Files
core2026/app/game-engine/test/turnOrder.test.ts
T
2026-08-04 02:51:27 +00:00

274 lines
8.6 KiB
TypeScript

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: { lastGeneralId: 1 },
};
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);
},
});
const budget = {
budgetMs: 1000,
maxGenerals: 10,
catchUpCap: 1,
};
const boundaryResult = await processor.run(addMinutes(baseTime, 10), budget);
expect(boundaryResult.processedTurns).toBe(1);
expect(executed).toEqual([]);
const tiedGeneralResult = await processor.run(new Date(addMinutes(baseTime, 10).getTime() + 1), budget);
expect(tiedGeneralResult.processedTurns).toBe(0);
expect(executed).toEqual([2, 3]);
await processor.run(addMinutes(baseTime, 30), budget);
expect(executed).toEqual([2, 3, 1, 2, 3]);
expect(world.getNextGeneralId()).toBe(4);
expect(world.getNextGeneralId()).toBe(5);
expect(world.getState().meta).toMatchObject({ lastGeneralId: 5 });
const overdue = world.getGeneralById(1);
expect(overdue).toBeDefined();
overdue!.turnTime = addMinutes(baseTime, 5);
const overdueResult = await processor.run(addMinutes(baseTime, 5), budget);
expect(overdueResult.processedGenerals).toBe(1);
expect(executed.at(-1)).toBe(1);
});
it('stops catch-up immediately after a calendar handler finalizes unification', async () => {
const baseTime = new Date('0189-01-01T00:00:00Z');
const snapshot = {
generals: [],
cities: [
{
id: 1,
name: 'City_1',
nationId: 1,
level: 1,
population: 1,
populationMax: 1,
agriculture: 1,
agricultureMax: 1,
commerce: 1,
commerceMax: 1,
security: 1,
securityMax: 1,
defence: 1,
defenceMax: 1,
wall: 1,
wallMax: 1,
supplyState: 1,
frontState: 0,
state: 0,
meta: {},
},
],
nations: [
{
id: 1,
name: 'TestNation',
color: '#FF0000',
capitalCityId: 1,
chiefGeneralId: null,
gold: 0,
rice: 0,
power: 0,
level: 1,
typeCode: 'che_def',
meta: {},
},
],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
map: {
id: 'test_map',
name: 'TestMap',
cities: [],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
},
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' },
},
} as TurnWorldSnapshot;
const worldHolder: { current?: InMemoryTurnWorld } = {};
const world = new InMemoryTurnWorld(
{
id: 1,
currentYear: 189,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: baseTime,
meta: {},
},
snapshot,
{
schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
calendarHandler: {
onMonthChanged: (): void => worldHolder.current?.updateWorldMeta({ isUnited: 2 }),
},
}
);
worldHolder.current = world;
const processor = new InMemoryTurnProcessor(world, { tickMinutes: 10 });
const result = await processor.run(addMinutes(baseTime, 50), {
budgetMs: 1_000,
maxGenerals: 10,
catchUpCap: 10,
});
expect(result.processedTurns).toBe(1);
expect(world.getState()).toMatchObject({ currentYear: 189, currentMonth: 2, meta: { isUnited: 2 } });
});
});