Files
core2026/app/game-engine/test/actionableMessageResponse.test.ts
T
Hide_D 81279e76b5 feat: 응답 가능한 서신과 턴 시간 호환 이관
등용장과 이민족 선택 응답을 turn daemon transaction으로 연결하고 Ref의 통일 이후 상태 전이와 수신자별 메시지 저장 규칙을 보존한다.\n\n유산 턴 시간 변경을 nextTurnTimeBase 기반 결정적 계산으로 바로잡고 API, 엔진, Chromium 회귀를 추가한다.
2026-08-19 18:03:56 +00:00

213 lines
6.8 KiB
TypeScript

import { describe, expect, it, vi } from 'vitest';
import type { GamePrisma } from '@sammo-ts/infra';
import type { MessagePayload } from '@sammo-ts/logic';
import { respondToActionableMessage } from '../src/turn/actionableMessageResponse.js';
import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
import type { ImmediateGeneralActionExecutor } from '../src/turn/reservedTurnHandler.js';
import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
const actor: TurnGeneral = {
id: 7,
userId: 'user-7',
name: '수신자',
nationId: 1,
cityId: 1,
troopId: 0,
stats: { leadership: 70, strength: 60, intelligence: 50 },
turnTime: new Date('0200-01-01T00:10:00.000Z'),
role: {
items: { horse: null, weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 24 },
penalty: {},
officerLevel: 1,
experience: 100,
dedication: 100,
injury: 0,
gold: 1_000,
rice: 1_000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 0,
};
const buildWorld = (): InMemoryTurnWorld => {
const state: TurnWorldState = {
id: 1,
currentYear: 200,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: new Date('0200-01-01T00:00:00.000Z'),
meta: { hiddenSeed: 'actionable-message-test', isunited: 2 },
};
const snapshot: TurnWorldSnapshot = {
generals: [actor],
cities: [],
nations: [],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {},
environment: { mapName: 'test', unitSet: 'default' },
},
map: { id: 'test', name: 'test', cities: [] },
};
return new InMemoryTurnWorld(state, snapshot, {
schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
});
};
const source = {
generalId: 8,
generalName: '제안자',
nationId: 2,
nationName: '촉',
color: '#000000',
icon: '',
};
const destination = {
generalId: actor.id,
generalName: actor.name,
nationId: actor.nationId,
nationName: '위',
color: '#ffffff',
icon: '',
};
const buildRow = (action: 'scout' | 'raiseInvader', overrides: Partial<MessagePayload> = {}) => ({
id: 29,
mailbox: actor.id,
type: 'private',
validUntil: new Date('9999-12-31T00:00:00.000Z'),
message: {
src: source,
dest: destination,
text: '응답할 메시지',
option: { action, used: false, ...(action === 'raiseInvader' ? { args: [-2, -1.2, -1, -0.5] } : {}) },
...overrides,
} satisfies MessagePayload,
});
const buildDb = (rows: unknown[][]) => {
const queryRaw = vi.fn(async () => rows.shift() ?? []);
const updateMany = vi.fn(async () => ({ count: 1 }));
return {
db: { $queryRaw: queryRaw, message: { updateMany } } as unknown as GamePrisma.TransactionClient,
queryRaw,
updateMany,
};
};
const buildExecutor = (ok = true): ImmediateGeneralActionExecutor => ({
execute: vi.fn(async () => (ok ? { ok: true } : { ok: false, reason: '등용 수락 불가.' })),
});
describe('actionable message response', () => {
it('accepts a recruitment letter, executes the legacy action, and invalidates linked prompts', async () => {
const world = buildWorld();
const row = buildRow('scout');
const { db, updateMany } = buildDb([[row], [{ id: 31 }]]);
const executor = buildExecutor();
const result = await respondToActionableMessage({
db,
world,
executor,
userId: actor.userId!,
generalId: actor.id,
messageId: row.id,
response: true,
});
expect(result).toEqual({ ok: true, action: 'scout', reason: 'success' });
expect(executor.execute).toHaveBeenCalledWith(
expect.objectContaining({
actionKey: 'che_등용수락',
generalId: actor.id,
args: { destNationId: source.nationId, destGeneralId: source.generalId },
})
);
expect(updateMany).toHaveBeenCalledWith(expect.objectContaining({ where: { id: { in: [row.id, 31] } } }));
expect(world.peekDirtyState().messages).toEqual([
expect.objectContaining({
msgType: 'private',
text: '촉으로 등용 제의 수락',
sendDestOnly: true,
option: { delete: row.id },
}),
]);
});
it('keeps a recruitment letter valid when the legacy accept constraints reject it', async () => {
const world = buildWorld();
const row = buildRow('scout');
const { db, updateMany } = buildDb([[row]]);
const result = await respondToActionableMessage({
db,
world,
executor: buildExecutor(false),
userId: actor.userId!,
generalId: actor.id,
messageId: row.id,
response: true,
});
expect(result).toEqual({ ok: true, action: 'scout', reason: '등용 수락 불가.' });
expect(updateMany).not.toHaveBeenCalled();
expect(world.peekDirtyState().messages).toHaveLength(0);
});
it('does not invalidate an invader prompt before validating its receiver', async () => {
const world = buildWorld();
const row = { ...buildRow('raiseInvader'), mailbox: 99 };
const { db, updateMany } = buildDb([[row]]);
const result = await respondToActionableMessage({
db,
world,
executor: buildExecutor(),
userId: actor.userId!,
generalId: actor.id,
messageId: row.id,
response: false,
});
expect(result).toEqual({ ok: false, action: 'raiseInvader', reason: '올바른 수신자가 아닙니다.' });
expect(updateMany).not.toHaveBeenCalled();
});
it('invalidates a valid invader prompt when it is declined', async () => {
const world = buildWorld();
const row = buildRow('raiseInvader');
const { db, updateMany } = buildDb([[row]]);
const result = await respondToActionableMessage({
db,
world,
executor: buildExecutor(),
userId: actor.userId!,
generalId: actor.id,
messageId: row.id,
response: false,
});
expect(result).toEqual({ ok: true, action: 'raiseInvader', reason: 'success' });
expect(updateMany).toHaveBeenCalledOnce();
});
});