import { describe, expect, it } from 'vitest'; import type { TurnSchedule, UnitSetDefinition } from '@sammo-ts/logic'; import { DIPLOMACY_STATE } from '@sammo-ts/logic'; import type { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.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('0185-01-01T00:00:00Z'); const createNpcGeneral = ( id: number, cityId: number, nationId: number, officerLevel: number, stats: { leadership: number; strength: number; intelligence: number }, overrides: Partial = {} ): 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: { killturn: 800 }, officerLevel, experience: 0, dedication: 0, injury: 0, gold: 0, rice: 0, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 30, npcState: 2, ...overrides, }); const maxCityStats = (city: ReturnType[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 weakCityStats = (city: ReturnType[number]) => ({ ...city, population: 1000, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1, supplyState: 1, frontState: 1, meta: { ...(city.meta ?? {}), trust: 5, trade: 0 }, }); describe('도시 점령 시 국가 멸망 처리', () => { it('마지막 도시를 점령하면 약소국이 삭제되어야 한다', async () => { const cities = buildLargeTestCities().map(maxCityStats); const weakCityId = 1; const strongFrontCityId = 2; for (const city of cities) { city.nationId = 1; } const weakCity = cities.find((city) => city.id === weakCityId)!; weakCity.nationId = 2; Object.assign(weakCity, weakCityStats(weakCity)); const strongFrontCity = cities.find((city) => city.id === strongFrontCityId)!; strongFrontCity.frontState = 1; strongFrontCity.supplyState = 1; const conflictCity = cities.find((city) => city.id === 3)!; Object.assign(conflictCity.meta, { conflict: JSON.stringify({ 2: 100, 1: 50 }), }); const unitSet: UnitSetDefinition = { id: 'test_unit_set', name: 'TestUnitSet', defaultCrewTypeId: 1100, crewTypes: [ { id: 1100, armType: 1, name: '보병', attack: 150, defence: 150, speed: 7, avoid: 10, magicCoef: 0, cost: 10, rice: 10, requirements: [], attackCoef: {}, defenceCoef: {}, info: [], initSkillTrigger: null, phaseSkillTrigger: null, iActionList: null, }, ], }; const delayedTurnTime = new Date(mockDate.getTime() + 60 * 60 * 1000); const strongLeader = createNpcGeneral( 1, strongFrontCityId, 1, 12, { leadership: 90, strength: 90, intelligence: 70 }, { crew: 9000, crewTypeId: 1100, train: 100, atmos: 100, gold: 500000, rice: 500000, } ); const generals: TurnGeneral[] = [strongLeader]; for (let i = 2; i <= 6; i += 1) { generals.push( createNpcGeneral( i, strongFrontCityId, 1, 2, { leadership: 80, strength: 80, intelligence: 50 }, { crew: 8000, crewTypeId: 1100, train: 100, atmos: 100, gold: 100000, rice: 100000, turnTime: delayedTurnTime, } ) ); } const weakGeneral = createNpcGeneral( 100, weakCityId, 2, 12, { leadership: 10, strength: 10, intelligence: 10 }, { crew: 0, crewTypeId: 1100, train: 0, atmos: 0, gold: 0, rice: 0, turnTime: delayedTurnTime, } ); generals.push(weakGeneral); const snapshot: TurnWorldSnapshot = { generals: generals as any, cities: cities as any, nations: [ { id: 1, name: '강국', color: '#AA0000', capitalCityId: strongFrontCityId, chiefGeneralId: 1, gold: 800000, rice: 800000, power: 10000, level: 1, typeCode: 'npc', meta: { tech: 10 }, }, { id: 2, name: '약소국', color: '#0000AA', capitalCityId: weakCityId, chiefGeneralId: 100, gold: 0, rice: 0, power: 0, level: 1, typeCode: 'npc', meta: { tech: 0 }, }, ], troops: [], diplomacy: [ { fromNationId: 1, toNationId: 2, state: DIPLOMACY_STATE.WAR, term: 12, dead: 0, meta: {} }, { fromNationId: 2, toNationId: 1, state: DIPLOMACY_STATE.WAR, term: 12, 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, }, environment: { mapName: 'large_test_map', unitSet: 'default' }, }, scenarioMeta: { startYear: 180 } as any, unitSet: unitSet as any, }; const state: TurnWorldState = { id: 1, currentYear: 185, currentMonth: 1, tickSeconds: 600, lastTurnTime: mockDate, meta: { seed: 1, initYear: 185, initMonth: 1 }, }; const schedule: TurnSchedule = { entries: [{ startMinute: 0, tickMinutes: 10 }], }; const worldRef = { current: null as InMemoryTurnWorld | null }; const { world, reservedTurnStore, runOneTick } = await createTurnTestHarness({ snapshot, state, schedule, map: LARGE_TEST_MAP, worldRef, }); const turns = reservedTurnStore.getGeneralTurns(strongLeader.id); turns[0] = { action: 'che_출병', args: { destCityId: weakCityId }, }; await runOneTick(); expect(world.getCityById(weakCityId)?.nationId).toBe(1); expect(world.getNationById(2)).toBeNull(); expect(world.listNations().some((nation) => nation.id === 2)).toBe(false); expect(JSON.parse(String(world.getCityById(conflictCity.id)?.meta.conflict))).toEqual({ 1: 50 }); const updatedWeakGeneral = world.getGeneralById(weakGeneral.id); expect(updatedWeakGeneral?.nationId).toBe(0); expect(updatedWeakGeneral?.officerLevel).toBe(0); }); });