feat: add NPC 기술 연구 장기 시뮬레이션 테스트 케이스
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import { describe, expect, it } from 'vitest';
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import type { TurnSchedule, UnitSetDefinition } from '@sammo-ts/logic';
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import { DIPLOMACY_STATE } from '@sammo-ts/logic';
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import { getTechLevel } from '@sammo-ts/logic/world/unitSet.js';
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import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
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import { LARGE_TEST_MAP, buildLargeTestCities } from './fixtures/largeTestMap.js';
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import { createTurnTestHarness } from './helpers/turnTestHarness.js';
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const mockDate = new Date('0180-01-01T00:00:00Z');
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const createNpcGeneral = (
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id: number,
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cityId: number,
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nationId: number,
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officerLevel: number,
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stats: { leadership: number; strength: number; intelligence: number },
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npcState = 2
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): TurnGeneral => ({
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id,
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name: `NPC_${id}`,
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nationId,
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cityId,
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troopId: 0,
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stats,
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turnTime: mockDate,
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role: {
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items: { horse: null, weapon: null, book: null, item: null },
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personality: null,
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specialDomestic: null,
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specialWar: null,
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},
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: {},
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officerLevel,
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experience: 0,
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dedication: 0,
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injury: 0,
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gold: 500000,
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rice: 500000,
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crew: 0,
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crewTypeId: 1100,
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train: 0,
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atmos: 0,
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age: 30,
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npcState,
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});
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const maxCityStats = (city: ReturnType<typeof buildLargeTestCities>[number]) => ({
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...city,
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population: city.populationMax,
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agriculture: city.agricultureMax,
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commerce: city.commerceMax,
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security: city.securityMax,
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defence: city.defenceMax,
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wall: city.wallMax,
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meta: { ...(city.meta ?? {}), trust: 100, trade: 100 },
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});
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const readTech = (nation: { meta: Record<string, unknown> }): number => {
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const raw = nation.meta.tech;
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return typeof raw === 'number' ? raw : 0;
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};
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describe('NPC 기술 연구 장기 시뮬레이션', () => {
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it('기술이 상승하고 기술 등급 및 소모 금이 증가해야 한다', async () => {
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const cities = buildLargeTestCities().map(maxCityStats);
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const nation1CityIds = [1, 2, 3, 4];
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const nation2CityIds = [5, 6, 7, 8, 9];
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for (const city of cities) {
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if (nation1CityIds.includes(city.id)) {
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city.nationId = 1;
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} else if (nation2CityIds.includes(city.id)) {
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city.nationId = 2;
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} else {
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city.nationId = 0;
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}
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}
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const unitSet: UnitSetDefinition = {
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id: 'test_unit_set',
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name: 'TestUnitSet',
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defaultCrewTypeId: 1100,
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crewTypes: [
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{
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id: 1100,
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armType: 1,
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name: '보병',
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attack: 10,
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defence: 10,
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speed: 10,
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avoid: 0,
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magicCoef: 0,
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cost: 10,
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rice: 1,
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requirements: [],
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attackCoef: {},
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defenceCoef: {},
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info: [],
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initSkillTrigger: null,
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phaseSkillTrigger: null,
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iActionList: null,
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},
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],
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};
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const generals: TurnGeneral[] = [];
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let nextId = 1;
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const pushNationGenerals = (nationId: number, cityId: number) => {
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const leaderId = nextId++;
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generals.push(
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createNpcGeneral(leaderId, cityId, nationId, 12, {
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leadership: 100,
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strength: 90,
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intelligence: 40,
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}, 1)
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);
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for (let i = 0; i < 9; i += 1) {
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generals.push(
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createNpcGeneral(nextId++, cityId, nationId, 2, {
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leadership: 80,
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strength: 90,
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intelligence: 30,
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})
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);
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}
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for (let i = 0; i < 40; i += 1) {
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generals.push(
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createNpcGeneral(nextId++, cityId, nationId, 2, {
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leadership: 70,
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strength: 30,
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intelligence: 90,
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})
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);
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}
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return leaderId;
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};
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const nation1CapitalId = cities.find((city) => city.id === nation1CityIds[0])!.id;
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const nation2CapitalId = cities.find((city) => city.id === nation2CityIds[0])!.id;
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const nation1ChiefId = pushNationGenerals(1, nation1CapitalId);
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const nation2ChiefId = pushNationGenerals(2, nation2CapitalId);
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const snapshot: TurnWorldSnapshot = {
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generals: generals as any,
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cities: cities as any,
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nations: [
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{
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id: 1,
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name: 'NPC_A',
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color: '#AA0000',
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capitalCityId: nation1CapitalId,
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chiefGeneralId: nation1ChiefId,
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gold: 1000000,
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rice: 1000000,
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power: 0,
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level: 1,
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typeCode: 'large_test_map_def',
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meta: { tech: 0 },
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},
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{
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id: 2,
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name: 'NPC_B',
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color: '#0000AA',
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capitalCityId: nation2CapitalId,
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chiefGeneralId: nation2ChiefId,
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gold: 1000000,
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rice: 1000000,
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power: 0,
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level: 1,
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typeCode: 'large_test_map_def',
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meta: { tech: 0 },
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},
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],
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troops: [],
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diplomacy: [
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{
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fromNationId: 1,
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toNationId: 2,
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state: DIPLOMACY_STATE.NON_AGGRESSION,
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term: 1200,
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dead: 0,
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meta: {},
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},
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{
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fromNationId: 2,
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toNationId: 1,
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state: DIPLOMACY_STATE.NON_AGGRESSION,
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term: 1200,
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dead: 0,
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meta: {},
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},
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],
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events: [],
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initialEvents: [],
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map: LARGE_TEST_MAP as any,
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scenarioConfig: {
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stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
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iconPath: '',
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map: {},
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const: {
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openingPartYear: 3,
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develCost: 10,
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baseGold: 1000,
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baseRice: 1000,
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maxResourceActionAmount: 10000,
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minAvailableRecruitPop: 0,
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maxTechLevel: 12000,
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},
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environment: { mapName: 'large_test_map', unitSet: 'default' },
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},
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scenarioMeta: {
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startYear: 180,
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} as any,
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unitSet: unitSet as any,
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};
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const state: TurnWorldState = {
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id: 1,
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currentYear: 180,
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currentMonth: 1,
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tickSeconds: 600,
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lastTurnTime: mockDate,
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meta: { seed: 1, initYear: 180, initMonth: 1 },
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};
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const schedule: TurnSchedule = {
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entries: [{ startMinute: 0, tickMinutes: 10 }],
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};
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const { world, reservedTurnStore, runOneTick } = await createTurnTestHarness({
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snapshot,
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state,
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schedule,
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map: LARGE_TEST_MAP,
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});
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const controlledGeneralId = nation1ChiefId;
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const recruitArgs = { crewType: 1100, amount: 1000 };
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const setRecruitTurn = () => {
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const turns = reservedTurnStore.getGeneralTurns(controlledGeneralId);
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turns[0] = { action: 'che_징병', args: recruitArgs };
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};
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const initialNation1 = world.getNationById(1)!;
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const initialNation2 = world.getNationById(2)!;
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const initialTech1 = readTech(initialNation1 as { meta: Record<string, unknown> });
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const initialTech2 = readTech(initialNation2 as { meta: Record<string, unknown> });
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const initialLevel = getTechLevel(initialTech1);
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setRecruitTurn();
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const firstGoldBefore = world.getGeneralById(controlledGeneralId)!.gold;
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await runOneTick();
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const firstGoldAfter = world.getGeneralById(controlledGeneralId)!.gold;
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const firstRecruitCost = firstGoldBefore - firstGoldAfter;
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expect(firstRecruitCost).toBeGreaterThan(0);
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const firstTechValue = readTech(world.getNationById(1)! as { meta: Record<string, unknown> });
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const firstTechLevel = getTechLevel(firstTechValue);
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const techSnapshots: Array<{ year: number; tech1: number; tech2: number }> = [];
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let pendingRecruit = false;
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let pendingGoldBefore = 0;
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let secondRecruitCost: number | null = null;
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const shouldStop = () => {
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const current = world.getState();
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return current.currentYear > 230 || (current.currentYear === 230 && current.currentMonth >= 1);
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};
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while (true) {
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if (pendingRecruit) {
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setRecruitTurn();
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pendingGoldBefore = world.getGeneralById(controlledGeneralId)!.gold;
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}
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await runOneTick();
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if (pendingRecruit) {
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const after = world.getGeneralById(controlledGeneralId)!.gold;
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secondRecruitCost = pendingGoldBefore - after;
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pendingRecruit = false;
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}
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const current = world.getState();
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const nation1 = world.getNationById(1)!;
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const nation2 = world.getNationById(2)!;
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const tech1 = readTech(nation1 as { meta: Record<string, unknown> });
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const tech2 = readTech(nation2 as { meta: Record<string, unknown> });
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if (current.currentMonth === 1) {
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techSnapshots.push({ year: current.currentYear, tech1, tech2 });
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}
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if (secondRecruitCost === null && getTechLevel(tech1) > firstTechLevel) {
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pendingRecruit = true;
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}
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if (shouldStop()) {
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break;
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}
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}
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expect(techSnapshots.length).toBeGreaterThan(0);
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for (let i = 1; i < techSnapshots.length; i += 1) {
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expect(techSnapshots[i].tech1).toBeGreaterThanOrEqual(techSnapshots[i - 1].tech1);
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expect(techSnapshots[i].tech2).toBeGreaterThanOrEqual(techSnapshots[i - 1].tech2);
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}
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const finalNation1 = world.getNationById(1)!;
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const finalNation2 = world.getNationById(2)!;
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const finalTech1 = readTech(finalNation1 as { meta: Record<string, unknown> });
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const finalTech2 = readTech(finalNation2 as { meta: Record<string, unknown> });
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expect(finalTech1).toBeGreaterThan(initialTech1);
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expect(finalTech2).toBeGreaterThan(initialTech2);
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expect(getTechLevel(finalTech1)).toBeGreaterThan(initialLevel);
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expect(getTechLevel(finalTech2)).toBeGreaterThanOrEqual(initialLevel);
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expect(secondRecruitCost).not.toBeNull();
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expect(secondRecruitCost ?? 0).toBeGreaterThan(firstRecruitCost);
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}, 60000);
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});
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