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TypeScript

import { describe, expect, it } from 'vitest';
import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
import type { City, General, Nation } from '../../src/domain/entities.js';
import type { WorldSnapshot } from '../../src/world/types.js';
import { commandSpec as declareWarSpec } from '../../src/actions/turn/nation/che_선전포고.js';
import { commandSpec as deploySpec } from '../../src/actions/turn/general/che_출병.js';
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
import { processDiplomacyMonth, DIPLOMACY_STATE, type DiplomacyEntry } from '../../src/diplomacy/index.js';
import { evaluateConstraints } from '../../src/constraints/evaluate.js';
import type { ConstraintContext, RequirementKey, StateView } from '../../src/constraints/types.js';
describe('Diplomacy Scenario', () => {
it('changes deployment from denied to allowed when a declaration becomes war', async () => {
// 1. Setup World
const NATION_A_ID = 1;
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: {},
};
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: {},
};
const cityADef = MINIMAL_MAP.cities[0];
const cityBDef = MINIMAL_MAP.cities[1];
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: {},
};
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: {},
};
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,
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: { killturn: 24 },
};
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,
},
map: MINIMAL_MAP,
unitSet: {
id: 'default',
name: 'default',
defaultCrewTypeId: 1,
armTypes: { 0: '성벽', 1: '보병' },
crewTypes: [
{
id: 0,
name: '성벽',
armType: 0,
attack: 0,
defence: 100,
speed: 1,
avoid: 0,
magicCoef: 0,
cost: 0,
rice: 0,
requirements: [],
attackCoef: {},
defenceCoef: {},
info: [],
initSkillTrigger: null,
phaseSkillTrigger: null,
iActionList: null,
},
{
id: 1,
name: '보병',
armType: 1,
attack: 100,
defence: 100,
speed: 5,
avoid: 0,
magicCoef: 0,
cost: 10,
rice: 1,
requirements: [],
attackCoef: {},
defenceCoef: {},
info: [],
initSkillTrigger: null,
phaseSkillTrigger: null,
iActionList: null,
},
],
},
nations: [mockNationA, mockNationB],
cities: [mockCityA, mockCityB],
generals: [mockGeneralA],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
};
const world = new InMemoryWorld(snapshot);
const runner = new TestGameRunner(world, 200, 1);
const systemEnv: TurnCommandEnv = {
develCost: 50,
trainDelta: 5,
atmosDelta: 5,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
sabotageDefaultProb: 0.5,
sabotageProbCoefByStat: 0.1,
sabotageDefenceCoefByGeneralCount: 0.1,
sabotageDamageMin: 10,
sabotageDamageMax: 20,
openingPartYear: 200,
maxGeneral: 10,
defaultNpcGold: 1000,
defaultNpcRice: 1000,
defaultCrewTypeId: 1,
defaultSpecialDomestic: null,
defaultSpecialWar: null,
initialNationGenLimit: 10,
maxTechLevel: 10,
baseGold: 1000,
baseRice: 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 },
context: {
destNation: mockNationB,
},
},
]);
const diplomacyAB = world.getDiplomacy(NATION_A_ID, NATION_B_ID);
expect(diplomacyAB).toBeDefined();
expect(diplomacyAB?.state).toBe(DIPLOMACY_STATE.DECLARATION);
const dispatchArgs = { destCityId: 2 };
const buildConstraintView = (): StateView => {
const get = (requirement: RequirementKey): unknown | null => {
switch (requirement.kind) {
case 'general':
case 'destGeneral':
return world.getGeneral(requirement.id) ?? null;
case 'generalList':
return world.getAllGenerals();
case 'city':
case 'destCity':
return world.getCity(requirement.id) ?? null;
case 'nation':
case 'destNation':
return world.getNation(requirement.id) ?? null;
case 'nationList':
return world.getAllNations();
case 'diplomacy':
return world.getDiplomacy(requirement.srcNationId, requirement.destNationId) ?? null;
case 'diplomacyList':
return world.snapshot.diplomacy;
case 'arg':
return dispatchArgs[requirement.key as keyof typeof dispatchArgs] ?? null;
case 'env':
if (requirement.key === 'map') return world.snapshot.map;
if (requirement.key === 'cities') return world.getAllCities();
if (requirement.key === 'nations') return world.getAllNations();
if (requirement.key === 'relYear') return 200;
if (requirement.key === 'openingPartYear') return 200;
return null;
}
};
return {
has: (requirement) => get(requirement) !== null,
get,
};
};
const buildDispatchConstraintContext = (): ConstraintContext => ({
actorId: mockGeneralA.id,
cityId: mockGeneralA.cityId,
nationId: mockGeneralA.nationId,
destCityId: dispatchArgs.destCityId,
destNationId: NATION_B_ID,
args: dispatchArgs,
env: {
relYear: 200,
openingPartYear: 200,
},
mode: 'full',
});
// 3. A declaration is not yet a war, so deployment must be rejected.
const deployDef = deploySpec.createDefinition(systemEnv);
const declarationResult = evaluateConstraints(
deployDef.buildConstraints(buildDispatchConstraintContext(), dispatchArgs),
buildDispatchConstraintContext(),
buildConstraintView()
);
expect(declarationResult).toMatchObject({
kind: 'deny',
constraintName: 'hasRouteWithEnemy',
reason: '교전중인 국가가 아닙니다.',
});
expect(world.getGeneral(1)?.experience).toBe(100);
// 4. Simulate State Transition
for (let i = 0; i < 24; i++) {
const entries: DiplomacyEntry[] = world.snapshot.diplomacy.map((s) => ({
fromNationId: s.fromNationId,
toNationId: s.toNationId,
state: s.state,
term: s.durationMonths,
dead: 0,
meta: {},
}));
const updatedEntries = processDiplomacyMonth(entries, new Map());
world.snapshot.diplomacy = updatedEntries.map((e) => ({
fromNationId: e.fromNationId,
toNationId: e.toNationId,
state: e.state,
durationMonths: e.term,
}));
runner.currentDate.setMonth(runner.currentDate.getMonth() + 1);
}
const diplomacyAB_After = world.getDiplomacy(NATION_A_ID, NATION_B_ID);
expect(diplomacyAB_After?.state).toBe(DIPLOMACY_STATE.WAR);
// 5. The same command becomes valid after the declaration reaches WAR.
const warResult = evaluateConstraints(
deployDef.buildConstraints(buildDispatchConstraintContext(), dispatchArgs),
buildDispatchConstraintContext(),
buildConstraintView()
);
expect(warResult).toEqual({ kind: 'allow' });
});
});