Files
core2026/packages/logic/test/testEnv.ts
T

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TypeScript

import { produceWithPatches, enablePatches } from 'immer';
import type { City, General, Nation, GeneralId, NationId, CityId, GeneralTriggerState } from '../src/domain/entities.js';
import type { WorldSnapshot } from '../src/world/types.js';
import { type GeneralActionResolution, resolveGeneralAction, type GeneralActionResolver } from '../src/actions/engine.js';
import type { TurnSchedule } from '../src/turn/calendar.js';
import { type DiplomacyEntry, applyDiplomacyPatch, buildDefaultDiplomacy } from '../src/diplomacy/index.js';
enablePatches();
export class InMemoryWorld {
private snapshot: WorldSnapshot;
constructor(initialSnapshot: WorldSnapshot) {
this.snapshot = initialSnapshot;
}
getGeneral(id: GeneralId): General | undefined {
return this.snapshot.generals.find((g) => g.id === id);
}
getCity(id: CityId): City | undefined {
return this.snapshot.cities.find((c) => c.id === id);
}
getNation(id: NationId): Nation | undefined {
return this.snapshot.nations.find((n) => n.id === id);
}
getAllGenerals(): General[] {
return this.snapshot.generals;
}
getAllCities(): City[] {
return this.snapshot.cities;
}
getAllNations(): Nation[] {
return this.snapshot.nations;
}
async applyResolution(resolution: GeneralActionResolution): Promise<void> {
// Apply patches to the snapshot
if (resolution.patches) {
if (resolution.patches.generals) {
this.snapshot.generals = this.snapshot.generals.map(g => {
const patchItem = resolution.patches!.generals.find(p => p.id === g.id);
if (patchItem) {
return { ...g, ...patchItem.patch } as General;
}
return g;
});
}
if (resolution.patches.cities) {
this.snapshot.cities = this.snapshot.cities.map(c => {
const patchItem = resolution.patches!.cities.find(p => p.id === c.id);
if (patchItem) {
return { ...c, ...patchItem.patch } as City;
}
return c;
});
}
if (resolution.patches.nations) {
this.snapshot.nations = this.snapshot.nations.map(n => {
const patchItem = resolution.patches!.nations.find(p => p.id === n.id);
if (patchItem) {
return { ...n, ...patchItem.patch } as Nation;
}
return n;
});
}
}
// Single entity updates from resolution main fields
this.updateGeneral(resolution.general);
if (resolution.city) {
this.updateCity(resolution.city);
}
if (resolution.nation) {
this.updateNation(resolution.nation);
}
if (resolution.created && resolution.created.generals) {
this.snapshot.generals.push(...resolution.created.generals);
}
if (resolution.effects) {
for (const effect of resolution.effects) {
if (effect.type === 'diplomacy:patch') {
const srcId = effect.srcNationId;
const destId = effect.destNationId;
const existing = this.getDiplomacy(srcId, destId) ?? buildDefaultDiplomacy(srcId, destId);
const patched = applyDiplomacyPatch(existing, effect.patch);
this.updateDiplomacy(patched);
}
}
}
}
private updateGeneral(updated: General) {
const idx = this.snapshot.generals.findIndex(g => g.id === updated.id);
if (idx >= 0) {
this.snapshot.generals[idx] = updated;
} else {
this.snapshot.generals.push(updated);
}
}
private updateCity(updated: City) {
const idx = this.snapshot.cities.findIndex(c => c.id === updated.id);
if (idx >= 0) {
this.snapshot.cities[idx] = updated;
}
}
private updateNation(updated: Nation) {
const idx = this.snapshot.nations.findIndex(n => n.id === updated.id);
if (idx >= 0) {
this.snapshot.nations[idx] = updated;
}
}
getDiplomacy(srcId: number, destId: number): DiplomacyEntry | undefined {
return this.snapshot.diplomacy.find(d => d.fromNationId === srcId && d.toNationId === destId);
}
updateDiplomacy(entry: DiplomacyEntry) {
const idx = this.snapshot.diplomacy.findIndex(d => d.fromNationId === entry.fromNationId && d.toNationId === entry.toNationId);
if (idx >= 0) {
this.snapshot.diplomacy[idx] = entry;
} else {
this.snapshot.diplomacy.push(entry);
}
}
}
export interface TestCommand {
generalId: GeneralId;
commandKey: string; // Not used directly here, but for clarity
resolver: GeneralActionResolver;
args: unknown;
context?: Record<string, unknown>;
}
export class TestGameRunner {
world: InMemoryWorld;
currentDate: Date;
constructor(world: InMemoryWorld, startYear: number, startMonth: number) {
this.world = world;
this.currentDate = new Date(startYear, startMonth - 1);
}
// A simplified run turn method
async runTurn(commands: TestCommand[]) {
const schedule: TurnSchedule = {
entries: [
{ startMinute: 0, tickMinutes: 60 } // simplified: 1 hour ticks for whole day
]
};
for (const cmd of commands) {
const general = this.world.getGeneral(cmd.generalId);
if (!general) continue;
const city = this.world.getCity(general.cityId);
const nation = general.nationId ? this.world.getNation(general.nationId) : null;
// In test env, we might not have full context, but engine needs basic entities
const inputContext = {
general,
city,
nation: nation || null,
rng: {
real: () => Math.random(),
int: (min: number, max: number) => Math.floor(Math.random() * (max - min)) + min,
nextInt: (min: number, max: number) => Math.floor(Math.random() * (max - min)) + min, // Added nextInt
next: () => Math.random()
} as any, // Mock RNG
// Extended context for specific commands (Recruit etc.)
map: this.world.snapshot.map,
unitSet: this.world.snapshot.unitSet,
cities: this.world.getAllCities(),
nations: this.world.getAllNations(),
currentYear: this.currentDate.getFullYear(),
startYear: this.world.snapshot.scenarioMeta?.startYear,
// GeneralActionContext base requirements
year: this.currentDate.getFullYear(),
month: this.currentDate.getMonth() + 1,
season: Math.floor(this.currentDate.getMonth() / 3),
diplomacy: this.world.snapshot.diplomacy,
generals: this.world.getAllGenerals(),
...cmd.context
};
const scheduleContext = {
now: this.currentDate,
schedule
};
const resolution = resolveGeneralAction(
cmd.resolver,
inputContext,
scheduleContext,
cmd.args
);
await this.world.applyResolution(resolution);
}
// Advance time
this.currentDate.setMonth(this.currentDate.getMonth() + 1);
}
}