import { describe, expect, it, vi } from 'vitest'; import type { TurnSchedule } from '@sammo-ts/logic'; import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js'; import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js'; import { InMemoryReservedTurnStore } from '../src/turn/reservedTurnStore.js'; import { createReservedTurnHandler } from '../src/turn/reservedTurnHandler.js'; import { InMemoryTurnProcessor } from '../src/turn/inMemoryTurnProcessor.js'; const mockDate = new Date('0189-01-01T00:00:00Z'); const MINIMAL_MAP = { id: 'npc_domestic_map', name: 'NPC내정맵', cities: [ { id: 1, name: '소성A', level: 1, region: 1, position: { x: 10, y: 10 }, connections: [2], max: { population: 20000, agriculture: 2000, commerce: 2000, security: 2000, defence: 1000, wall: 1000, }, initial: { population: 10000, agriculture: 1000, commerce: 1000, security: 1000, defence: 500, wall: 500, }, }, { id: 2, name: '중성B', level: 1, region: 2, position: { x: 20, y: 10 }, connections: [1], max: { population: 20000, agriculture: 2000, commerce: 2000, security: 2000, defence: 1000, wall: 1000, }, initial: { population: 10000, agriculture: 1000, commerce: 1000, security: 1000, defence: 500, wall: 500, }, }, ], defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 }, }; const createMockPrisma = (initialGeneralRows: any[] = []) => { let generalRows = [...initialGeneralRows]; return { generalTurn: { findMany: vi.fn(async ({ where } = {}) => { if (where?.generalId) { return generalRows .filter((row) => row.generalId === where.generalId) .sort((a, b) => a.turnIdx - b.turnIdx); } return generalRows; }), deleteMany: vi.fn(async ({ where } = {}) => { if (where?.generalId) { generalRows = generalRows.filter((row) => row.generalId !== where.generalId); } return { count: 0 }; }), createMany: vi.fn(async ({ data }) => { if (Array.isArray(data)) { generalRows.push(...data); } return { count: data.length }; }), }, nationTurn: { findMany: vi.fn(async () => []), deleteMany: vi.fn(async () => ({ count: 0 })), createMany: vi.fn(async () => ({ count: 0 })), }, }; }; const addMinutes = (time: Date, minutes: number): Date => new Date(time.getTime() + minutes * 60_000); describe('NPC 일반 내정 턴', () => { it('고정 seed에서 예약 턴 없이 치안 명령을 실행하고 다음 턴으로 이동한다', async () => { const generals: TurnGeneral[] = [ { id: 1, name: 'NPC_무장', nationId: 1, cityId: 1, troopId: 0, stats: { leadership: 75, strength: 75, intelligence: 15 }, 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: 999 }, officerLevel: 4, experience: 0, dedication: 0, injury: 0, gold: 0, rice: 0, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 30, npcState: 2, }, ]; const cities = [ { id: 1, name: '소성A', nationId: 1, level: 1, state: 0, population: 10000, populationMax: 20000, agriculture: 1000, agricultureMax: 2000, commerce: 1000, commerceMax: 2000, security: 1000, securityMax: 2000, supplyState: 1, frontState: 0, defence: 500, defenceMax: 1000, wall: 500, wallMax: 1000, meta: { trust: 98 }, }, { id: 2, name: '중성B', nationId: 2, level: 1, state: 0, population: 12000, populationMax: 20000, agriculture: 1200, agricultureMax: 2000, commerce: 1200, commerceMax: 2000, security: 1200, securityMax: 2000, supplyState: 1, frontState: 0, defence: 600, defenceMax: 1000, wall: 600, wallMax: 1000, meta: { trust: 98 }, }, ]; const nations = [ { id: 1, name: 'NPC국가', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1, gold: 50000, rice: 50000, power: 0, level: 1, typeCode: 'che_def', meta: {}, }, { id: 2, name: '경쟁국', color: '#0000FF', capitalCityId: 2, chiefGeneralId: null, gold: 50000, rice: 50000, power: 0, level: 1, typeCode: 'che_def', meta: {}, }, ]; const snapshot: TurnWorldSnapshot = { generals: generals as any, cities: cities as any, nations: nations as any, troops: [], diplomacy: [], events: [], initialEvents: [], map: MINIMAL_MAP as any, scenarioConfig: { stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 }, iconPath: '', map: {}, const: {}, environment: { mapName: 'npc_domestic_map', unitSet: 'default' }, }, scenarioMeta: { startYear: 189, } as any, unitSet: {} as any, }; const state: TurnWorldState = { id: 1, currentYear: 189, currentMonth: 1, tickSeconds: 600, lastTurnTime: mockDate, meta: { seed: 1 }, }; const schedule: TurnSchedule = { entries: [{ startMinute: 0, tickMinutes: 10 }], }; const mockPrisma = createMockPrisma(); const reservedTurnStore = new InMemoryReservedTurnStore(mockPrisma as any, { maxGeneralTurns: 10, maxNationTurns: 10, }); await reservedTurnStore.loadAll(); const wrapper = { world: null as InMemoryTurnWorld | null }; const handler = await createReservedTurnHandler({ reservedTurns: reservedTurnStore, scenarioConfig: snapshot.scenarioConfig, scenarioMeta: snapshot.scenarioMeta, map: MINIMAL_MAP as any, unitSet: snapshot.unitSet, getWorld: () => wrapper.world, }); const world = new InMemoryTurnWorld(state, snapshot, { schedule, generalTurnHandler: handler, }); wrapper.world = world; const beforeCity = world.getCityById(1)!; const beforeStats = { population: beforeCity.population, agriculture: beforeCity.agriculture, commerce: beforeCity.commerce, security: beforeCity.security, defence: beforeCity.defence, wall: beforeCity.wall, }; const processor = new InMemoryTurnProcessor(world, { tickMinutes: 10 }); await processor.run(addMinutes(mockDate, 10), { budgetMs: 1000, maxGenerals: 10, catchUpCap: 1, }); const afterCity = world.getCityById(1)!; expect(afterCity).toMatchObject({ ...beforeStats, // 레거시 내정 수식과 고정 seed의 치명/실패 배율을 적용한 값. security: 1063, }); expect(world.getGeneralById(1)!.turnTime.getTime()).toBe(addMinutes(mockDate, 10).getTime()); }); });