This commit is contained in:
2026-01-11 10:05:42 +00:00
parent dc0b9271fb
commit 373ddd863d
8 changed files with 774 additions and 226 deletions
@@ -1,11 +1,6 @@
import type { GeneralTriggerState } from '@sammo-ts/logic/domain/entities.js';
import type { Constraint, ConstraintContext } from '@sammo-ts/logic/constraints/types.js';
import {
mustBeNPC,
reqGeneralGold,
unknownOrDeny,
existsDestCity,
} from '@sammo-ts/logic/constraints/presets.js';
import { mustBeNPC, reqGeneralGold, unknownOrDeny, existsDestCity } from '@sammo-ts/logic/constraints/presets.js';
import type { GeneralActionDefinition } from '@sammo-ts/logic/actions/definition.js';
import type {
GeneralActionOutcome,
@@ -25,17 +20,16 @@ export interface NPCSelfArgs {
destCityId?: number;
}
export type NPCSelfResolveContext<
TriggerState extends GeneralTriggerState = GeneralTriggerState
> = GeneralActionResolveContext<TriggerState> & {
map?: MapDefinition;
};
export type NPCSelfResolveContext<TriggerState extends GeneralTriggerState = GeneralTriggerState> =
GeneralActionResolveContext<TriggerState> & {
map?: MapDefinition;
};
const ACTION_NAME = 'NPC능동';
const ACTION_KEY = 'che_NPC능동';
export class ActionResolver<
TriggerState extends GeneralTriggerState = GeneralTriggerState
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> implements GeneralActionResolver<TriggerState, NPCSelfArgs> {
readonly key = ACTION_KEY;
@@ -85,7 +79,7 @@ export class ActionResolver<
}
export class ActionDefinition<
TriggerState extends GeneralTriggerState = GeneralTriggerState
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> implements GeneralActionDefinition<TriggerState, NPCSelfArgs, NPCSelfResolveContext<TriggerState>> {
public readonly key = ACTION_KEY;
public readonly name = ACTION_NAME;
@@ -111,9 +105,7 @@ export class ActionDefinition<
}
buildConstraints(ctx: ConstraintContext, args: NPCSelfArgs): Constraint[] {
const constraints = [
mustBeNPC()
];
const constraints = [mustBeNPC()];
if (args.optionText === '순간이동') {
constraints.push(existsDestCity());
@@ -28,7 +28,7 @@ export interface ForcedMoveArgs {
}
export interface ForcedMoveResolveContext<
TriggerState extends GeneralTriggerState = GeneralTriggerState
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> extends GeneralActionResolveContext<TriggerState> {
moveGenerals?: General<TriggerState>[]; // For roaming move
map?: MapDefinition;
@@ -39,7 +39,7 @@ const ACTION_NAME = '강행';
const ACTION_KEY = 'che_강행';
export class ActionResolver<
TriggerState extends GeneralTriggerState = GeneralTriggerState
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> implements GeneralActionResolver<TriggerState, ForcedMoveArgs> {
readonly key = ACTION_KEY;
@@ -97,7 +97,8 @@ export class ActionResolver<
const nextTrain = Math.max(20, general.train - 5);
const nextAtmos = Math.max(20, general.atmos - 5);
const nextExp = general.experience + 100;
const nextLeadershipExp = (typeof general.meta.leadership_exp === 'number' ? general.meta.leadership_exp : 0) + 1;
const nextLeadershipExp =
(typeof general.meta.leadership_exp === 'number' ? general.meta.leadership_exp : 0) + 1;
effects.push(
createGeneralPatchEffect(
@@ -128,14 +129,14 @@ export class ActionResolver<
// Currently addLog attaches provided logs to turnLog (which is for the actor).
// To log for OTHERS, we might need specific effect or handle it differently.
// For now, I will omit logs for others or use a special effect if available.
// The legacy TS porting pattern for "others" logs isn't fully standardized yet in shared snippets.
// The legacy TS porting pattern for "others" logs isn't fully standardized yet in shared snippets.
// Assuming createGeneralPatchEffect handles state. Logs for others might be missing in this iteration unless I find `createLogEffect`.
effects.push(
createGeneralPatchEffect(
{
...target,
cityId: destCityId
cityId: destCityId,
},
target.id
)
@@ -148,7 +149,7 @@ export class ActionResolver<
}
export class ActionDefinition<
TriggerState extends GeneralTriggerState = GeneralTriggerState
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> implements GeneralActionDefinition<TriggerState, ForcedMoveArgs, ForcedMoveResolveContext<TriggerState>> {
public readonly key = ACTION_KEY;
public readonly name = ACTION_NAME;
@@ -173,7 +174,7 @@ export class ActionDefinition<
const cost = ctx.env.develCost as number;
return (cost ?? 0) * 5;
}),
reqGeneralRice(() => 0) // Legacy checks cost[1] which is 0, but included constraint.
reqGeneralRice(() => 0), // Legacy checks cost[1] which is 0, but included constraint.
];
}
@@ -1,4 +1,3 @@
import type { City, General, GeneralTriggerState, Nation } from '@sammo-ts/logic/domain/entities.js';
import type { Constraint, ConstraintContext } from '@sammo-ts/logic/constraints/types.js';
import {
@@ -23,7 +22,7 @@ import type { TurnCommandEnv } from '@sammo-ts/logic/actions/turn/commandEnv.js'
import type { ActionContextBuilder } from '@sammo-ts/logic/actions/turn/actionContext.js';
import type { GeneralTurnCommandSpec } from './index.js';
export interface ReturnArgs { }
export interface ReturnArgs {}
const ACTION_NAME = '귀환';
const ACTION_KEY = 'che_귀환';
@@ -71,7 +70,7 @@ export class ActionResolver<
throw new Error('Destination city not found (No capital?).');
}
// We need city name for log.
// We need city name for log.
// If we don't have city object in context, we can't log name easily unless we fetch it.
// We should add `getWorldCity(id)` to context or something.
// Or assume resolving involves looking up city.
@@ -83,8 +82,8 @@ export class ActionResolver<
// `GeneralActionResolveContext` usually doesn't have `worldRef`.
// We must rely on `contextBuilder` to populate necessary data.
// Let's iterate `nationCities` if provided.
// Or use `ActionContextBuilder` to fetch city by ID if we knew it?
// Let's iterate `nationCities` if provided.
// Or use `ActionContextBuilder` to fetch city by ID if we knew it?
// We don't know ID until we check logic.
// In `ActionContextBuilder`, we can just load all cities of the nation?
@@ -94,7 +93,7 @@ export class ActionResolver<
let foundDestCity: City | undefined;
if (context.nationCities) {
foundDestCity = context.nationCities.find(c => c.id === destCityId);
foundDestCity = context.nationCities.find((c) => c.id === destCityId);
if (foundDestCity) {
destCityName = foundDestCity.name;
}
@@ -108,7 +107,7 @@ export class ActionResolver<
context.addLog(`<G><b>${destCityName}</b></>${josaRo} 귀환했습니다.`, {
category: LogCategory.ACTION,
format: LogFormat.MONTH, // Or HM if we want HH:MM suffix?
format: LogFormat.MONTH, // Or HM if we want HH:MM suffix?
// Legacy uses explicit date at end.
// We can just use standard MONTH format for now.
});
@@ -116,27 +115,32 @@ export class ActionResolver<
const exp = 70;
const ded = 100;
effects.push(createGeneralPatchEffect({
...general,
cityId: destCityId,
experience: general.experience + exp,
dedication: general.dedication + ded,
stats: {
...general.stats,
leadership: general.stats.leadership, // Update not needed unless verified
},
// leadership_exp + 1 in legacy?
// "increaseVar('leadership_exp', 1)"
// General entity doesn't show leadership_exp in Interface?
// Checking `entities.ts`... `stats` is Leadership/Strength/Intel.
// `experience` is total exp?
// If `leadership_exp` is missing in Entity, we must use meta or omit.
// Default to meta if needed.
meta: {
...general.meta,
leadership_exp: (readMetaNumberFromUnknown(general.meta, 'leadership_exp') ?? 0) + 1
}
}, general.id));
effects.push(
createGeneralPatchEffect(
{
...general,
cityId: destCityId,
experience: general.experience + exp,
dedication: general.dedication + ded,
stats: {
...general.stats,
leadership: general.stats.leadership, // Update not needed unless verified
},
// leadership_exp + 1 in legacy?
// "increaseVar('leadership_exp', 1)"
// General entity doesn't show leadership_exp in Interface?
// Checking `entities.ts`... `stats` is Leadership/Strength/Intel.
// `experience` is total exp?
// If `leadership_exp` is missing in Entity, we must use meta or omit.
// Default to meta if needed.
meta: {
...general.meta,
leadership_exp: (readMetaNumberFromUnknown(general.meta, 'leadership_exp') ?? 0) + 1,
},
},
general.id
)
);
return { effects };
}
@@ -173,9 +177,9 @@ export class ActionDefinition<
export const actionContextBuilder: ActionContextBuilder = (base, options) => {
return {
...base,
// We effectively need all cities to find the destination name if it's not the capital.
// We effectively need all cities to find the destination name if it's not the capital.
// Or at least nation cities.
nationCities: options.worldRef?.listCities().filter(c => c.nationId === base.nation?.id) ?? [],
nationCities: options.worldRef?.listCities().filter((c) => c.nationId === base.nation?.id) ?? [],
};
};
@@ -1,4 +1,3 @@
import type { General, GeneralTriggerState, Nation } from '@sammo-ts/logic/domain/entities.js';
import type { Constraint, ConstraintContext } from '@sammo-ts/logic/constraints/types.js';
import {
@@ -45,7 +44,10 @@ export class ActionResolver<
> implements GeneralActionResolver<TriggerState, AcceptScoutArgs> {
readonly key = ACTION_KEY;
resolve(context: AcceptScoutResolveContext<TriggerState>, _args: AcceptScoutArgs): GeneralActionOutcome<TriggerState> {
resolve(
context: AcceptScoutResolveContext<TriggerState>,
_args: AcceptScoutArgs
): GeneralActionOutcome<TriggerState> {
const general = context.general;
const currentNation = context.nation;
const destNation = context.destNation;
@@ -64,7 +66,8 @@ export class ActionResolver<
const josaYi = JosaUtil.pick(generalName, '이');
// Self Log
context.addLog(`<D>${destNationName}</>${josaRo} 망명하여 수도로 이동합니다.`, { // Text says "Move to Capital", but logic might move to recruiter city.
context.addLog(`<D>${destNationName}</>${josaRo} 망명하여 수도로 이동합니다.`, {
// Text says "Move to Capital", but logic might move to recruiter city.
// Legacy log says "수도로 이동합니다", but implementation moves to destGeneral city if present!
// We should match implementation or text? Text is just flavor.
category: LogCategory.ACTION,
@@ -89,10 +92,15 @@ export class ActionResolver<
});
// 2. Recruiter Rewards
effects.push(createGeneralPatchEffect({
experience: destGeneral.experience + 100,
dedication: destGeneral.dedication + 100,
}, destGeneral.id));
effects.push(
createGeneralPatchEffect(
{
experience: destGeneral.experience + 100,
dedication: destGeneral.dedication + 100,
},
destGeneral.id
)
);
// 3. Betrayal Logic
// If currentNation exists (and > 0), handle betrayal return logic.
@@ -107,7 +115,7 @@ export class ActionResolver<
let newExp = general.experience;
let newDed = general.dedication;
const betrayCount = (readMetaNumberFromUnknown(general.meta, 'betray') ?? 0);
const betrayCount = readMetaNumberFromUnknown(general.meta, 'betray') ?? 0;
let newBetray = betrayCount;
if (currentNation && currentNation.id !== 0) {
@@ -125,16 +133,22 @@ export class ActionResolver<
}
if (returnGold > 0 || returnRice > 0) {
effects.push(createNationPatchEffect({
gold: currentNation.gold + returnGold,
rice: currentNation.rice + returnRice
}, currentNation.id));
effects.push(
createNationPatchEffect(
{
gold: currentNation.gold + returnGold,
rice: currentNation.rice + returnRice,
},
currentNation.id
)
);
}
// Penalty
// 10% * betray count deduction
const penaltyFactor = 1 - (0.1 * betrayCount);
if (penaltyFactor < 0) { // Should not be less than 0? capped at ?
const penaltyFactor = 1 - 0.1 * betrayCount;
if (penaltyFactor < 0) {
// Should not be less than 0? capped at ?
// Legacy: (1 - 0.1 * betray).
}
// Apply penalty
@@ -152,26 +166,31 @@ export class ActionResolver<
// If recruiter is not valid city?
if (!targetCityId) targetCityId = destNation.capitalCityId!;
effects.push(createGeneralPatchEffect({
nationId: destNation.id,
cityId: targetCityId,
experience: newExp,
dedication: newDed,
gold: newGold,
rice: newRice,
officerLevel: 1, // Reset rank
// officer_city: 0 via meta
crew: general.crew, // Keep crew? Legacy implies checking troop leader.
// If troop leader, disband troop.
// TS entity `troopId`.
troopId: 0, // Quit troop
meta: {
...general.meta,
officer_city: 0,
betray: newBetray,
// killturn logic?
}
}, general.id));
effects.push(
createGeneralPatchEffect(
{
nationId: destNation.id,
cityId: targetCityId,
experience: newExp,
dedication: newDed,
gold: newGold,
rice: newRice,
officerLevel: 1, // Reset rank
// officer_city: 0 via meta
crew: general.crew, // Keep crew? Legacy implies checking troop leader.
// If troop leader, disband troop.
// TS entity `troopId`.
troopId: 0, // Quit troop
meta: {
...general.meta,
officer_city: 0,
betray: newBetray,
// killturn logic?
},
},
general.id
)
);
// 5. Update Nations Gen Count (Visual only? or real count)
// Legacy updates `gennum`.
@@ -214,7 +233,10 @@ export class ActionDefinition<
];
}
resolve(context: AcceptScoutResolveContext<TriggerState>, args: AcceptScoutArgs): GeneralActionOutcome<TriggerState> {
resolve(
context: AcceptScoutResolveContext<TriggerState>,
args: AcceptScoutArgs
): GeneralActionOutcome<TriggerState> {
return this.resolver.resolve(context, args);
}
}
@@ -101,7 +101,6 @@ function createViewState(world: InMemoryWorld, year: number = 200, env: TurnComm
}
describe('che_NPC능동', () => {
it('should allow NPC to teleport with "순간이동"', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
@@ -125,7 +124,12 @@ describe('che_NPC능동', () => {
experience: 0,
dedication: 0,
officerLevel: 0,
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 1000,
@@ -144,9 +148,11 @@ describe('che_NPC능동', () => {
{
generalId: general.id,
commandKey: 'che_NPC능동',
resolver: (await import('../../../src/actions/turn/general/che_NPC능동.js')).commandSpec.createDefinition({} as any),
resolver: (
await import('../../../src/actions/turn/general/che_NPC능동.js')
).commandSpec.createDefinition({} as any),
args: { optionText: '순간이동', destCityId },
}
},
]);
const updated = world.getGeneral(general.id);
@@ -173,7 +179,12 @@ describe('che_NPC능동', () => {
experience: 0,
dedication: 0,
officerLevel: 0,
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 1000,
@@ -188,7 +199,9 @@ describe('che_NPC능동', () => {
};
world.snapshot.generals.push(general);
const def = (await import('../../../src/actions/turn/general/che_NPC능동.js')).commandSpec.createDefinition({} as any);
const def = (await import('../../../src/actions/turn/general/che_NPC능동.js')).commandSpec.createDefinition(
{} as any
);
const args = { optionText: '순간이동', destCityId };
const ctx = createConstraintContext(general, 200, args);
@@ -35,11 +35,56 @@ const LINEAR_MAP: MapDefinition = {
id: 'linear_map',
name: 'Linear Map',
cities: [
{ id: 101, name: 'City1', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [102], max: {} as any, initial: {} as any },
{ id: 102, name: 'City2', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [101, 103], max: {} as any, initial: {} as any },
{ id: 103, name: 'City3', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [102, 104], max: {} as any, initial: {} as any },
{ id: 104, name: 'City4', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [103, 105], max: {} as any, initial: {} as any },
{ id: 105, name: 'City5', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [104], max: {} as any, initial: {} as any },
{
id: 101,
name: 'City1',
level: 1,
region: 1,
position: { x: 0, y: 0 },
connections: [102],
max: {} as any,
initial: {} as any,
},
{
id: 102,
name: 'City2',
level: 1,
region: 1,
position: { x: 0, y: 0 },
connections: [101, 103],
max: {} as any,
initial: {} as any,
},
{
id: 103,
name: 'City3',
level: 1,
region: 1,
position: { x: 0, y: 0 },
connections: [102, 104],
max: {} as any,
initial: {} as any,
},
{
id: 104,
name: 'City4',
level: 1,
region: 1,
position: { x: 0, y: 0 },
connections: [103, 105],
max: {} as any,
initial: {} as any,
},
{
id: 105,
name: 'City5',
level: 1,
region: 1,
position: { x: 0, y: 0 },
connections: [104],
max: {} as any,
initial: {} as any,
},
],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
};
@@ -140,7 +185,12 @@ describe('che_강행', () => {
experience: 1000,
dedication: 0,
officerLevel: 1,
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 1000,
@@ -154,18 +204,29 @@ describe('che_강행', () => {
meta: {},
};
const nation: Nation = {
id: 1, name: 'MyNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
id: 1,
name: 'MyNation',
color: '#000',
capitalCityId: 101,
chiefGeneralId: 1,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.nations.push(nation);
// Move 101 -> 104 (dist 3) OK
const definition = (await import('../../../src/actions/turn/general/che_강행.js')).commandSpec.createDefinition({
scenarioConfig: { const: { develCost: 10 } } as any,
worldRef: { listGenerals: () => world.getAllGenerals() } as any, // Mock world ref context
map: LINEAR_MAP
} as any);
const definition = (await import('../../../src/actions/turn/general/che_강행.js')).commandSpec.createDefinition(
{
scenarioConfig: { const: { develCost: 10 } } as any,
worldRef: { listGenerals: () => world.getAllGenerals() } as any, // Mock world ref context
map: LINEAR_MAP,
} as any
);
await runner.runTurn([
{
@@ -175,9 +236,9 @@ describe('che_강행', () => {
args: { destCityId: 104 },
context: {
map: LINEAR_MAP,
startDevelCost: 10
}
}
startDevelCost: 10,
},
},
]);
const updated = world.getGeneral(general.id);
@@ -206,7 +267,12 @@ describe('che_강행', () => {
experience: 1000,
dedication: 0,
officerLevel: 1,
role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 1000,
@@ -220,18 +286,29 @@ describe('che_강행', () => {
meta: {},
};
const nation: Nation = {
id: 1, name: 'MyNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
id: 1,
name: 'MyNation',
color: '#000',
capitalCityId: 101,
chiefGeneralId: 1,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.nations.push(nation);
// Move 101 -> 105 (dist 4) Fail
const definition = (await import('../../../src/actions/turn/general/che_강행.js')).commandSpec.createDefinition({
scenarioConfig: { const: { develCost: 10 } } as any,
worldRef: { listGenerals: () => world.getAllGenerals() } as any,
map: LINEAR_MAP
} as any);
const definition = (await import('../../../src/actions/turn/general/che_강행.js')).commandSpec.createDefinition(
{
scenarioConfig: { const: { develCost: 10 } } as any,
worldRef: { listGenerals: () => world.getAllGenerals() } as any,
map: LINEAR_MAP,
} as any
);
// Manual constraint check
const args = { destCityId: 105 };
@@ -258,35 +335,88 @@ describe('che_강행', () => {
const runner = new TestGameRunner(world, 200, 1);
const leader: General = {
id: 1, name: 'Leader', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 12, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 50, atmos: 50, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
id: 1,
name: 'Leader',
nationId: 1,
cityId: 101,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 12,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 50,
atmos: 50,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
const sub: General = {
id: 2, name: 'Sub', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 50, atmos: 50, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
id: 2,
name: 'Sub',
nationId: 1,
cityId: 101,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 1,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 50,
atmos: 50,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
const nation: Nation = {
id: 1, name: 'RoamingNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0,
id: 1,
name: 'RoamingNation',
color: '#000',
capitalCityId: 101,
chiefGeneralId: 1,
gold: 0,
rice: 0,
power: 0,
level: 0, // Roaming
typeCode: 'che_def', meta: {},
typeCode: 'che_def',
meta: {},
};
world.snapshot.generals.push(leader);
world.snapshot.generals.push(sub);
world.snapshot.nations.push(nation);
const definition = (await import('../../../src/actions/turn/general/che_강행.js')).commandSpec.createDefinition({
scenarioConfig: { const: { develCost: 10 } } as any,
worldRef: { listGenerals: () => world.getAllGenerals() } as any, // Must return valid list
map: LINEAR_MAP
} as any);
const definition = (await import('../../../src/actions/turn/general/che_강행.js')).commandSpec.createDefinition(
{
scenarioConfig: { const: { develCost: 10 } } as any,
worldRef: { listGenerals: () => world.getAllGenerals() } as any, // Must return valid list
map: LINEAR_MAP,
} as any
);
await runner.runTurn([
{
@@ -297,9 +427,9 @@ describe('che_강행', () => {
context: {
map: LINEAR_MAP,
startDevelCost: 10,
moveGenerals: world.getAllGenerals()
}
}
moveGenerals: world.getAllGenerals(),
},
},
]);
const updatedLeader = world.getGeneral(leader.id);
@@ -35,9 +35,36 @@ const LINEAR_MAP: MapDefinition = {
id: 'linear_map',
name: 'Linear Map',
cities: [
{ id: 101, name: 'CapitalCity', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [102], max: {} as any, initial: {} as any },
{ id: 102, name: 'OtherCity', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [101, 103], max: {} as any, initial: {} as any },
{ id: 103, name: 'OfficerCity', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [102], max: {} as any, initial: {} as any },
{
id: 101,
name: 'CapitalCity',
level: 1,
region: 1,
position: { x: 0, y: 0 },
connections: [102],
max: {} as any,
initial: {} as any,
},
{
id: 102,
name: 'OtherCity',
level: 1,
region: 1,
position: { x: 0, y: 0 },
connections: [101, 103],
max: {} as any,
initial: {} as any,
},
{
id: 103,
name: 'OfficerCity',
level: 1,
region: 1,
position: { x: 0, y: 0 },
connections: [102],
max: {} as any,
initial: {} as any,
},
],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
};
@@ -78,7 +105,7 @@ function createConstraintContext(actor: General, year: number = 200, args: any =
world: { currentYear: year },
openingPartYear: systemEnv.openingPartYear,
map: LINEAR_MAP,
cities: LINEAR_MAP.cities
cities: LINEAR_MAP.cities,
},
mode: 'full',
};
@@ -119,7 +146,6 @@ function createViewState(world: InMemoryWorld, year: number = 200, env: TurnComm
}
describe('che_귀환', () => {
it('should return to capital if normal officer', async () => {
const bootstrapResult = buildScenarioBootstrap({
scenario: MOCK_SCENARIO_BASE,
@@ -129,14 +155,45 @@ describe('che_귀환', () => {
const runner = new TestGameRunner(world, 200, 1);
const general: General = {
id: 1, name: 'NormalOfficer', nationId: 1, cityId: 102, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
id: 1,
name: 'NormalOfficer',
nationId: 1,
cityId: 102,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 1,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
const nation: Nation = {
id: 1, name: 'MyNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
id: 1,
name: 'MyNation',
color: '#000',
capitalCityId: 101,
chiefGeneralId: 1,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.nations.push(nation);
@@ -145,9 +202,11 @@ describe('che_귀환', () => {
{
generalId: general.id,
commandKey: 'che_귀환',
resolver: (await import('../../../src/actions/turn/general/che_귀환.js')).commandSpec.createDefinition({} as any),
resolver: (await import('../../../src/actions/turn/general/che_귀환.js')).commandSpec.createDefinition(
{} as any
),
args: {},
}
},
]);
const updated = world.getGeneral(general.id);
@@ -168,15 +227,45 @@ describe('che_귀환', () => {
const runner = new TestGameRunner(world, 200, 1);
const general: General = {
id: 1, name: 'Governor', nationId: 1, cityId: 102, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 4, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
id: 1,
name: 'Governor',
nationId: 1,
cityId: 102,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 4,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { officer_city: 103 },
};
const nation: Nation = {
id: 1, name: 'MyNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
id: 1,
name: 'MyNation',
color: '#000',
capitalCityId: 101,
chiefGeneralId: 1,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.nations.push(nation);
@@ -185,9 +274,11 @@ describe('che_귀환', () => {
{
generalId: general.id,
commandKey: 'che_귀환',
resolver: (await import('../../../src/actions/turn/general/che_귀환.js')).commandSpec.createDefinition({} as any),
resolver: (await import('../../../src/actions/turn/general/che_귀환.js')).commandSpec.createDefinition(
{} as any
),
args: {},
}
},
]);
const updated = world.getGeneral(general.id);
@@ -202,19 +293,52 @@ describe('che_귀환', () => {
const world = new InMemoryWorld(bootstrapResult.snapshot);
const general: General = {
id: 1, name: 'AlreadyHome', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
id: 1,
name: 'AlreadyHome',
nationId: 1,
cityId: 101,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 1,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
const nation: Nation = {
id: 1, name: 'MyNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
id: 1,
name: 'MyNation',
color: '#000',
capitalCityId: 101,
chiefGeneralId: 1,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.nations.push(nation);
const def = (await import('../../../src/actions/turn/general/che_귀환.js')).commandSpec.createDefinition({} as any);
const def = (await import('../../../src/actions/turn/general/che_귀환.js')).commandSpec.createDefinition(
{} as any
);
const args = {};
const ctx = createConstraintContext(general, 200, args);
@@ -251,15 +375,45 @@ describe('che_귀환', () => {
const runner = new TestGameRunner(world, 200, 1);
const general: General = {
id: 1, name: 'GovernorAtHome', nationId: 1, cityId: 103, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 4, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
id: 1,
name: 'GovernorAtHome',
nationId: 1,
cityId: 103,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 4,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { officer_city: 103 },
};
const nation: Nation = {
id: 1, name: 'MyNation', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
id: 1,
name: 'MyNation',
color: '#000',
capitalCityId: 101,
chiefGeneralId: 1,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.nations.push(nation);
@@ -271,9 +425,11 @@ describe('che_귀환', () => {
{
generalId: general.id,
commandKey: 'che_귀환',
resolver: (await import('../../../src/actions/turn/general/che_귀환.js')).commandSpec.createDefinition({} as any),
resolver: (await import('../../../src/actions/turn/general/che_귀환.js')).commandSpec.createDefinition(
{} as any
),
args: {},
}
},
]);
const updated = world.getGeneral(general.id);
@@ -1,4 +1,3 @@
import { describe, expect, it } from 'vitest';
import type { General, Nation } from '../../../src/domain/entities.js';
import { buildScenarioBootstrap } from '../../../src/world/bootstrap.js';
@@ -36,8 +35,26 @@ const MINIMAL_MAP = {
id: 'minimal_map',
name: 'Minimal Map',
cities: [
{ id: 101, name: 'Capital1', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [], max: {} as any, initial: {} as any },
{ id: 102, name: 'Capital2', level: 1, region: 1, position: { x: 0, y: 0 }, connections: [], max: {} as any, initial: {} as any },
{
id: 101,
name: 'Capital1',
level: 1,
region: 1,
position: { x: 0, y: 0 },
connections: [],
max: {} as any,
initial: {} as any,
},
{
id: 102,
name: 'Capital2',
level: 1,
region: 1,
position: { x: 0, y: 0 },
connections: [],
max: {} as any,
initial: {} as any,
},
],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
};
@@ -78,7 +95,7 @@ function createConstraintContext(actor: General, year: number = 200, args: any =
world: { currentYear: year },
openingPartYear: systemEnv.openingPartYear,
map: MINIMAL_MAP,
cities: MINIMAL_MAP.cities
cities: MINIMAL_MAP.cities,
},
mode: 'full',
};
@@ -131,21 +148,70 @@ describe('che_등용수락', () => {
const runner = new TestGameRunner(world, 200, 1);
const neutralGen: General = {
id: 1, name: 'Neutral', nationId: 0, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 0, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
id: 1,
name: 'Neutral',
nationId: 0,
cityId: 101,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 0,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
const recruiterGen: General = {
id: 2, name: 'Recruiter', nationId: 2, cityId: 102, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: null as any, injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
id: 2,
name: 'Recruiter',
nationId: 2,
cityId: 102,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 1,
role: null as any,
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
const nation2: Nation = {
id: 2, name: 'Nation2', color: '#000', capitalCityId: 102, chiefGeneralId: 2,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
id: 2,
name: 'Nation2',
color: '#000',
capitalCityId: 102,
chiefGeneralId: 2,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
world.snapshot.generals.push(neutralGen);
@@ -156,14 +222,16 @@ describe('che_등용수락', () => {
{
generalId: neutralGen.id,
commandKey: 'che_등용수락',
resolver: (await import('../../../src/actions/turn/general/che_등용수락.js')).commandSpec.createDefinition({} as any),
resolver: (
await import('../../../src/actions/turn/general/che_등용수락.js')
).commandSpec.createDefinition({} as any),
args: { destNationId: 2, destGeneralId: 2 },
context: {
destNation: nation2,
destGeneral: recruiterGen,
env: systemEnv
}
}
env: systemEnv,
},
},
]);
const updatedSelf = world.getGeneral(neutralGen.id);
@@ -188,24 +256,77 @@ describe('che_등용수락', () => {
const runner = new TestGameRunner(world, 200, 1);
const betrayer: General = {
id: 1, name: 'Betrayer', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 1000, dedication: 1000,
officerLevel: 1, role: null as any, injury: 0, gold: 2000, rice: 2000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
id: 1,
name: 'Betrayer',
nationId: 1,
cityId: 101,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 1000,
dedication: 1000,
officerLevel: 1,
role: null as any,
injury: 0,
gold: 2000,
rice: 2000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { betray: 1 },
};
const nation1: Nation = {
id: 1, name: 'Nation1', color: '#000', capitalCityId: 101, chiefGeneralId: 0,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
id: 1,
name: 'Nation1',
color: '#000',
capitalCityId: 101,
chiefGeneralId: 0,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
const recruiterGen: General = {
id: 2, name: 'Recruiter', nationId: 2, cityId: 102, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: null as any, injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
id: 2,
name: 'Recruiter',
nationId: 2,
cityId: 102,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 1,
role: null as any,
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
const nation2: Nation = {
id: 2, name: 'Nation2', color: '#000', capitalCityId: 102, chiefGeneralId: 2,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
id: 2,
name: 'Nation2',
color: '#000',
capitalCityId: 102,
chiefGeneralId: 2,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
world.snapshot.generals.push(betrayer);
@@ -217,14 +338,16 @@ describe('che_등용수락', () => {
{
generalId: betrayer.id,
commandKey: 'che_등용수락',
resolver: (await import('../../../src/actions/turn/general/che_등용수락.js')).commandSpec.createDefinition({} as any),
resolver: (
await import('../../../src/actions/turn/general/che_등용수락.js')
).commandSpec.createDefinition({} as any),
args: { destNationId: 2, destGeneralId: 2 },
context: {
destNation: nation2,
destGeneral: recruiterGen,
env: systemEnv
}
}
env: systemEnv,
},
},
]);
const updatedSelf = world.getGeneral(betrayer.id);
@@ -248,23 +371,81 @@ describe('che_등용수락', () => {
const world = new InMemoryWorld(bootstrapResult.snapshot);
const monarch: General = {
id: 1, name: 'Monarch', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 12, role: { personality: null, specialDomestic: null, specialWar: null, items: { horse: null, weapon: null, book: null, item: null } },
injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
id: 1,
name: 'Monarch',
nationId: 1,
cityId: 101,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 12,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
const nation1: Nation = {
id: 1, name: 'Nation1', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
id: 1,
name: 'Nation1',
color: '#000',
capitalCityId: 101,
chiefGeneralId: 1,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
const recruiterGen: General = {
id: 2, name: 'Recruiter', nationId: 2, cityId: 102, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: null as any, injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
id: 2,
name: 'Recruiter',
nationId: 2,
cityId: 102,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 1,
role: null as any,
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
const nation2: Nation = {
id: 2, name: 'Nation2', color: '#000', capitalCityId: 102, chiefGeneralId: 2,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
id: 2,
name: 'Nation2',
color: '#000',
capitalCityId: 102,
chiefGeneralId: 2,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
world.snapshot.generals.push(monarch);
@@ -273,7 +454,9 @@ describe('che_등용수락', () => {
world.snapshot.nations.push(nation2);
// Manually check constraints for denial
const def = (await import('../../../src/actions/turn/general/che_등용수락.js')).commandSpec.createDefinition({} as any);
const def = (await import('../../../src/actions/turn/general/che_등용수락.js')).commandSpec.createDefinition(
{} as any
);
const args = { destNationId: 2, destGeneralId: 2 };
const ctx = createConstraintContext(monarch, 200, args);
@@ -283,7 +466,7 @@ describe('che_등용수락', () => {
expect(result.kind).toBe('deny');
if (result.kind === 'deny') {
const reason = result.constraintName || result.reason;
// notLord constraint failure.
// notLord constraint failure.
// In TS presets, notLord(monarch) returns deny.
// ConstraintName should be 'notLord' or 'NotLord'.
expect(result.constraintName).toMatch(/NotLord/i);
@@ -298,27 +481,74 @@ describe('che_등용수락', () => {
const world = new InMemoryWorld(bootstrapResult.snapshot);
const general: General = {
id: 1, name: 'Gen1', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: null as any, injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
id: 1,
name: 'Gen1',
nationId: 1,
cityId: 101,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 1,
role: null as any,
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
const nation1: Nation = {
id: 1, name: 'Nation1', color: '#000', capitalCityId: 101, chiefGeneralId: 1,
gold: 0, rice: 0, power: 0, level: 1, typeCode: 'che_def', meta: {},
id: 1,
name: 'Nation1',
color: '#000',
capitalCityId: 101,
chiefGeneralId: 1,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
};
// Recruiter also in same nation? Or different?
// Arg destNationId is key.
const recruiterGen: General = {
id: 2, name: 'Recruiter', nationId: 1, cityId: 101, troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 }, experience: 0, dedication: 0,
officerLevel: 1, role: null as any, injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 20, npcState: 0, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: {},
id: 2,
name: 'Recruiter',
nationId: 1,
cityId: 101,
troopId: 0,
stats: { leadership: 50, strength: 50, intelligence: 50 },
experience: 0,
dedication: 0,
officerLevel: 1,
role: null as any,
injury: 0,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 20,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: {},
};
world.snapshot.generals.push(general);
world.snapshot.generals.push(recruiterGen);
world.snapshot.nations.push(nation1);
const def = (await import('../../../src/actions/turn/general/che_등용수락.js')).commandSpec.createDefinition({} as any);
const def = (await import('../../../src/actions/turn/general/che_등용수락.js')).commandSpec.createDefinition(
{} as any
);
const args = { destNationId: 1, destGeneralId: 2 }; // Target same nation 1
const ctx = createConstraintContext(general, 200, args);