refactor: apply consistent formatting and minor import adjustments across test and tsconfig files.
This commit is contained in:
@@ -27,7 +27,8 @@
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},
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"include": [
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"src",
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"test"
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"test",
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"*.ts"
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],
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"references": [
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{
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@@ -6,7 +6,8 @@
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},
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"include": [
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"src",
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"test"
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"test",
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"*.ts"
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],
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"references": [
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{
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@@ -6,7 +6,8 @@
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},
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"include": [
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"src",
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"test"
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"test",
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"*.ts"
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],
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"references": [
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{
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@@ -17,8 +17,6 @@ export const itemModule: ItemModule = {
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unique: false,
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getBattleInitTriggerList: (context) => {
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if (!context.unit) return null;
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return new WarTriggerCaller(
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new che_사기(context.unit, BaseWarUnitTrigger.TYPE_CONSUMABLE_ITEM, 30)
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);
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return new WarTriggerCaller(new che_사기(context.unit, BaseWarUnitTrigger.TYPE_CONSUMABLE_ITEM, 30));
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},
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};
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@@ -32,9 +32,6 @@ export const itemModule: ItemModule = {
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return null;
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}
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return new WarTriggerCaller(
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new che_저지_시도(unit),
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new che_저지(unit)
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);
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return new WarTriggerCaller(new che_저지_시도(unit), new che_저지(unit));
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},
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};
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@@ -17,8 +17,6 @@ export const itemModule: ItemModule = {
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unique: false,
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getBattleInitTriggerList: (context) => {
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if (!context.unit) return null;
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return new WarTriggerCaller(
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new che_훈련(context.unit, BaseWarUnitTrigger.TYPE_CONSUMABLE_ITEM, 40)
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);
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return new WarTriggerCaller(new che_훈련(context.unit, BaseWarUnitTrigger.TYPE_CONSUMABLE_ITEM, 40));
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},
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};
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@@ -1,11 +1,10 @@
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import { describe, expect, it } from 'vitest';
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import { produce } from 'immer';
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import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
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import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
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import { buildScenarioBootstrap } from '../../src/world/bootstrap.js';
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import type { ScenarioDefinition, ScenarioGeneral } from '../../src/scenario/types.js';
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import type { Nation } from '../../src/domain/entities.js';
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import type { Nation, City } from '../../src/domain/entities.js';
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import { commandSpec as foundNationSpec } from '../../src/actions/turn/general/che_건국.js';
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import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
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@@ -66,13 +65,12 @@ const MOCK_GENERALS: ScenarioGeneral[] = Array.from({ length: 10 }, (_, i) => {
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});
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// We need to inject generals into the scenario object for bootstrap
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const scenarioWithGenerals = produce(MOCK_SCENARIO, draft => {
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const scenarioWithGenerals = produce(MOCK_SCENARIO, (draft) => {
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// bootstrap expects generals in specific arrays.
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// We'll put them in generalsNeutral since they are neutral
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draft.generalsNeutral = MOCK_GENERALS;
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});
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describe('Blank Start Scenario', () => {
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it('should allow neutral generals to found nations', async () => {
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// 1. Setup World
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@@ -83,14 +81,14 @@ describe('Blank Start Scenario', () => {
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includeNeutralNation: true,
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defaultGeneralGold: 1000,
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defaultGeneralRice: 1000,
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}
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},
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});
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const world = new InMemoryWorld(bootstrapResult.snapshot);
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const runner = new TestGameRunner(world, 189, 1);
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// 2. Identify a target general (e.g., General_0 in City 1)
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const targetGeneral = world.getAllGenerals().find(g => g.name === 'General_0');
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const targetGeneral = world.getAllGenerals().find((g) => g.name === 'General_0');
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expect(targetGeneral).toBeDefined();
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if (!targetGeneral) return;
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@@ -119,7 +117,7 @@ describe('Blank Start Scenario', () => {
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maxTechLevel: 10,
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baseGold: 1000,
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baseRice: 1000,
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maxResourceActionAmount: 1000
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maxResourceActionAmount: 1000,
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};
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const foundNationDef = foundNationSpec.createDefinition(systemEnv);
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@@ -130,8 +128,8 @@ describe('Blank Start Scenario', () => {
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generalId: targetGeneral.id,
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commandKey: 'che_건국',
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resolver: foundNationDef,
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args: {}
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}
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args: {},
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},
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]);
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// 4. Simulate Turn Processing (Daemon Logic Mock)
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@@ -140,7 +138,7 @@ describe('Blank Start Scenario', () => {
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if (generalAfter?.meta?.founding) {
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// Mock Daemon: Create Nation
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const newNationId = Math.max(...world.getAllNations().map(n => n.id), 0) + 1;
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const newNationId = Math.max(...world.getAllNations().map((n) => n.id), 0) + 1;
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const newNation: Nation = {
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id: newNationId,
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name: `${generalAfter.name}국`,
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@@ -152,7 +150,7 @@ describe('Blank Start Scenario', () => {
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power: 0,
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level: 1,
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typeCode: 'che_def',
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meta: {}
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meta: {},
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};
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// Apply updates manually to world
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@@ -161,16 +159,16 @@ describe('Blank Start Scenario', () => {
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const city = world.getCity(generalAfter.cityId);
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if (city) {
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// Manually update nationId in city
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const cityIdx = world.snapshot.cities.findIndex(c => c.id === city.id);
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world.snapshot.cities[cityIdx] = { ...world.snapshot.cities[cityIdx], nationId: newNationId };
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const cityIdx = world.snapshot.cities.findIndex((c) => c.id === city.id);
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world.snapshot.cities[cityIdx] = { ...world.snapshot.cities[cityIdx], nationId: newNationId } as City;
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}
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const genIdx = world.snapshot.generals.findIndex(g => g.id === generalAfter.id);
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const genIdx = world.snapshot.generals.findIndex((g) => g.id === generalAfter.id);
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world.snapshot.generals[genIdx] = {
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...world.snapshot.generals[genIdx],
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nationId: newNationId,
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meta: { ...generalAfter.meta, founding: false }
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};
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meta: { ...generalAfter.meta, founding: false },
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} as any;
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}
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// 5. Verify
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@@ -1,4 +1,3 @@
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import { describe, expect, it } from 'vitest';
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import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
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import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
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@@ -17,12 +16,30 @@ describe('Diplomacy Scenario', () => {
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const NATION_B_ID = 2; // Target nation
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const mockNationA: Nation = {
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id: NATION_A_ID, name: 'Nation A', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
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gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {}
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id: NATION_A_ID,
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name: 'Nation A',
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color: '#FF0000',
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capitalCityId: 1,
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chiefGeneralId: 1,
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gold: 10000,
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rice: 10000,
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power: 0,
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level: 5,
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typeCode: 'test',
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meta: {},
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};
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const mockNationB: Nation = {
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id: NATION_B_ID, name: 'Nation B', color: '#0000FF', capitalCityId: 2, chiefGeneralId: 2,
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gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {}
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id: NATION_B_ID,
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name: 'Nation B',
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color: '#0000FF',
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capitalCityId: 2,
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chiefGeneralId: 2,
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gold: 10000,
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rice: 10000,
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power: 0,
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level: 5,
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typeCode: 'test',
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meta: {},
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};
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const cityADef = MINIMAL_MAP.cities[0];
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@@ -30,39 +47,94 @@ describe('Diplomacy Scenario', () => {
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if (!cityADef || !cityBDef) throw new Error('City definition missing');
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const mockCityA: City = {
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id: 1, name: cityADef.name, nationId: NATION_A_ID, level: 1, state: 0,
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population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000,
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commerce: 1000, commerceMax: 1000, security: 1000, securityMax: 1000,
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defence: 1000, defenceMax: 1000, wall: 1000, wallMax: 1000,
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supplyState: 1, frontState: 0, meta: {}
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id: 1,
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name: cityADef.name,
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nationId: NATION_A_ID,
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level: 1,
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state: 0,
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population: 10000,
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populationMax: 10000,
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agriculture: 1000,
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agricultureMax: 1000,
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commerce: 1000,
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commerceMax: 1000,
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security: 1000,
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securityMax: 1000,
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defence: 1000,
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defenceMax: 1000,
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wall: 1000,
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wallMax: 1000,
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supplyState: 1,
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frontState: 0,
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meta: {},
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};
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const mockCityB: City = {
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id: 2, name: cityBDef.name, nationId: NATION_B_ID, level: 1, state: 0,
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population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000,
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commerce: 1000, commerceMax: 1000, security: 1000, securityMax: 1000,
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defence: 1000, defenceMax: 1000, wall: 1000, wallMax: 1000,
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supplyState: 1, frontState: 0, meta: {}
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id: 2,
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name: cityBDef.name,
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nationId: NATION_B_ID,
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level: 1,
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state: 0,
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population: 10000,
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populationMax: 10000,
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agriculture: 1000,
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agricultureMax: 1000,
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commerce: 1000,
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commerceMax: 1000,
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security: 1000,
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securityMax: 1000,
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defence: 1000,
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defenceMax: 1000,
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wall: 1000,
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wallMax: 1000,
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supplyState: 1,
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frontState: 0,
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meta: {},
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};
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const mockGeneralA: General = {
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id: 1, name: 'Leader A', nationId: NATION_A_ID, cityId: 1, troopId: 0, npcState: 0,
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experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 5000, crewTypeId: 1,
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train: 100, atmos: 100, injury: 0, age: 30,
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id: 1,
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name: 'Leader A',
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nationId: NATION_A_ID,
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cityId: 1,
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troopId: 0,
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npcState: 0,
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experience: 100,
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dedication: 100,
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officerLevel: 5,
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gold: 1000,
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rice: 1000,
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crew: 5000,
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crewTypeId: 1,
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train: 100,
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atmos: 100,
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injury: 0,
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age: 30,
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stats: { leadership: 100, strength: 100, intelligence: 100 },
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role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {}
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role: {
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personality: null,
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specialDomestic: null,
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specialWar: null,
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items: { horse: null, weapon: null, book: null, item: null },
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},
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: {},
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};
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const snapshot: WorldSnapshot = {
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scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as any,
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scenarioMeta: { title: 'Test', startYear: 200, life: 0, fiction: 0, history: [], ignoreDefaultEvents: false },
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scenarioMeta: {
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title: 'Test',
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startYear: 200,
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life: 0,
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fiction: 0,
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history: [],
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ignoreDefaultEvents: false,
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},
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map: MINIMAL_MAP,
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unitSet: {
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id: 'default',
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name: 'default',
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crewTypes: [
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{ id: 1, name: 'Infantry', armType: 1, cost: 10, requirements: [] }
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]
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crewTypes: [{ id: 1, name: 'Infantry', armType: 1, cost: 10, requirements: [] }],
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} as any,
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nations: [mockNationA, mockNationB],
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cities: [mockCityA, mockCityB],
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@@ -70,7 +142,7 @@ describe('Diplomacy Scenario', () => {
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troops: [],
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diplomacy: [],
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events: [],
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initialEvents: []
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initialEvents: [],
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};
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const world = new InMemoryWorld(snapshot);
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@@ -98,17 +170,19 @@ describe('Diplomacy Scenario', () => {
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maxTechLevel: 10,
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baseGold: 1000,
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baseRice: 1000,
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maxResourceActionAmount: 1000
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maxResourceActionAmount: 1000,
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};
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// 2. Declare War
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const declareWarDef = declareWarSpec.createDefinition(systemEnv);
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await runner.runTurn([{
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generalId: 1,
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commandKey: 'che_선전포고',
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resolver: declareWarDef,
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args: { destNationId: NATION_B_ID }
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}]);
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await runner.runTurn([
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{
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generalId: 1,
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commandKey: 'che_선전포고',
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resolver: declareWarDef,
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args: { destNationId: NATION_B_ID },
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},
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]);
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const diplomacyAB = world.getDiplomacy(NATION_A_ID, NATION_B_ID);
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expect(diplomacyAB).toBeDefined();
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@@ -122,7 +196,7 @@ describe('Diplomacy Scenario', () => {
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year: 200,
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month: 1,
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season: 0,
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turn: 1
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turn: 1,
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};
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const seedBase = 'test_seed';
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@@ -146,41 +220,42 @@ describe('Diplomacy Scenario', () => {
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cities: world.getAllCities(),
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nations: world.getAllNations(),
|
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generals: world.getAllGenerals(),
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diplomacy: world.snapshot.diplomacy
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diplomacy: world.snapshot.diplomacy,
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};
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};
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// 3. Try to Deploy
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const deployDef = deploySpec.createDefinition(systemEnv);
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await runner.runTurn([{
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generalId: 1,
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commandKey: 'che_출병',
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resolver: deployDef,
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args: { destCityId: 2 },
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context: buildDispatchContext(2)
|
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}]);
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await runner.runTurn([
|
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{
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generalId: 1,
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commandKey: 'che_출병',
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resolver: deployDef,
|
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args: { destCityId: 2 },
|
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context: buildDispatchContext(2),
|
||||
},
|
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]);
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||||
expect(world.snapshot.troops.length).toBe(0);
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|
||||
|
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// 4. Simulate State Transition
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for (let i = 0; i < 24; i++) {
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const entries: DiplomacyEntry[] = world.snapshot.diplomacy.map(s => ({
|
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const entries: DiplomacyEntry[] = world.snapshot.diplomacy.map((s) => ({
|
||||
fromNationId: s.fromNationId,
|
||||
toNationId: s.toNationId,
|
||||
state: s.state,
|
||||
term: s.durationMonths,
|
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dead: 0,
|
||||
meta: {}
|
||||
meta: {},
|
||||
}));
|
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const updatedEntries = processDiplomacyMonth(entries, new Map());
|
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world.snapshot.diplomacy = updatedEntries.map(e => ({
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world.snapshot.diplomacy = updatedEntries.map((e) => ({
|
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fromNationId: e.fromNationId,
|
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toNationId: e.toNationId,
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||||
state: e.state,
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durationMonths: e.term
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durationMonths: e.term,
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}));
|
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|
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runner.currentDate.setMonth(runner.currentDate.getMonth() + 1);
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@@ -190,13 +265,15 @@ describe('Diplomacy Scenario', () => {
|
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expect(diplomacyAB_After?.state).toBe(DIPLOMACY_STATE.WAR);
|
||||
|
||||
// 5. Try to Deploy (Should Succeed)
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await runner.runTurn([{
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||||
generalId: 1,
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||||
commandKey: 'che_출병',
|
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resolver: deployDef,
|
||||
args: { destCityId: 2 },
|
||||
context: buildDispatchContext(2)
|
||||
}]);
|
||||
await runner.runTurn([
|
||||
{
|
||||
generalId: 1,
|
||||
commandKey: 'che_출병',
|
||||
resolver: deployDef,
|
||||
args: { destCityId: 2 },
|
||||
context: buildDispatchContext(2),
|
||||
},
|
||||
]);
|
||||
|
||||
const generalAfter = world.getGeneral(1)!;
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||||
console.log(`General Exp: ${mockGeneralA.experience} -> ${generalAfter.experience}`);
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
|
||||
import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
|
||||
@@ -11,32 +10,83 @@ describe('Domestic Affairs Scenario', () => {
|
||||
it('should increase agriculture when executing "Farming" command', async () => {
|
||||
// 1. Setup World
|
||||
const mockNation: Nation = {
|
||||
id: 1, name: 'Test Nation', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
|
||||
gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {}
|
||||
id: 1,
|
||||
name: 'Test Nation',
|
||||
color: '#FF0000',
|
||||
capitalCityId: 1,
|
||||
chiefGeneralId: 1,
|
||||
gold: 10000,
|
||||
rice: 10000,
|
||||
power: 0,
|
||||
level: 5,
|
||||
typeCode: 'test',
|
||||
meta: {},
|
||||
};
|
||||
|
||||
const cityDef = MINIMAL_MAP.cities[0];
|
||||
if (!cityDef) throw new Error('City definition missing');
|
||||
const mockCity: City = {
|
||||
id: 1, name: cityDef.name, nationId: 1, level: 1, state: 0,
|
||||
population: 10000, populationMax: 10000, agriculture: 500, agricultureMax: 1000,
|
||||
commerce: 500, commerceMax: 1000, security: 500, securityMax: 1000,
|
||||
defence: 500, defenceMax: 1000, wall: 500, wallMax: 1000,
|
||||
supplyState: 1, frontState: 0, meta: {}
|
||||
id: 1,
|
||||
name: cityDef.name,
|
||||
nationId: 1,
|
||||
level: 1,
|
||||
state: 0,
|
||||
population: 10000,
|
||||
populationMax: 10000,
|
||||
agriculture: 500,
|
||||
agricultureMax: 1000,
|
||||
commerce: 500,
|
||||
commerceMax: 1000,
|
||||
security: 500,
|
||||
securityMax: 1000,
|
||||
defence: 500,
|
||||
defenceMax: 1000,
|
||||
wall: 500,
|
||||
wallMax: 1000,
|
||||
supplyState: 1,
|
||||
frontState: 0,
|
||||
meta: {},
|
||||
};
|
||||
|
||||
const mockGeneral: General = {
|
||||
id: 1, name: 'Domestic Officer', nationId: 1, cityId: 1, troopId: 0, npcState: 0,
|
||||
experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0,
|
||||
train: 100, atmos: 100, injury: 0, age: 30,
|
||||
id: 1,
|
||||
name: 'Domestic Officer',
|
||||
nationId: 1,
|
||||
cityId: 1,
|
||||
troopId: 0,
|
||||
npcState: 0,
|
||||
experience: 100,
|
||||
dedication: 100,
|
||||
officerLevel: 5,
|
||||
gold: 1000,
|
||||
rice: 1000,
|
||||
crew: 0,
|
||||
crewTypeId: 0,
|
||||
train: 100,
|
||||
atmos: 100,
|
||||
injury: 0,
|
||||
age: 30,
|
||||
stats: { leadership: 50, strength: 50, intelligence: 100 },
|
||||
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
|
||||
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {}
|
||||
role: {
|
||||
personality: null,
|
||||
specialDomestic: null,
|
||||
specialWar: null,
|
||||
items: { horse: null, weapon: null, book: null, item: null },
|
||||
},
|
||||
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
|
||||
meta: {},
|
||||
};
|
||||
|
||||
const snapshot: WorldSnapshot = {
|
||||
scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as any,
|
||||
scenarioMeta: { title: 'Test', startYear: 200, life: 0, fiction: 0, history: [], ignoreDefaultEvents: false },
|
||||
scenarioMeta: {
|
||||
title: 'Test',
|
||||
startYear: 200,
|
||||
life: 0,
|
||||
fiction: 0,
|
||||
history: [],
|
||||
ignoreDefaultEvents: false,
|
||||
},
|
||||
map: MINIMAL_MAP,
|
||||
unitSet: { id: 'default', name: 'default' },
|
||||
nations: [mockNation],
|
||||
@@ -45,7 +95,7 @@ describe('Domestic Affairs Scenario', () => {
|
||||
troops: [],
|
||||
diplomacy: [],
|
||||
events: [],
|
||||
initialEvents: []
|
||||
initialEvents: [],
|
||||
};
|
||||
|
||||
const world = new InMemoryWorld(snapshot);
|
||||
@@ -74,18 +124,20 @@ describe('Domestic Affairs Scenario', () => {
|
||||
maxTechLevel: 10,
|
||||
baseGold: 1000,
|
||||
baseRice: 1000,
|
||||
maxResourceActionAmount: 1000
|
||||
maxResourceActionAmount: 1000,
|
||||
};
|
||||
|
||||
const farmingDef = developAgricultureSpec.createDefinition(systemEnv);
|
||||
|
||||
// 3. Execute
|
||||
await runner.runTurn([{
|
||||
generalId: 1,
|
||||
commandKey: 'che_농지개간',
|
||||
resolver: farmingDef,
|
||||
args: {}
|
||||
}]);
|
||||
await runner.runTurn([
|
||||
{
|
||||
generalId: 1,
|
||||
commandKey: 'che_농지개간',
|
||||
resolver: farmingDef,
|
||||
args: {},
|
||||
},
|
||||
]);
|
||||
|
||||
// 4. Verify
|
||||
const updatedCity = world.getCity(1)!;
|
||||
@@ -96,23 +148,67 @@ describe('Domestic Affairs Scenario', () => {
|
||||
it('should not increase agriculture when city is already maxed', async () => {
|
||||
// Setup with max agriculture
|
||||
const mockNation: Nation = {
|
||||
id: 1, name: 'Test Nation', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
|
||||
gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {}
|
||||
id: 1,
|
||||
name: 'Test Nation',
|
||||
color: '#FF0000',
|
||||
capitalCityId: 1,
|
||||
chiefGeneralId: 1,
|
||||
gold: 10000,
|
||||
rice: 10000,
|
||||
power: 0,
|
||||
level: 5,
|
||||
typeCode: 'test',
|
||||
meta: {},
|
||||
};
|
||||
const mockCity: City = {
|
||||
id: 1, name: 'City A', nationId: 1, level: 1, state: 0,
|
||||
population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000,
|
||||
commerce: 500, commerceMax: 1000, security: 500, securityMax: 1000,
|
||||
defence: 500, defenceMax: 1000, wall: 500, wallMax: 1000,
|
||||
supplyState: 1, frontState: 0, meta: {}
|
||||
id: 1,
|
||||
name: 'City A',
|
||||
nationId: 1,
|
||||
level: 1,
|
||||
state: 0,
|
||||
population: 10000,
|
||||
populationMax: 10000,
|
||||
agriculture: 1000,
|
||||
agricultureMax: 1000,
|
||||
commerce: 500,
|
||||
commerceMax: 1000,
|
||||
security: 500,
|
||||
securityMax: 1000,
|
||||
defence: 500,
|
||||
defenceMax: 1000,
|
||||
wall: 500,
|
||||
wallMax: 1000,
|
||||
supplyState: 1,
|
||||
frontState: 0,
|
||||
meta: {},
|
||||
};
|
||||
const mockGeneral: General = {
|
||||
id: 1, name: 'Domestic Officer', nationId: 1, cityId: 1, troopId: 0, npcState: 0,
|
||||
experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0,
|
||||
train: 100, atmos: 100, injury: 0, age: 30,
|
||||
id: 1,
|
||||
name: 'Domestic Officer',
|
||||
nationId: 1,
|
||||
cityId: 1,
|
||||
troopId: 0,
|
||||
npcState: 0,
|
||||
experience: 100,
|
||||
dedication: 100,
|
||||
officerLevel: 5,
|
||||
gold: 1000,
|
||||
rice: 1000,
|
||||
crew: 0,
|
||||
crewTypeId: 0,
|
||||
train: 100,
|
||||
atmos: 100,
|
||||
injury: 0,
|
||||
age: 30,
|
||||
stats: { leadership: 50, strength: 50, intelligence: 100 },
|
||||
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
|
||||
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {}
|
||||
role: {
|
||||
personality: null,
|
||||
specialDomestic: null,
|
||||
specialWar: null,
|
||||
items: { horse: null, weapon: null, book: null, item: null },
|
||||
},
|
||||
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
|
||||
meta: {},
|
||||
};
|
||||
|
||||
const snapshot: WorldSnapshot = {
|
||||
@@ -124,7 +220,7 @@ describe('Domestic Affairs Scenario', () => {
|
||||
troops: [],
|
||||
diplomacy: [],
|
||||
events: [],
|
||||
initialEvents: []
|
||||
initialEvents: [],
|
||||
};
|
||||
const world = new InMemoryWorld(snapshot);
|
||||
const runner = new TestGameRunner(world, 200, 1);
|
||||
@@ -132,12 +228,14 @@ describe('Domestic Affairs Scenario', () => {
|
||||
const systemEnv: TurnCommandEnv = { develCost: 50 } as any;
|
||||
const farmingDef = developAgricultureSpec.createDefinition(systemEnv);
|
||||
|
||||
await runner.runTurn([{
|
||||
generalId: 1,
|
||||
commandKey: 'che_농지개간',
|
||||
resolver: farmingDef,
|
||||
args: {}
|
||||
}]);
|
||||
await runner.runTurn([
|
||||
{
|
||||
generalId: 1,
|
||||
commandKey: 'che_농지개간',
|
||||
resolver: farmingDef,
|
||||
args: {},
|
||||
},
|
||||
]);
|
||||
|
||||
const updatedCity = world.getCity(1)!;
|
||||
expect(updatedCity.agriculture).toBe(1000);
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
|
||||
import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
|
||||
@@ -13,39 +12,88 @@ describe('Troop Management Scenario', () => {
|
||||
it('should successfully draft troops, then train and boost morale', async () => {
|
||||
// 1. Setup World
|
||||
const mockNation: Nation = {
|
||||
id: 1, name: 'Militaristic Nation', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
|
||||
gold: 50000, rice: 50000, power: 0, level: 5, typeCode: 'test', meta: {}
|
||||
id: 1,
|
||||
name: 'Militaristic Nation',
|
||||
color: '#FF0000',
|
||||
capitalCityId: 1,
|
||||
chiefGeneralId: 1,
|
||||
gold: 50000,
|
||||
rice: 50000,
|
||||
power: 0,
|
||||
level: 5,
|
||||
typeCode: 'test',
|
||||
meta: {},
|
||||
};
|
||||
|
||||
const cityDef = MINIMAL_MAP.cities[0];
|
||||
if (!cityDef) throw new Error('City definition missing');
|
||||
const mockCity: City = {
|
||||
id: 1, name: cityDef.name, nationId: 1, level: 1, state: 0,
|
||||
population: 50000, populationMax: 50000, agriculture: 500, agricultureMax: 1000,
|
||||
commerce: 500, commerceMax: 1000, security: 500, securityMax: 1000,
|
||||
defence: 500, defenceMax: 1000, wall: 500, wallMax: 1000,
|
||||
supplyState: 1, frontState: 0, meta: {}
|
||||
id: 1,
|
||||
name: cityDef.name,
|
||||
nationId: 1,
|
||||
level: 1,
|
||||
state: 0,
|
||||
population: 50000,
|
||||
populationMax: 50000,
|
||||
agriculture: 500,
|
||||
agricultureMax: 1000,
|
||||
commerce: 500,
|
||||
commerceMax: 1000,
|
||||
security: 500,
|
||||
securityMax: 1000,
|
||||
defence: 500,
|
||||
defenceMax: 1000,
|
||||
wall: 500,
|
||||
wallMax: 1000,
|
||||
supplyState: 1,
|
||||
frontState: 0,
|
||||
meta: {},
|
||||
};
|
||||
|
||||
const mockGeneral: General = {
|
||||
id: 1, name: 'General Lee', nationId: 1, cityId: 1, troopId: 0, npcState: 0,
|
||||
experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 0, crewTypeId: 1,
|
||||
train: 10, atmos: 10, injury: 0, age: 30,
|
||||
id: 1,
|
||||
name: 'General Lee',
|
||||
nationId: 1,
|
||||
cityId: 1,
|
||||
troopId: 0,
|
||||
npcState: 0,
|
||||
experience: 100,
|
||||
dedication: 100,
|
||||
officerLevel: 5,
|
||||
gold: 1000,
|
||||
rice: 1000,
|
||||
crew: 0,
|
||||
crewTypeId: 1,
|
||||
train: 10,
|
||||
atmos: 10,
|
||||
injury: 0,
|
||||
age: 30,
|
||||
stats: { leadership: 100, strength: 100, intelligence: 50 },
|
||||
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
|
||||
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {}
|
||||
role: {
|
||||
personality: null,
|
||||
specialDomestic: null,
|
||||
specialWar: null,
|
||||
items: { horse: null, weapon: null, book: null, item: null },
|
||||
},
|
||||
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
|
||||
meta: {},
|
||||
};
|
||||
|
||||
const snapshot: WorldSnapshot = {
|
||||
scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as any,
|
||||
scenarioMeta: { title: 'Test', startYear: 200, life: 0, fiction: 0, history: [], ignoreDefaultEvents: false },
|
||||
scenarioMeta: {
|
||||
title: 'Test',
|
||||
startYear: 200,
|
||||
life: 0,
|
||||
fiction: 0,
|
||||
history: [],
|
||||
ignoreDefaultEvents: false,
|
||||
},
|
||||
map: MINIMAL_MAP,
|
||||
unitSet: {
|
||||
id: 'default',
|
||||
name: 'default',
|
||||
crewTypes: [
|
||||
{ id: 1, name: 'Infantry', armType: 1, cost: 10, requirements: [] }
|
||||
]
|
||||
crewTypes: [{ id: 1, name: 'Infantry', armType: 1, cost: 10, requirements: [] }],
|
||||
} as any,
|
||||
nations: [mockNation],
|
||||
cities: [mockCity],
|
||||
@@ -53,7 +101,7 @@ describe('Troop Management Scenario', () => {
|
||||
troops: [],
|
||||
diplomacy: [],
|
||||
events: [],
|
||||
initialEvents: []
|
||||
initialEvents: [],
|
||||
};
|
||||
|
||||
const world = new InMemoryWorld(snapshot);
|
||||
@@ -81,17 +129,19 @@ describe('Troop Management Scenario', () => {
|
||||
maxTechLevel: 10,
|
||||
baseGold: 1000,
|
||||
baseRice: 1000,
|
||||
maxResourceActionAmount: 1000
|
||||
maxResourceActionAmount: 1000,
|
||||
};
|
||||
|
||||
// 2. Draft Troops
|
||||
const recruitDef = recruitSpec.createDefinition(systemEnv);
|
||||
await runner.runTurn([{
|
||||
generalId: 1,
|
||||
commandKey: 'che_징병',
|
||||
resolver: recruitDef,
|
||||
args: { crewType: 1, amount: 1000 }
|
||||
}]);
|
||||
await runner.runTurn([
|
||||
{
|
||||
generalId: 1,
|
||||
commandKey: 'che_징병',
|
||||
resolver: recruitDef,
|
||||
args: { crewType: 1, amount: 1000 },
|
||||
},
|
||||
]);
|
||||
|
||||
const generalAfterDraft = world.getGeneral(1)!;
|
||||
console.log(`Drafted: ${generalAfterDraft.crew}`);
|
||||
@@ -99,12 +149,14 @@ describe('Troop Management Scenario', () => {
|
||||
|
||||
// 3. Train
|
||||
const trainDef = trainSpec.createDefinition(systemEnv);
|
||||
await runner.runTurn([{
|
||||
generalId: 1,
|
||||
commandKey: 'che_훈련',
|
||||
resolver: trainDef,
|
||||
args: {}
|
||||
}]);
|
||||
await runner.runTurn([
|
||||
{
|
||||
generalId: 1,
|
||||
commandKey: 'che_훈련',
|
||||
resolver: trainDef,
|
||||
args: {},
|
||||
},
|
||||
]);
|
||||
|
||||
const generalAfterTrain = world.getGeneral(1)!;
|
||||
console.log(`Train: 10 -> ${generalAfterTrain.train}`);
|
||||
@@ -112,12 +164,14 @@ describe('Troop Management Scenario', () => {
|
||||
|
||||
// 4. Boost Morale
|
||||
const atmosDef = atmosSpec.createDefinition(systemEnv);
|
||||
await runner.runTurn([{
|
||||
generalId: 1,
|
||||
commandKey: 'che_사기진작',
|
||||
resolver: atmosDef,
|
||||
args: {}
|
||||
}]);
|
||||
await runner.runTurn([
|
||||
{
|
||||
generalId: 1,
|
||||
commandKey: 'che_사기진작',
|
||||
resolver: atmosDef,
|
||||
args: {},
|
||||
},
|
||||
]);
|
||||
|
||||
const generalAfterAtmos = world.getGeneral(1)!;
|
||||
console.log(`Atmos: 10 -> ${generalAfterAtmos.atmos}`);
|
||||
|
||||
@@ -1,8 +1,11 @@
|
||||
|
||||
import { enablePatches } from 'immer';
|
||||
import type { City, General, Nation, GeneralId, NationId, CityId } from '../src/domain/entities.js';
|
||||
import type { WorldSnapshot } from '../src/world/types.js';
|
||||
import { type GeneralActionResolution, resolveGeneralAction, type GeneralActionResolver } from '../src/actions/engine.js';
|
||||
import {
|
||||
type GeneralActionResolution,
|
||||
resolveGeneralAction,
|
||||
type GeneralActionResolver,
|
||||
} from '../src/actions/engine.js';
|
||||
import type { TurnSchedule } from '../src/turn/calendar.js';
|
||||
import { type DiplomacyEntry, applyDiplomacyPatch, buildDefaultDiplomacy } from '../src/diplomacy/index.js';
|
||||
import type { ScenarioDiplomacy } from '../src/scenario/types.js';
|
||||
@@ -44,8 +47,8 @@ export class InMemoryWorld {
|
||||
// Apply patches to the snapshot
|
||||
if (resolution.patches) {
|
||||
if (resolution.patches.generals) {
|
||||
this.snapshot.generals = this.snapshot.generals.map(g => {
|
||||
const patchItem = resolution.patches!.generals.find(p => p.id === g.id);
|
||||
this.snapshot.generals = this.snapshot.generals.map((g) => {
|
||||
const patchItem = resolution.patches!.generals.find((p) => p.id === g.id);
|
||||
if (patchItem) {
|
||||
return { ...g, ...patchItem.patch } as General;
|
||||
}
|
||||
@@ -53,8 +56,8 @@ export class InMemoryWorld {
|
||||
});
|
||||
}
|
||||
if (resolution.patches.cities) {
|
||||
this.snapshot.cities = this.snapshot.cities.map(c => {
|
||||
const patchItem = resolution.patches!.cities.find(p => p.id === c.id);
|
||||
this.snapshot.cities = this.snapshot.cities.map((c) => {
|
||||
const patchItem = resolution.patches!.cities.find((p) => p.id === c.id);
|
||||
if (patchItem) {
|
||||
return { ...c, ...patchItem.patch } as City;
|
||||
}
|
||||
@@ -62,8 +65,8 @@ export class InMemoryWorld {
|
||||
});
|
||||
}
|
||||
if (resolution.patches.nations) {
|
||||
this.snapshot.nations = this.snapshot.nations.map(n => {
|
||||
const patchItem = resolution.patches!.nations.find(p => p.id === n.id);
|
||||
this.snapshot.nations = this.snapshot.nations.map((n) => {
|
||||
const patchItem = resolution.patches!.nations.find((p) => p.id === n.id);
|
||||
if (patchItem) {
|
||||
return { ...n, ...patchItem.patch } as Nation;
|
||||
}
|
||||
@@ -93,14 +96,16 @@ export class InMemoryWorld {
|
||||
const existing = this.getDiplomacy(srcId, destId);
|
||||
|
||||
// Convert ScenarioDiplomacy to DiplomacyEntry for applying patch
|
||||
const entry: DiplomacyEntry = existing ? {
|
||||
fromNationId: existing.fromNationId,
|
||||
toNationId: existing.toNationId,
|
||||
state: existing.state,
|
||||
term: existing.durationMonths,
|
||||
dead: 0,
|
||||
meta: {}
|
||||
} : buildDefaultDiplomacy(srcId, destId);
|
||||
const entry: DiplomacyEntry = existing
|
||||
? {
|
||||
fromNationId: existing.fromNationId,
|
||||
toNationId: existing.toNationId,
|
||||
state: existing.state,
|
||||
term: existing.durationMonths,
|
||||
dead: 0,
|
||||
meta: {},
|
||||
}
|
||||
: buildDefaultDiplomacy(srcId, destId);
|
||||
|
||||
const patched = applyDiplomacyPatch(entry, effect.patch);
|
||||
this.updateDiplomacy(patched);
|
||||
@@ -110,7 +115,7 @@ export class InMemoryWorld {
|
||||
}
|
||||
|
||||
private updateGeneral(updated: General) {
|
||||
const idx = this.snapshot.generals.findIndex(g => g.id === updated.id);
|
||||
const idx = this.snapshot.generals.findIndex((g) => g.id === updated.id);
|
||||
if (idx >= 0) {
|
||||
this.snapshot.generals[idx] = updated;
|
||||
} else {
|
||||
@@ -119,21 +124,21 @@ export class InMemoryWorld {
|
||||
}
|
||||
|
||||
private updateCity(updated: City) {
|
||||
const idx = this.snapshot.cities.findIndex(c => c.id === updated.id);
|
||||
const idx = this.snapshot.cities.findIndex((c) => c.id === updated.id);
|
||||
if (idx >= 0) {
|
||||
this.snapshot.cities[idx] = updated;
|
||||
}
|
||||
}
|
||||
|
||||
private updateNation(updated: Nation) {
|
||||
const idx = this.snapshot.nations.findIndex(n => n.id === updated.id);
|
||||
const idx = this.snapshot.nations.findIndex((n) => n.id === updated.id);
|
||||
if (idx >= 0) {
|
||||
this.snapshot.nations[idx] = updated;
|
||||
}
|
||||
}
|
||||
|
||||
getDiplomacy(srcId: number, destId: number): ScenarioDiplomacy | undefined {
|
||||
return this.snapshot.diplomacy.find(d => d.fromNationId === srcId && d.toNationId === destId);
|
||||
return this.snapshot.diplomacy.find((d) => d.fromNationId === srcId && d.toNationId === destId);
|
||||
}
|
||||
|
||||
updateDiplomacy(entry: DiplomacyEntry) {
|
||||
@@ -141,10 +146,12 @@ export class InMemoryWorld {
|
||||
fromNationId: entry.fromNationId,
|
||||
toNationId: entry.toNationId,
|
||||
state: entry.state,
|
||||
durationMonths: entry.term
|
||||
durationMonths: entry.term,
|
||||
};
|
||||
|
||||
const idx = this.snapshot.diplomacy.findIndex(d => d.fromNationId === entry.fromNationId && d.toNationId === entry.toNationId);
|
||||
const idx = this.snapshot.diplomacy.findIndex(
|
||||
(d) => d.fromNationId === entry.fromNationId && d.toNationId === entry.toNationId
|
||||
);
|
||||
if (idx >= 0) {
|
||||
this.snapshot.diplomacy[idx] = scenarioEntry;
|
||||
} else {
|
||||
@@ -172,9 +179,7 @@ export class TestGameRunner {
|
||||
|
||||
async runTurn(commands: TestCommand[]) {
|
||||
const schedule: TurnSchedule = {
|
||||
entries: [
|
||||
{ startMinute: 0, tickMinutes: 60 }
|
||||
]
|
||||
entries: [{ startMinute: 0, tickMinutes: 60 }],
|
||||
};
|
||||
|
||||
for (const cmd of commands) {
|
||||
@@ -194,7 +199,7 @@ export class TestGameRunner {
|
||||
real: () => Math.random(),
|
||||
int: (min: number, max: number) => Math.floor(Math.random() * (max - min)) + min,
|
||||
nextInt: (min: number, max: number) => Math.floor(Math.random() * (max - min)) + min,
|
||||
next: () => Math.random()
|
||||
next: () => Math.random(),
|
||||
} as any,
|
||||
|
||||
year: this.currentDate.getFullYear(),
|
||||
@@ -203,20 +208,15 @@ export class TestGameRunner {
|
||||
map: this.world.snapshot.map,
|
||||
unitSet: this.world.snapshot.unitSet,
|
||||
cities: this.world.snapshot.cities,
|
||||
...cmd.context
|
||||
...cmd.context,
|
||||
};
|
||||
|
||||
const scheduleContext = {
|
||||
now: this.currentDate,
|
||||
schedule
|
||||
schedule,
|
||||
};
|
||||
|
||||
const resolution = resolveGeneralAction(
|
||||
cmd.resolver,
|
||||
inputContext as any,
|
||||
scheduleContext,
|
||||
cmd.args
|
||||
);
|
||||
const resolution = resolveGeneralAction(cmd.resolver, inputContext as any, scheduleContext, cmd.args);
|
||||
|
||||
await this.world.applyResolution(resolution);
|
||||
}
|
||||
|
||||
@@ -22,7 +22,8 @@
|
||||
},
|
||||
"include": [
|
||||
"src",
|
||||
"test"
|
||||
"test",
|
||||
"*.ts"
|
||||
],
|
||||
"references": [
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user