refactor: apply consistent formatting and minor import adjustments across test and tsconfig files.
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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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]);
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expect(world.snapshot.troops.length).toBe(0);
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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) => ({
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fromNationId: s.fromNationId,
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toNationId: s.toNationId,
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state: s.state,
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term: s.durationMonths,
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dead: 0,
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meta: {}
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meta: {},
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}));
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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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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);
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// 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,
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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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]);
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const generalAfter = world.getGeneral(1)!;
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console.log(`General Exp: ${mockGeneralA.experience} -> ${generalAfter.experience}`);
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