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core2026/packages/logic/test/scenarios/diplomacy.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 declareWarSpec } from '../../src/actions/turn/nation/che_선전포고.js';
import { commandSpec as deploySpec } from '../../src/actions/turn/general/che_출병.js';
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
import { processDiplomacyMonth, DIPLOMACY_STATE, type DiplomacyEntry } from '../../src/diplomacy/index.js';
import { buildWarConfig, buildWarAftermathConfig } from '../../src/actions/turn/actionContextHelpers.js';
describe('Diplomacy Scenario', () => {
it('should handle War Declaration and prevent/allow deployment accordingly', async () => {
// 1. Setup World
const NATION_A_ID = 1;
const NATION_B_ID = 2; // Target nation
const mockNationA: Nation = {
id: NATION_A_ID,
name: 'Nation A',
color: '#FF0000',
capitalCityId: 1,
chiefGeneralId: 1,
gold: 10000,
rice: 10000,
power: 0,
level: 5,
typeCode: 'test',
meta: {},
};
const mockNationB: Nation = {
id: NATION_B_ID,
name: 'Nation B',
color: '#0000FF',
capitalCityId: 2,
chiefGeneralId: 2,
gold: 10000,
rice: 10000,
power: 0,
level: 5,
typeCode: 'test',
meta: {},
};
const cityADef = MINIMAL_MAP.cities[0];
const cityBDef = MINIMAL_MAP.cities[1];
if (!cityADef || !cityBDef) throw new Error('City definition missing');
const mockCityA: City = {
id: 1,
name: cityADef.name,
nationId: NATION_A_ID,
level: 1,
state: 0,
population: 10000,
populationMax: 10000,
agriculture: 1000,
agricultureMax: 1000,
commerce: 1000,
commerceMax: 1000,
security: 1000,
securityMax: 1000,
defence: 1000,
defenceMax: 1000,
wall: 1000,
wallMax: 1000,
supplyState: 1,
frontState: 0,
meta: {},
};
const mockCityB: City = {
id: 2,
name: cityBDef.name,
nationId: NATION_B_ID,
level: 1,
state: 0,
population: 10000,
populationMax: 10000,
agriculture: 1000,
agricultureMax: 1000,
commerce: 1000,
commerceMax: 1000,
security: 1000,
securityMax: 1000,
defence: 1000,
defenceMax: 1000,
wall: 1000,
wallMax: 1000,
supplyState: 1,
frontState: 0,
meta: {},
};
const mockGeneralA: General = {
id: 1,
name: 'Leader A',
nationId: NATION_A_ID,
cityId: 1,
troopId: 0,
npcState: 0,
experience: 100,
dedication: 100,
officerLevel: 5,
gold: 1000,
rice: 1000,
crew: 5000,
crewTypeId: 1,
train: 100,
atmos: 100,
injury: 0,
age: 30,
stats: { leadership: 100, strength: 100, intelligence: 100 },
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
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',
crewTypes: [{ id: 1, name: 'Infantry', armType: 1, cost: 10, requirements: [] }],
} as any,
nations: [mockNationA, mockNationB],
cities: [mockCityA, mockCityB],
generals: [mockGeneralA],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
};
const world = new InMemoryWorld(snapshot);
const runner = new TestGameRunner(world, 200, 1);
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,
};
// 2. Declare War
const declareWarDef = declareWarSpec.createDefinition(systemEnv);
await runner.runTurn([
{
generalId: 1,
commandKey: 'che_선전포고',
resolver: declareWarDef,
args: { destNationId: NATION_B_ID },
},
]);
const diplomacyAB = world.getDiplomacy(NATION_A_ID, NATION_B_ID);
expect(diplomacyAB).toBeDefined();
expect(diplomacyAB?.state).toBe(DIPLOMACY_STATE.DECLARATION);
// Pre-calculate context data needed for Dispatch
const warConfig = buildWarConfig(snapshot.scenarioConfig, snapshot.unitSet!);
const aftermathConfig = buildWarAftermathConfig(snapshot.scenarioConfig, warConfig.castleCrewTypeId);
const warTime = {
year: 200,
month: 1,
season: 0,
turn: 1,
};
const seedBase = 'test_seed';
const buildDispatchContext = (destCityId: number) => {
const destCity = world.getCity(destCityId)!;
const destNation = world.getNation(destCity.nationId);
warTime.year = runner.currentDate.getFullYear();
warTime.month = runner.currentDate.getMonth() + 1;
warTime.season = Math.floor(runner.currentDate.getMonth() / 3);
return {
destCity,
destNation,
warConfig,
aftermathConfig,
time: { ...warTime },
seedBase,
map: world.snapshot.map,
unitSet: world.snapshot.unitSet,
cities: world.getAllCities(),
nations: world.getAllNations(),
generals: world.getAllGenerals(),
diplomacy: world.snapshot.diplomacy,
};
};
// 3. Try to Deploy
const deployDef = deploySpec.createDefinition(systemEnv);
await runner.runTurn([
{
generalId: 1,
commandKey: 'che_출병',
resolver: deployDef,
args: { destCityId: 2 },
context: buildDispatchContext(2),
},
]);
expect(world.snapshot.troops.length).toBe(0);
// 4. Simulate State Transition
for (let i = 0; i < 24; i++) {
const entries: DiplomacyEntry[] = world.snapshot.diplomacy.map((s) => ({
fromNationId: s.fromNationId,
toNationId: s.toNationId,
state: s.state,
term: s.durationMonths,
dead: 0,
meta: {},
}));
const updatedEntries = processDiplomacyMonth(entries, new Map());
world.snapshot.diplomacy = updatedEntries.map((e) => ({
fromNationId: e.fromNationId,
toNationId: e.toNationId,
state: e.state,
durationMonths: e.term,
}));
runner.currentDate.setMonth(runner.currentDate.getMonth() + 1);
}
const diplomacyAB_After = world.getDiplomacy(NATION_A_ID, NATION_B_ID);
expect(diplomacyAB_After?.state).toBe(DIPLOMACY_STATE.WAR);
// 5. Try to Deploy (Should Succeed)
await runner.runTurn([
{
generalId: 1,
commandKey: 'che_출병',
resolver: deployDef,
args: { destCityId: 2 },
context: buildDispatchContext(2),
},
]);
const generalAfter = world.getGeneral(1)!;
console.log(`General Exp: ${mockGeneralA.experience} -> ${generalAfter.experience}`);
});
});