test: capture legacy battle parity fixtures
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<?php
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declare(strict_types=1);
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namespace sammo;
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use sammo\Enums\RankColumn;
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/**
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* Build the existing battle simulator request from live, pre-battle objects.
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*
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* This file is loaded only by the deterministic CLI comparison path. It must
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* remain read-only: callers emit the returned value without changing the live
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* objects or consuming RNG.
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*/
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function comparisonBuildBattleGeneralFixture(General $general): array
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{
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$raw = $general->getRaw(true);
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$inheritBuff = $general->getAuxVar('inheritBuff');
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$fixture = [
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'no' => $general->getID(),
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'name' => $general->getName(),
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'nation' => $general->getNationID(),
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'city' => $general->getCityID(),
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'turntime' => $general->getTurnTime(General::TURNTIME_FULL_MS),
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'turntick' => $general->getTurnTick(),
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'personal' => $raw['personal'] ?? null,
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'special' => $raw['special'] ?? null,
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'special2' => $raw['special2'] ?? null,
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'crew' => $raw['crew'],
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'crewtype' => $raw['crewtype'],
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'atmos' => $raw['atmos'],
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'train' => $raw['train'],
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'intel' => $raw['intel'],
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'intel_exp' => $raw['intel_exp'],
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'book' => $raw['book'] ?? 'None',
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'strength' => $raw['strength'],
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'strength_exp' => $raw['strength_exp'],
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'weapon' => $raw['weapon'] ?? 'None',
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'injury' => $raw['injury'],
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'leadership' => $raw['leadership'],
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'leadership_exp' => $raw['leadership_exp'],
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'horse' => $raw['horse'] ?? 'None',
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'item' => $raw['item'] ?? 'None',
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'explevel' => $raw['explevel'],
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'experience' => $raw['experience'],
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'dedication' => $raw['dedication'],
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'officer_level' => $raw['officer_level'],
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'officer_city' => $raw['officer_city'],
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'gold' => $raw['gold'],
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'rice' => $raw['rice'],
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'dex1' => $raw['dex1'],
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'dex2' => $raw['dex2'],
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'dex3' => $raw['dex3'],
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'dex4' => $raw['dex4'],
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'dex5' => $raw['dex5'],
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'defence_train' => $raw['defence_train'],
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'recent_war' => $raw['recent_war'] ?? null,
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'warnum' => $general->getRankVar(RankColumn::warnum, 0),
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'killnum' => $general->getRankVar(RankColumn::killnum, 0),
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'killcrew' => $general->getRankVar(RankColumn::killcrew, 0),
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];
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if ($inheritBuff !== null) {
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$fixture['inheritBuff'] = $inheritBuff;
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}
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return $fixture;
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}
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function comparisonBuildBattleFixture(
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string $seed,
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int $year,
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int $month,
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int $startYear,
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General $attacker,
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array $attackerNation,
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array $defenders,
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array $defenderCity,
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array $defenderNation,
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): array {
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return [
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'action' => 'battle',
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'seed' => $seed,
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'repeatCnt' => 1,
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'year' => $year,
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'month' => $month,
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'startYear' => $startYear,
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'scenarioEffect' => GameConst::$scenarioEffect,
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'attackerGeneral' => comparisonBuildBattleGeneralFixture($attacker),
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'attackerCity' => $attacker->getRawCity(),
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'attackerNation' => $attackerNation,
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// General::getGeneralList() can retain IDs as array keys. JSON would
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// then encode the collection as an object, while both simulators use
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// an ordered list. Keep the legacy iteration order but discard keys.
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'defenderGenerals' => array_values(array_map(
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static fn(General $general): array => comparisonBuildBattleGeneralFixture($general),
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$defenders,
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)),
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'defenderCity' => $defenderCity,
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'defenderNation' => $defenderNation,
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];
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}
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