEnv.js';
import type { GeneralTurnCommandSpec } from './index.js';
import type { MapDefinition } from '@sammo-ts/logic/world/types.js';
import type { ActionContextBuilder } from '@sammo-ts/logic/actions/turn/actionContext.js';
export interface ForcedMoveArgs {
destCityId: number;
}
export interface ForcedMoveResolveContext<
TriggerState extends GeneralTriggerState = GeneralTriggerState
> extends GeneralActionResolveContext<TriggerState> {
moveGenerals?: General<TriggerState>[]; // For roaming move
map?: MapDefinition;
startDevelCost?: number;
}
const ACTION_NAME = '강행';
const ACTION_KEY = 'che_강행';
export class ActionResolver<
TriggerState extends GeneralTriggerState = GeneralTriggerState
> implements GeneralActionResolver<TriggerState, ForcedMoveArgs> {
readonly key = ACTION_KEY;
resolve(context: ForcedMoveResolveContext<TriggerState>, args: ForcedMoveArgs): GeneralActionOutcome<TriggerState> {
const general = context.general;
const nation = context.nation;
const { destCityId } = args;
const effects: GeneralActionEffect<TriggerState>[] = [];
// Determine if roaming leader logic applies
// Legacy: if ($general->getVar('officer_level') == 12 && $this->nation['level'] == 0)
// Roaming nation leader moving -> moves everyone in nation that isn't self (handled in legacy by finding generals)
// Actually legacy loop: SELECT no FROM general WHERE nation=%i AND no!=%i
const isRoamingLeader = general.officerLevel === 12 && nation && nation.level === 0;
let moveTargets: General<TriggerState>[] = [general];
if (isRoamingLeader && context.moveGenerals) {
const others = context.moveGenerals.filter((g) => g.nationId === nation.id && g.id !== general.id);
// Legacy updates DB directly for others, and logs for them.
// Here we queue patch effects for everyone.
moveTargets = [general, ...others]; // Self first
}
// Cost calculation
// Legacy: env['develcost'] * 5 gold.
const develCost = context.startDevelCost ?? 0;
const goldCost = develCost * 5;
// Log destination
let destCityName = `도시(${destCityId})`;
if (context.map) {
const c = context.map.cities.find((ct) => ct.id === destCityId);
if (c) destCityName = c.name;
}
const josaRo = JosaUtil.pick(destCityName, '로');
// Log for self: "<G><b>{$destCityName}</b></>{$josaRo} 강행했습니다. <1>$date</>"
context.addLog(`<G><b>${destCityName}</b></>${josaRo} 강행했습니다.`, {
category: LogCategory.ACTION,
format: LogFormat.MONTH,
});
// Effects for self:
// city = dest
// gold -= cost (limit 0)
// train -= 5 (limit 20)
// atmos -= 5 (limit 20)
// exp += 100
// leadership_exp += 1
const nextGold = Math.max(0, general.gold - goldCost);
const nextTrain = Math.max(20, general.train - 5);
const nextAtmos = Math.max(20, general.atmos - 5);
const nextExp = general.experience + 100;
const nextLeadershipExp = (typeof general.meta.leadership_exp === 'number' ? general.meta.leadership_exp : 0) + 1;
effects.push(
createGeneralPatchEffect(
{
...general,
cityId: destCityId,
gold: nextGold,
train: nextTrain,
atmos: nextAtmos,
experience: nextExp,
meta: {
...general.meta,
leadership_exp: nextLeadershipExp,
},
},
general.id
)
);
// Effects/Logs for subordinates (if roaming leader)
if (isRoamingLeader && moveTargets.length > 1) {
for (const target of moveTargets) {
if (target.id === general.id) continue;
// Legacy: "방랑군 세력이 <G><b>{$destCityName}</b></>{$josaRo} 강행했습니다." (LOG_PLAIN)
// NOTE: We need a way to push log to OTHER general's logger.
// In current engine, we return effects. Log effects?
// Currently addLog attaches provided logs to turnLog (which is for the actor).
// To log for OTHERS, we might need specific effect or handle it differently.
// For now, I will omit logs for others or use a special effect if available.
// The legacy TS porting pattern for "others" logs isn't fully standardized yet in shared snippets.
// Assuming createGeneralPatchEffect handles state. Logs for others might be missing in this iteration unless I find `createLogEffect`.
effects.push(
createGeneralPatchEffect(
{
...target,
cityId: destCityId
},
target.id
)
);
}
}
return { effects };
}
}
export class ActionDefinition<
TriggerState extends GeneralTriggerState = GeneralTriggerState
> implements GeneralActionDefinition<TriggerState, ForcedMoveArgs, ForcedMoveResolveContext<TriggerState>> {
public readonly key = ACTION_KEY;
public readonly name = ACTION_NAME;
private readonly resolver: ActionResolver<TriggerState>;
constructor() {
this.resolver = new ActionResolver();
}
parseArgs(raw: unknown): ForcedMoveArgs | null {
const data = raw as Partial<ForcedMoveArgs>;
if (typeof data.destCityId !== 'number') return null;
return { destCityId: data.destCityId };
}
buildConstraints(ctx: ConstraintContext, _args: ForcedMoveArgs): Constraint[] {
return [
existsDestCity(),
notSameDestCity(),
nearCity(3),
reqGeneralGold((_c, _v) => {
const cost = ctx.env.develCost as number;
return (cost ?? 0) * 5;
}),
reqGeneralRice(() => 0) // Legacy checks cost[1] which is 0, but included constraint.
];
}
resolve(context: ForcedMoveResolveContext<TriggerState>, args: ForcedMoveArgs): GeneralActionOutcome<TriggerState> {
return this.resolver.resolve(context, args);
}
}
export const actionContextBuilder: ActionContextBuilder = (base, options) => {
return {
...base,
moveGenerals: options.worldRef?.listGenerals() ?? [],
map: options.map,
startDevelCost: options.scenarioConfig.const.develCost as number | undefined,
};
};
export const commandSpec: GeneralTurnCommandSpec = {
key: 'che_강행',
category: '군사',
reqArg: true,
args: { destCityId: 0 },
createDefinition: (_env: TurnCommandEnv) => new ActionDefinition(),
};
@@ -0,0 +1,188 @@
import type { City, General, GeneralTriggerState, Nation } from '@sammo-ts/logic/domain/entities.js';
import type { Constraint, ConstraintContext } from '@sammo-ts/logic/constraints/types.js';
import {
allow,
notBeNeutral,
notWanderingNation,
notCapital,
readMetaNumberFromUnknown,
unknownOrDeny,
} from '@sammo-ts/logic/constraints/presets.js';
import type { GeneralActionDefinition } from '@sammo-ts/logic/actions/definition.js';
import type {
GeneralActionOutcome,
GeneralActionResolveContext,
GeneralActionResolver,
GeneralActionEffect,
} from '@sammo-ts/logic/actions/engine.js';
import { createGeneralPatchEffect } from '@sammo-ts/logic/actions/engine.js';
import { LogCategory, LogFormat } from '@sammo-ts/logic/logging/types.js';
import { JosaUtil } from '@sammo-ts/common';
import type { TurnCommandEnv } from '@sammo-ts/logic/actions/turn/commandEnv.js';
import type { ActionContextBuilder } from '@sammo-ts/logic/actions/turn/actionContext.js';
import type { GeneralTurnCommandSpec } from './index.js';
export interface ReturnArgs { }
const ACTION_NAME = '귀환';
const ACTION_KEY = 'che_귀환';
export interface ReturnResolveContext<
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> extends GeneralActionResolveContext<TriggerState> {
nationCities?: City[];
// Need city list to find officer city name? Or just assume it exists if ID is valid?
// Actually we need the city object to get its name for logging.
// Legacy: CityConst::byID($destCityID)->name
}
export class ActionResolver<
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> implements GeneralActionResolver<TriggerState, ReturnArgs> {
readonly key = ACTION_KEY;
resolve(context: ReturnResolveContext<TriggerState>, _args: ReturnArgs): GeneralActionOutcome<TriggerState> {
const general = context.general;
const nation = context.nation;
const effects: GeneralActionEffect<TriggerState>[] = [];
if (!nation) {
throw new Error('Return requires a nation context.');
}
const officerLevel = general.officerLevel;
let destCityId: number | null = null;
// Logic: specific officer levels return to their assigned city
// 2 (Chief?), 3 (Staff?), 4 (Governor/Taishu)
if (officerLevel >= 2 && officerLevel <= 4) {
const officerCity = readMetaNumberFromUnknown(general.meta, 'officer_city');
if (officerCity) {
destCityId = officerCity;
}
}
if (destCityId === null) {
destCityId = nation.capitalCityId;
}
if (destCityId === null) {
throw new Error('Destination city not found (No capital?).');
}
// We need city name for log.
// If we don't have city object in context, we can't log name easily unless we fetch it.
// We should add `getWorldCity(id)` to context or something.
// Or assume resolving involves looking up city.
// For now, let's look it up from `context.nationCities` if available, or request it in context builder.
// Actually context has `city` (location), but dest is different.
// We need to request `destCity` in context builder? But we determine it dynamically.
// We can request ALL cities or use `worldRef` if available in context?
// `GeneralActionResolveContext` usually doesn't have `worldRef`.
// We must rely on `contextBuilder` to populate necessary data.
// Let's iterate `nationCities` if provided.
// Or use `ActionContextBuilder` to fetch city by ID if we knew it?
// We don't know ID until we check logic.
// In `ActionContextBuilder`, we can just load all cities of the nation?
// `nationCities` is common.
let destCityName = '알 수 없는 도시';
let foundDestCity: City | undefined;
if (context.nationCities) {
foundDestCity = context.nationCities.find(c => c.id === destCityId);
if (foundDestCity) {
destCityName = foundDestCity.name;
}
}
const josaRo = JosaUtil.pick(destCityName, '로');
const date = 'XX:XX'; // Placeholder for date, actual date is handled by log format usually, but legacy includes it explicitly?
// Legacy: <1>$date</>
// LogFormat.MONTH handles date prefix usually. LogFormat.HM handles HH:MM.
// Legacy output: "StartCity로 귀환했습니다. 10:00"
context.addLog(`<G><b>${destCityName}</b></>${josaRo} 귀환했습니다.`, {
category: LogCategory.ACTION,
format: LogFormat.MONTH, // Or HM if we want HH:MM suffix?
// Legacy uses explicit date at end.
// We can just use standard MONTH format for now.
});
const exp = 70;
const ded = 100;
effects.push(createGeneralPatchEffect({
...general,
cityId: destCityId,
experience: general.experience + exp,
dedication: general.dedication + ded,
stats: {
...general.stats,
leadership: general.stats.leadership, // Update not needed unless verified
},
// leadership_exp + 1 in legacy?
// "increaseVar('leadership_exp', 1)"
// General entity doesn't show leadership_exp in Interface?
// Checking `entities.ts`... `stats` is Leadership/Strength/Intel.
// `experience` is total exp?
// If `leadership_exp` is missing in Entity, we must use meta or omit.
// Default to meta if needed.
meta: {
...general.meta,
leadership_exp: (readMetaNumberFromUnknown(general.meta, 'leadership_exp') ?? 0) + 1
}
}, general.id));
return { effects };
}
}
export class ActionDefinition<
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> implements GeneralActionDefinition<TriggerState, ReturnArgs, ReturnResolveContext<TriggerState>> {
public readonly key = ACTION_KEY;
public readonly name = ACTION_NAME;
private readonly resolver: ActionResolver<TriggerState>;
constructor() {
this.resolver = new ActionResolver();
}
parseArgs(_raw: unknown): ReturnArgs | null {
return {};
}
buildConstraints(_ctx: ConstraintContext, _args: ReturnArgs): Constraint[] {
return [
notBeNeutral(),
notWanderingNation(),
notCapital(true), // Check if ALREADY in capital (true = check current city)
];
}
resolve(context: ReturnResolveContext<TriggerState>, args: ReturnArgs): GeneralActionOutcome<TriggerState> {
return this.resolver.resolve(context, args);
}
}
export const actionContextBuilder: ActionContextBuilder = (base, options) => {
return {
...base,
// We effectively need all cities to find the destination name if it's not the capital.
// Or at least nation cities.
nationCities: options.worldRef?.listCities().filter(c => c.nationId === base.nation?.id) ?? [],
};
};
export const commandSpec: GeneralTurnCommandSpec = {
key: 'che_귀환',
category: '군사',
reqArg: false,
args: {},
createDefinition: (_env: TurnCommandEnv) => new ActionDefinition(),
};
@@ -0,0 +1,254 @@
import type { General, GeneralTriggerState, Nation } from '@sammo-ts/logic/domain/entities.js';
import type { Constraint, ConstraintContext } from '@sammo-ts/logic/constraints/types.js';
import {
allow,
existsDestNation,
existsDestGeneral,
notSameDestNation,
destGeneralInDestNation,
notLord,
readMetaNumberFromUnknown,
unknownOrDeny,
} from '@sammo-ts/logic/constraints/presets.js';
import type { GeneralActionDefinition } from '@sammo-ts/logic/actions/definition.js';
import type {
GeneralActionOutcome,
GeneralActionResolveContext,
GeneralActionResolver,
GeneralActionEffect,
} from '@sammo-ts/logic/actions/engine.js';
import { createGeneralPatchEffect, createNationPatchEffect } from '@sammo-ts/logic/actions/engine.js';
import { LogCategory, LogFormat } from '@sammo-ts/logic/logging/types.js';
import { JosaUtil } from '@sammo-ts/common';
import type { TurnCommandEnv } from '@sammo-ts/logic/actions/turn/commandEnv.js';
import type { ActionContextBuilder } from '@sammo-ts/logic/actions/turn/actionContext.js';
import type { GeneralTurnCommandSpec } from './index.js';
export interface AcceptScoutArgs {
destNationId: number;
destGeneralId: number;
}
const ACTION_NAME = '등용수락';
const ACTION_KEY = 'che_등용수락';
export interface AcceptScoutResolveContext<
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> extends GeneralActionResolveContext<TriggerState> {
destNation?: Nation;
destGeneral?: General<TriggerState>;
}
export class ActionResolver<
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> implements GeneralActionResolver<TriggerState, AcceptScoutArgs> {
readonly key = ACTION_KEY;
resolve(context: AcceptScoutResolveContext<TriggerState>, _args: AcceptScoutArgs): GeneralActionOutcome<TriggerState> {
const general = context.general;
const currentNation = context.nation;
const destNation = context.destNation;
const destGeneral = context.destGeneral;
const effects: GeneralActionEffect<TriggerState>[] = [];
if (!destNation) throw new Error('Target nation not found.');
if (!destGeneral) throw new Error('Recruiter not found.');
// 1. Logs
const destNationName = destNation.name;
const recruiterName = destGeneral.name;
const generalName = general.name;
const josaRo = JosaUtil.pick(destNationName, '로');
const josaYi = JosaUtil.pick(generalName, '이');
// Self Log
context.addLog(`<D>${destNationName}</>${josaRo} 망명하여 수도로 이동합니다.`, { // Text says "Move to Capital", but logic might move to recruiter city.
// Legacy log says "수도로 이동합니다", but implementation moves to destGeneral city if present!
// We should match implementation or text? Text is just flavor.
category: LogCategory.ACTION,
format: LogFormat.InGame, // Using InGame or specific format?
});
// Recruiter Log
// We need to add log to recruiter? `context.addSideEffectLog`?
// Current system mostly logs for the actor.
// If we want to log for recruiter, we might need a way to push logs to others in `effects` or strictly via `addLog` with target?
// `GeneralActionResolveContext` usually implies logs are for the actor.
// But `GeneralTurnOutcome` doesn't explicitly return logs for others.
// We can create a patch for recruiter that appends to their log?
// Or usage of `addLog` might support target? No, `addLog` in context usually targets actor.
// We will skip Recruiter Log for now or rely on Global Log.
// Global Log
context.addLog(`<Y>${generalName}</>${josaYi} <D><b>${destNationName}</b></>${josaRo} <S>망명</>하였습니다.`, {
category: LogCategory.ACTION, // Global category?
format: LogFormat.InGame, // Global logs are handled by system?
// In new system, we might need to specify it.
});
// 2. Recruiter Rewards
effects.push(createGeneralPatchEffect({
experience: destGeneral.experience + 100,
dedication: destGeneral.dedication + 100,
}, destGeneral.id));
// 3. Betrayal Logic
// If currentNation exists (and > 0), handle betrayal return logic.
const defaultGold = 1000; // From env? context.env.defaultNpcGold? Or GameConst?
// Using context.env values if available. SystemEnv has `baseGold`?
// Legacy: GameConst::$defaultGold (usually 1000/2000).
const safeGold = context.env.baseGold || 1000;
const safeRice = context.env.baseRice || 1000;
let newGold = general.gold;
let newRice = general.rice;
let newExp = general.experience;
let newDed = general.dedication;
const betrayCount = (readMetaNumberFromUnknown(general.meta, 'betray') ?? 0);
let newBetray = betrayCount;
if (currentNation && currentNation.id !== 0) {
// Return excess gold/rice to current nation
let returnGold = 0;
let returnRice = 0;
if (general.gold > safeGold) {
returnGold = general.gold - safeGold;
newGold = safeGold;
}
if (general.rice > safeRice) {
returnRice = general.rice - safeRice;
newRice = safeRice;
}
if (returnGold > 0 || returnRice > 0) {
effects.push(createNationPatchEffect({
gold: currentNation.gold + returnGold,
rice: currentNation.rice + returnRice
}, currentNation.id));
}
// Penalty
// 10% * betray count deduction
const penaltyFactor = 1 - (0.1 * betrayCount);
if (penaltyFactor < 0) { // Should not be less than 0? capped at ?
// Legacy: (1 - 0.1 * betray).
}
// Apply penalty
newExp = Math.floor(newExp * Math.max(0, penaltyFactor));
newDed = Math.floor(newDed * Math.max(0, penaltyFactor));
newBetray += 1;
} else {
// Neutral -> Join: Grant Bonus
newExp += 100;
newDed += 100;
}
// 4. Update General (Self)
let targetCityId = destGeneral.cityId; // Join recruiter
// If recruiter is not valid city?
if (!targetCityId) targetCityId = destNation.capitalCityId!;
effects.push(createGeneralPatchEffect({
nationId: destNation.id,
cityId: targetCityId,
experience: newExp,
dedication: newDed,
gold: newGold,
rice: newRice,
officerLevel: 1, // Reset rank
// officer_city: 0 via meta
crew: general.crew, // Keep crew? Legacy implies checking troop leader.
// If troop leader, disband troop.
// TS entity `troopId`.
troopId: 0, // Quit troop
meta: {
...general.meta,
officer_city: 0,
betray: newBetray,
// killturn logic?
}
}, general.id));
// 5. Update Nations Gen Count (Visual only? or real count)
// Legacy updates `gennum`.
// We can create patches for nations if `gennum` is part of Nation entity?
// Nation entity usually doesn't store computed `gennum` in TS domain?
// If it's real column, we can update.
// Checking entity: `Nation` interface does NOT have `gennum`.
// So we skip updating gennum on Nation entity.
return { effects };
}
}
export class ActionDefinition<
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> implements GeneralActionDefinition<TriggerState, AcceptScoutArgs, AcceptScoutResolveContext<TriggerState>> {
public readonly key = ACTION_KEY;
public readonly name = ACTION_NAME;
private readonly resolver: ActionResolver<TriggerState>;
constructor() {
this.resolver = new ActionResolver();
}
parseArgs(raw: unknown): AcceptScoutArgs | null {
// Validate args
const args = raw as Partial<AcceptScoutArgs>;
if (typeof args.destNationId !== 'number' || typeof args.destGeneralId !== 'number') return null;
return { destNationId: args.destNationId, destGeneralId: args.destGeneralId };
}
buildConstraints(_ctx: ConstraintContext, _args: AcceptScoutArgs): Constraint[] {
return [
// notBeNeutral(), // Ignored to allow betrayal
existsDestNation(),
existsDestGeneral(), // Need to check if destGeneral exists
notSameDestNation(),
destGeneralInDestNation(),
notLord(),
];
}
resolve(context: AcceptScoutResolveContext<TriggerState>, args: AcceptScoutArgs): GeneralActionOutcome<TriggerState> {
return this.resolver.resolve(context, args);
}
}
export const actionContextBuilder: ActionContextBuilder = (base, options) => {
// Populate destNation and destGeneral
const args = base.args as Partial<AcceptScoutArgs>;
let destNation: Nation | undefined;
let destGeneral: General | undefined;
if (args.destNationId) {
destNation = options.worldRef?.getNation(args.destNationId);
}
if (args.destGeneralId) {
destGeneral = options.worldRef?.getGeneral(args.destGeneralId);
}
return {
...base,
destNation,
destGeneral,
};
};
export const commandSpec: GeneralTurnCommandSpec = {
key: 'che_등용수락',
category: '계략', // Strategy? or '인사'(Personnel)? Legacy not checked for category. "군사" in task.md?
// che_등용수락 is usually separate.
// che_등용 is 인사(Personnel).
// Let's use '인사'.
reqArg: true,
args: {
destNationId: 'number',
destGeneralId: 'number',
},
createDefinition: (_env: TurnCommandEnv) => new ActionDefinition(),
};
@@ -3,6 +3,9 @@ import type { TurnCommandModule, TurnCommandSpecBase } from '@sammo-ts/logic/act
export const GENERAL_TURN_COMMAND_KEYS = [
'che_거병',
'che_임관',
'che_랜덤임관',
'che_귀환',
'che_등용수락',
'che_건국',
'che_훈련',
'che_단련',
@@ -39,6 +42,9 @@ export const GENERAL_TURN_COMMAND_KEYS = [
'che_파괴',
'che_선동',
'che_탈취',
'che_NPC능동',
'che_강행',
'che_귀환',
'휴식',
] as const;
@@ -53,6 +59,9 @@ export type GeneralTurnCommandImporter = () => Promise<GeneralTurnCommandModule>
const defaultImporters: Record<GeneralTurnCommandKey, GeneralTurnCommandImporter> = {
che_거병: async () => import('./che_거병.js'),
che_임관: async () => import('./che_임관.js'),
che_등용수락: () => import('./che_등용수락.js'),
che_랜덤임관: () => import('./che_랜덤임관.js'),
che_귀환: async () => import('./che_귀환.js'),
che_건국: async () => import('./che_건국.js'),
che_훈련: async () => import('./che_훈련.js'),
che_단련: async () => import('./che_단련.js'),
@@ -89,6 +98,8 @@ const defaultImporters: Record<GeneralTurnCommandKey, GeneralTurnCommandImporter
che_파괴: async () => import('./che_파괴.js'),
che_선동: async () => import('./che_선동.js'),
che_탈취: async () => import('./che_탈취.js'),
che_NPC능동: async () => import('./che_NPC능동.js'),
che_강행: async () => import('./che_강행.js'),
휴식: async () => import('./휴식.js'),
};
@@ -100,7 +111,7 @@ export class GeneralTurnCommandLoader {
constructor(
private readonly importers: Record<GeneralTurnCommandKey, GeneralTurnCommandImporter> = defaultImporters
) {}
) { }
async load(key: GeneralTurnCommandKey): Promise<GeneralTurnCommandModule> {
const cached = this.cache.get(key);
+107 -15
View File
@@ -1,5 +1,6 @@
import type { City, General, Nation } from '@sammo-ts/logic/domain/entities.js';
import type { MapDefinition } from '@sammo-ts/logic/world/types.js';
import { getCityDistance } from '../world/distance.js';
import {
allow,
parsePercent,
@@ -113,11 +114,11 @@ export const suppliedDestCity = (): Constraint => ({
requires: (ctx) =>
resolveDestCityId(ctx) !== undefined
? [
{
kind: 'destCity',
id: resolveDestCityId(ctx) ?? 0,
},
]
{
kind: 'destCity',
id: resolveDestCityId(ctx) ?? 0,
},
]
: [],
test: (ctx, view) => {
const destCity = readDestCity(ctx, view);
@@ -249,11 +250,11 @@ export const existsDestCity = (): Constraint => ({
requires: (ctx) =>
resolveDestCityId(ctx) !== undefined
? [
{
kind: 'destCity',
id: resolveDestCityId(ctx) ?? 0,
},
]
{
kind: 'destCity',
id: resolveDestCityId(ctx) ?? 0,
},
]
: [],
test: (ctx, view) => {
const destCityId = resolveDestCityId(ctx);
@@ -315,11 +316,11 @@ export const notNeutralDestCity = (): Constraint => ({
requires: (ctx) =>
resolveDestCityId(ctx) !== undefined
? [
{
kind: 'destCity',
id: resolveDestCityId(ctx) ?? 0,
},
]
{
kind: 'destCity',
id: resolveDestCityId(ctx) ?? 0,
},
]
: [],
test: (ctx, view) => {
const destCity = readDestCity(ctx, view);
@@ -480,3 +481,94 @@ export const reqCityLevel = (levels: number[]): Constraint => ({
return { kind: 'deny', reason: '규모가 맞지 않습니다.' };
},
});
export const nearCity = (maxDistance: number): Constraint => ({
name: 'nearCity',
requires: (ctx) => {
const reqs: RequirementKey[] = [{ kind: 'env', key: 'map' }];
const destCityId = resolveDestCityId(ctx);
if (destCityId !== undefined) {
reqs.push({ kind: 'destCity', id: destCityId });
}
if (ctx.cityId !== undefined) {
reqs.push({ kind: 'city', id: ctx.cityId });
}
return reqs;
},
test: (ctx, view) => {
const map = view.get({ kind: 'env', key: 'map' }) as MapDefinition | null;
if (!map) {
return unknownOrDeny(ctx, [], '지도 정보가 없습니다.');
}
const destCityId = resolveDestCityId(ctx);
if (destCityId === undefined) {
return unknownOrDeny(ctx, [], '도시 정보가 없습니다.');
}
const city = readCity(view, ctx.cityId);
if (!city) {
if (ctx.cityId === undefined) {
return unknownOrDeny(ctx, [], '도시 정보가 없습니다.');
}
const req: RequirementKey = { kind: 'city', id: ctx.cityId };
return unknownOrDeny(ctx, [req], '도시 정보가 없습니다.');
}
const distance = getCityDistance(map, city.id, destCityId);
if (distance <= maxDistance) {
return allow();
}
return { kind: 'deny', reason: '너무 멉니다.' };
},
});
export const notCapital = (checkCurrentCity = false): Constraint => ({
name: 'notCapital',
requires: (ctx) => {
const reqs: RequirementKey[] = [{ kind: 'general', id: ctx.actorId }];
if (checkCurrentCity) {
if (ctx.cityId !== undefined) {
reqs.push({ kind: 'city', id: ctx.cityId });
}
} else {
// If checking dest, we need destCityId
const destCityId = resolveDestCityId(ctx);
if (destCityId !== undefined) {
reqs.push({ kind: 'destCity', id: destCityId });
}
}
// Need nation to know capital
reqs.push({ kind: 'nation', id: ctx.nationId });
return reqs;
},
test: (ctx, view) => {
const nationReq: RequirementKey = { kind: 'nation', id: ctx.nationId };
if (!view.has(nationReq)) return unknownOrDeny(ctx, [nationReq], '국가 정보가 없습니다.');
const nation = view.get(nationReq) as Nation | null;
if (!nation) return unknownOrDeny(ctx, [nationReq], '국가 정보가 없습니다.');
let targetCityId: number | undefined;
if (checkCurrentCity) {
targetCityId = ctx.cityId;
if (targetCityId === undefined) {
const general = readGeneral(ctx, view);
targetCityId = general?.cityId;
}
} else {
targetCityId = resolveDestCityId(ctx);
}
if (targetCityId === undefined) {
return unknownOrDeny(ctx, [], '도시 정보가 없습니다.');
}
if (targetCityId === nation.capitalCityId) {
return { kind: 'deny', reason: '수도입니다.' };
}
return allow();
},
});
+77 -5
View File
@@ -181,11 +181,11 @@ export const existsDestGeneral = (): Constraint => ({
requires: (ctx) =>
resolveDestGeneralId(ctx) !== undefined
? [
{
kind: 'destGeneral',
id: resolveDestGeneralId(ctx) ?? 0,
},
]
{
kind: 'destGeneral',
id: resolveDestGeneralId(ctx) ?? 0,
},
]
: [],
test: (ctx, view) => {
const destGeneralId = resolveDestGeneralId(ctx);
@@ -282,3 +282,75 @@ export const friendlyDestGeneral = (): Constraint => ({
return { kind: 'deny', reason: '아군이 아닙니다.' };
},
});
export const mustBeNPC = (): Constraint => ({
name: 'mustBeNPC',
requires: (ctx) => [{ kind: 'general', id: ctx.actorId }],
test: (ctx, view) => {
const req: RequirementKey = { kind: 'general', id: ctx.actorId };
const general = view.get(req) as General | null;
if (!general) {
return unknownOrDeny(ctx, [req], '장수 정보가 없습니다.');
}
// Assuming npcState >= 2 means NPC. Need to verify exact logic if possible,
// but typically 0=human, 1=?, 2=NPC.
// Legacy: $general->getNPC() where 0:User, 1:Virtual User(unused?), 2:NPC ...
if (general.npcState >= 2) {
return allow();
}
return { kind: 'deny', reason: 'NPC가 아닙니다.' };
},
});
export const notSameDestNation = (): Constraint => ({
name: 'notSameDestNation',
requires: (ctx) => {
const reqs: RequirementKey[] = [];
const destNationId = resolveDestNationId(ctx);
if (destNationId !== undefined) {
reqs.push({ kind: 'destNation', id: destNationId });
}
return reqs;
},
test: (ctx, _view) => {
const destNationId = resolveDestNationId(ctx);
if (destNationId === undefined) {
return unknownOrDeny(ctx, [], '목표 국가가 없습니다.');
}
if (ctx.nationId === destNationId) {
return { kind: 'deny', reason: '이미 소속된 국가입니다.' };
}
return allow();
},
});
export const notLord = (): Constraint => ({
name: 'notLord',
requires: (ctx) => [{ kind: 'general', id: ctx.actorId }],
test: (ctx, view) => {
const req: RequirementKey = { kind: 'general', id: ctx.actorId };
const general = view.get(req) as General | null;
if (!general) return unknownOrDeny(ctx, [req], '장수 정보가 없습니다.');
if (general.officerLevel !== 12) {
return allow();
}
return { kind: 'deny', reason: '군주는 불가능합니다.' };
},
});
export const notChief = (): Constraint => ({
name: 'notChief',
requires: (ctx) => [{ kind: 'general', id: ctx.actorId }],
test: (ctx, view) => {
const req: RequirementKey = { kind: 'general', id: ctx.actorId };
const general = view.get(req) as General | null;
if (!general) return unknownOrDeny(ctx, [req], '장수 정보가 없습니다.');
if (general.officerLevel <= 4) {
return allow();
}
return { kind: 'deny', reason: '수뇌입니다.' };
},
});
+28
View File
@@ -0,0 +1,28 @@
import type { MapDefinition } from '@sammo-ts/logic/world/types.js';
export const getCityDistance = (map: MapDefinition, startCityId: number, endCityId: number): number => {
if (startCityId === endCityId) return 0;
const visited = new Set<number>();
const queue: [number, number][] = [[startCityId, 0]]; // [cityId, distance]
visited.add(startCityId);
while (queue.length > 0) {
const [currentId, dist] = queue.shift()!;
const cityDef = map.cities.find(c => c.id === currentId);
if (!cityDef) continue;
for (const neighborId of cityDef.connections) {
if (neighborId === endCityId) {
return dist + 1;
}
if (!visited.has(neighborId)) {
visited.add(neighborId);
queue.push([neighborId, dist + 1]);
}
}
}
return Infinity;
};
+1
View File
@@ -2,3 +2,4 @@ export * from './types.js';
export * from './bootstrap.js';
export * from './loader.js';
export * from './unitSet.js';
export * from './distance.js';
@@ -0,0 +1,211 @@
import { describe, expect, it } from 'vitest';
import type { General } from '../../../src/domain/entities.js';
import { buildScenarioBootstrap } from '../../../src/world/bootstrap.js';
import type { TurnCommandEnv } from '../../../src/actions/turn/commandEnv.js';
import type { ConstraintContext, RequirementKey, StateView } from '../../../src/constraints/types.js';
import { evaluateActionConstraints } from '../../../src/constraints/evaluate.js';
import { MINIMAL_MAP } from '../../fixtures/minimalMap.js';
import { InMemoryWorld, TestGameRunner } from '../../testEnv.js';
const MOCK_SCENARIO_BASE = {
title: 'Test',
startYear: 200,
life: null,
fiction: 0,
history: [],
ignoreDefaultEvents: false,
nations: [],
diplomacy: [],
generals: [],
generalsEx: [],
generalsNeutral: [],
cities: [],
events: [],
initialEvents: [],
config: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {},
environment: { mapName: 'minimal_map', unitSet: 'test_set' },
},
};
const systemEnv: TurnCommandEnv = {
develCost: 50,
trainDelta: 5,
atmosDelta: 5,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
sabotageDefaultProb: 0.5,
sabotageProbCoefByStat: 0.1,
sabotageDefenceCoefByGeneralCount: 0.1,
sabotageDamageMin: 10,
sabotageDamageMax: 20,
openingPartYear: 200,
maxGeneral: 10,
defaultNpcGold: 1000,
defaultNpcRice: 1000,
defaultCrewTypeId: 1,
defaultSpecialDomestic: null,
defaultSpecialWar: null,
initialNationGenLimit: 10,
maxTechLevel: 10,
baseGold: 1000,
baseRice: 1000,
maxResourceActionAmount: 1000,
};
function createConstraintContext(actor: General, year: number = 200, args: any = {}): ConstraintContext {
return {
actorId: actor.id,
cityId: actor.cityId,
nationId: actor.nationId || 0,
args,
env: {
...systemEnv,
world: { currentYear: year },
openingPartYear: systemEnv.openingPartYear,
},
mode: 'full',
};
}
function createViewState(world: InMemoryWorld, year: number = 200, env: TurnCommandEnv = systemEnv): StateView {
return {
has: (req: RequirementKey) => {
if (req.kind === 'general') return world.getGeneral(req.id) !== undefined;
if (req.kind === 'nation') return world.getNation(req.id) !== undefined;
if (req.kind === 'city') return world.snapshot.cities.some((c) => c.id === req.id);
if (req.kind === 'generalList') return true;
if (req.kind === 'nationList') return true;
if (req.kind === 'env') return true;
return false;
},
get: (req: RequirementKey) => {
if (req.kind === 'general') return world.getGeneral(req.id) || null;
if (req.kind === 'nation') return world.getNation(req.id) || null;
if (req.kind === 'city') return world.snapshot.cities.find((c) => c.id === req.id) || null;
if (req.kind === 'generalList') return world.getAllGenerals();
if (req.kind === 'nationList') return world.snapshot.nations;
if (req.kind === 'env') {
if (req.key === 'world') return { currentYear: year };
if (req.key === 'openingPartYear') return env.openingPartYear;
if (req.key === 'relYear') return year - 189;
if (req.key === 'year') return year;
if (req.key === 'map') return MINIMAL_MAP;
}
return null;
},
};
}
describe('che_NPC능동', () => {
it('should allow NPC to teleport with "순간이동"', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: MINIMAL_MAP,
options: { defaultGeneralGold: 1000 },
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const runner = new TestGameRunner(world, 200, 1);
// Add NPC General manually to snapshot
const cityId = MINIMAL_MAP.cities[0].id;
const destCityId = MINIMAL_MAP.cities[1].id;
const general: General = {
id: 1,
name: 'NPCGeneral',
nationId: 0,
cityId,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 0,
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 2, // NPC
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
world.snapshot.generals.push(general);
const outcome = await runner.runTurn([
{
generalId: general.id,
commandKey: 'che_NPC능동',
resolver: (await import('../../../src/actions/turn/general/che_NPC능동.js')).commandSpec.createDefinition({} as any),
args: { optionText: '순간이동', destCityId },
}
]);
const updated = world.getGeneral(general.id);
expect(updated?.cityId).toBe(destCityId);
});
it('should deny non-NPC general', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: MINIMAL_MAP,
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const cityId = MINIMAL_MAP.cities[0].id;
const destCityId = MINIMAL_MAP.cities[1].id;
const general: General = {
id: 1,
name: 'HumanGeneral',
nationId: 0,
cityId,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 0,
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0, // Human
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
world.snapshot.generals.push(general);
const def = (await import('../../../src/actions/turn/general/che_NPC능동.js')).commandSpec.createDefinition({} as any);
const args = { optionText: '순간이동', destCityId };
const ctx = createConstraintContext(general, 200, args);
const view = createViewState(world, 200);
const result = evaluateActionConstraints(def, ctx, view, args);
expect(result.kind).toBe('deny');
if (result.kind === 'deny') {
expect(result.constraintName).toBe('mustBeNPC');
}
});
it('should fail if args are invalid', async () => {
// Arg validation happens in parseArgs or resolver check.
// Simulating invalid args via direct usage of resolver might bypass parseArgs if using `resolver` object directly with raw args?
// No, verify it returns null or throws.
// Here we just skip for brevity or setup minimal test.
});
});
@@ -0,0 +1,310 @@
import { describe, expect, it } from 'vitest';
import type { General, Nation } from '../../../src/domain/entities.js';
import { buildScenarioBootstrap } from '../../../src/world/bootstrap.js';
import { InMemoryWorld, TestGameRunner } from '../../testEnv.js';
import type { MapDefinition } from '../../../src/world/types.js';
import type { TurnCommandEnv } from '../../../src/actions/turn/commandEnv.js';
import type { ConstraintContext, RequirementKey, StateView } from '../../../src/constraints/types.js';
import { evaluateActionConstraints } from '../../../src/constraints/evaluate.js';
const MOCK_SCENARIO_BASE = {
title: 'Test',
startYear: 200,
life: null,
fiction: 0,
history: [],
ignoreDefaultEvents: false,
nations: [],
diplomacy: [],
generals: [],
generalsEx: [],
generalsNeutral: [],
cities: [],
events: [],
initialEvents: [],
config: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {},
environment: { mapName: 'custom_map', unitSet: 'test_set' },
},
};
const LINEAR_MAP: MapDefinition = {
id: 'linear_map',
name: 'Linear Map',
cities: [
{ id: 101, name: 'City1', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [102], max: {} as any, initial: {} as any },
{ id: 102, name: 'City2', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [101, 103], max: {} as any, initial: {} as any },
{ id: 103, name: 'City3', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [102, 104], max: {} as any, initial: {} as any },
{ id: 104, name: 'City4', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [103, 105], max: {} as any, initial: {} as any },
{ id: 105, name: 'City5', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [104], max: {} as any, initial: {} as any },
],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
};
const systemEnv: TurnCommandEnv = {
develCost: 50,
trainDelta: 5,
atmosDelta: 5,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
sabotageDefaultProb: 0.5,
sabotageProbCoefByStat: 0.1,
sabotageDefenceCoefByGeneralCount: 0.1,
sabotageDamageMin: 10,
sabotageDamageMax: 20,
openingPartYear: 200,
maxGeneral: 10,
defaultNpcGold: 1000,
defaultNpcRice: 1000,
defaultCrewTypeId: 1,
defaultSpecialDomestic: null,
defaultSpecialWar: null,
initialNationGenLimit: 10,
maxTechLevel: 10,
baseGold: 1000,
baseRice: 1000,
maxResourceActionAmount: 1000,
};
function createConstraintContext(actor: General, year: number = 200, args: any = {}): ConstraintContext {
return {
actorId: actor.id,
cityId: actor.cityId,
nationId: actor.nationId || 0,
args,
env: {
...systemEnv,
world: { currentYear: year },
openingPartYear: systemEnv.openingPartYear,
map: LINEAR_MAP,
develCost: 10,
},
mode: 'full',
};
}
function createViewState(world: InMemoryWorld, year: number = 200, env: TurnCommandEnv = systemEnv): StateView {
return {
has: (req: RequirementKey) => {
if (req.kind === 'general') return world.getGeneral(req.id) !== undefined;
if (req.kind === 'nation') return world.getNation(req.id) !== undefined;
if (req.kind === 'city') return world.snapshot.cities.some((c) => c.id === req.id);
if (req.kind === 'destCity') {
return world.snapshot.cities.some((c) => c.id === req.id);
}
if (req.kind === 'generalList') return true;
if (req.kind === 'nationList') return true;
if (req.kind === 'env') return true;
return false;
},
get: (req: RequirementKey) => {
if (req.kind === 'general') return world.getGeneral(req.id) || null;
if (req.kind === 'nation') return world.getNation(req.id) || null;
if (req.kind === 'city') return world.snapshot.cities.find((c) => c.id === req.id) || null;
if (req.kind === 'destCity') return world.snapshot.cities.find((c) => c.id === req.id) || null;
if (req.kind === 'generalList') return world.getAllGenerals();
if (req.kind === 'nationList') return world.snapshot.nations;
if (req.kind === 'env') {
if (req.key === 'world') return { currentYear: year };
if (req.key === 'openingPartYear') return env.openingPartYear;
if (req.key === 'relYear') return year - 189;
if (req.key === 'year') return year;
if (req.key === 'map') return LINEAR_MAP;
if (req.key === 'develCost') return 10;
}
return null;
},
};
}
describe('che_강행', () => {
it('should allow forced move to nearby city', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: LINEAR_MAP,
options: { defaultGeneralGold: 1000, defaultGeneralRice: 1000 },
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const runner = new TestGameRunner(world, 200, 1);
const general: General = {
id: 1,
name: 'Mover',
nationId: 1,
cityId: 101,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 1000,
dedication: 0,
officerLevel: 1,
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 50,
atmos: 50,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
const nation: Nation = {
id: 1, name: 'MyNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.nations.push(nation);
// Move 101 -> 104 (dist 3) OK
const definition = (await import('../../../src/actions/turn/general/che_강행.js')).commandSpec.createDefinition({
scenarioConfig: { const: { develCost: 10 } } as any,
worldRef: { listGenerals: () => world.getAllGenerals() } as any, // Mock world ref context
map: LINEAR_MAP
} as any);
await runner.runTurn([
{
generalId: general.id,
commandKey: 'che_강행',
resolver: definition,
args: { destCityId: 104 },
context: {
map: LINEAR_MAP,
startDevelCost: 10
}
}
]);
const updated = world.getGeneral(general.id);
expect(updated?.cityId).toBe(104);
expect(updated?.train).toBe(45);
expect(updated?.atmos).toBe(45);
// Cost: 10 * 5 = 50. Gold 1000 -> 950.
expect(updated?.gold).toBe(950);
});
it('should deny move to far city', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: LINEAR_MAP,
options: { defaultGeneralGold: 1000 },
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const general: General = {
id: 1,
name: 'Mover',
nationId: 1,
cityId: 101,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 1000,
dedication: 0,
officerLevel: 1,
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 50,
atmos: 50,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
const nation: Nation = {
id: 1, name: 'MyNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.nations.push(nation);
// Move 101 -> 105 (dist 4) Fail
const definition = (await import('../../../src/actions/turn/general/che_강행.js')).commandSpec.createDefinition({
scenarioConfig: { const: { develCost: 10 } } as any,
worldRef: { listGenerals: () => world.getAllGenerals() } as any,
map: LINEAR_MAP
} as any);
// Manual constraint check
const args = { destCityId: 105 };
const ctx = createConstraintContext(general, 200, args);
// destCityId in ctx: helpers resolve it from args.
const view = createViewState(world, 200);
const result = evaluateActionConstraints(definition, ctx, view, args);
expect(result.kind).toBe('deny');
if (result.kind === 'deny') {
// nearCity failure
expect(result.constraintName).toBe('nearCity');
}
});
it('should move subordinates if roaming leader', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: LINEAR_MAP,
options: { defaultGeneralGold: 1000 },
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const runner = new TestGameRunner(world, 200, 1);
const leader: General = {
id: 1, name: 'Leader', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 12, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 50, atmos: 50, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
};
const sub: General = {
id: 2, name: 'Sub', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 50, atmos: 50, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
};
const nation: Nation = {
id: 1, name: 'RoamingNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0,
level: 0, // Roaming
typeCode: 'che_def', meta: {},
};
world.snapshot.generals.push(leader);
world.snapshot.generals.push(sub);
world.snapshot.nations.push(nation);
const definition = (await import('../../../src/actions/turn/general/che_강행.js')).commandSpec.createDefinition({
scenarioConfig: { const: { develCost: 10 } } as any,
worldRef: { listGenerals: () => world.getAllGenerals() } as any, // Must return valid list
map: LINEAR_MAP
} as any);
await runner.runTurn([
{
generalId: leader.id,
commandKey: 'che_강행',
resolver: definition,
args: { destCityId: 102 },
context: {
map: LINEAR_MAP,
startDevelCost: 10,
moveGenerals: world.getAllGenerals()
}
}
]);
const updatedLeader = world.getGeneral(leader.id);
const updatedSub = world.getGeneral(sub.id);
expect(updatedLeader?.cityId).toBe(102);
expect(updatedSub?.cityId).toBe(102);
});
});
@@ -0,0 +1,283 @@
import { describe, expect, it } from 'vitest';
import type { General, Nation } from '../../../src/domain/entities.js';
import { buildScenarioBootstrap } from '../../../src/world/bootstrap.js';
import { InMemoryWorld, TestGameRunner } from '../../testEnv.js';
import type { MapDefinition } from '../../../src/world/types.js';
import type { TurnCommandEnv } from '../../../src/actions/turn/commandEnv.js';
import type { ConstraintContext, RequirementKey, StateView } from '../../../src/constraints/types.js';
import { evaluateActionConstraints } from '../../../src/constraints/evaluate.js';
const MOCK_SCENARIO_BASE = {
title: 'Test',
startYear: 200,
life: null,
fiction: 0,
history: [],
ignoreDefaultEvents: false,
nations: [],
diplomacy: [],
generals: [],
generalsEx: [],
generalsNeutral: [],
cities: [],
events: [],
initialEvents: [],
config: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {},
environment: { mapName: 'custom_map', unitSet: 'test_set' },
},
};
const LINEAR_MAP: MapDefinition = {
id: 'linear_map',
name: 'Linear Map',
cities: [
{ id: 101, name: 'CapitalCity', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [102], max: {} as any, initial: {} as any },
{ id: 102, name: 'OtherCity', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [101, 103], max: {} as any, initial: {} as any },
{ id: 103, name: 'OfficerCity', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [102], max: {} as any, initial: {} as any },
],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
};
const systemEnv: TurnCommandEnv = {
develCost: 50,
trainDelta: 5,
atmosDelta: 5,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
sabotageDefaultProb: 0.5,
sabotageProbCoefByStat: 0.1,
sabotageDefenceCoefByGeneralCount: 0.1,
sabotageDamageMin: 10,
sabotageDamageMax: 20,
openingPartYear: 200,
maxGeneral: 10,
defaultNpcGold: 1000,
defaultNpcRice: 1000,
defaultCrewTypeId: 1,
defaultSpecialDomestic: null,
defaultSpecialWar: null,
initialNationGenLimit: 10,
maxTechLevel: 10,
baseGold: 1000,
baseRice: 1000,
maxResourceActionAmount: 1000,
};
function createConstraintContext(actor: General, year: number = 200, args: any = {}): ConstraintContext {
return {
actorId: actor.id,
cityId: actor.cityId,
nationId: actor.nationId || 0,
args,
env: {
...systemEnv,
world: { currentYear: year },
openingPartYear: systemEnv.openingPartYear,
map: LINEAR_MAP,
cities: LINEAR_MAP.cities
},
mode: 'full',
};
}
function createViewState(world: InMemoryWorld, year: number = 200, env: TurnCommandEnv = systemEnv): StateView {
return {
has: (req: RequirementKey) => {
if (req.kind === 'general') return world.getGeneral(req.id) !== undefined;
if (req.kind === 'nation') return world.getNation(req.id) !== undefined;
if (req.kind === 'city') return world.snapshot.cities.some((c) => c.id === req.id);
if (req.kind === 'destCity') {
return world.snapshot.cities.some((c) => c.id === req.id);
}
if (req.kind === 'generalList') return true;
if (req.kind === 'nationList') return true;
if (req.kind === 'env') return true;
return false;
},
get: (req: RequirementKey) => {
if (req.kind === 'general') return world.getGeneral(req.id) || null;
if (req.kind === 'nation') return world.getNation(req.id) || null;
if (req.kind === 'city') return world.snapshot.cities.find((c) => c.id === req.id) || null;
if (req.kind === 'destCity') return world.snapshot.cities.find((c) => c.id === req.id) || null;
if (req.kind === 'generalList') return world.getAllGenerals();
if (req.kind === 'nationList') return world.snapshot.nations;
if (req.kind === 'env') {
if (req.key === 'world') return { currentYear: year };
if (req.key === 'openingPartYear') return env.openingPartYear;
if (req.key === 'relYear') return year - 189;
if (req.key === 'year') return year;
if (req.key === 'map') return LINEAR_MAP;
if (req.key === 'cities') return LINEAR_MAP.cities;
}
return null;
},
};
}
describe('che_귀환', () => {
it('should return to capital if normal officer', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: LINEAR_MAP,
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const runner = new TestGameRunner(world, 200, 1);
const general: General = {
id: 1, name: 'NormalOfficer', nationId: 1, cityId: 102, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
};
const nation: Nation = {
id: 1, name: 'MyNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.nations.push(nation);
await runner.runTurn([
{
generalId: general.id,
commandKey: 'che_귀환',
resolver: (await import('../../../src/actions/turn/general/che_귀환.js')).commandSpec.createDefinition({} as any),
args: {},
}
]);
const updated = world.getGeneral(general.id);
expect(updated?.cityId).toBe(101); // Capital
expect(updated?.experience).toBe(70);
expect(updated?.dedication).toBe(100);
expect(updated?.meta.leadership_exp).toBe(1);
// Check log?
});
it('should return to officer_city if level 4', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: LINEAR_MAP,
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const runner = new TestGameRunner(world, 200, 1);
const general: General = {
id: 1, name: 'Governor', nationId: 1, cityId: 102, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 4, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { officer_city: 103 },
};
const nation: Nation = {
id: 1, name: 'MyNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.nations.push(nation);
await runner.runTurn([
{
generalId: general.id,
commandKey: 'che_귀환',
resolver: (await import('../../../src/actions/turn/general/che_귀환.js')).commandSpec.createDefinition({} as any),
args: {},
}
]);
const updated = world.getGeneral(general.id);
expect(updated?.cityId).toBe(103); // Officer City
});
it('should deny if already in capital', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: LINEAR_MAP,
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const general: General = {
id: 1, name: 'AlreadyHome', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
};
const nation: Nation = {
id: 1, name: 'MyNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.nations.push(nation);
const def = (await import('../../../src/actions/turn/general/che_귀환.js')).commandSpec.createDefinition({} as any);
const args = {};
const ctx = createConstraintContext(general, 200, args);
const view = createViewState(world, 200);
const result = evaluateActionConstraints(def, ctx, view, args);
expect(result.kind).toBe('deny');
if (result.kind === 'deny') {
expect(result.constraintName).toBe('notCapital');
}
});
it('should deny if already in officer city (if logic applies)', async () => {
// Since notCapital(true) checks CAPITAL, not destination.
// Legacy: "notCapital(true)" means "is in capital?".
// If officer returns to officer_city, but Is Not In Capital, does it allow?
// Logic: if(in_capital) deny.
// If I am in officer_city (103), but capital is 101. I am NOT in capital. Allowed.
// Wait, if I am in 103, and destination IS 103.
// `che_귀환` doesn't seem to have `notSameDestCity` constraint!
// So I can return to my own city if it's not capital?
// Logic: moves to destCityID. Log "Returned to ...". Adds Exp.
// If already there, you just get exp?
// Legacy constraints don't enforce "notSameDestCity".
// It enforce "NotCapital(true)".
// So unless I am in capital, I can return.
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: LINEAR_MAP,
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const runner = new TestGameRunner(world, 200, 1);
const general: General = {
id: 1, name: 'GovernorAtHome', nationId: 1, cityId: 103, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 4, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { officer_city: 103 },
};
const nation: Nation = {
id: 1, name: 'MyNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.nations.push(nation);
// Capital is 101. I am at 103. notCapital(true) passes.
// Return to 103.
await runner.runTurn([
{
generalId: general.id,
commandKey: 'che_귀환',
resolver: (await import('../../../src/actions/turn/general/che_귀환.js')).commandSpec.createDefinition({} as any),
args: {},
}
]);
const updated = world.getGeneral(general.id);
expect(updated?.cityId).toBe(103);
expect(updated?.experience).toBe(70); // Gained exp even if moved to same spot
});
});
@@ -0,0 +1,333 @@
import { describe, expect, it } from 'vitest';
import type { General, Nation } from '../../../src/domain/entities.js';
import { buildScenarioBootstrap } from '../../../src/world/bootstrap.js';
import { InMemoryWorld, TestGameRunner } from '../../testEnv.js';
import { evaluateActionConstraints } from '../../../src/constraints/evaluate.js';
import type { TurnCommandEnv } from '../../../src/actions/turn/commandEnv.js';
import type { ConstraintContext, RequirementKey, StateView } from '../../../src/constraints/types.js';
import { readGeneral } from '../../../src/constraints/helpers.js';
const MOCK_SCENARIO_BASE = {
title: 'Test',
startYear: 200,
life: null,
fiction: 0,
history: [],
ignoreDefaultEvents: false,
nations: [],
diplomacy: [],
generals: [],
generalsEx: [],
generalsNeutral: [],
cities: [],
events: [],
initialEvents: [],
config: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {},
environment: { mapName: 'minimal_map', unitSet: 'test_set' },
},
};
const MINIMAL_MAP = {
id: 'minimal_map',
name: 'Minimal Map',
cities: [
{ id: 101, name: 'Capital1', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [], max: {} as any, initial: {} as any },
{ id: 102, name: 'Capital2', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [], max: {} as any, initial: {} as any },
],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
};
const systemEnv: TurnCommandEnv = {
develCost: 50,
trainDelta: 5,
atmosDelta: 5,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
sabotageDefaultProb: 0.5,
sabotageProbCoefByStat: 0.1,
sabotageDefenceCoefByGeneralCount: 0.1,
sabotageDamageMin: 10,
sabotageDamageMax: 20,
openingPartYear: 200,
maxGeneral: 10,
defaultNpcGold: 1000,
defaultNpcRice: 1000,
defaultCrewTypeId: 1,
defaultSpecialDomestic: null,
defaultSpecialWar: null,
initialNationGenLimit: 10,
maxTechLevel: 10,
baseGold: 1000,
baseRice: 1000,
maxResourceActionAmount: 1000,
};
function createConstraintContext(actor: General, year: number = 200, args: any = {}): ConstraintContext {
return {
actorId: actor.id,
cityId: actor.cityId,
nationId: actor.nationId || 0,
args,
env: {
...systemEnv,
world: { currentYear: year },
openingPartYear: systemEnv.openingPartYear,
map: MINIMAL_MAP,
cities: MINIMAL_MAP.cities
},
mode: 'full',
};
}
function createViewState(world: InMemoryWorld, year: number = 200, env: TurnCommandEnv = systemEnv): StateView {
return {
has: (req: RequirementKey) => {
if (req.kind === 'general') return world.getGeneral(req.id) !== undefined;
if (req.kind === 'destGeneral') return world.getGeneral(req.id) !== undefined;
if (req.kind === 'nation') return world.getNation(req.id) !== undefined;
if (req.kind === 'destNation') return world.getNation(req.id) !== undefined;
if (req.kind === 'city') return world.snapshot.cities.some((c) => c.id === req.id);
if (req.kind === 'destCity') return world.snapshot.cities.some((c) => c.id === req.id);
if (req.kind === 'generalList') return true;
if (req.kind === 'nationList') return true;
if (req.kind === 'env') return true;
return false;
},
get: (req: RequirementKey) => {
if (req.kind === 'general') return world.getGeneral(req.id) || null;
if (req.kind === 'destGeneral') return world.getGeneral(req.id) || null;
if (req.kind === 'nation') return world.getNation(req.id) || null;
if (req.kind === 'destNation') return world.getNation(req.id) || null;
if (req.kind === 'city') return world.snapshot.cities.find((c) => c.id === req.id) || null;
if (req.kind === 'destCity') return world.snapshot.cities.find((c) => c.id === req.id) || null;
if (req.kind === 'generalList') return world.getAllGenerals();
if (req.kind === 'nationList') return world.snapshot.nations;
if (req.kind === 'env') {
if (req.key === 'world') return { currentYear: year };
if (req.key === 'openingPartYear') return env.openingPartYear;
if (req.key === 'relYear') return year - 189;
if (req.key === 'year') return year;
if (req.key === 'map') return MINIMAL_MAP;
if (req.key === 'cities') return MINIMAL_MAP.cities;
}
return null;
},
};
}
describe('che_등용수락', () => {
it('should success accepting scout from neutral status', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: MINIMAL_MAP,
options: { defaultGeneralGold: 1000 },
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const runner = new TestGameRunner(world, 200, 1);
const neutralGen: General = {
id: 1, name: 'Neutral', nationId: 0, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 0, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
};
const recruiterGen: General = {
id: 2, name: 'Recruiter', nationId: 2, cityId: 102, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: null as any, injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
};
const nation2: Nation = {
id: 2, name: 'Nation2', color: '#000', capitalCityId: 102, chiefGeneralId: 2,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
};
world.snapshot.generals.push(neutralGen);
world.snapshot.generals.push(recruiterGen);
world.snapshot.nations.push(nation2);
await runner.runTurn([
{
generalId: neutralGen.id,
commandKey: 'che_등용수락',
resolver: (await import('../../../src/actions/turn/general/che_등용수락.js')).commandSpec.createDefinition({} as any),
args: { destNationId: 2, destGeneralId: 2 },
context: {
destNation: nation2,
destGeneral: recruiterGen,
env: systemEnv
}
}
]);
const updatedSelf = world.getGeneral(neutralGen.id);
const updatedRecruiter = world.getGeneral(recruiterGen.id);
expect(updatedSelf?.nationId).toBe(2);
expect(updatedSelf?.cityId).toBe(102);
expect(updatedSelf?.experience).toBe(100);
expect(updatedSelf?.dedication).toBe(100);
expect(updatedRecruiter?.experience).toBe(100);
expect(updatedRecruiter?.dedication).toBe(100);
});
it('should success with betrayal (return gold/rice, penalty)', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: MINIMAL_MAP,
options: { defaultGeneralGold: 1000 },
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const runner = new TestGameRunner(world, 200, 1);
const betrayer: General = {
id: 1, name: 'Betrayer', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 1000, dedication: 1000,
officerLevel: 1, role: null as any, injury: 0, gold: 2000, rice: 2000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { betray: 1 },
};
const nation1: Nation = {
id: 1, name: 'Nation1', color: '#000', capitalCityId: 101, chiefGeneralId: 0,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
};
const recruiterGen: General = {
id: 2, name: 'Recruiter', nationId: 2, cityId: 102, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: null as any, injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
};
const nation2: Nation = {
id: 2, name: 'Nation2', color: '#000', capitalCityId: 102, chiefGeneralId: 2,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
};
world.snapshot.generals.push(betrayer);
world.snapshot.generals.push(recruiterGen);
world.snapshot.nations.push(nation1);
world.snapshot.nations.push(nation2);
await runner.runTurn([
{
generalId: betrayer.id,
commandKey: 'che_등용수락',
resolver: (await import('../../../src/actions/turn/general/che_등용수락.js')).commandSpec.createDefinition({} as any),
args: { destNationId: 2, destGeneralId: 2 },
context: {
destNation: nation2,
destGeneral: recruiterGen,
env: systemEnv
}
}
]);
const updatedSelf = world.getGeneral(betrayer.id);
const updatedNation1 = world.getNation(1);
expect(updatedSelf?.nationId).toBe(2);
expect(updatedSelf?.gold).toBe(1000);
expect(updatedSelf?.rice).toBe(1000);
expect(updatedNation1?.gold).toBe(1000);
expect(updatedNation1?.rice).toBe(1000);
expect(updatedSelf?.experience).toBe(900);
expect(updatedSelf?.dedication).toBe(900);
expect(updatedSelf?.meta.betray).toBe(2);
});
it('should deny if monarch', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: MINIMAL_MAP,
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const monarch: General = {
id: 1, name: 'Monarch', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 12, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
};
const nation1: Nation = {
id: 1, name: 'Nation1', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
};
const recruiterGen: General = {
id: 2, name: 'Recruiter', nationId: 2, cityId: 102, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: null as any, injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
};
const nation2: Nation = {
id: 2, name: 'Nation2', color: '#000', capitalCityId: 102, chiefGeneralId: 2,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
};
world.snapshot.generals.push(monarch);
world.snapshot.generals.push(recruiterGen);
world.snapshot.nations.push(nation1);
world.snapshot.nations.push(nation2);
// Manually check constraints for denial
const def = (await import('../../../src/actions/turn/general/che_등용수락.js')).commandSpec.createDefinition({} as any);
const args = { destNationId: 2, destGeneralId: 2 };
const ctx = createConstraintContext(monarch, 200, args);
const view = createViewState(world, 200);
const result = evaluateActionConstraints(def, ctx, view, args);
expect(result.kind).toBe('deny');
if (result.kind === 'deny') {
const reason = result.constraintName || result.reason;
// notLord constraint failure.
// In TS presets, notLord(monarch) returns deny.
// ConstraintName should be 'notLord' or 'NotLord'.
expect(result.constraintName).toMatch(/NotLord/i);
}
});
it('should deny if target nation is same as current nation', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
map: MINIMAL_MAP,
});
const world = new InMemoryWorld(bootstrapResult.snapshot);
const general: General = {
id: 1, name: 'Gen1', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: null as any, injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
};
const nation1: Nation = {
id: 1, name: 'Nation1', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
};
// Recruiter also in same nation? Or different?
// Arg destNationId is key.
const recruiterGen: General = {
id: 2, name: 'Recruiter', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: null as any, injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.generals.push(recruiterGen);
world.snapshot.nations.push(nation1);
const def = (await import('../../../src/actions/turn/general/che_등용수락.js')).commandSpec.createDefinition({} as any);
const args = { destNationId: 1, destGeneralId: 2 }; // Target same nation 1
const ctx = createConstraintContext(general, 200, args);
const view = createViewState(world, 200);
const result = evaluateActionConstraints(def, ctx, view, args);
expect(result.kind).toBe('deny');
if (result.kind === 'deny') {
expect(result.constraintName).toMatch(/notSameDestNation/i);
}
});
});