Files
core2026/app/game-engine/test/reservedTurnExecution.test.ts
T

1169 lines
43 KiB
TypeScript

import { describe, expect, it, vi } from 'vitest';
import type { TurnSchedule } from '@sammo-ts/logic';
import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
import { InMemoryReservedTurnStore } from '../src/turn/reservedTurnStore.js';
import { createReservedTurnHandler } from '../src/turn/reservedTurnHandler.js';
import { InMemoryTurnProcessor } from '../src/turn/inMemoryTurnProcessor.js';
// Inline MINIMAL_MAP to avoid cross-package relative import issues
const MINIMAL_MAP = {
id: 'minimal_map',
name: '최소형맵',
cities: [
{
id: 1,
name: '소성A',
level: 1,
region: 1,
position: { x: 50, y: 10 },
connections: [2, 3, 5, 6, 8],
max: { population: 20000, agriculture: 2000, commerce: 2000, security: 2000, defence: 500, wall: 500 },
initial: { population: 5000, agriculture: 100, commerce: 100, security: 100, defence: 100, wall: 100 },
},
{
id: 2,
name: '중성B',
level: 2,
region: 2,
position: { x: 20, y: 30 },
connections: [1, 4, 5, 6, 9],
max: { population: 30000, agriculture: 3000, commerce: 3000, security: 3000, defence: 600, wall: 600 },
initial: { population: 8000, agriculture: 200, commerce: 200, security: 200, defence: 200, wall: 200 },
},
// ... (other cities if needed, but test only uses 1 and 2)
],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
};
// --- Mocks & Helpers ---
const mockDate = new Date('0189-01-01T00:00:00Z');
// We need a mock Prisma client that satisfies the shape required by InMemoryReservedTurnStore
// It expects { generalTurn: { findMany, deleteMany, createMany }, nationTurn: { ... } }
const createMockPrisma = (initialGeneralRows: any[] = []) => {
let generalRows = [...initialGeneralRows];
return {
generalTurn: {
findMany: vi.fn(async ({ where } = {}) => {
if (where?.generalId) {
return generalRows
.filter((r) => r.generalId === where.generalId)
.sort((a, b) => a.turnIdx - b.turnIdx);
}
return generalRows;
}),
deleteMany: vi.fn(async ({ where } = {}) => {
if (where?.generalId) {
generalRows = generalRows.filter((r) => r.generalId !== where.generalId);
}
return { count: 0 };
}),
createMany: vi.fn(async ({ data }) => {
if (Array.isArray(data)) {
generalRows.push(...data);
}
return { count: data.length };
}),
},
nationTurn: {
findMany: vi.fn(async () => []),
deleteMany: vi.fn(async () => ({ count: 0 })),
createMany: vi.fn(async () => ({ count: 0 })),
},
};
};
describe('Reserved Turn Execution Integration', () => {
it('should execute reserved turns and update world state', async () => {
// 1. Setup World Data
const generals: TurnGeneral[] = [
{
id: 1,
name: 'General_0',
nationId: 1,
cityId: 1,
troopId: 0,
stats: { leadership: 80, strength: 80, intelligence: 80 },
turnTime: mockDate,
role: {
items: { horse: null, weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 800 },
officerLevel: 5,
experience: 0,
dedication: 0,
injury: 0,
gold: 2000,
rice: 2000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 0,
},
{
id: 2,
name: 'General_1',
nationId: 1,
cityId: 1,
troopId: 0,
stats: { leadership: 80, strength: 80, intelligence: 80 },
turnTime: mockDate,
role: {
items: { horse: null, weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 800 },
officerLevel: 5,
experience: 0,
dedication: 0,
injury: 0,
gold: 2000,
rice: 2000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 0,
},
];
const cities = [
{
id: 1,
name: 'City_1',
nationId: 1,
viewName: 'City_1',
agric: 100, // old prop name check? No, interface uses agriculture
agriculture: 100,
agricultureMax: 2000,
commerce: 100,
commerceMax: 2000,
security: 100,
securityMax: 100,
def: 100,
defMax: 100,
wall: 100,
wallMax: 100,
pop: 10000,
popMax: 50000,
trust: 50,
supplyState: 1, // Correct property name
frontState: 0,
tradepoint: 0,
meta: {},
},
{
id: 2,
name: 'City_2',
nationId: 1,
viewName: 'City_2',
agriculture: 100,
agricultureMax: 2000,
commerce: 100,
commerceMax: 2000,
security: 100,
securityMax: 100,
def: 100,
defMax: 100,
wall: 100,
wallMax: 100,
pop: 10000,
popMax: 50000,
trust: 50,
supplyState: 1, // Correct property name
frontState: 0,
tradepoint: 0,
meta: {},
},
];
const nations = [
{
id: 1,
name: 'TestNation',
color: '#FF0000',
capitalCityId: 1,
chiefGeneralId: 1,
gold: 10000,
rice: 10000,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
},
];
const snapshot: TurnWorldSnapshot = {
generals: generals as any,
cities: cities as any,
nations: nations as any,
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
map: MINIMAL_MAP,
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {},
environment: { mapName: 'minimal', unitSet: 'default' },
},
scenarioMeta: {
startYear: 189,
// Add other required props if any
} as any,
unitSet: {
// mock unit set
} as any,
};
const state: TurnWorldState = {
id: 1,
currentYear: 189,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: mockDate,
meta: {},
};
const schedule: TurnSchedule = {
entries: [{ startMinute: 0, tickMinutes: 10 }],
};
// 2. Setup Reserved Turns
// Gen 1: Agriculture (x2) -> Move City 2
// Gen 2: Commerce (x2) -> Train
const initialRows = [
{ generalId: 1, turnIdx: 0, actionCode: 'che_농지개간', arg: {} },
{ generalId: 1, turnIdx: 1, actionCode: 'che_농지개간', arg: {} },
{ generalId: 1, turnIdx: 2, actionCode: 'che_이동', arg: { destCityId: 2 } },
{ generalId: 2, turnIdx: 0, actionCode: 'che_상업투자', arg: {} },
{ generalId: 2, turnIdx: 1, actionCode: 'che_상업투자', arg: {} },
{ generalId: 2, turnIdx: 2, actionCode: 'che_훈련', arg: {} },
];
const mockPrisma = createMockPrisma(initialRows);
const reservedTurnStore = new InMemoryReservedTurnStore(mockPrisma as any, {
maxGeneralTurns: 10,
maxNationTurns: 10,
});
await reservedTurnStore.loadAll();
// 3. Setup Handler & World (Circular dependency resolution)
const wrapper = { world: null as InMemoryTurnWorld | null };
const handler = await createReservedTurnHandler({
reservedTurns: reservedTurnStore,
scenarioConfig: snapshot.scenarioConfig,
scenarioMeta: snapshot.scenarioMeta,
map: MINIMAL_MAP,
unitSet: snapshot.unitSet,
getWorld: () => wrapper.world,
});
const world = new InMemoryTurnWorld(state, snapshot, {
schedule,
generalTurnHandler: handler,
});
wrapper.world = world;
// 4. Run Execution Loop (3 Turns)
const limitTurns = 3;
for (let i = 0; i < limitTurns; i++) {
const activeGenerals = world.listGenerals();
// In real engine, we might sort by turn time.
// Here assuming synchronous execution for test simplicity
for (const gen of activeGenerals) {
world.executeGeneralTurn(gen);
}
// Flush changes to mock DB (simulate persistence)
await reservedTurnStore.flushChanges();
}
// 5. Verify Results
const finalGen1 = world.getGeneralById(1)!;
const finalGen2 = world.getGeneralById(2)!;
const finalCity1 = world.getCityById(1)!;
// Gen 1 moved to City 2?
expect(finalGen1.cityId).toBe(2);
// Gen 2 stayed in City 1?
expect(finalGen2.cityId).toBe(1);
// 레거시 내정식은 고정 증가량이 아니라 능력치·경험·난수·치명 배율을 사용한다.
expect(finalCity1.agriculture).toBe(210);
// 레거시 상업 투자식(지력·민심·경험·난수·치명 배율)을 고정 seed로 계산한 결과.
expect(finalCity1.commerce).toBe(124);
// Gen 1 reserved turns should be shifted and empty/default
const gen1Turns = reservedTurnStore.getGeneralTurns(1);
expect(gen1Turns[0].action).toBe('휴식'); // Since we consumed 3 turns, next should be rest (default)
// Wait, initial had 3 items. After 3 turns:
// Turn 0 exec -> Shift -1
// Turn 1 exec -> Shift -1
// Turn 2 exec -> Shift -1
// Turns should indeed be empty/default now.
});
it('should fall back to rest when args are invalid', async () => {
const invalidSnapshot: TurnWorldSnapshot = {
generals: [
{
id: 1,
name: 'Fallback_General',
nationId: 1,
cityId: 1,
troopId: 0,
stats: { leadership: 80, strength: 80, intelligence: 80 },
turnTime: mockDate,
role: {
items: { horse: null, weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 800 },
officerLevel: 5,
experience: 0,
dedication: 0,
injury: 0,
gold: 2000,
rice: 2000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 0,
} as TurnGeneral,
],
cities: [
{
id: 1,
name: 'City_1',
nationId: 1,
viewName: 'City_1',
agriculture: 100,
agricultureMax: 2000,
commerce: 100,
commerceMax: 2000,
security: 100,
securityMax: 100,
def: 100,
defMax: 100,
wall: 100,
wallMax: 100,
pop: 10000,
popMax: 50000,
trust: 50,
supplyState: 1,
frontState: 0,
tradepoint: 0,
meta: {},
} as any,
],
nations: [
{
id: 1,
name: 'FallbackNation',
color: '#FF0000',
capitalCityId: 1,
chiefGeneralId: 1,
gold: 10000,
rice: 10000,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
} as any,
],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
map: MINIMAL_MAP as any,
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {},
environment: { mapName: 'minimal', unitSet: 'default' },
},
scenarioMeta: {
startYear: 189,
} as any,
unitSet: {} as any,
};
const invalidState: TurnWorldState = {
id: 1,
currentYear: 189,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: mockDate,
meta: {},
};
const invalidRows = [{ generalId: 1, turnIdx: 0, actionCode: 'che_이동', arg: { destCityId: 'bad' } }];
const mockPrisma = createMockPrisma(invalidRows);
const reservedTurnStore = new InMemoryReservedTurnStore(mockPrisma as any, {
maxGeneralTurns: 10,
maxNationTurns: 10,
});
await reservedTurnStore.loadAll();
const wrapper = { world: null as InMemoryTurnWorld | null };
const handler = await createReservedTurnHandler({
reservedTurns: reservedTurnStore,
scenarioConfig: invalidSnapshot.scenarioConfig,
scenarioMeta: invalidSnapshot.scenarioMeta,
map: MINIMAL_MAP,
unitSet: invalidSnapshot.unitSet,
getWorld: () => wrapper.world,
});
const world = new InMemoryTurnWorld(invalidState, invalidSnapshot, {
schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
generalTurnHandler: handler,
});
wrapper.world = world;
const processor = new InMemoryTurnProcessor(world, { tickMinutes: 10 });
await processor.run(new Date(mockDate.getTime() + 10 * 60 * 1000), {
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
const dirty = world.consumeDirtyState();
expect(world.getGeneralById(1)!.cityId).toBe(1);
expect(dirty.logs.some((log) => log.text.includes('인자가 올바르지 않습니다. 이동 실패.'))).toBe(true);
expect(dirty.logs.some((log) => log.text.includes('아무것도 실행하지 않았습니다.'))).toBe(true);
});
it('should fall back to rest when constraints fail', async () => {
const invalidSnapshot: TurnWorldSnapshot = {
generals: [
{
id: 1,
name: 'Fallback_General',
nationId: 1,
cityId: 1,
troopId: 0,
stats: { leadership: 80, strength: 80, intelligence: 80 },
turnTime: mockDate,
role: {
items: { horse: null, weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 800 },
officerLevel: 5,
experience: 0,
dedication: 0,
injury: 0,
gold: 2000,
rice: 2000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 0,
} as TurnGeneral,
],
cities: [
{
id: 1,
name: 'City_1',
nationId: 1,
viewName: 'City_1',
agriculture: 100,
agricultureMax: 2000,
commerce: 100,
commerceMax: 2000,
security: 100,
securityMax: 100,
def: 100,
defMax: 100,
wall: 100,
wallMax: 100,
pop: 10000,
popMax: 50000,
trust: 50,
supplyState: 1,
frontState: 0,
tradepoint: 0,
meta: {},
} as any,
{
id: 2,
name: 'City_2',
nationId: 1,
viewName: 'City_2',
agriculture: 100,
agricultureMax: 2000,
commerce: 100,
commerceMax: 2000,
security: 100,
securityMax: 100,
def: 100,
defMax: 100,
wall: 100,
wallMax: 100,
pop: 10000,
popMax: 50000,
trust: 50,
supplyState: 1,
frontState: 0,
tradepoint: 0,
meta: {},
} as any,
],
nations: [
{
id: 1,
name: 'FallbackNation',
color: '#FF0000',
capitalCityId: 1,
chiefGeneralId: 1,
gold: 10000,
rice: 10000,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
} as any,
],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
map: MINIMAL_MAP as any,
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {},
environment: { mapName: 'minimal', unitSet: 'default' },
},
scenarioMeta: {
startYear: 189,
} as any,
unitSet: {} as any,
};
const invalidState: TurnWorldState = {
id: 1,
currentYear: 189,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: mockDate,
meta: {},
};
const invalidRows = [{ generalId: 1, turnIdx: 0, actionCode: 'che_이동', arg: { destCityId: 1 } }];
const mockPrisma = createMockPrisma(invalidRows);
const reservedTurnStore = new InMemoryReservedTurnStore(mockPrisma as any, {
maxGeneralTurns: 10,
maxNationTurns: 10,
});
await reservedTurnStore.loadAll();
const wrapper = { world: null as InMemoryTurnWorld | null };
const handler = await createReservedTurnHandler({
reservedTurns: reservedTurnStore,
scenarioConfig: invalidSnapshot.scenarioConfig,
scenarioMeta: invalidSnapshot.scenarioMeta,
map: MINIMAL_MAP,
unitSet: invalidSnapshot.unitSet,
getWorld: () => wrapper.world,
});
const world = new InMemoryTurnWorld(invalidState, invalidSnapshot, {
schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
generalTurnHandler: handler,
});
wrapper.world = world;
const processor = new InMemoryTurnProcessor(world, { tickMinutes: 10 });
await processor.run(new Date(mockDate.getTime() + 10 * 60 * 1000), {
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
const dirty = world.consumeDirtyState();
expect(world.getGeneralById(1)!.cityId).toBe(1);
const denyLog = dirty.logs.find((log) => log.text.includes('같은 도시입니다.'));
expect(denyLog?.text).toContain('이동 실패.');
expect(denyLog?.meta?.constraintName).toBe('notSameDestCity');
expect(dirty.logs.some((log) => log.text.includes('아무것도 실행하지 않았습니다.'))).toBe(true);
});
describe('Uprising and Founding Execution', () => {
it('should execute uprising, fail founding in wrong city, fail domestic in wandering nation, then succeed founding and domestic', async () => {
const mockDate = new Date('0189-01-01T00:00:00Z');
// 1. Setup World Data
const generals: TurnGeneral[] = [
{
id: 1,
name: 'General_Leader',
nationId: 0,
cityId: 1,
troopId: 0,
stats: { leadership: 80, strength: 80, intelligence: 80 },
turnTime: mockDate,
role: {
items: { horse: null, weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 24 },
officerLevel: 5,
experience: 0,
dedication: 0,
injury: 0,
gold: 2000,
rice: 2000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 0,
},
{
id: 2,
name: 'General_Sub',
nationId: 0,
cityId: 1,
troopId: 0,
stats: { leadership: 70, strength: 70, intelligence: 70 },
turnTime: mockDate,
role: {
items: { horse: null, weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 24 },
officerLevel: 5,
experience: 0,
dedication: 0,
injury: 0,
gold: 2000,
rice: 2000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 0,
},
];
const cities = [
{
id: 1,
name: 'Small_City',
nationId: 0,
viewName: 'Small_City',
agriculture: 100,
agricultureMax: 2000,
commerce: 100,
commerceMax: 2000,
security: 100,
securityMax: 100,
def: 100,
defMax: 100,
wall: 100,
wallMax: 100,
pop: 10000,
popMax: 50000,
trust: 50,
supplyState: 1,
frontState: 0,
tradepoint: 0,
level: 1, // Invalid for founding
meta: {},
},
{
id: 2,
name: 'Big_City',
nationId: 0,
viewName: 'Big_City',
agriculture: 100,
agricultureMax: 3000,
commerce: 100,
commerceMax: 3000,
security: 100,
securityMax: 100,
def: 100,
defMax: 100,
wall: 100,
wallMax: 100,
pop: 20000,
popMax: 80000,
trust: 50,
supplyState: 1,
frontState: 0,
tradepoint: 0,
level: 5, // Valid for founding
meta: {},
},
];
const localMap = {
id: 'local_map',
name: 'TestMap',
cities: [
{ id: 1, connections: [2] },
{ id: 2, connections: [1] },
] as any,
};
const snapshot: TurnWorldSnapshot = {
generals: generals as any,
cities: cities as any,
nations: [],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
map: localMap,
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: { openingPartYear: 9999 },
environment: { mapName: 'local', unitSet: 'default' },
},
scenarioMeta: {
startYear: 189,
} as any,
unitSet: {} as any,
};
const state: TurnWorldState = {
id: 1,
currentYear: 189,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: mockDate,
meta: {},
};
const initialRows = [
// 0
{ generalId: 1, turnIdx: 0, actionCode: 'che_거병', arg: {} },
{ generalId: 2, turnIdx: 0, actionCode: '휴식', arg: {} },
// 1
{
generalId: 1,
turnIdx: 1,
actionCode: 'che_건국',
arg: { nationName: 'NewEmpire', nationType: 'che_도적', colorType: 0 },
},
{ generalId: 2, turnIdx: 1, actionCode: 'che_농지개간', arg: {} },
// 2
{ generalId: 1, turnIdx: 2, actionCode: '휴식', arg: {} },
{ generalId: 2, turnIdx: 2, actionCode: 'che_임관', arg: { destNationId: 1 } },
// 3
{
generalId: 1,
turnIdx: 3,
actionCode: 'che_건국',
arg: { nationName: 'NewEmpire', nationType: 'che_도적', colorType: 0 },
},
{ generalId: 2, turnIdx: 3, actionCode: 'che_농지개간', arg: {} },
// 4
{ generalId: 1, turnIdx: 4, actionCode: 'che_이동', arg: { destCityId: 2 } },
{ generalId: 2, turnIdx: 4, actionCode: '휴식', arg: {} },
// 5
{
generalId: 1,
turnIdx: 5,
actionCode: 'che_건국',
arg: { nationName: 'NewEmpire', nationType: 'che_도적', colorType: 0 },
},
{ generalId: 2, turnIdx: 5, actionCode: 'che_농지개간', arg: {} },
];
const mockPrisma = createMockPrisma(initialRows);
const reservedTurnStore = new InMemoryReservedTurnStore(mockPrisma as any, {
maxGeneralTurns: 10,
maxNationTurns: 10,
});
await reservedTurnStore.loadAll();
const wrapper = { world: null as InMemoryTurnWorld | null };
const handler = await createReservedTurnHandler({
reservedTurns: reservedTurnStore,
scenarioConfig: snapshot.scenarioConfig,
scenarioMeta: snapshot.scenarioMeta,
map: localMap,
unitSet: snapshot.unitSet,
getWorld: () => wrapper.world,
});
const world = new InMemoryTurnWorld(state, snapshot, {
schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
generalTurnHandler: handler,
});
wrapper.world = world;
const processor = new InMemoryTurnProcessor(world, { tickMinutes: 10 });
// Execution Loop
// Turn 0: 거병, 휴식
await processor.run(new Date(mockDate.getTime() + 10 * 60 * 1000), {
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
await reservedTurnStore.flushChanges();
// 거병 결과 확인
const gen1 = world.getGeneralById(1)!;
expect(gen1.nationId).toBeGreaterThan(0);
const nation = world.getNationById(gen1.nationId)!;
expect(nation.level).toBe(0); // Wandering
expect(gen1.officerLevel).toBe(12); // Monarch
// Turn 1: 건국(실패), 농지개간(실패)
await processor.run(new Date(mockDate.getTime() + 2 * 10 * 60 * 1000), {
// Skip enough time for turn
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
await reservedTurnStore.flushChanges();
const nationAfterFail = world.getNationById(gen1.nationId)!;
expect(nationAfterFail.level).toBe(0);
const city1 = world.getCityById(1)!;
expect(city1.agriculture).toBe(100); // Fail due to Wandering Nation (level 0)
// Turn 2: 휴식, 임관(성공)
await processor.run(new Date(mockDate.getTime() + 3 * 10 * 60 * 1000), {
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
await reservedTurnStore.flushChanges();
// 임관 결과 확인
expect(world.getGeneralById(2)!.nationId).toBeGreaterThan(0);
// Turn 3: 건국(실패), 농지개간(실패)
await processor.run(new Date(mockDate.getTime() + 4 * 10 * 60 * 1000), {
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
await reservedTurnStore.flushChanges();
// Verify Founding
const gen1Final = world.getGeneralById(1)!;
expect(gen1Final.nationId).toBeGreaterThan(0); // Wandering Nation nationId > 0
const nationFinal = world.getNationById(gen1Final.nationId)!;
expect(nationFinal.level).toBe(0);
// 내정 실패
expect(world.getCityById(1)!.agriculture).toBe(100);
// Turn 4: 이동(성공), 휴식
await processor.run(new Date(mockDate.getTime() + 5 * 10 * 60 * 1000), {
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
await reservedTurnStore.flushChanges();
expect(world.getGeneralById(1)!.cityId).toBe(2);
expect(world.getGeneralById(2)!.cityId).toBe(2); // 방랑군 이동은 하위 장수도 같이 이동
// Turn 5: 건국(성공), 농지개간(성공)
await processor.run(new Date(mockDate.getTime() + 7 * 10 * 60 * 1000), {
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
await reservedTurnStore.flushChanges();
const gen1ReallyFinal = world.getGeneralById(1)!;
expect(world.getNationById(gen1ReallyFinal.nationId)!.level).toBeGreaterThan(0);
expect(world.getCityById(1)!.agriculture).toBe(100);
expect(world.getCityById(1)!.nationId).toBe(0); // City 1 is still unowned
expect(world.getCityById(2)!.agriculture).toBeGreaterThan(100); // City 2 agric increased
});
it('should fail founding with specific constraints', async () => {
const mockDate = new Date('0189-01-01T00:00:00Z');
const generals: TurnGeneral[] = [
{
id: 1,
name: 'Solo_Warrior',
nationId: 0,
cityId: 1,
troopId: 0,
stats: { leadership: 80, strength: 80, intelligence: 80 },
turnTime: mockDate,
role: {
items: { horse: null, weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 24 },
officerLevel: 5,
experience: 0,
dedication: 0,
injury: 0,
gold: 2000,
rice: 2000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 0,
},
{
id: 2,
name: 'Companion',
nationId: 0,
cityId: 1,
troopId: 0,
stats: { leadership: 70, strength: 70, intelligence: 70 },
turnTime: mockDate,
role: {
items: { horse: null, weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 24 },
officerLevel: 5,
experience: 0,
dedication: 0,
injury: 0,
gold: 2000,
rice: 2000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 0,
},
];
const cities = [
{
id: 1,
name: 'Small_City',
nationId: 0,
viewName: 'Small_City',
level: 1, // Invalid level
agriculture: 100,
agricultureMax: 2000,
commerce: 100,
commerceMax: 2000,
security: 100,
securityMax: 100,
def: 100,
defMax: 100,
wall: 100,
wallMax: 100,
pop: 10000,
popMax: 50000,
trust: 50,
supplyState: 1,
frontState: 0,
tradepoint: 0,
meta: {},
},
];
const localMap = {
id: 'local_map',
name: 'TestMap',
cities: [{ id: 1, connections: [] }] as any,
};
const snapshot: TurnWorldSnapshot = {
generals: generals as any,
cities: cities as any,
nations: [],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
map: localMap,
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: { openingPartYear: 9999 },
environment: { mapName: 'local', unitSet: 'default' },
},
scenarioMeta: {
startYear: 189,
} as any,
unitSet: {} as any,
};
const state: TurnWorldState = {
id: 1,
currentYear: 189,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: mockDate,
meta: {},
};
// Case 1: Fail founding because not a monarch (nationId: 0, level 5)
const initialRows = [
{
generalId: 1,
turnIdx: 0,
actionCode: 'che_건국',
arg: { nationName: 'Empire', nationType: 'che_도적', colorType: 0 },
},
];
const mockPrisma = createMockPrisma(initialRows);
const reservedTurnStore = new InMemoryReservedTurnStore(mockPrisma as any, {
maxGeneralTurns: 10,
maxNationTurns: 10,
});
await reservedTurnStore.loadAll();
const wrapper = { world: null as InMemoryTurnWorld | null };
const handler = await createReservedTurnHandler({
reservedTurns: reservedTurnStore,
scenarioConfig: snapshot.scenarioConfig,
scenarioMeta: snapshot.scenarioMeta,
map: localMap,
unitSet: snapshot.unitSet,
getWorld: () => wrapper.world,
});
const world = new InMemoryTurnWorld(state, snapshot, {
schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
generalTurnHandler: handler,
});
wrapper.world = world;
const processor = new InMemoryTurnProcessor(world, { tickMinutes: 10 });
// Run Turn 0
await processor.run(new Date(mockDate.getTime() + 10 * 60 * 1000), {
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
const dirty = world.consumeDirtyState();
const logFoundingFail = dirty.logs.find((l) => l.text.includes('군주가 아닙니다'));
expect(logFoundingFail?.meta?.constraintName).toBe('beLord');
// Case 2: Uprising first, but only 1 general in nation -> fail founding (reqNationGeneralCount: 2)
const turnsG1 = reservedTurnStore.getGeneralTurns(1);
turnsG1[0] = { action: 'che_거병', args: {} };
turnsG1[1] = {
action: 'che_건국',
args: { nationName: 'Empire', nationType: 'che_도적', colorType: 0 },
};
await reservedTurnStore.flushChanges();
// Execute Uprising (Turn 1)
await processor.run(new Date(mockDate.getTime() + 2 * 10 * 60 * 1000), {
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
const uprisingNationId = world.getGeneralById(1)!.nationId;
expect(reservedTurnStore.peekDirtyState().nationInitializationKeys).toEqual([
`${uprisingNationId}:12`,
`${uprisingNationId}:11`,
]);
world.consumeDirtyState(); // clear logs
// Execute Founding attempt (Turn 2)
// Now Gen 1 is a monarch of a wandering nation, but it's the ONLY general in that nation (Gen 2 is still nationId 0)
await processor.run(new Date(mockDate.getTime() + 3 * 10 * 60 * 1000), {
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
const dirty2 = world.consumeDirtyState();
const logGeneralCountFail = dirty2.logs.find((l) => l.meta?.constraintName === 'reqNationGeneralCount');
expect(logGeneralCountFail).toBeTruthy();
// Case 3: recruit Gen 2, but city level is wrong (reqCityLevel: [5, 6])
const gen1Current = world.getGeneralById(1)!;
const gen1NationId = gen1Current.nationId;
const turnsG2 = reservedTurnStore.getGeneralTurns(2);
turnsG2[0] = { action: 'che_임관', args: { destNationId: gen1NationId } };
await reservedTurnStore.flushChanges();
// Gen 2 Appointments (Tick 4)
await processor.run(new Date(mockDate.getTime() + 4 * 10 * 60 * 1000), {
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
world.consumeDirtyState();
// Gen 1 attempts founding in Small_City (level 1) (Tick 5)
const turnsG1_v2 = reservedTurnStore.getGeneralTurns(1);
turnsG1_v2[0] = {
action: 'che_건국',
args: { nationName: 'Empire', nationType: 'che_도적', colorType: 0 },
};
await reservedTurnStore.flushChanges();
await processor.run(new Date(mockDate.getTime() + 5 * 10 * 60 * 1000), {
budgetMs: 1000,
maxGenerals: 100,
catchUpCap: 10,
});
const dirty3 = world.consumeDirtyState();
const logCityLevelFail = dirty3.logs.find((l) => l.meta?.constraintName === 'constructableCity');
expect(logCityLevelFail).toBeTruthy();
});
});
});