fix: 단일 잔존 국가 임관 금지를 연결한다
마지막 도시 점령으로 국가가 삭제되면 destroy_nation 시나리오 이벤트를 같은 턴 경계에서 실행한다. Ref와 같이 잔존국 scout를 금지로 바꾸고 일회성 이벤트를 삭제하되 정책 변경 잠금은 설정하지 않는다.
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@@ -2,6 +2,7 @@ import { describe, expect, it } from 'vitest';
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import type { Nation } from '@sammo-ts/logic';
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import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
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import { InMemoryTurnProcessor } from '../src/turn/inMemoryTurnProcessor.js';
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import { createMonthlyEventHandler } from '../src/turn/monthlyEventHandler.js';
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import { createScoutBlockHandler } from '../src/turn/monthlyScoutBlockAction.js';
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import type { TurnEvent, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
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@@ -120,4 +121,134 @@ describe('monthly scout block actions', () => {
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)
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).toThrow('BlockScoutAction blockChangeScout must be a boolean or null.');
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});
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it('dispatches the destroy-nation event before the next turn after only one nation remains', async () => {
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const baseTime = new Date('0200-01-01T00:00:00.000Z');
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const destroyedNationEvent: TurnEvent = {
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id: 7,
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targetCode: 'destroy_nation',
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priority: 1_000,
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condition: ['and', ['Date', '>=', 183, 1], ['RemainNation', '==', 1]],
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action: [['BlockScoutAction'], ['DeleteEvent']],
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meta: {},
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};
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const general = {
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id: 1,
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name: '공격장',
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nationId: 1,
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cityId: 1,
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troopId: 0,
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stats: { leadership: 80, strength: 80, intelligence: 80 },
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experience: 0,
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dedication: 0,
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officerLevel: 1,
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role: {
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personality: null,
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specialDomestic: null,
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specialWar: null,
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items: { horse: null, weapon: null, book: null, item: null },
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},
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injury: 0,
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gold: 1_000,
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rice: 1_000,
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crew: 0,
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crewTypeId: 0,
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train: 0,
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atmos: 0,
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age: 20,
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npcState: 0,
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: { killturn: 24 },
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turnTime: new Date(baseTime.getTime() + 60_000),
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} satisfies TurnWorldSnapshot['generals'][number];
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const buildCity = (id: number, nationId: number): TurnWorldSnapshot['cities'][number] => ({
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id,
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name: `도시${id}`,
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nationId,
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level: 5,
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state: 0,
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population: 10_000,
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populationMax: 20_000,
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agriculture: 1_000,
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agricultureMax: 2_000,
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commerce: 1_000,
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commerceMax: 2_000,
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security: 1_000,
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securityMax: 2_000,
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supplyState: 1,
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frontState: 0,
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defence: 1_000,
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defenceMax: 2_000,
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wall: 1_000,
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wallMax: 2_000,
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meta: {},
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});
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const nations = [buildNation(1, 0), buildNation(2, 0)];
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const snapshot: TurnWorldSnapshot = {
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generals: [general],
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cities: [buildCity(1, 1), buildCity(2, 2)],
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nations,
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troops: [],
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diplomacy: [],
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events: [destroyedNationEvent],
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initialEvents: [],
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map: {
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id: 'test',
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name: 'test',
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cities: [],
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defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
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},
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scenarioConfig: {
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stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 75, npcMin: 10, chiefMin: 70 },
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iconPath: '.',
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map: {},
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const: {},
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environment: { mapName: 'test', unitSet: 'default' },
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},
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};
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const state: TurnWorldState = {
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id: 1,
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currentYear: 200,
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currentMonth: 1,
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tickSeconds: 600,
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lastTurnTime: baseTime,
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meta: {},
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};
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let world: InMemoryTurnWorld | null = null;
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const blockScout = createScoutBlockHandler({ actionName: 'BlockScoutAction', getWorld: () => world });
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const eventHandler = createMonthlyEventHandler({
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getWorld: () => world,
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startYear: 180,
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actions: new Map([['BlockScoutAction', blockScout]]),
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});
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world = new InMemoryTurnWorld(state, snapshot, {
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schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
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generalTurnHandler: {
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execute: ({ general: currentGeneral }) => ({
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general: currentGeneral,
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patches: {
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generals: [],
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cities: [{ id: 2, patch: { nationId: 1 } }],
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nations: [{ id: 2, patch: { meta: { ...nations[1]!.meta, collapsed: true } } }],
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troops: [],
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},
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destroyedNationIds: [2],
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}),
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},
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});
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const processor = new InMemoryTurnProcessor(world, {
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dispatchScenarioEvent: eventHandler.dispatchTarget,
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});
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await processor.run(new Date(baseTime.getTime() + 5 * 60_000), {
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budgetMs: 1_000,
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maxGenerals: 10,
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catchUpCap: 1,
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});
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expect(world.getNationById(2)).toBeNull();
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expect(world.getNationById(1)?.meta.scout).toBe(1);
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expect(world.listEvents('destroy_nation')).toEqual([]);
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expect(world.getState().meta.block_change_scout).toBeUndefined();
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});
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});
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