168 lines
5.8 KiB
TypeScript
168 lines
5.8 KiB
TypeScript
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import { describe, expect, it } from 'vitest';
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import { produce } from 'immer';
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import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
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import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
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import { buildScenarioBootstrap } from '../../src/world/bootstrap.js';
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import type { ScenarioDefinition, ScenarioGeneral } from '../../src/scenario/types.js';
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import type { MapDefinition } from '../../src/world/types.js';
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import type { General, Nation } from '../../src/domain/entities.js';
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import { commandSpec as foundNationSpec } from '../../src/actions/turn/general/che_건국.js';
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import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
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// Mock Scenario Definition
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const MOCK_SCENARIO: ScenarioDefinition = {
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id: 'test_scenario',
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title: 'Test Scenario',
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template: 'test',
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startYear: 189,
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beginYear: 189,
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endYear: 250,
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fiction: 0,
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history: [],
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ignoreDefaultEvents: false,
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nations: [], // No nations initially
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diplomacy: [],
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generals: [],
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generalsEx: [],
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generalsNeutral: [],
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cities: [],
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events: [],
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initialEvents: [],
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config: {
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environment: {
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mapName: 'minimal_map',
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unitSet: 'test_set',
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startYear: 189,
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},
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options: {},
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},
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};
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// Mock General Data
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const MOCK_GENERALS: ScenarioGeneral[] = Array.from({ length: 10 }, (_, i) => ({
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name: `General_${i}`,
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nation: null, // neutral
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city: MINIMAL_MAP.cities[i % MINIMAL_MAP.cities.length].name,
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npc: 0,
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p_name: `General_${i}`, // Using p_name as personality/picture placeholder if needed by types
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uniqueName: `General_${i}`,
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officerLevel: 0,
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birthYear: 160,
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deathYear: 220,
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strength: 70 + i,
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intelligence: 70 + i,
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leadership: 70 + i,
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charm: 70 + i, // Note: entities.ts checks stats, ensuring keys match
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personality: null,
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special: null,
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specialWar: null,
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affinity: 0,
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picture: null,
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horse: null,
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weapon: null,
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book: null,
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item: null,
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text: null,
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}));
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// We need to inject generals into the scenario object for bootstrap
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const scenarioWithGenerals = produce(MOCK_SCENARIO, draft => {
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// bootstrap expects generals in specific arrays.
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// We'll put them in generalsNeutral since they are neutral
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draft.generalsNeutral = MOCK_GENERALS;
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});
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describe('Blank Start Scenario', () => {
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it('should allow neutral generals to found nations', async () => {
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// 1. Setup World
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const bootstrapResult = buildScenarioBootstrap({
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scenario: scenarioWithGenerals,
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map: MINIMAL_MAP,
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options: {
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includeNeutralNation: true,
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defaultGeneralGold: 1000,
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defaultGeneralRice: 1000,
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}
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});
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const world = new InMemoryWorld(bootstrapResult.snapshot);
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const runner = new TestGameRunner(world, 189, 1);
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// 2. Identify a target general (e.g., General_0 in City 1)
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const targetGeneral = world.getAllGenerals().find(g => g.name === 'General_0');
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expect(targetGeneral).toBeDefined();
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if (!targetGeneral) return;
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expect(targetGeneral.nationId).toBe(0); // Should be neutral (nation 0 commonly used for neutral in sammo, or checking bootstrap logic)
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// bootstrap puts neutral in nation 0 if includeNeutralNation is true.
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// 3. Command: Found Nation
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const env: TurnCommandEnv = {
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general: targetGeneral,
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date: new Date(189, 0, 1),
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};
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const foundNationDef = foundNationSpec.createDefinition(env);
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// Execute Turn
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// We simulate the turn runner processing this command
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await runner.runTurn([
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{
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generalId: targetGeneral.id,
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commandKey: 'che_건국',
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resolver: foundNationDef,
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args: {}
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}
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]);
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// 4. Simulate Turn Processing (Daemon Logic Mock)
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// Since logic/actions/engine doesn't auto-create nation, we simulate the "Post-Turn Phase"
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// that scans for the 'founding' flag.
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const generalAfter = world.getGeneral(targetGeneral.id);
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expect(generalAfter?.meta?.founding).toBe(true);
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if (generalAfter?.meta?.founding) {
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// Mock Daemon: Create Nation
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const newNationId = Math.max(...world.getAllNations().map(n => n.id), 0) + 1;
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const newNation: Nation = {
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id: newNationId,
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name: `${generalAfter.name}국`,
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color: '#FF0000',
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capitalCityId: generalAfter.cityId,
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chiefGeneralId: generalAfter.id,
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gold: 1000,
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rice: 1000,
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power: 0,
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level: 1,
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typeCode: 'che_def',
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meta: {}
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};
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// Apply updates manually to world
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// In a real test we'd add methods to InMemoryWorld to do this cleanly
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(world as any).snapshot.nations.push(newNation);
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const city = world.getCity(generalAfter.cityId);
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if (city) {
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(world as any).updateCity({ ...city, nationId: newNationId });
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}
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(world as any).updateGeneral({ ...generalAfter, nationId: newNationId, meta: { ...generalAfter.meta, founding: false } });
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}
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// 5. Verify
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const finalGeneral = world.getGeneral(targetGeneral.id);
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expect(finalGeneral?.nationId).not.toBe(0);
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expect(finalGeneral?.nationId).toBeGreaterThan(0);
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const finalNation = world.getNation(finalGeneral!.nationId);
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expect(finalNation).toBeDefined();
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expect(finalNation?.name).toBe('General_0국');
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const cityStart = world.getCity(targetGeneral.cityId);
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expect(cityStart?.nationId).toBe(finalNation?.id);
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});
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});
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