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core2026/packages/logic/test/scenarios/domestic.test.ts
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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 developAgricultureSpec } from '../../src/actions/turn/general/che_농지개간.js';
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
describe('Domestic Affairs Scenario', () => {
it('should increase agriculture when executing "Farming" command', async () => {
// 1. Setup World
const mockNation: Nation = {
id: 1, name: 'Test Nation', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {}
};
const cityDef = MINIMAL_MAP.cities[0];
if (!cityDef) throw new Error('City definition missing');
const mockCity: City = {
id: 1, name: cityDef.name, nationId: 1, level: 1, state: 0,
population: 10000, populationMax: 10000, agriculture: 500, agricultureMax: 1000,
commerce: 500, commerceMax: 1000, security: 500, securityMax: 1000,
defence: 500, defenceMax: 1000, wall: 500, wallMax: 1000,
supplyState: 1, frontState: 0, meta: {}
};
const mockGeneral: General = {
id: 1, name: 'Domestic Officer', nationId: 1, cityId: 1, troopId: 0, npcState: 0,
experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0,
train: 100, atmos: 100, injury: 0, age: 30,
stats: { leadership: 50, strength: 50, intelligence: 100 },
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {}
};
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' },
nations: [mockNation],
cities: [mockCity],
generals: [mockGeneral],
troops: [],
diplomacy: [],
events: [],
initialEvents: []
};
const world = new InMemoryWorld(snapshot);
const runner = new TestGameRunner(world, 200, 1);
// 2. Prepare Command
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
};
const farmingDef = developAgricultureSpec.createDefinition(systemEnv);
// 3. Execute
await runner.runTurn([{
generalId: 1,
commandKey: 'che_농지개간',
resolver: farmingDef,
args: {}
}]);
// 4. Verify
const updatedCity = world.getCity(1)!;
console.log(`Agriculture: 500 -> ${updatedCity.agriculture}`);
expect(updatedCity.agriculture).toBeGreaterThan(500);
});
it('should not increase agriculture when city is already maxed', async () => {
// Setup with max agriculture
const mockNation: Nation = {
id: 1, name: 'Test Nation', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1,
gold: 10000, rice: 10000, power: 0, level: 5, typeCode: 'test', meta: {}
};
const mockCity: City = {
id: 1, name: 'City A', nationId: 1, level: 1, state: 0,
population: 10000, populationMax: 10000, agriculture: 1000, agricultureMax: 1000,
commerce: 500, commerceMax: 1000, security: 500, securityMax: 1000,
defence: 500, defenceMax: 1000, wall: 500, wallMax: 1000,
supplyState: 1, frontState: 0, meta: {}
};
const mockGeneral: General = {
id: 1, name: 'Domestic Officer', nationId: 1, cityId: 1, troopId: 0, npcState: 0,
experience: 100, dedication: 100, officerLevel: 5, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0,
train: 100, atmos: 100, injury: 0, age: 30,
stats: { leadership: 50, strength: 50, intelligence: 100 },
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {}
};
const snapshot: WorldSnapshot = {
scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as any,
map: MINIMAL_MAP,
nations: [mockNation],
cities: [mockCity],
generals: [mockGeneral],
troops: [],
diplomacy: [],
events: [],
initialEvents: []
};
const world = new InMemoryWorld(snapshot);
const runner = new TestGameRunner(world, 200, 1);
const systemEnv: TurnCommandEnv = { develCost: 50 } as any;
const farmingDef = developAgricultureSpec.createDefinition(systemEnv);
await runner.runTurn([{
generalId: 1,
commandKey: 'che_농지개간',
resolver: farmingDef,
args: {}
}]);
const updatedCity = world.getCity(1)!;
expect(updatedCity.agriculture).toBe(1000);
});
});