import { describe, expect, it } from 'vitest'; import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js'; import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js'; import { InMemoryTurnProcessor } from '../src/turn/inMemoryTurnProcessor.js'; const addMinutes = (time: Date, minutes: number): Date => new Date(time.getTime() + minutes * 60_000); const buildGeneral = (id: number, turnTime: Date): TurnGeneral => ({ id, name: `General_${id}`, nationId: 1, cityId: 1, troopId: 0, stats: { leadership: 50, strength: 50, intelligence: 50 }, turnTime, role: { items: { horse: null, weapon: null, book: null, item: null }, personality: null, specialDomestic: null, specialWar: null, }, triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, meta: { killturn: 24 }, officerLevel: 5, experience: 0, dedication: 0, injury: 0, gold: 1000, rice: 1000, crew: 0, crewTypeId: 0, train: 0, atmos: 0, age: 30, npcState: 0, }); describe('InMemoryTurnProcessor ordering', () => { it('executes generals by turnTime then id, not insertion order', async () => { const baseTime = new Date('0189-01-01T00:00:00Z'); const generals: TurnGeneral[] = [ buildGeneral(1, addMinutes(baseTime, 20)), buildGeneral(2, addMinutes(baseTime, 10)), buildGeneral(3, addMinutes(baseTime, 10)), ]; const cities = [ { id: 1, name: 'City_1', nationId: 1, viewName: 'City_1', agriculture: 100, agricultureMax: 2000, commerce: 100, commerceMax: 2000, security: 100, securityMax: 100, def: 100, defMax: 100, wall: 100, wallMax: 100, pop: 10000, popMax: 50000, trust: 50, supplyState: 1, frontState: 0, tradepoint: 0, level: 1, meta: {}, }, ]; const nations = [ { id: 1, name: 'TestNation', color: '#FF0000', capitalCityId: 1, chiefGeneralId: 1, gold: 10000, rice: 10000, power: 0, level: 1, typeCode: 'che_def', meta: {}, }, ]; const map = { id: 'test_map', name: 'TestMap', cities: [ { id: 1, name: 'City_1', 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 }, }; const snapshot: TurnWorldSnapshot = { generals: generals as any, cities: cities as any, nations: nations as any, troops: [], diplomacy: [], events: [], initialEvents: [], map: map as any, scenarioConfig: { stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 }, iconPath: '', map: {}, const: {}, environment: { mapName: 'test_map', unitSet: 'default' }, }, scenarioMeta: { startYear: 189, } as any, unitSet: {} as any, }; const state: TurnWorldState = { id: 1, currentYear: 189, currentMonth: 1, tickSeconds: 3600, lastTurnTime: baseTime, meta: {}, }; const world = new InMemoryTurnWorld(state, snapshot, { schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] }, }); const executed: number[] = []; const processor = new InMemoryTurnProcessor(world, { tickMinutes: 10, beforeExecuteGeneral: async (general) => { executed.push(general.id); }, }); await processor.run(addMinutes(baseTime, 30), { budgetMs: 1000, maxGenerals: 10, catchUpCap: 1, }); expect(executed).toEqual([2, 3, 1]); }); });