Files
core2026/packages/logic/test/warAftermath.test.ts
T
2026-07-26 13:13:10 +00:00

253 lines
7.1 KiB
TypeScript

import { describe, expect, it } from 'vitest';
import { ConstantRNG, RandUtil } from '@sammo-ts/common';
import type { City, General, Nation } from '../src/domain/entities.js';
import type { UnitSetDefinition } from '../src/world/types.js';
import { resolveWarAftermath } from '../src/war/aftermath.js';
import type { WarAftermathConfig } from '../src/war/types.js';
const buildUnitSet = (): UnitSetDefinition => ({
id: 'test',
name: 'test',
crewTypes: [
{
id: 999,
armType: 9,
name: '성벽',
attack: 0,
defence: 0,
speed: 1,
avoid: 0,
magicCoef: 0,
cost: 0,
rice: 10,
requirements: [],
attackCoef: {},
defenceCoef: {},
info: [],
initSkillTrigger: null,
phaseSkillTrigger: null,
iActionList: null,
},
],
});
const buildConfig = (): WarAftermathConfig => ({
initialNationGenLimit: 1,
techLevelIncYear: 5,
initialAllowedTechLevel: 1,
maxTechLevel: 12,
defaultCityWall: 1000,
baseGold: 0,
baseRice: 0,
castleCrewTypeId: 999,
});
const buildCity = (id: number, nationId: number): City => ({
id,
name: `City${id}`,
nationId,
level: 2,
state: 0,
population: 10000,
populationMax: 10000,
agriculture: 1000,
agricultureMax: 1000,
commerce: 1000,
commerceMax: 1000,
security: 1000,
securityMax: 1000,
defence: 100,
defenceMax: 200,
supplyState: 1,
frontState: 0,
wall: 100,
wallMax: 200,
meta: {},
});
const buildNation = (id: number): Nation => ({
id,
name: `Nation${id}`,
color: '#000000',
capitalCityId: id,
chiefGeneralId: null,
gold: 1000,
rice: 1000,
power: 0,
level: 1,
typeCode: 'test',
meta: {
tech: 1000,
},
});
const buildGeneral = (id: number, nationId: number, cityId: number): General => ({
id,
name: `General${id}`,
nationId,
cityId,
troopId: 0,
stats: {
leadership: 70,
strength: 70,
intelligence: 70,
},
experience: 100,
dedication: 100,
officerLevel: 3,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: {
horse: null,
weapon: null,
book: null,
item: null,
},
},
injury: 0,
gold: 1000,
rice: 1000,
crew: 1000,
crewTypeId: 999,
train: 80,
atmos: 80,
age: 20,
npcState: 0,
triggerState: {
flags: {},
counters: {},
modifiers: {},
meta: {},
},
meta: { killturn: 24 },
});
describe('war aftermath', () => {
it('updates tech and diplomacy deltas', () => {
const attackerNation = buildNation(1);
const defenderNation = buildNation(2);
const attackerCity = buildCity(1, 1);
const defenderCity = buildCity(2, 2);
const attacker = buildGeneral(1, 1, 1);
const outcome = resolveWarAftermath({
battle: {
attacker,
defenders: [],
defenderCity,
logs: [],
conquered: false,
reports: [
{
id: attacker.id,
type: 'general',
name: attacker.name,
isAttacker: true,
killed: 100,
dead: 50,
},
],
},
attackerNation,
defenderNation,
attackerCity,
defenderCity,
nations: [attackerNation, defenderNation],
cities: [attackerCity, defenderCity],
generals: [attacker],
unitSet: buildUnitSet(),
config: buildConfig(),
time: {
year: 200,
month: 1,
startYear: 180,
},
});
expect(attackerNation.meta.tech).toBe(1000.6);
expect(defenderNation.meta.tech).toBe(1000.9);
expect(outcome.diplomacyDeltas).toHaveLength(2);
expect(attackerCity.meta.dead).toBe(60);
expect(defenderCity.meta.dead).toBe(90);
});
it('applies conquest collapse rewards', () => {
const rng = new RandUtil(new ConstantRNG(0));
const attackerNation = buildNation(1);
const defenderNation = buildNation(2);
defenderNation.gold = 5000;
defenderNation.rice = 6000;
const attackerCity = buildCity(1, 1);
const defenderCity = buildCity(2, 2);
defenderCity.meta.conflict = JSON.stringify({ 99: 200, 1: 100 });
const attacker = buildGeneral(1, 1, 1);
attacker.officerLevel = 12;
const defender = buildGeneral(2, 2, 2);
const outcome = resolveWarAftermath({
battle: {
attacker,
defenders: [defender],
defenderCity,
logs: [],
conquered: true,
reports: [
{
id: attacker.id,
type: 'general',
name: attacker.name,
isAttacker: true,
killed: 10,
dead: 5,
},
{
id: defenderCity.id,
type: 'city',
name: defenderCity.name,
isAttacker: false,
killed: 0,
dead: 0,
},
],
},
attackerNation,
defenderNation,
attackerCity,
defenderCity,
nations: [attackerNation, defenderNation],
cities: [attackerCity, defenderCity],
generals: [attacker, defender],
unitSet: buildUnitSet(),
config: buildConfig(),
time: {
year: 200,
month: 1,
startYear: 180,
},
rng,
});
expect(outcome.conquest?.nationCollapsed).toBe(true);
expect(attackerNation.gold).toBe(3600);
expect(attackerNation.rice).toBe(4600);
expect(defender.experience).toBe(90);
expect(defender.dedication).toBe(50);
// Removed nations can remain in old persisted conflict metadata. They
// must never receive ownership during a later conquest.
expect(defenderCity.nationId).toBe(attackerNation.id);
expect(defenderCity.meta.conflict).toBe('{}');
expect(outcome.logs.map((log) => log.text)).toEqual(
expect.arrayContaining([
'<D><b>Nation2</b></>를 정복',
'<R><b>【멸망】</b></><D><b>Nation2</b></>는 <R>멸망</>했습니다.',
'<D><b>Nation2</b></>가 <R>멸망</>했습니다.',
'<D><b>Nation2</b></> 정복으로 금<C>2,600</> 쌀<C>3,600</>을 획득했습니다.',
])
);
});
});