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core2026/packages/logic/test/scenarios/troops.test.ts
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import { describe, expect, it } from 'vitest';
import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
import type { City, General, Nation } from '../../src/domain/entities.js';
import type { WorldSnapshot } from '../../src/world/types.js';
import { commandSpec as recruitSpec } from '../../src/actions/turn/general/che_징병.js';
import { commandSpec as trainSpec } from '../../src/actions/turn/general/che_훈련.js';
import { commandSpec as atmosSpec } from '../../src/actions/turn/general/che_사기진작.js';
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
describe('Troop Management Scenario', () => {
it('should successfully draft troops, then train and boost morale', async () => {
// 1. Setup World
const mockNation: Nation = {
id: 1,
name: 'Militaristic Nation',
color: '#FF0000',
capitalCityId: 1,
chiefGeneralId: 1,
gold: 50000,
rice: 50000,
power: 0,
level: 5,
typeCode: 'test',
meta: {},
};
const cityDef = MINIMAL_MAP.cities[0];
if (!cityDef) throw new Error('City definition missing');
const mockCity: City = {
id: 1,
name: cityDef.name,
nationId: 1,
level: 1,
state: 0,
population: 50000,
populationMax: 50000,
agriculture: 500,
agricultureMax: 1000,
commerce: 500,
commerceMax: 1000,
security: 500,
securityMax: 1000,
defence: 500,
defenceMax: 1000,
wall: 500,
wallMax: 1000,
supplyState: 1,
frontState: 0,
meta: {},
};
const mockGeneral: General = {
id: 1,
name: 'General Lee',
nationId: 1,
cityId: 1,
troopId: 0,
npcState: 0,
experience: 100,
dedication: 100,
officerLevel: 5,
gold: 1000,
rice: 1000,
crew: 0,
crewTypeId: 1,
train: 10,
atmos: 10,
injury: 0,
age: 30,
stats: { leadership: 100, strength: 100, intelligence: 50 },
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 24 },
};
const snapshot: WorldSnapshot = {
scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as any,
scenarioMeta: {
title: 'Test',
startYear: 200,
life: 0,
fiction: 0,
history: [],
ignoreDefaultEvents: false,
},
map: MINIMAL_MAP,
unitSet: {
id: 'default',
name: 'default',
crewTypes: [{ id: 1, name: 'Infantry', armType: 1, cost: 10, requirements: [] }],
} as any,
nations: [mockNation],
cities: [mockCity],
generals: [mockGeneral],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
};
const world = new InMemoryWorld(snapshot);
const runner = new TestGameRunner(world, 200, 1);
const systemEnv: TurnCommandEnv = {
develCost: 50,
trainDelta: 35,
atmosDelta: 35,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
sabotageDefaultProb: 0.5,
sabotageProbCoefByStat: 0.1,
sabotageDefenceCoefByGeneralCount: 0.1,
sabotageDamageMin: 10,
sabotageDamageMax: 20,
openingPartYear: 200,
maxGeneral: 10,
defaultNpcGold: 1000,
defaultNpcRice: 1000,
defaultCrewTypeId: 1,
defaultSpecialDomestic: null,
defaultSpecialWar: null,
initialNationGenLimit: 10,
maxTechLevel: 10,
baseGold: 1000,
baseRice: 1000,
maxResourceActionAmount: 1000,
};
// 2. Draft Troops
const recruitDef = recruitSpec.createDefinition(systemEnv);
await runner.runTurn([
{
generalId: 1,
commandKey: 'che_징병',
resolver: recruitDef,
args: { crewType: 1, amount: 1000 },
},
]);
const generalAfterDraft = world.getGeneral(1)!;
expect(generalAfterDraft.crew).toBe(1000);
// General::addDex(): 보병(armType 1)은 징병 인원 / 100만큼 숙련도가 오른다.
expect(generalAfterDraft.meta.dex1).toBe(10);
// 3. Train
const trainDef = trainSpec.createDefinition(systemEnv);
await runner.runTurn([
{
generalId: 1,
commandKey: 'che_훈련',
resolver: trainDef,
args: {},
},
]);
const generalAfterTrain = world.getGeneral(1)!;
// 레거시 훈련식: round(통솔 * 100 * trainDelta / 병력), 상한까지 적용.
expect(generalAfterTrain.train).toBe(100);
// 4. Boost Morale
const atmosDef = atmosSpec.createDefinition(systemEnv);
await runner.runTurn([
{
generalId: 1,
commandKey: 'che_사기진작',
resolver: atmosDef,
args: {},
},
]);
const generalAfterAtmos = world.getGeneral(1)!;
// 레거시 사기진작식: round(통솔 * 100 / 병력 * atmosDelta), 명령 상한까지 적용.
expect(generalAfterAtmos.atmos).toBe(100);
});
});