From f62bbb79276e57547e40a955132992bbfef7c3e4 Mon Sep 17 00:00:00 2001 From: Hide_D Date: Wed, 7 Jan 2026 18:05:22 +0000 Subject: [PATCH] refactor: apply consistent formatting and minor import adjustments across test and tsconfig files. --- app/game-api/tsconfig.json | 3 +- app/game-engine/tsconfig.json | 3 +- app/gateway-api/tsconfig.json | 3 +- packages/logic/src/items/che_사기_탁주.ts | 4 +- packages/logic/src/items/che_저지_삼황내문.ts | 5 +- packages/logic/src/items/che_훈련_청주.ts | 4 +- .../logic/test/scenarios/blankStart.test.ts | 30 ++- .../logic/test/scenarios/diplomacy.test.ts | 183 +++++++++++++----- .../logic/test/scenarios/domestic.test.ts | 180 +++++++++++++---- packages/logic/test/scenarios/troops.test.ts | 128 ++++++++---- packages/logic/test/testEnv.ts | 68 +++---- packages/logic/tsconfig.json | 3 +- 12 files changed, 419 insertions(+), 195 deletions(-) diff --git a/app/game-api/tsconfig.json b/app/game-api/tsconfig.json index f931842..55e4559 100644 --- a/app/game-api/tsconfig.json +++ b/app/game-api/tsconfig.json @@ -27,7 +27,8 @@ }, "include": [ "src", - "test" + "test", + "*.ts" ], "references": [ { diff --git a/app/game-engine/tsconfig.json b/app/game-engine/tsconfig.json index c475888..0960d67 100644 --- a/app/game-engine/tsconfig.json +++ b/app/game-engine/tsconfig.json @@ -6,7 +6,8 @@ }, "include": [ "src", - "test" + "test", + "*.ts" ], "references": [ { diff --git a/app/gateway-api/tsconfig.json b/app/gateway-api/tsconfig.json index d890170..043fdcd 100644 --- a/app/gateway-api/tsconfig.json +++ b/app/gateway-api/tsconfig.json @@ -6,7 +6,8 @@ }, "include": [ "src", - "test" + "test", + "*.ts" ], "references": [ { diff --git a/packages/logic/src/items/che_사기_탁주.ts b/packages/logic/src/items/che_사기_탁주.ts index 12b60db..0d86f99 100644 --- a/packages/logic/src/items/che_사기_탁주.ts +++ b/packages/logic/src/items/che_사기_탁주.ts @@ -17,8 +17,6 @@ export const itemModule: ItemModule = { unique: false, getBattleInitTriggerList: (context) => { if (!context.unit) return null; - return new WarTriggerCaller( - new che_사기(context.unit, BaseWarUnitTrigger.TYPE_CONSUMABLE_ITEM, 30) - ); + return new WarTriggerCaller(new che_사기(context.unit, BaseWarUnitTrigger.TYPE_CONSUMABLE_ITEM, 30)); }, }; diff --git a/packages/logic/src/items/che_저지_삼황내문.ts b/packages/logic/src/items/che_저지_삼황내문.ts index 934046d..197b32e 100644 --- a/packages/logic/src/items/che_저지_삼황내문.ts +++ b/packages/logic/src/items/che_저지_삼황내문.ts @@ -32,9 +32,6 @@ export const itemModule: ItemModule = { return null; } - return new WarTriggerCaller( - new che_저지_시도(unit), - new che_저지(unit) - ); + return new WarTriggerCaller(new che_저지_시도(unit), new che_저지(unit)); }, }; diff --git a/packages/logic/src/items/che_훈련_청주.ts b/packages/logic/src/items/che_훈련_청주.ts index 09cfd13..e570add 100644 --- a/packages/logic/src/items/che_훈련_청주.ts +++ b/packages/logic/src/items/che_훈련_청주.ts @@ -17,8 +17,6 @@ export const itemModule: ItemModule = { unique: false, getBattleInitTriggerList: (context) => { if (!context.unit) return null; - return new WarTriggerCaller( - new che_훈련(context.unit, BaseWarUnitTrigger.TYPE_CONSUMABLE_ITEM, 40) - ); + return new WarTriggerCaller(new che_훈련(context.unit, BaseWarUnitTrigger.TYPE_CONSUMABLE_ITEM, 40)); }, }; diff --git a/packages/logic/test/scenarios/blankStart.test.ts b/packages/logic/test/scenarios/blankStart.test.ts index afe1ddf..3d3e815 100644 --- a/packages/logic/test/scenarios/blankStart.test.ts +++ b/packages/logic/test/scenarios/blankStart.test.ts @@ -1,11 +1,10 @@ - import { describe, expect, it } from 'vitest'; import { produce } from 'immer'; import { MINIMAL_MAP } from '../fixtures/minimalMap.js'; import { InMemoryWorld, TestGameRunner } from '../testEnv.js'; import { buildScenarioBootstrap } from '../../src/world/bootstrap.js'; import type { ScenarioDefinition, ScenarioGeneral } from '../../src/scenario/types.js'; -import type { Nation } from '../../src/domain/entities.js'; +import type { Nation, City } from '../../src/domain/entities.js'; import { commandSpec as foundNationSpec } from '../../src/actions/turn/general/che_건국.js'; import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js'; @@ -66,13 +65,12 @@ const MOCK_GENERALS: ScenarioGeneral[] = Array.from({ length: 10 }, (_, i) => { }); // We need to inject generals into the scenario object for bootstrap -const scenarioWithGenerals = produce(MOCK_SCENARIO, draft => { +const scenarioWithGenerals = produce(MOCK_SCENARIO, (draft) => { // bootstrap expects generals in specific arrays. // We'll put them in generalsNeutral since they are neutral draft.generalsNeutral = MOCK_GENERALS; }); - describe('Blank Start Scenario', () => { it('should allow neutral generals to found nations', async () => { // 1. Setup World @@ -83,14 +81,14 @@ describe('Blank Start Scenario', () => { includeNeutralNation: true, defaultGeneralGold: 1000, defaultGeneralRice: 1000, - } + }, }); const world = new InMemoryWorld(bootstrapResult.snapshot); const runner = new TestGameRunner(world, 189, 1); // 2. Identify a target general (e.g., General_0 in City 1) - const targetGeneral = world.getAllGenerals().find(g => g.name === 'General_0'); + const targetGeneral = world.getAllGenerals().find((g) => g.name === 'General_0'); expect(targetGeneral).toBeDefined(); if (!targetGeneral) return; @@ -119,7 +117,7 @@ describe('Blank Start Scenario', () => { maxTechLevel: 10, baseGold: 1000, baseRice: 1000, - maxResourceActionAmount: 1000 + maxResourceActionAmount: 1000, }; const foundNationDef = foundNationSpec.createDefinition(systemEnv); @@ -130,8 +128,8 @@ describe('Blank Start Scenario', () => { generalId: targetGeneral.id, commandKey: 'che_건국', resolver: foundNationDef, - args: {} - } + args: {}, + }, ]); // 4. Simulate Turn Processing (Daemon Logic Mock) @@ -140,7 +138,7 @@ describe('Blank Start Scenario', () => { if (generalAfter?.meta?.founding) { // Mock Daemon: Create Nation - const newNationId = Math.max(...world.getAllNations().map(n => n.id), 0) + 1; + const newNationId = Math.max(...world.getAllNations().map((n) => n.id), 0) + 1; const newNation: Nation = { id: newNationId, name: `${generalAfter.name}국`, @@ -152,7 +150,7 @@ describe('Blank Start Scenario', () => { power: 0, level: 1, typeCode: 'che_def', - meta: {} + meta: {}, }; // Apply updates manually to world @@ -161,16 +159,16 @@ describe('Blank Start Scenario', () => { const city = world.getCity(generalAfter.cityId); if (city) { // Manually update nationId in city - const cityIdx = world.snapshot.cities.findIndex(c => c.id === city.id); - world.snapshot.cities[cityIdx] = { ...world.snapshot.cities[cityIdx], nationId: newNationId }; + const cityIdx = world.snapshot.cities.findIndex((c) => c.id === city.id); + world.snapshot.cities[cityIdx] = { ...world.snapshot.cities[cityIdx], nationId: newNationId } as City; } - const genIdx = world.snapshot.generals.findIndex(g => g.id === generalAfter.id); + const genIdx = world.snapshot.generals.findIndex((g) => g.id === generalAfter.id); world.snapshot.generals[genIdx] = { ...world.snapshot.generals[genIdx], nationId: newNationId, - meta: { ...generalAfter.meta, founding: false } - }; + meta: { ...generalAfter.meta, founding: false }, + } as any; } // 5. Verify diff --git a/packages/logic/test/scenarios/diplomacy.test.ts b/packages/logic/test/scenarios/diplomacy.test.ts index d8bfaa0..01b6b32 100644 --- a/packages/logic/test/scenarios/diplomacy.test.ts +++ b/packages/logic/test/scenarios/diplomacy.test.ts @@ -1,4 +1,3 @@ - import { describe, expect, it } from 'vitest'; import { MINIMAL_MAP } from '../fixtures/minimalMap.js'; import { InMemoryWorld, TestGameRunner } from '../testEnv.js'; @@ -17,12 +16,30 @@ describe('Diplomacy Scenario', () => { const NATION_B_ID = 2; // Target nation const mockNationA: Nation = { - id: NATION_A_ID, name: 'Nation A', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1, - gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {} + id: NATION_A_ID, + name: 'Nation A', + color: '#FF0000', + capitalCityId: 1, + chiefGeneralId: 1, + gold: 10000, + rice: 10000, + power: 0, + level: 5, + typeCode: 'test', + meta: {}, }; const mockNationB: Nation = { - id: NATION_B_ID, name: 'Nation B', color: '#0000FF', capitalCityId: 2, chiefGeneralId: 2, - gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {} + id: NATION_B_ID, + name: 'Nation B', + color: '#0000FF', + capitalCityId: 2, + chiefGeneralId: 2, + gold: 10000, + rice: 10000, + power: 0, + level: 5, + typeCode: 'test', + meta: {}, }; const cityADef = MINIMAL_MAP.cities[0]; @@ -30,39 +47,94 @@ describe('Diplomacy Scenario', () => { if (!cityADef || !cityBDef) throw new Error('City definition missing'); const mockCityA: City = { - id: 1, name: cityADef.name, nationId: NATION_A_ID, level: 1, state: 0, - population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000, - commerce: 1000, commerceMax: 1000, security: 1000, securityMax: 1000, - defence: 1000, defenceMax: 1000, wall: 1000, wallMax: 1000, - supplyState: 1, frontState: 0, meta: {} + id: 1, + name: cityADef.name, + nationId: NATION_A_ID, + level: 1, + state: 0, + population: 10000, + populationMax: 10000, + agriculture: 1000, + agricultureMax: 1000, + commerce: 1000, + commerceMax: 1000, + security: 1000, + securityMax: 1000, + defence: 1000, + defenceMax: 1000, + wall: 1000, + wallMax: 1000, + supplyState: 1, + frontState: 0, + meta: {}, }; const mockCityB: City = { - id: 2, name: cityBDef.name, nationId: NATION_B_ID, level: 1, state: 0, - population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000, - commerce: 1000, commerceMax: 1000, security: 1000, securityMax: 1000, - defence: 1000, defenceMax: 1000, wall: 1000, wallMax: 1000, - supplyState: 1, frontState: 0, meta: {} + id: 2, + name: cityBDef.name, + nationId: NATION_B_ID, + level: 1, + state: 0, + population: 10000, + populationMax: 10000, + agriculture: 1000, + agricultureMax: 1000, + commerce: 1000, + commerceMax: 1000, + security: 1000, + securityMax: 1000, + defence: 1000, + defenceMax: 1000, + wall: 1000, + wallMax: 1000, + supplyState: 1, + frontState: 0, + meta: {}, }; const mockGeneralA: General = { - id: 1, name: 'Leader A', nationId: NATION_A_ID, cityId: 1, troopId: 0, npcState: 0, - experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 5000, crewTypeId: 1, - train: 100, atmos: 100, injury: 0, age: 30, + id: 1, + name: 'Leader A', + nationId: NATION_A_ID, + cityId: 1, + troopId: 0, + npcState: 0, + experience: 100, + dedication: 100, + officerLevel: 5, + gold: 1000, + rice: 1000, + crew: 5000, + crewTypeId: 1, + train: 100, + atmos: 100, + injury: 0, + age: 30, stats: { leadership: 100, strength: 100, 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', - crewTypes: [ - { id: 1, name: 'Infantry', armType: 1, cost: 10, requirements: [] } - ] + crewTypes: [{ id: 1, name: 'Infantry', armType: 1, cost: 10, requirements: [] }], } as any, nations: [mockNationA, mockNationB], cities: [mockCityA, mockCityB], @@ -70,7 +142,7 @@ describe('Diplomacy Scenario', () => { troops: [], diplomacy: [], events: [], - initialEvents: [] + initialEvents: [], }; const world = new InMemoryWorld(snapshot); @@ -98,17 +170,19 @@ describe('Diplomacy Scenario', () => { maxTechLevel: 10, baseGold: 1000, baseRice: 1000, - maxResourceActionAmount: 1000 + maxResourceActionAmount: 1000, }; // 2. Declare War const declareWarDef = declareWarSpec.createDefinition(systemEnv); - await runner.runTurn([{ - generalId: 1, - commandKey: 'che_선전포고', - resolver: declareWarDef, - args: { destNationId: NATION_B_ID } - }]); + await runner.runTurn([ + { + generalId: 1, + commandKey: 'che_선전포고', + resolver: declareWarDef, + args: { destNationId: NATION_B_ID }, + }, + ]); const diplomacyAB = world.getDiplomacy(NATION_A_ID, NATION_B_ID); expect(diplomacyAB).toBeDefined(); @@ -122,7 +196,7 @@ describe('Diplomacy Scenario', () => { year: 200, month: 1, season: 0, - turn: 1 + turn: 1, }; const seedBase = 'test_seed'; @@ -146,41 +220,42 @@ describe('Diplomacy Scenario', () => { cities: world.getAllCities(), nations: world.getAllNations(), generals: world.getAllGenerals(), - diplomacy: world.snapshot.diplomacy + diplomacy: world.snapshot.diplomacy, }; }; // 3. Try to Deploy const deployDef = deploySpec.createDefinition(systemEnv); - await runner.runTurn([{ - generalId: 1, - commandKey: 'che_출병', - resolver: deployDef, - args: { destCityId: 2 }, - context: buildDispatchContext(2) - }]); + await runner.runTurn([ + { + generalId: 1, + commandKey: 'che_출병', + resolver: deployDef, + args: { destCityId: 2 }, + context: buildDispatchContext(2), + }, + ]); expect(world.snapshot.troops.length).toBe(0); - // 4. Simulate State Transition for (let i = 0; i < 24; i++) { - const entries: DiplomacyEntry[] = world.snapshot.diplomacy.map(s => ({ + const entries: DiplomacyEntry[] = world.snapshot.diplomacy.map((s) => ({ fromNationId: s.fromNationId, toNationId: s.toNationId, state: s.state, term: s.durationMonths, dead: 0, - meta: {} + meta: {}, })); const updatedEntries = processDiplomacyMonth(entries, new Map()); - world.snapshot.diplomacy = updatedEntries.map(e => ({ + world.snapshot.diplomacy = updatedEntries.map((e) => ({ fromNationId: e.fromNationId, toNationId: e.toNationId, state: e.state, - durationMonths: e.term + durationMonths: e.term, })); runner.currentDate.setMonth(runner.currentDate.getMonth() + 1); @@ -190,13 +265,15 @@ describe('Diplomacy Scenario', () => { expect(diplomacyAB_After?.state).toBe(DIPLOMACY_STATE.WAR); // 5. Try to Deploy (Should Succeed) - await runner.runTurn([{ - generalId: 1, - commandKey: 'che_출병', - 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)!; console.log(`General Exp: ${mockGeneralA.experience} -> ${generalAfter.experience}`); diff --git a/packages/logic/test/scenarios/domestic.test.ts b/packages/logic/test/scenarios/domestic.test.ts index 5036615..e6762ec 100644 --- a/packages/logic/test/scenarios/domestic.test.ts +++ b/packages/logic/test/scenarios/domestic.test.ts @@ -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); diff --git a/packages/logic/test/scenarios/troops.test.ts b/packages/logic/test/scenarios/troops.test.ts index 24a880e..7829fec 100644 --- a/packages/logic/test/scenarios/troops.test.ts +++ b/packages/logic/test/scenarios/troops.test.ts @@ -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}`); diff --git a/packages/logic/test/testEnv.ts b/packages/logic/test/testEnv.ts index b03d438..a030b89 100644 --- a/packages/logic/test/testEnv.ts +++ b/packages/logic/test/testEnv.ts @@ -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); } diff --git a/packages/logic/tsconfig.json b/packages/logic/tsconfig.json index cb2ecb9..9696f8d 100644 --- a/packages/logic/tsconfig.json +++ b/packages/logic/tsconfig.json @@ -22,7 +22,8 @@ }, "include": [ "src", - "test" + "test", + "*.ts" ], "references": [ {