Files
core2026/app/game-engine/test/myInformationCommands.test.ts

756 lines
26 KiB
TypeScript

import { describe, expect, it, vi } from 'vitest';
import { LiteHashDRBG, RandUtil } from '@sammo-ts/common';
import type { MapDefinition, ScenarioEffectKey, TurnSchedule } from '@sammo-ts/logic';
import { simpleSerialize } from '@sammo-ts/logic/war/utils.js';
import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
import type { InMemoryReservedTurnStore } from '../src/turn/reservedTurnStore.js';
import { createImmediateGeneralActionExecutor } from '../src/turn/reservedTurnHandler.js';
import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
import { createTurnDaemonCommandHandler } from '../src/turn/worldCommandHandler.js';
const schedule: TurnSchedule = { entries: [{ startMinute: 0, tickMinutes: 10 }] };
const buildMapCity = (id: number, connections: number[]): MapDefinition['cities'][number] => ({
id,
name: `도시${id}`,
level: 1,
region: 1,
position: { x: id, y: id },
connections,
max: {
population: 100_000,
agriculture: 1_000,
commerce: 1_000,
security: 1_000,
defence: 1_000,
wall: 1_000,
},
initial: {
population: 10_000,
agriculture: 100,
commerce: 100,
security: 100,
defence: 100,
wall: 100,
},
});
const buildGeneral = (overrides: Partial<TurnGeneral> = {}): TurnGeneral => ({
id: 7,
userId: 'user-7',
name: '테스트장수',
nationId: 1,
cityId: 1,
troopId: 0,
stats: { leadership: 70, strength: 60, intelligence: 50 },
turnTime: new Date('0185-01-01T00:00:00Z'),
recentWarTime: null,
role: {
items: { horse: 'che_명마', weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {
killturn: 12,
myset: 3,
defence_train: 80,
tnmt: 0,
use_treatment: 10,
use_auto_nation_turn: 1,
},
penalty: {},
officerLevel: 1,
experience: 0,
dedication: 0,
injury: 0,
gold: 1_000,
rice: 1_000,
crew: 100,
crewTypeId: 0,
train: 90,
atmos: 90,
age: 20,
npcState: 0,
...overrides,
});
const buildWorld = (
general = buildGeneral(),
options: { autorunLimit?: boolean; scenarioEffect?: ScenarioEffectKey | null } = {}
) => {
const state: TurnWorldState = {
id: 1,
currentYear: 185,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: new Date('0185-01-01T00:00:00Z'),
meta: {
killturn: 24,
autorun_user: options.autorunLimit ? { limit_minutes: 60 } : {},
},
};
const snapshot: TurnWorldSnapshot = {
generals: [general],
cities: [],
nations: [],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 65 },
iconPath: '',
map: {},
const: { maxTrainByWar: 100, maxAtmosByWar: 100 },
environment: {
mapName: 'test',
unitSet: 'test',
...(options.scenarioEffect !== undefined ? { scenarioEffect: options.scenarioEffect } : {}),
},
},
scenarioMeta: {
title: 'test',
startYear: 180,
life: null,
fiction: null,
history: [],
ignoreDefaultEvents: false,
},
map: {
id: 'test',
name: 'test',
cities: [],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
},
};
const world = new InMemoryTurnWorld(state, snapshot, { schedule });
return { world, handler: createTurnDaemonCommandHandler({ world }) };
};
const buildImmediateActionWorld = (options: {
general: TurnGeneral;
cities: TurnWorldSnapshot['cities'];
nations: TurnWorldSnapshot['nations'];
map: MapDefinition;
availableInstantRetreat?: boolean;
lastTurnTime?: Date;
scenarioConst?: Record<string, unknown>;
}) => {
const state: TurnWorldState = {
id: 1,
currentYear: 180,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: options.lastTurnTime ?? new Date('0180-01-01T00:00:00Z'),
meta: {
hiddenSeed: 'immediate-action-test',
killturn: 24,
opentime: '0180-02-01T00:00:00.000Z',
scenarioId: 1000,
},
};
const scenarioMeta = {
title: '즉시 행동 테스트',
startYear: 180,
life: null,
fiction: null,
history: [],
ignoreDefaultEvents: false,
};
const snapshot: TurnWorldSnapshot = {
generals: [options.general],
cities: options.cities,
nations: options.nations,
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 65 },
iconPath: '',
map: {},
const: {
openingPartYear: 3,
baseRice: 2_000,
availableInstantAction: {
instantRetreat: options.availableInstantRetreat ?? false,
},
...(options.scenarioConst ?? {}),
},
environment: {
mapName: 'test',
unitSet: 'test',
},
},
scenarioMeta,
map: options.map,
};
const world = new InMemoryTurnWorld(state, snapshot, { schedule });
const ensureNationTurns = vi.fn();
const reservedTurns = { ensureNationTurns } as unknown as InMemoryReservedTurnStore;
const handler = createTurnDaemonCommandHandler({
world,
reservedTurns,
scenarioMeta,
map: options.map,
});
return { world, handler, ensureNationTurns, reservedTurns, scenarioMeta };
};
describe('my information world commands', () => {
it('normalizes legacy settings and charges myset only when defence mode changes', async () => {
const fixture = buildWorld();
await expect(
fixture.handler.handle({
type: 'setMySetting',
generalId: 7,
settings: {
tnmt: 9,
defence_train: 94,
use_treatment: 200,
use_auto_nation_turn: 0,
},
})
).resolves.toMatchObject({ ok: true });
expect(fixture.world.getGeneralById(7)).toMatchObject({
train: 87,
atmos: 84,
meta: {
tnmt: 1,
defence_train: 999,
use_treatment: 100,
use_auto_nation_turn: 0,
myset: 2,
},
});
await fixture.handler.handle({
type: 'setMySetting',
generalId: 7,
settings: { tnmt: 0, defence_train: 999, use_treatment: 1 },
});
expect(fixture.world.getGeneralById(7)?.meta).toMatchObject({
tnmt: 0,
use_treatment: 10,
myset: 2,
});
});
it.each([
'event_UnlimitedDefenceThresholdChange',
'event_StrongAttacker',
'event_MoreEffect',
] satisfies ScenarioEffectKey[])(
'preserves the %s scenario that waives the no-defence penalty',
async (scenarioEffect) => {
const fixture = buildWorld(buildGeneral(), { scenarioEffect });
await fixture.handler.handle({
type: 'setMySetting',
generalId: 7,
settings: { defence_train: 999 },
});
expect(fixture.world.getGeneralById(7)).toMatchObject({ train: 90, atmos: 90 });
}
);
it('applies vacation killturn and rejects it in automatic-turn mode', async () => {
const allowed = buildWorld();
await expect(allowed.handler.handle({ type: 'vacation', generalId: 7 })).resolves.toMatchObject({ ok: true });
expect(allowed.world.getGeneralById(7)?.meta.killturn).toBe(72);
const blocked = buildWorld(buildGeneral(), { autorunLimit: true });
await expect(blocked.handler.handle({ type: 'vacation', generalId: 7 })).resolves.toMatchObject({
ok: false,
reason: '자동 턴인 경우에는 휴가 명령이 불가능합니다.',
});
expect(blocked.world.getGeneralById(7)?.meta.killturn).toBe(12);
});
it('drops only the authenticated command target slot and rejects an empty slot', async () => {
const fixture = buildWorld();
await expect(
fixture.handler.handle({ type: 'dropItem', generalId: 7, itemType: 'weapon' })
).resolves.toMatchObject({ ok: false });
await expect(
fixture.handler.handle({ type: 'dropItem', generalId: 7, itemType: 'horse' })
).resolves.toMatchObject({ ok: true });
expect(fixture.world.getGeneralById(7)?.role.items.horse).toBeNull();
});
it('executes pre-open uprising through the action stack without advancing the turn clock', async () => {
const general = buildGeneral({
nationId: 0,
cityId: 1,
turnTime: new Date('0180-01-01T00:10:00Z'),
experience: 0,
dedication: 0,
meta: {
killturn: 3,
inherit_active_action: 2,
leadership_exp: 0,
strength_exp: 0,
intel_exp: 0,
},
});
const fixture = buildImmediateActionWorld({
general,
cities: [
{
id: 1,
name: '낙양',
nationId: 0,
supplyState: 1,
meta: {},
} as TurnWorldSnapshot['cities'][number],
],
nations: [
{
id: 1,
name: general.name,
color: '#111111',
typeCode: 'che_중립',
level: 1,
capitalCityId: 0,
chiefGeneralId: 0,
gold: 0,
rice: 0,
power: 0,
meta: {},
},
],
map: {
id: 'test',
name: 'test',
cities: [buildMapCity(1, [])],
},
});
await expect(
fixture.handler.handle({
type: 'buildNationCandidate',
userId: general.userId!,
generalId: general.id,
})
).resolves.toMatchObject({ ok: true });
const createdNation = fixture.world.listNations().find((nation) => nation.id === 2);
expect(createdNation).toMatchObject({
name: `㉥${general.name}`,
color: '#330000',
typeCode: 'che_중립',
level: 0,
capitalCityId: 0,
chiefGeneralId: general.id,
gold: 0,
rice: 2_000,
meta: {
rate: 20,
bill: 100,
strategic_cmd_limit: 12,
surlimit: 72,
secretlimit: 1,
gennum: 1,
},
});
expect(fixture.world.getGeneralById(general.id)).toMatchObject({
nationId: 2,
officerLevel: 12,
experience: 100,
dedication: 100,
turnTime: general.turnTime,
lastTurn: { command: '거병', arg: {} },
meta: {
belong: 1,
officer_city: 0,
inherit_active_action: 3,
killturn: 24,
},
});
expect(fixture.ensureNationTurns.mock.calls).toEqual([
[2, 12],
[2, 11],
]);
expect(fixture.world.getDiplomacyEntry(1, 2)).toMatchObject({ state: 2, term: 0 });
expect(fixture.world.getDiplomacyEntry(2, 1)).toMatchObject({ state: 2, term: 0 });
const { logs } = fixture.world.consumeDirtyState();
expect(logs.map((entry) => entry.text)).toEqual(
expect.arrayContaining([
'거병에 성공하였습니다. <1>00:10</>',
expect.stringContaining('낙양'),
expect.stringContaining('세력을 결성하였습니다.'),
])
);
});
it('rejects a penalized uprising before allocating a nation or writing a log', async () => {
const general = buildGeneral({
nationId: 0,
cityId: 1,
penalty: { noFoundNation: true },
});
const fixture = buildImmediateActionWorld({
general,
cities: [{ id: 1, name: '낙양', nationId: 0, supplyState: 1, meta: {} }] as TurnWorldSnapshot['cities'],
nations: [],
map: {
id: 'test',
name: 'test',
cities: [buildMapCity(1, [])],
},
});
await expect(
fixture.handler.handle({
type: 'buildNationCandidate',
userId: general.userId!,
generalId: general.id,
})
).resolves.toMatchObject({ ok: false });
expect(fixture.world.listNations()).toEqual([]);
expect(fixture.world.getGeneralById(general.id)).toMatchObject({
nationId: 0,
experience: general.experience,
dedication: general.dedication,
});
expect(fixture.ensureNationTurns).not.toHaveBeenCalled();
expect(fixture.world.consumeDirtyState().logs).toEqual([]);
});
it('uses the Ref generic unique seed independently from the immediate-action RNG', async () => {
const general = buildGeneral({
nationId: 0,
cityId: 1,
meta: {
killturn: 3,
inheritRandomUnique: true,
leadership_exp: 0,
strength_exp: 0,
intel_exp: 0,
},
});
const map = {
id: 'test',
name: 'test',
cities: [buildMapCity(1, [])],
};
const fixture = buildImmediateActionWorld({
general,
cities: [{ id: 1, name: '낙양', nationId: 0, supplyState: 1, meta: {} }] as TurnWorldSnapshot['cities'],
nations: [],
map,
scenarioConst: {
allItems: {
weapon: {
che_무기_12_칠성검: 1,
},
},
maxUniqueItemLimit: [[-1, 1]],
minMonthToAllowInheritItem: 0,
},
});
const actionRng = new RandUtil(new LiteHashDRBG('immediate-action-main-rng'));
const nextFloat = vi.spyOn(actionRng, 'nextFloat1');
const nextInt = vi.spyOn(actionRng, 'nextInt');
const nextIntInclusive = vi.spyOn(actionRng, 'nextIntInclusive');
const executor = await createImmediateGeneralActionExecutor({
world: fixture.world,
reservedTurns: fixture.reservedTurns,
scenarioMeta: fixture.scenarioMeta,
map,
});
await expect(
executor.execute({
actionKey: 'che_거병',
generalId: general.id,
rng: actionRng,
refreshKillturn: true,
})
).resolves.toEqual({ ok: true });
expect(fixture.world.getGeneralById(general.id)?.role.items.weapon).toBe('che_무기_12_칠성검');
expect(fixture.world.consumeDirtyState().logs.some((entry) => entry.text.includes('【아이템】'))).toBe(true);
expect(nextFloat).not.toHaveBeenCalled();
expect(nextInt).not.toHaveBeenCalled();
expect(nextIntInclusive).not.toHaveBeenCalled();
});
it('preserves the Ref uprising precheck order and messages after the game starts', async () => {
const general = buildGeneral({ nationId: 1, cityId: 1 });
const fixture = buildImmediateActionWorld({
general,
cities: [{ id: 1, name: '낙양', nationId: 1, supplyState: 1, meta: {} }] as TurnWorldSnapshot['cities'],
nations: [],
map: {
id: 'test',
name: 'test',
cities: [buildMapCity(1, [])],
},
lastTurnTime: new Date('0180-03-01T00:00:00.000Z'),
});
await expect(
fixture.handler.handle({
type: 'buildNationCandidate',
userId: general.userId!,
generalId: general.id,
})
).resolves.toMatchObject({
ok: false,
reason: '게임이 시작되었습니다.',
});
});
it('executes instant retreat with the legacy seed and leaves the reserved turn untouched', async () => {
const originalLastTurn = { command: '훈련', arg: { marker: 1 } };
const general = buildGeneral({
nationId: 1,
cityId: 2,
turnTime: new Date('0180-01-01T00:10:00Z'),
lastTurn: originalLastTurn,
});
const map = {
id: 'test',
name: 'test',
cities: [buildMapCity(1, [2]), buildMapCity(2, [1])],
};
const cities = [
{ id: 1, name: '낙양', nationId: 1, supplyState: 1, meta: {} },
{ id: 2, name: '장안', nationId: 2, supplyState: 1, meta: {} },
] as TurnWorldSnapshot['cities'];
const nations = [
{
id: 1,
name: '아국',
color: '#111111',
typeCode: 'che_중립',
level: 1,
capitalCityId: 1,
chiefGeneralId: general.id,
gold: 0,
rice: 0,
power: 0,
meta: {},
},
{
id: 2,
name: '타국',
color: '#222222',
typeCode: 'che_중립',
level: 1,
capitalCityId: 2,
chiefGeneralId: 0,
gold: 0,
rice: 0,
power: 0,
meta: {},
},
] as TurnWorldSnapshot['nations'];
const fixture = buildImmediateActionWorld({
general,
cities,
nations,
map,
availableInstantRetreat: true,
});
await expect(
fixture.handler.handle({
type: 'instantRetreat',
userId: general.userId!,
generalId: general.id,
})
).resolves.toMatchObject({
ok: true,
});
expect(fixture.world.getGeneralById(general.id)).toMatchObject({
cityId: 1,
turnTime: general.turnTime,
lastTurn: originalLastTurn,
});
expect(fixture.world.consumeDirtyState().logs.map((entry) => entry.text)).toContain(
'<G><b>낙양</b></>으로 접경귀환했습니다.'
);
});
it('chooses equal-distance retreat cities in the Ref map BFS connection order', async () => {
const general = buildGeneral({ nationId: 1, cityId: 2 });
const map = {
id: 'test',
name: 'test',
cities: [buildMapCity(1, [2]), buildMapCity(2, [3, 1]), buildMapCity(3, [2])],
};
const fixture = buildImmediateActionWorld({
general,
cities: [
{ id: 1, name: '첫째', nationId: 1, supplyState: 1, meta: {} },
{ id: 3, name: '셋째', nationId: 1, supplyState: 1, meta: {} },
{ id: 2, name: '출발', nationId: 2, supplyState: 1, meta: {} },
] as TurnWorldSnapshot['cities'],
nations: [
{
id: 1,
name: '아국',
color: '#111111',
typeCode: 'che_중립',
level: 1,
capitalCityId: 1,
chiefGeneralId: general.id,
gold: 0,
rice: 0,
power: 0,
meta: {},
},
],
map,
availableInstantRetreat: true,
});
const expectedIndex = new RandUtil(
new LiteHashDRBG(
simpleSerialize('immediate-action-test', 'InstantRetreat', general.id, 180, 1, general.cityId)
)
).nextIntInclusive(1);
await expect(
fixture.handler.handle({
type: 'instantRetreat',
userId: general.userId!,
generalId: general.id,
})
).resolves.toMatchObject({ ok: true });
expect(fixture.world.getGeneralById(general.id)?.cityId).toBe([3, 1][expectedIndex]);
});
it('rejects an immediate action when the command user does not own the runtime general', async () => {
const general = buildGeneral({ nationId: 0, cityId: 1 });
const fixture = buildImmediateActionWorld({
general,
cities: [{ id: 1, name: '낙양', nationId: 0, supplyState: 1, meta: {} }] as TurnWorldSnapshot['cities'],
nations: [],
map: {
id: 'test',
name: 'test',
cities: [buildMapCity(1, [])],
},
});
await expect(
fixture.handler.handle({
type: 'buildNationCandidate',
userId: 'different-user',
generalId: general.id,
})
).rejects.toThrow('general owner does not match command user');
expect(fixture.world.listNations()).toEqual([]);
});
it('attributes an instant-retreat constraint failure to the session general log', async () => {
const general = buildGeneral({ nationId: 0, cityId: 1 });
const fixture = buildImmediateActionWorld({
general,
cities: [{ id: 1, name: '낙양', nationId: 0, supplyState: 1, meta: {} }] as TurnWorldSnapshot['cities'],
nations: [],
map: {
id: 'test',
name: 'test',
cities: [buildMapCity(1, [])],
},
availableInstantRetreat: true,
});
await expect(
fixture.handler.handle({
type: 'instantRetreat',
userId: general.userId!,
generalId: general.id,
})
).resolves.toMatchObject({ ok: false });
expect(fixture.world.consumeDirtyState().logs).toEqual([
expect.objectContaining({
scope: 'GENERAL',
category: 'ACTION',
generalId: general.id,
}),
]);
});
it('persists the ref failure log when instant retreat has no reachable supplied city', async () => {
const general = buildGeneral({ nationId: 1, cityId: 2 });
const fixture = buildImmediateActionWorld({
general,
cities: [
{ id: 1, name: '낙양', nationId: 1, supplyState: 0, meta: {} },
{ id: 2, name: '장안', nationId: 2, supplyState: 1, meta: {} },
] as TurnWorldSnapshot['cities'],
nations: [
{
id: 1,
name: '아국',
color: '#111111',
typeCode: 'che_중립',
level: 1,
capitalCityId: 1,
chiefGeneralId: general.id,
gold: 0,
rice: 0,
power: 0,
meta: {},
},
],
map: {
id: 'test',
name: 'test',
cities: [buildMapCity(1, [2]), buildMapCity(2, [1])],
},
availableInstantRetreat: true,
});
await expect(
fixture.handler.handle({
type: 'instantRetreat',
userId: general.userId!,
generalId: general.id,
})
).resolves.toMatchObject({
ok: false,
reason: '가까운 아국 도시가 없습니다.',
});
expect(fixture.world.getGeneralById(general.id)?.cityId).toBe(2);
expect(fixture.world.consumeDirtyState().logs.map((entry) => entry.text)).toContain(
'3칸 이내에 아국 도시가 없습니다.'
);
});
it('checks the Ref instant-retreat scenario gate before looking up the general', async () => {
const general = buildGeneral({ nationId: 1, cityId: 1 });
const fixture = buildImmediateActionWorld({
general,
cities: [{ id: 1, name: '낙양', nationId: 1, supplyState: 1, meta: {} }] as TurnWorldSnapshot['cities'],
nations: [],
map: {
id: 'test',
name: 'test',
cities: [buildMapCity(1, [])],
},
availableInstantRetreat: false,
});
fixture.world.removeGeneral(general.id);
await expect(
fixture.handler.handle({
type: 'instantRetreat',
userId: general.userId!,
generalId: general.id,
})
).resolves.toMatchObject({
ok: false,
reason: '접경귀환을 사용할 수 없는 시나리오입니다.',
});
});
});