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core2026/packages/logic/test/scenarios/domestic.test.ts
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import { describe, expect, it } from 'vitest';
import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
import type { City, General, Nation } from '../../src/domain/entities.js';
import type { WorldSnapshot } from '../../src/world/types.js';
import { commandSpec as developAgricultureSpec } from '../../src/actions/turn/general/che_농지개간.js';
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
import { loadActionModuleBundle } from '../../src/actionModules/bundle.js';
describe('Domestic Affairs Scenario', () => {
it('should increase agriculture when executing "Farming" command', async () => {
// 1. Setup World
const mockNation: Nation = {
id: 1,
name: 'Test Nation',
color: '#FF0000',
capitalCityId: 1,
chiefGeneralId: 1,
gold: 10000,
rice: 10000,
power: 0,
level: 5,
typeCode: 'test',
meta: {},
};
const cityDef = MINIMAL_MAP.cities[0];
if (!cityDef) throw new Error('City definition missing');
const mockCity: City = {
id: 1,
name: cityDef.name,
nationId: 1,
level: 1,
state: 0,
population: 10000,
populationMax: 10000,
agriculture: 500,
agricultureMax: 1000,
commerce: 500,
commerceMax: 1000,
security: 500,
securityMax: 1000,
defence: 500,
defenceMax: 1000,
wall: 500,
wallMax: 1000,
supplyState: 1,
frontState: 0,
meta: {},
};
const mockGeneral: General = {
id: 1,
name: 'Domestic Officer',
nationId: 1,
cityId: 1,
troopId: 0,
npcState: 0,
experience: 100,
dedication: 100,
officerLevel: 5,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 100,
atmos: 100,
injury: 0,
age: 30,
stats: { leadership: 50, strength: 50, intelligence: 100 },
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 24 },
};
const snapshot: WorldSnapshot = {
scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as any,
scenarioMeta: {
title: 'Test',
startYear: 200,
life: 0,
fiction: 0,
history: [],
ignoreDefaultEvents: false,
},
map: MINIMAL_MAP,
unitSet: { id: 'default', name: 'default' },
nations: [mockNation],
cities: [mockCity],
generals: [mockGeneral],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
};
const moduleBaselineSnapshot = structuredClone(snapshot);
const moreEffectSnapshot = structuredClone(snapshot);
const world = new InMemoryWorld(snapshot);
const runner = new TestGameRunner(world, 200, 1);
// 2. Prepare Command
const systemEnv: TurnCommandEnv = {
develCost: 50,
trainDelta: 5,
atmosDelta: 5,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
sabotageDefaultProb: 0.5,
sabotageProbCoefByStat: 0.1,
sabotageDefenceCoefByGeneralCount: 0.1,
sabotageDamageMin: 10,
sabotageDamageMax: 20,
openingPartYear: 200,
maxGeneral: 10,
defaultNpcGold: 1000,
defaultNpcRice: 1000,
defaultCrewTypeId: 1,
defaultSpecialDomestic: null,
defaultSpecialWar: null,
initialNationGenLimit: 10,
maxTechLevel: 10,
baseGold: 1000,
baseRice: 1000,
maxResourceActionAmount: 1000,
};
const farmingDef = developAgricultureSpec.createDefinition(systemEnv);
// 3. Execute
await runner.runTurn([
{
generalId: 1,
commandKey: 'che_농지개간',
resolver: farmingDef,
args: {},
},
]);
// 4. Verify
const updatedCity = world.getCity(1)!;
// 레거시 che_농지개간: 능력치·경험등급·0.8~1.2 난수·성공 배율을 모두 반영한다.
expect(updatedCity.agriculture).toBe(664);
const baselineModuleWorld = new InMemoryWorld(moduleBaselineSnapshot);
const baselineModuleRunner = new TestGameRunner(baselineModuleWorld, 200, 1);
const baselineBundle = await loadActionModuleBundle();
await baselineModuleRunner.runTurn([
{
generalId: 1,
commandKey: 'che_농지개간',
resolver: developAgricultureSpec.createDefinition({
...systemEnv,
generalActionModules: baselineBundle.general,
}),
args: {},
},
]);
const moreEffectWorld = new InMemoryWorld(moreEffectSnapshot);
const moreEffectRunner = new TestGameRunner(moreEffectWorld, 200, 1);
const moduleBundle = await loadActionModuleBundle(undefined, 'event_MoreEffect');
const moreEffectDefinition = developAgricultureSpec.createDefinition({
...systemEnv,
generalActionModules: moduleBundle.general,
});
await moreEffectRunner.runTurn([
{
generalId: 1,
commandKey: 'che_농지개간',
resolver: moreEffectDefinition,
args: {},
},
]);
expect(baselineModuleWorld.getCity(1)?.agriculture).toBe(672);
expect(moreEffectWorld.getCity(1)?.agriculture).toBe(844);
});
it('should not increase agriculture when city is already maxed', async () => {
// Setup with max agriculture
const mockNation: Nation = {
id: 1,
name: 'Test Nation',
color: '#FF0000',
capitalCityId: 1,
chiefGeneralId: 1,
gold: 10000,
rice: 10000,
power: 0,
level: 5,
typeCode: 'test',
meta: {},
};
const mockCity: City = {
id: 1,
name: 'City A',
nationId: 1,
level: 1,
state: 0,
population: 10000,
populationMax: 10000,
agriculture: 1000,
agricultureMax: 1000,
commerce: 500,
commerceMax: 1000,
security: 500,
securityMax: 1000,
defence: 500,
defenceMax: 1000,
wall: 500,
wallMax: 1000,
supplyState: 1,
frontState: 0,
meta: {},
};
const mockGeneral: General = {
id: 1,
name: 'Domestic Officer',
nationId: 1,
cityId: 1,
troopId: 0,
npcState: 0,
experience: 100,
dedication: 100,
officerLevel: 5,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 100,
atmos: 100,
injury: 0,
age: 30,
stats: { leadership: 50, strength: 50, intelligence: 100 },
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 24 },
};
const snapshot: WorldSnapshot = {
scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as any,
map: MINIMAL_MAP,
nations: [mockNation],
cities: [mockCity],
generals: [mockGeneral],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
};
const world = new InMemoryWorld(snapshot);
const runner = new TestGameRunner(world, 200, 1);
const systemEnv: TurnCommandEnv = { develCost: 50 } as any;
const farmingDef = developAgricultureSpec.createDefinition(systemEnv);
await runner.runTurn([
{
generalId: 1,
commandKey: 'che_농지개간',
resolver: farmingDef,
args: {},
},
]);
const updatedCity = world.getCity(1)!;
expect(updatedCity.agriculture).toBe(1000);
});
});