refactor: apply consistent formatting and minor import adjustments across test and tsconfig files.
This commit is contained in:
@@ -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
|
||||
|
||||
@@ -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}`);
|
||||
|
||||
@@ -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}`);
|
||||
|
||||
Reference in New Issue
Block a user