feat: add NPC 기술 연구 장기 시뮬레이션 테스트 케이스

This commit is contained in:
2026-01-24 18:15:53 +00:00
parent e8e73c9b9d
commit 72631660f3
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import { describe, expect, it } from 'vitest';
import type { TurnSchedule, UnitSetDefinition } from '@sammo-ts/logic';
import { DIPLOMACY_STATE } from '@sammo-ts/logic';
import { getTechLevel } from '@sammo-ts/logic/world/unitSet.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('0180-01-01T00:00:00Z');
const createNpcGeneral = (
id: number,
cityId: number,
nationId: number,
officerLevel: number,
stats: { leadership: number; strength: number; intelligence: number },
npcState = 2
): 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: {},
officerLevel,
experience: 0,
dedication: 0,
injury: 0,
gold: 500000,
rice: 500000,
crew: 0,
crewTypeId: 1100,
train: 0,
atmos: 0,
age: 30,
npcState,
});
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 readTech = (nation: { meta: Record<string, unknown> }): number => {
const raw = nation.meta.tech;
return typeof raw === 'number' ? raw : 0;
};
describe('NPC 기술 연구 장기 시뮬레이션', () => {
it('기술이 상승하고 기술 등급 및 소모 금이 증가해야 한다', async () => {
const cities = buildLargeTestCities().map(maxCityStats);
const nation1CityIds = [1, 2, 3, 4];
const nation2CityIds = [5, 6, 7, 8, 9];
for (const city of cities) {
if (nation1CityIds.includes(city.id)) {
city.nationId = 1;
} else if (nation2CityIds.includes(city.id)) {
city.nationId = 2;
} else {
city.nationId = 0;
}
}
const unitSet: UnitSetDefinition = {
id: 'test_unit_set',
name: 'TestUnitSet',
defaultCrewTypeId: 1100,
crewTypes: [
{
id: 1100,
armType: 1,
name: '보병',
attack: 10,
defence: 10,
speed: 10,
avoid: 0,
magicCoef: 0,
cost: 10,
rice: 1,
requirements: [],
attackCoef: {},
defenceCoef: {},
info: [],
initSkillTrigger: null,
phaseSkillTrigger: null,
iActionList: null,
},
],
};
const generals: TurnGeneral[] = [];
let nextId = 1;
const pushNationGenerals = (nationId: number, cityId: number) => {
const leaderId = nextId++;
generals.push(
createNpcGeneral(leaderId, cityId, nationId, 12, {
leadership: 100,
strength: 90,
intelligence: 40,
}, 1)
);
for (let i = 0; i < 9; i += 1) {
generals.push(
createNpcGeneral(nextId++, cityId, nationId, 2, {
leadership: 80,
strength: 90,
intelligence: 30,
})
);
}
for (let i = 0; i < 40; i += 1) {
generals.push(
createNpcGeneral(nextId++, cityId, nationId, 2, {
leadership: 70,
strength: 30,
intelligence: 90,
})
);
}
return leaderId;
};
const nation1CapitalId = cities.find((city) => city.id === nation1CityIds[0])!.id;
const nation2CapitalId = cities.find((city) => city.id === nation2CityIds[0])!.id;
const nation1ChiefId = pushNationGenerals(1, nation1CapitalId);
const nation2ChiefId = pushNationGenerals(2, nation2CapitalId);
const snapshot: TurnWorldSnapshot = {
generals: generals as any,
cities: cities as any,
nations: [
{
id: 1,
name: 'NPC_A',
color: '#AA0000',
capitalCityId: nation1CapitalId,
chiefGeneralId: nation1ChiefId,
gold: 1000000,
rice: 1000000,
power: 0,
level: 1,
typeCode: 'large_test_map_def',
meta: { tech: 0 },
},
{
id: 2,
name: 'NPC_B',
color: '#0000AA',
capitalCityId: nation2CapitalId,
chiefGeneralId: nation2ChiefId,
gold: 1000000,
rice: 1000000,
power: 0,
level: 1,
typeCode: 'large_test_map_def',
meta: { tech: 0 },
},
],
troops: [],
diplomacy: [
{
fromNationId: 1,
toNationId: 2,
state: DIPLOMACY_STATE.NON_AGGRESSION,
term: 1200,
dead: 0,
meta: {},
},
{
fromNationId: 2,
toNationId: 1,
state: DIPLOMACY_STATE.NON_AGGRESSION,
term: 1200,
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,
maxTechLevel: 12000,
},
environment: { mapName: 'large_test_map', unitSet: 'default' },
},
scenarioMeta: {
startYear: 180,
} as any,
unitSet: unitSet as any,
};
const state: TurnWorldState = {
id: 1,
currentYear: 180,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: mockDate,
meta: { seed: 1, initYear: 180, initMonth: 1 },
};
const schedule: TurnSchedule = {
entries: [{ startMinute: 0, tickMinutes: 10 }],
};
const { world, reservedTurnStore, runOneTick } = await createTurnTestHarness({
snapshot,
state,
schedule,
map: LARGE_TEST_MAP,
});
const controlledGeneralId = nation1ChiefId;
const recruitArgs = { crewType: 1100, amount: 1000 };
const setRecruitTurn = () => {
const turns = reservedTurnStore.getGeneralTurns(controlledGeneralId);
turns[0] = { action: 'che_징병', args: recruitArgs };
};
const initialNation1 = world.getNationById(1)!;
const initialNation2 = world.getNationById(2)!;
const initialTech1 = readTech(initialNation1 as { meta: Record<string, unknown> });
const initialTech2 = readTech(initialNation2 as { meta: Record<string, unknown> });
const initialLevel = getTechLevel(initialTech1);
setRecruitTurn();
const firstGoldBefore = world.getGeneralById(controlledGeneralId)!.gold;
await runOneTick();
const firstGoldAfter = world.getGeneralById(controlledGeneralId)!.gold;
const firstRecruitCost = firstGoldBefore - firstGoldAfter;
expect(firstRecruitCost).toBeGreaterThan(0);
const firstTechValue = readTech(world.getNationById(1)! as { meta: Record<string, unknown> });
const firstTechLevel = getTechLevel(firstTechValue);
const techSnapshots: Array<{ year: number; tech1: number; tech2: number }> = [];
let pendingRecruit = false;
let pendingGoldBefore = 0;
let secondRecruitCost: number | null = null;
const shouldStop = () => {
const current = world.getState();
return current.currentYear > 230 || (current.currentYear === 230 && current.currentMonth >= 1);
};
while (true) {
if (pendingRecruit) {
setRecruitTurn();
pendingGoldBefore = world.getGeneralById(controlledGeneralId)!.gold;
}
await runOneTick();
if (pendingRecruit) {
const after = world.getGeneralById(controlledGeneralId)!.gold;
secondRecruitCost = pendingGoldBefore - after;
pendingRecruit = false;
}
const current = world.getState();
const nation1 = world.getNationById(1)!;
const nation2 = world.getNationById(2)!;
const tech1 = readTech(nation1 as { meta: Record<string, unknown> });
const tech2 = readTech(nation2 as { meta: Record<string, unknown> });
if (current.currentMonth === 1) {
techSnapshots.push({ year: current.currentYear, tech1, tech2 });
}
if (secondRecruitCost === null && getTechLevel(tech1) > firstTechLevel) {
pendingRecruit = true;
}
if (shouldStop()) {
break;
}
}
expect(techSnapshots.length).toBeGreaterThan(0);
for (let i = 1; i < techSnapshots.length; i += 1) {
expect(techSnapshots[i].tech1).toBeGreaterThanOrEqual(techSnapshots[i - 1].tech1);
expect(techSnapshots[i].tech2).toBeGreaterThanOrEqual(techSnapshots[i - 1].tech2);
}
const finalNation1 = world.getNationById(1)!;
const finalNation2 = world.getNationById(2)!;
const finalTech1 = readTech(finalNation1 as { meta: Record<string, unknown> });
const finalTech2 = readTech(finalNation2 as { meta: Record<string, unknown> });
expect(finalTech1).toBeGreaterThan(initialTech1);
expect(finalTech2).toBeGreaterThan(initialTech2);
expect(getTechLevel(finalTech1)).toBeGreaterThan(initialLevel);
expect(getTechLevel(finalTech2)).toBeGreaterThanOrEqual(initialLevel);
expect(secondRecruitCost).not.toBeNull();
expect(secondRecruitCost ?? 0).toBeGreaterThan(firstRecruitCost);
}, 60000);
});