CI / build + unit + e2e (pull_request) Successful in 2m33s
Per-nation named leaders (Nation.leader) and a required TurnResult.leaders
lever ({ changes: [{ target, name, cause }] }). Each change sets the target
nation's leader and applies a deterministic stability dip by cause
(assassination -15, death -3, appointed 0) mirrored to its regions and
re-derived into its stats, plus a narration event (military for an
assassination, political for a death/appointment). An assassination/death
requires the target to already have a leader (a leaderless target is
dropped); an appointment always creates/sets one. Unknown/ambiguous targets
are dropped, never thrown.
- shared/types.ts: optional Nation.leader
- shared/protocol.ts: LeaderCause/LeaderChange/LeaderOps, LEADER_STABILITY_EFFECT,
TurnResult.leaders (required, between nuclear and markers), leader in nationForPrompt
- server/engine.ts: validateLeaderOps, applyLeaderChange, the applyTurnResult
leader block (after nuclear, before markers), isMeaningful, system-prompt
contract + constraint, validateTurnResult + runTurn fallback
- server/stub.ts: leaders always { changes: [] } (e2e unaffected)
- tests: 15 engine.test.ts leader tests + 2 db.test.ts round-trips
- version 0.37.0 -> 0.38.0, CHANGELOG entry
240 lines
8.7 KiB
TypeScript
240 lines
8.7 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { openDb } from './db';
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import type { GameState } from '../shared/types';
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function makeState(id: string): GameState {
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return {
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id,
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presetId: 'p',
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presetTitle: 'P',
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playerNationId: 'uk',
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turn: 1,
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date: '1939-09-01',
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nations: {
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uk: {
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id: 'uk',
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name: 'UK',
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type: 'major',
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stats: { military: 80, economy: 70, stability: 60, population: 50 },
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territory: ['GBR'],
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relations: {},
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},
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},
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events: [],
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pending: [],
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version: 1,
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unowned: [],
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pendingNationOps: [],
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markers: [],
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// (v0.28, #46) a v0.28+ save carries per-region stats; the fake 'GBR'
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// region here holds a copy of the uk's (single-region) stats.
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regionStats: {
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GBR: { military: 80, economy: 70, stability: 60, population: 50 },
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},
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// (v0.33.0, #56) no wars.
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wars: [],
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// (v0.35.0, #58) no active trades or embargoes.
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trades: [],
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embargoes: [],
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// (v0.36.0, #59) no industry projects.
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industry: [],
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};
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}
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describe('openDb', () => {
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it('save/load round-trips a game by id and upserts on re-save', () => {
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const db = openDb(':memory:');
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db.save(makeState('a'));
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db.save(makeState('b'));
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expect(db.load('a')?.id).toBe('a');
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expect(db.load('b')?.id).toBe('b');
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expect(db.load('nope')).toBeNull();
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expect([...db.listIds()].sort()).toEqual(['a', 'b']);
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// re-saving the same id updates in place (no duplicate)
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const s = makeState('a');
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s.turn = 5;
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s.events.push({
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id: 'e1',
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turn: 5,
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date: '1939-10-01',
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nation: 'uk',
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type: 'military',
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title: 't',
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text: 'b',
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outcome: 'success',
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});
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db.save(s);
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expect(db.load('a')?.turn).toBe(5);
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expect(db.load('a')?.events).toHaveLength(1);
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expect([...db.listIds()].sort()).toEqual(['a', 'b']); // still two rows
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// the monotonic version is persisted with the state and round-trips
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s.version = 3;
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db.save(s);
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expect(db.load('a')?.version).toBe(3);
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db.close();
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});
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it('loads null for a malformed row instead of throwing', () => {
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const db = openDb(':memory:');
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const d = (db as unknown as { raw?: unknown });
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// Force a corrupt row through the underlying driver is not exposed here;
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// instead assert a fresh empty DB returns null for an unknown id.
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expect(d).toBeDefined();
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expect(db.load('missing')).toBeNull();
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db.close();
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});
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it('(v0.22 #16 P3) a legacy row saved before the unowned field existed loads with it defaulted to []', () => {
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const db = openDb(':memory:');
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const legacy = makeState('legacy');
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delete (legacy as { unowned?: string[] }).unowned; // a pre-v0.22 save (field absent)
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db.save(legacy);
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const loaded = db.load('legacy');
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expect(loaded).not.toBeNull();
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expect(loaded!.unowned).toEqual([]);
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db.close();
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});
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it('(v0.23 #16 P4a) a legacy row saved before the pendingNationOps field existed loads with it defaulted to []', () => {
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const db = openDb(':memory:');
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const legacy = makeState('legacy');
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delete (legacy as { pendingNationOps?: unknown[] }).pendingNationOps; // a pre-v0.23 save (field absent)
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db.save(legacy);
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const loaded = db.load('legacy');
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expect(loaded).not.toBeNull();
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expect(loaded!.pendingNationOps).toEqual([]);
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db.close();
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});
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it('(v0.27 #44) a legacy row saved before the markers field existed loads with it defaulted to []', () => {
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const db = openDb(':memory:');
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const legacy = makeState('legacy');
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delete (legacy as { markers?: unknown[] }).markers; // a pre-v0.27 save (field absent)
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db.save(legacy);
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const loaded = db.load('legacy');
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expect(loaded).not.toBeNull();
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expect(loaded!.markers).toEqual([]);
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db.close();
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});
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it('(v0.28 #46) a legacy row saved before the regionStats field existed loads with it seeded per region and stats recomputed', () => {
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const db = openDb(':memory:');
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const legacy = makeState('legacy');
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delete (legacy as { regionStats?: Record<string, unknown> }).regionStats; // a pre-v0.28 save (field absent)
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db.save(legacy);
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const loaded = db.load('legacy');
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expect(loaded).not.toBeNull();
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// each owned region is seeded with a copy of its owner's stats…
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expect(loaded!.regionStats).toEqual({
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GBR: { military: 80, economy: 70, stability: 60, population: 50 },
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});
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// …and a single-region nation's derived stats equal the seeded ones
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// (the weighted median of identical values is that value).
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expect(loaded!.nations.uk.stats).toEqual({ military: 80, economy: 70, stability: 60, population: 50 });
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db.close();
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});
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it('(v0.28 #46) a v0.28+ row (regionStats present) loads UNCHANGED — no recompute on load', () => {
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const db = openDb(':memory:');
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const s = makeState('current');
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// Diverge one region's stats from the nation level to prove load does not
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// recompute (a v0.28+ save keeps its stored derived stats exactly).
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s.regionStats = { GBR: { military: 99, economy: 70, stability: 60, population: 50 } };
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s.nations = { uk: { ...s.nations.uk, stats: { military: 42, economy: 70, stability: 60, population: 50 } } };
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db.save(s);
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const loaded = db.load('current');
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expect(loaded).not.toBeNull();
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expect(loaded!.regionStats).toEqual({ GBR: { military: 99, economy: 70, stability: 60, population: 50 } });
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// the nation's stats are NOT recomputed from the region on load (they stay 42)
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expect(loaded!.nations.uk.stats.military).toBe(42);
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db.close();
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});
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it('(v0.35.0 #58) a legacy row saved before the trades/embargoes fields existed loads with them defaulted to []', () => {
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const db = openDb(':memory:');
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const legacy = makeState('legacy');
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delete (legacy as { trades?: unknown[] }).trades; // a pre-v0.35 save (fields absent)
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delete (legacy as { embargoes?: unknown[] }).embargoes;
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db.save(legacy);
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const loaded = db.load('legacy');
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expect(loaded).not.toBeNull();
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expect(loaded!.trades).toEqual([]);
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expect(loaded!.embargoes).toEqual([]);
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db.close();
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});
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it('(v0.36.0 #59) a legacy row saved before the industry field existed loads with it defaulted to []', () => {
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const db = openDb(':memory:');
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const legacy = makeState('legacy');
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delete (legacy as { industry?: unknown[] }).industry; // a pre-v0.36 save (field absent)
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db.save(legacy);
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const loaded = db.load('legacy');
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expect(loaded).not.toBeNull();
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expect(loaded!.industry).toEqual([]);
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db.close();
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});
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it('(v0.37.0 #60) a legacy row saved before the nation nuclear flag existed loads with it absent (not capable)', () => {
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const db = openDb(':memory:');
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// makeState has no nation.nuclear field — a pre-v0.37 save. The flag is
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// optional and not re-stamped by load, so an absent flag stays absent.
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db.save(makeState('legacy'));
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const loaded = db.load('legacy');
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expect(loaded).not.toBeNull();
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expect(loaded!.nations.uk.nuclear).toBeUndefined();
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db.close();
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});
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it('(v0.37.0 #60) a set nation nuclear flag round-trips through save/load', () => {
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const db = openDb(':memory:');
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const s = makeState('nuc');
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s.nations.uk.nuclear = true; // armed (e.g. by a turn's nuclear.arm op)
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db.save(s);
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const loaded = db.load('nuc');
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expect(loaded).not.toBeNull();
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expect(loaded!.nations.uk.nuclear).toBe(true);
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db.close();
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});
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it('(v0.38.0 #61) a legacy row saved before the nation leader field existed loads with it absent (no leader)', () => {
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const db = openDb(':memory:');
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// makeState has no nation.leader field — a pre-v0.38 save. The field is
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// optional and not re-stamped by load, so an absent leader stays absent.
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db.save(makeState('legacy'));
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const loaded = db.load('legacy');
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expect(loaded).not.toBeNull();
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expect(loaded!.nations.uk.leader).toBeUndefined();
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db.close();
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});
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it('(v0.38.0 #61) a set nation leader round-trips through save/load', () => {
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const db = openDb(':memory:');
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const s = makeState('ldr');
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s.nations.uk.leader = { name: 'Admiral Old' };
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db.save(s);
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const loaded = db.load('ldr');
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expect(loaded).not.toBeNull();
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expect(loaded!.nations.uk.leader).toEqual({ name: 'Admiral Old' });
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db.close();
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});
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it('delete removes a game by id and reports absence otherwise', () => {
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const db = openDb(':memory:');
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db.save(makeState('a'));
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db.save(makeState('b'));
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expect(db.delete('nope')).toBe(false); // unknown id
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expect(db.delete('a')).toBe(true); // removes a
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expect(db.load('a')).toBeNull();
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expect(db.load('b')?.id).toBe('b');
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expect([...db.listIds()].sort()).toEqual(['b']);
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expect(db.delete('a')).toBe(false); // already gone
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db.close();
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});
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});
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