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core2026/app/game-engine/test/nationCollapseOnConquest.test.ts
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TypeScript

import { describe, expect, it } from 'vitest';
import type { TurnSchedule, UnitSetDefinition } from '@sammo-ts/logic';
import { DIPLOMACY_STATE } from '@sammo-ts/logic';
import type { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
import { LARGE_TEST_MAP, buildLargeTestCities } from './fixtures/largeTestMap.js';
import { createTurnTestHarness } from './helpers/turnTestHarness.js';
const mockDate = new Date('0185-01-01T00:00:00Z');
const createNpcGeneral = (
id: number,
cityId: number,
nationId: number,
officerLevel: number,
stats: { leadership: number; strength: number; intelligence: number },
overrides: Partial<TurnGeneral> = {}
): TurnGeneral => ({
id,
name: `NPC_${id}`,
nationId,
cityId,
troopId: 0,
stats,
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,
experience: 0,
dedication: 0,
injury: 0,
gold: 0,
rice: 0,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 2,
...overrides,
});
const maxCityStats = (city: ReturnType<typeof buildLargeTestCities>[number]) => ({
...city,
population: city.populationMax,
agriculture: city.agricultureMax,
commerce: city.commerceMax,
security: city.securityMax,
defence: city.defenceMax,
wall: city.wallMax,
meta: { ...(city.meta ?? {}), trust: 100, trade: 100 },
});
const weakCityStats = (city: ReturnType<typeof buildLargeTestCities>[number]) => ({
...city,
population: 1000,
agriculture: 1,
commerce: 1,
security: 1,
defence: 1,
wall: 1,
supplyState: 1,
frontState: 1,
meta: { ...(city.meta ?? {}), trust: 5, trade: 0 },
});
describe('도시 점령 시 국가 멸망 처리', () => {
it('마지막 도시를 점령하면 약소국이 삭제되어야 한다', async () => {
const cities = buildLargeTestCities().map(maxCityStats);
const weakCityId = 1;
const strongFrontCityId = 2;
for (const city of cities) {
city.nationId = 1;
}
const weakCity = cities.find((city) => city.id === weakCityId)!;
weakCity.nationId = 2;
Object.assign(weakCity, weakCityStats(weakCity));
const strongFrontCity = cities.find((city) => city.id === strongFrontCityId)!;
strongFrontCity.frontState = 1;
strongFrontCity.supplyState = 1;
const conflictCity = cities.find((city) => city.id === 3)!;
conflictCity.conflict = { 2: 100, 1: 50 };
const unitSet: UnitSetDefinition = {
id: 'test_unit_set',
name: 'TestUnitSet',
defaultCrewTypeId: 1100,
crewTypes: [
{
id: 1100,
armType: 1,
name: '보병',
attack: 150,
defence: 150,
speed: 7,
avoid: 10,
magicCoef: 0,
cost: 10,
rice: 10,
requirements: [],
attackCoef: {},
defenceCoef: {},
info: [],
initSkillTrigger: null,
phaseSkillTrigger: null,
iActionList: null,
},
],
};
const delayedTurnTime = new Date(mockDate.getTime() + 60 * 60 * 1000);
const strongLeader = createNpcGeneral(
1,
strongFrontCityId,
1,
12,
{ leadership: 90, strength: 90, intelligence: 70 },
{
crew: 9000,
crewTypeId: 1100,
train: 100,
atmos: 100,
gold: 500000,
rice: 500000,
}
);
const generals: TurnGeneral[] = [strongLeader];
for (let i = 2; i <= 6; i += 1) {
generals.push(
createNpcGeneral(
i,
strongFrontCityId,
1,
2,
{ leadership: 80, strength: 80, intelligence: 50 },
{
crew: 8000,
crewTypeId: 1100,
train: 100,
atmos: 100,
gold: 100000,
rice: 100000,
turnTime: delayedTurnTime,
}
)
);
}
const weakGeneral = createNpcGeneral(
100,
weakCityId,
2,
12,
{ leadership: 10, strength: 10, intelligence: 10 },
{
crew: 0,
crewTypeId: 1100,
train: 0,
atmos: 0,
gold: 0,
rice: 0,
turnTime: delayedTurnTime,
meta: { killturn: 800, belong: 10 },
}
);
generals.push(weakGeneral);
const snapshot: TurnWorldSnapshot = {
generals: generals as any,
cities: cities as any,
nations: [
{
id: 1,
name: '강국',
color: '#AA0000',
capitalCityId: strongFrontCityId,
chiefGeneralId: 1,
gold: 800000,
rice: 800000,
power: 10000,
level: 1,
typeCode: 'npc',
meta: { tech: 10 },
},
{
id: 2,
name: '약소국',
color: '#0000AA',
capitalCityId: weakCityId,
chiefGeneralId: 100,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'npc',
meta: { tech: 0 },
},
],
troops: [],
diplomacy: [
{ fromNationId: 1, toNationId: 2, state: DIPLOMACY_STATE.WAR, term: 12, dead: 0, meta: {} },
{ fromNationId: 2, toNationId: 1, state: DIPLOMACY_STATE.WAR, term: 12, dead: 0, meta: {} },
],
events: [],
initialEvents: [],
map: LARGE_TEST_MAP as any,
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {
openingPartYear: 3,
develCost: 10,
baseGold: 1000,
baseRice: 1000,
maxResourceActionAmount: 10000,
minAvailableRecruitPop: 0,
},
environment: { mapName: 'large_test_map', unitSet: 'default' },
},
scenarioMeta: { startYear: 180 } as any,
unitSet: unitSet as any,
};
const state: TurnWorldState = {
id: 1,
currentYear: 185,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: mockDate,
meta: { seed: 1, initYear: 185, initMonth: 1 },
};
const schedule: TurnSchedule = {
entries: [{ startMinute: 0, tickMinutes: 10 }],
};
const worldRef = { current: null as InMemoryTurnWorld | null };
const { world, reservedTurnStore, runOneTick } = await createTurnTestHarness({
snapshot,
state,
schedule,
map: LARGE_TEST_MAP,
worldRef,
});
const turns = reservedTurnStore.getGeneralTurns(strongLeader.id);
turns[0] = {
action: 'che_출병',
args: { destCityId: weakCityId },
};
await runOneTick();
expect(world.getCityById(weakCityId)?.nationId).toBe(1);
expect(world.getNationById(2)).toBeNull();
expect(world.listNations().some((nation) => nation.id === 2)).toBe(false);
expect(world.getCityById(conflictCity.id)?.conflict).toEqual({ 1: 50 });
const updatedWeakGeneral = world.getGeneralById(weakGeneral.id);
expect(updatedWeakGeneral?.nationId).toBe(0);
expect(updatedWeakGeneral?.officerLevel).toBe(0);
expect(updatedWeakGeneral?.meta.belong).toBe(0);
});
});