Files
core2026/packages/logic/test/dispatchWarAction.test.ts
T
Hide_D 5d5ed9ee2a feat: add killturn to general meta and update related tests
- Introduced a new meta property `killturn` to the GeneralMeta interface.
- Implemented a function `readMetaNumber` to handle the retrieval of numeric values from meta.
- Updated the `mapGeneralRow` function to ensure `killturn` is required and properly handled.
- Modified various tests to include the `killturn` property in the general's meta data.
- Adjusted related action files to utilize the new GeneralMeta type for better type safety.
- Ensured backward compatibility by updating existing test cases across multiple scenarios.
2026-01-25 05:48:56 +00:00

233 lines
5.9 KiB
TypeScript

import { describe, expect, it } from 'vitest';
import type { City, General, Nation } from '../src/domain/entities.js';
import { resolveGeneralAction } from '../src/actions/engine.js';
import { ActionDefinition } from '../src/actions/turn/general/che_출병.js';
import type { DispatchResolveContext } from '../src/actions/turn/general/che_출병.js';
import type { TurnSchedule } from '../src/turn/calendar.js';
import type { WarAftermathConfig, WarEngineConfig } from '../src/war/types.js';
import type { UnitSetDefinition } from '../src/world/types.js';
const buildGeneral = (id: number, nationId: number, cityId: number): General => ({
id,
name: `General${id}`,
nationId,
cityId,
troopId: 0,
stats: {
leadership: 70,
strength: 70,
intelligence: 70,
},
experience: 100,
dedication: 100,
officerLevel: 3,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: {
horse: null,
weapon: null,
book: null,
item: null,
},
},
injury: 0,
gold: 1000,
rice: 2000,
crew: 1500,
crewTypeId: 100,
train: 80,
atmos: 80,
age: 25,
npcState: 0,
triggerState: {
flags: {},
counters: {},
modifiers: {},
meta: {},
},
meta: { killturn: 24 },
});
const buildCity = (id: number, nationId: number): City => ({
id,
name: `City${id}`,
nationId,
level: 2,
state: 0,
population: 10000,
populationMax: 10000,
agriculture: 1000,
agricultureMax: 1000,
commerce: 1000,
commerceMax: 1000,
security: 1000,
securityMax: 1000,
supplyState: 1,
frontState: 0,
defence: 200,
defenceMax: 400,
wall: 200,
wallMax: 400,
meta: {},
});
const buildNation = (id: number): Nation => ({
id,
name: `Nation${id}`,
color: '#000000',
capitalCityId: id,
chiefGeneralId: null,
gold: 5000,
rice: 5000,
power: 0,
level: 1,
typeCode: 'test',
meta: {
tech: 1000,
},
});
const unitSet: UnitSetDefinition = {
id: 'test',
name: 'test',
defaultCrewTypeId: 100,
crewTypes: [
{
id: 100,
armType: 1,
name: 'Infantry',
attack: 10,
defence: 10,
speed: 3,
avoid: 5,
magicCoef: 0,
cost: 0,
rice: 1,
requirements: [],
attackCoef: {},
defenceCoef: {},
info: [],
initSkillTrigger: null,
phaseSkillTrigger: null,
iActionList: null,
},
{
id: 999,
armType: 5,
name: 'Castle',
attack: 0,
defence: 0,
speed: 1,
avoid: 0,
magicCoef: 0,
cost: 0,
rice: 10,
requirements: [{ type: 'Impossible' }],
attackCoef: {},
defenceCoef: {},
info: [],
initSkillTrigger: null,
phaseSkillTrigger: null,
iActionList: null,
},
],
};
const warConfig: WarEngineConfig = {
armPerPhase: 500,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
maxTrainByWar: 110,
maxAtmosByWar: 150,
castleCrewTypeId: 999,
armTypes: {
footman: 1,
archer: 2,
cavalry: 3,
wizard: 4,
siege: 5,
misc: 6,
castle: 5,
},
};
const aftermathConfig: WarAftermathConfig = {
initialNationGenLimit: 1,
techLevelIncYear: 5,
initialAllowedTechLevel: 1,
maxTechLevel: 12,
defaultCityWall: 1000,
baseGold: 0,
baseRice: 0,
castleCrewTypeId: 999,
};
const rng = {
nextFloat1: () => 0.1,
nextBool: (probability: number) => probability >= 0.1,
nextInt: (minInclusive: number, _maxExclusive: number) => minInclusive,
};
const schedule: TurnSchedule = {
entries: [{ startMinute: 0, tickMinutes: 60 }],
};
describe('che_출병', () => {
it('runs war battle and emits patches/logs', () => {
const attackerNation = buildNation(1);
const defenderNation = buildNation(2);
const attackerCity = buildCity(1, attackerNation.id);
const defenderCity = buildCity(2, defenderNation.id);
const attacker = buildGeneral(1, attackerNation.id, attackerCity.id);
const defender = buildGeneral(2, defenderNation.id, defenderCity.id);
const definition = new ActionDefinition();
const context: Omit<DispatchResolveContext, 'addLog'> = {
general: attacker,
city: attackerCity,
nation: attackerNation,
rng,
destCity: defenderCity,
destNation: defenderNation,
cities: [attackerCity, defenderCity],
nations: [attackerNation, defenderNation],
generals: [attacker, defender],
unitSet,
time: {
year: 200,
month: 1,
startYear: 180,
},
seedBase: 'test-seed',
warConfig,
aftermathConfig,
};
const resolution = resolveGeneralAction(
definition,
context,
{
now: new Date('2000-01-01T00:00:00Z'),
schedule,
},
{
destCityId: defenderCity.id,
}
);
expect(resolution.logs.length).toBeGreaterThan(0);
expect(resolution.patches?.generals.some((patch) => patch.id === defender.id)).toBe(true);
expect(resolution.patches?.cities.some((patch) => patch.id === defenderCity.id)).toBe(true);
expect(
resolution.effects.some(
(effect) =>
effect.type === 'diplomacy:patch' &&
effect.srcNationId === attackerNation.id &&
effect.destNationId === defenderNation.id
)
).toBe(true);
});
});