refactor: apply consistent formatting and minor import adjustments across test and tsconfig files.
This commit is contained in:
@@ -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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@@ -11,32 +10,83 @@ describe('Domestic Affairs Scenario', () => {
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it('should increase agriculture when executing "Farming" command', async () => {
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// 1. Setup World
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const mockNation: Nation = {
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id: 1, name: 'Test Nation', 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: 1,
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name: 'Test Nation',
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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 cityDef = MINIMAL_MAP.cities[0];
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if (!cityDef) throw new Error('City definition missing');
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const mockCity: City = {
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id: 1, name: cityDef.name, nationId: 1, level: 1, state: 0,
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population: 10000, populationMax: 10000, agriculture: 500, agricultureMax: 1000,
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commerce: 500, commerceMax: 1000, security: 500, securityMax: 1000,
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defence: 500, defenceMax: 1000, wall: 500, wallMax: 1000,
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supplyState: 1, frontState: 0, meta: {}
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id: 1,
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name: cityDef.name,
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nationId: 1,
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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: 500,
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agricultureMax: 1000,
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commerce: 500,
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commerceMax: 1000,
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security: 500,
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securityMax: 1000,
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defence: 500,
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defenceMax: 1000,
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wall: 500,
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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 mockGeneral: General = {
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id: 1, name: 'Domestic Officer', nationId: 1, cityId: 1, troopId: 0, npcState: 0,
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experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0,
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train: 100, atmos: 100, injury: 0, age: 30,
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id: 1,
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name: 'Domestic Officer',
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nationId: 1,
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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: 0,
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crewTypeId: 0,
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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: 50, strength: 50, 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: { id: 'default', name: 'default' },
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nations: [mockNation],
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@@ -45,7 +95,7 @@ describe('Domestic Affairs 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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@@ -74,18 +124,20 @@ describe('Domestic Affairs 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 farmingDef = developAgricultureSpec.createDefinition(systemEnv);
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// 3. Execute
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await runner.runTurn([{
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generalId: 1,
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commandKey: 'che_농지개간',
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resolver: farmingDef,
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args: {}
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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_농지개간',
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resolver: farmingDef,
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args: {},
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},
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]);
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// 4. Verify
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const updatedCity = world.getCity(1)!;
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@@ -96,23 +148,67 @@ describe('Domestic Affairs Scenario', () => {
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it('should not increase agriculture when city is already maxed', async () => {
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// Setup with max agriculture
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const mockNation: Nation = {
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id: 1, name: 'Test Nation', 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: 1,
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name: 'Test Nation',
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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 mockCity: City = {
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id: 1, name: 'City A', nationId: 1, level: 1, state: 0,
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population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000,
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commerce: 500, commerceMax: 1000, security: 500, securityMax: 1000,
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defence: 500, defenceMax: 1000, wall: 500, wallMax: 1000,
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supplyState: 1, frontState: 0, meta: {}
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id: 1,
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name: 'City A',
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nationId: 1,
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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: 500,
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commerceMax: 1000,
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security: 500,
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securityMax: 1000,
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defence: 500,
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defenceMax: 1000,
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wall: 500,
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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 mockGeneral: General = {
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id: 1, name: 'Domestic Officer', nationId: 1, cityId: 1, troopId: 0, npcState: 0,
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experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0,
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train: 100, atmos: 100, injury: 0, age: 30,
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id: 1,
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name: 'Domestic Officer',
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nationId: 1,
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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: 0,
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crewTypeId: 0,
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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: 50, strength: 50, 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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@@ -124,7 +220,7 @@ describe('Domestic Affairs 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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const runner = new TestGameRunner(world, 200, 1);
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@@ -132,12 +228,14 @@ describe('Domestic Affairs Scenario', () => {
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const systemEnv: TurnCommandEnv = { develCost: 50 } as any;
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const farmingDef = developAgricultureSpec.createDefinition(systemEnv);
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await runner.runTurn([{
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generalId: 1,
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commandKey: 'che_농지개간',
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resolver: farmingDef,
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args: {}
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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_농지개간',
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resolver: farmingDef,
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args: {},
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},
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]);
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const updatedCity = world.getCity(1)!;
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expect(updatedCity.agriculture).toBe(1000);
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