import { describe, expect, it } from 'vitest'; import type { Nation } from '@sammo-ts/logic'; import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js'; import { InMemoryTurnProcessor } from '../src/turn/inMemoryTurnProcessor.js'; import { createMonthlyEventHandler } from '../src/turn/monthlyEventHandler.js'; import { createScoutBlockHandler } from '../src/turn/monthlyScoutBlockAction.js'; import type { TurnEvent, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js'; const buildNation = (id: number, scout: number): Nation => ({ id, name: `국가${id}`, color: '#777777', capitalCityId: null, chiefGeneralId: null, gold: 0, rice: 0, power: 0, level: 2, typeCode: 'che_중립', meta: { scout, marker: id }, }); const event: TurnEvent = { id: 1, targetCode: 'month', priority: 1_000, condition: true, action: [], meta: {}, }; const buildWorld = ( scout: number, blockChangeScout?: boolean, actionName?: 'BlockScoutAction' | 'UnblockScoutAction' ) => { const state: TurnWorldState = { id: 1, currentYear: 199, currentMonth: 12, tickSeconds: 600, lastTurnTime: new Date('0200-01-01T00:00:00.000Z'), meta: blockChangeScout === undefined ? {} : { block_change_scout: blockChangeScout }, }; const scenarioConfig: TurnWorldSnapshot['scenarioConfig'] = { stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 75, npcMin: 10, chiefMin: 70 }, iconPath: '.', map: {}, const: {}, environment: { mapName: 'test', unitSet: 'default' }, }; const activeEvent: TurnEvent = { ...event, action: actionName ? [[actionName, false]] : [], }; let world: InMemoryTurnWorld | null = null; const handler = createScoutBlockHandler({ actionName: actionName ?? 'BlockScoutAction', getWorld: () => world, }); world = new InMemoryTurnWorld( state, { scenarioConfig, map: { id: 'test', name: 'test', cities: [] }, generals: [], cities: [], nations: [buildNation(1, scout), buildNation(2, scout)], troops: [], diplomacy: [], events: [activeEvent], initialEvents: [], }, { schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] }, calendarHandler: createMonthlyEventHandler({ getWorld: () => world, startYear: 190, actions: new Map([[actionName ?? 'BlockScoutAction', handler]]), }), } ); return world; }; describe('monthly scout block actions', () => { it('blocks joining for all nations and globally locks policy changes', async () => { const world = buildWorld(0); await createScoutBlockHandler({ actionName: 'BlockScoutAction', getWorld: () => world })( [true], { year: 200, month: 1, startyear: 190, currentEventID: 1, turnTime: new Date() }, event ); expect(world.listNations().map((nation) => nation.meta)).toEqual([ { scout: 1, marker: 1 }, { scout: 1, marker: 2 }, ]); expect(world.getState().meta.block_change_scout).toBe(true); }); it('preserves the legacy UnblockScoutAction missing-WHERE failure without mutations', async () => { const world = buildWorld(1, true, 'UnblockScoutAction'); await expect(world.advanceMonth(new Date('0200-01-01T00:00:00.000Z'))).rejects.toThrow( 'update(): at least 3 arguments expected' ); expect(world.listNations().map((nation) => nation.meta.scout)).toEqual([1, 1]); expect(world.getState().meta.block_change_scout).toBe(true); expect(world.peekDirtyState().nations).toEqual([]); }); it('rejects non-boolean global flag arguments', async () => { const world = buildWorld(0); expect(() => createScoutBlockHandler({ actionName: 'BlockScoutAction', getWorld: () => world })( [1], { year: 200, month: 1, startyear: 190, currentEventID: 1, turnTime: new Date() }, event ) ).toThrow('BlockScoutAction blockChangeScout must be a boolean or null.'); }); it('dispatches the destroy-nation event before the next turn after only one nation remains', async () => { const baseTime = new Date('0200-01-01T00:00:00.000Z'); const destroyedNationEvent: TurnEvent = { id: 7, targetCode: 'destroy_nation', priority: 1_000, condition: ['and', ['Date', '>=', 183, 1], ['RemainNation', '==', 1]], action: [['BlockScoutAction'], ['DeleteEvent']], meta: {}, }; const general = { id: 1, name: '공격장', nationId: 1, cityId: 1, troopId: 0, stats: { leadership: 80, strength: 80, intelligence: 80 }, experience: 0, dedication: 0, officerLevel: 1, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null }, }, injury: 0, gold: 1_000, rice: 1_000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: { killturn: 24 }, turnTime: new Date(baseTime.getTime() + 60_000), } satisfies TurnWorldSnapshot['generals'][number]; const buildCity = (id: number, nationId: number): TurnWorldSnapshot['cities'][number] => ({ id, name: `도시${id}`, nationId, level: 5, state: 0, population: 10_000, populationMax: 20_000, agriculture: 1_000, agricultureMax: 2_000, commerce: 1_000, commerceMax: 2_000, security: 1_000, securityMax: 2_000, supplyState: 1, frontState: 0, defence: 1_000, defenceMax: 2_000, wall: 1_000, wallMax: 2_000, meta: {}, }); const nations = [buildNation(1, 0), buildNation(2, 0)]; const snapshot: TurnWorldSnapshot = { generals: [general], cities: [buildCity(1, 1), buildCity(2, 2)], nations, troops: [], diplomacy: [], events: [destroyedNationEvent], initialEvents: [], map: { id: 'test', name: 'test', cities: [], defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 }, }, scenarioConfig: { stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 75, npcMin: 10, chiefMin: 70 }, iconPath: '.', map: {}, const: {}, environment: { mapName: 'test', unitSet: 'default' }, }, }; const state: TurnWorldState = { id: 1, currentYear: 200, currentMonth: 1, tickSeconds: 600, lastTurnTime: baseTime, meta: {}, }; let world: InMemoryTurnWorld | null = null; const blockScout = createScoutBlockHandler({ actionName: 'BlockScoutAction', getWorld: () => world }); const eventHandler = createMonthlyEventHandler({ getWorld: () => world, startYear: 180, actions: new Map([['BlockScoutAction', blockScout]]), }); world = new InMemoryTurnWorld(state, snapshot, { schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] }, generalTurnHandler: { execute: ({ general: currentGeneral }) => ({ general: currentGeneral, patches: { generals: [], cities: [{ id: 2, patch: { nationId: 1 } }], nations: [{ id: 2, patch: { meta: { ...nations[1]!.meta, collapsed: true } } }], troops: [], }, destroyedNationIds: [2], }), }, }); const processor = new InMemoryTurnProcessor(world, { dispatchScenarioEvent: eventHandler.dispatchTarget, }); await processor.run(new Date(baseTime.getTime() + 5 * 60_000), { budgetMs: 1_000, maxGenerals: 10, catchUpCap: 1, }); expect(world.getNationById(2)).toBeNull(); expect(world.getNationById(1)?.meta.scout).toBe(1); expect(world.listEvents('destroy_nation')).toEqual([]); expect(world.getState().meta.block_change_scout).toBeUndefined(); }); });