Merge branch 'main' into feature/scenario2601-gui-186-20260802
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import { describe, expect, it } from 'vitest';
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import type { City, General, Nation } from '../src/domain/entities.js';
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import { commandSpec as fireSpec } from '../src/actions/turn/general/che_화계.js';
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import type { TurnCommandEnv } from '../src/actions/turn/commandEnv.js';
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import type { WorldSnapshot } from '../src/world/types.js';
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import { MINIMAL_MAP } from './fixtures/minimalMap.js';
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import { InMemoryWorld, TestGameRunner } from './testEnv.js';
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const commandEnv: TurnCommandEnv = {
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develCost: 100,
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trainDelta: 35,
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atmosDelta: 35,
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maxTrainByCommand: 100,
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maxAtmosByCommand: 100,
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sabotageDefaultProb: 0.5,
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sabotageProbCoefByStat: 0.1,
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sabotageDefenceCoefByGeneralCount: 0.1,
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sabotageDamageMin: 10,
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sabotageDamageMax: 30,
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openingPartYear: 180,
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maxGeneral: 10,
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defaultNpcGold: 1_000,
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defaultNpcRice: 1_000,
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defaultCrewTypeId: 1,
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defaultSpecialDomestic: null,
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defaultSpecialWar: null,
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initialNationGenLimit: 10,
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maxTechLevel: 10,
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baseGold: 1_000,
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baseRice: 1_000,
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maxResourceActionAmount: 1_000,
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};
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const makeNation = (id: number): Nation => ({
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id,
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name: `계략감사국${id}`,
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color: '#330000',
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capitalCityId: id,
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chiefGeneralId: id,
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gold: 10_000,
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rice: 10_000,
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power: 0,
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level: 1,
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typeCode: 'che_중립',
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meta: {},
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});
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const makeCity = (id: number, nationId: number): City => ({
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id,
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name: `계략감사성${id}`,
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nationId,
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level: 1,
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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: 2_000,
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agricultureMax: 2_000,
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commerce: 2_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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defence: 500,
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defenceMax: 500,
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wall: 500,
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wallMax: 500,
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supplyState: 1,
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frontState: 0,
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meta: { trust: 50 },
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});
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const makeGeneral = (id: number, nationId: number, cityId: number): General => ({
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id,
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name: `계략감사장${id}`,
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nationId,
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cityId,
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troopId: 0,
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npcState: 0,
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experience: 0,
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dedication: 0,
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officerLevel: 5,
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gold: 100_000,
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rice: 100_000,
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crew: 1_000,
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crewTypeId: 1,
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train: 100,
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atmos: 100,
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injury: 0,
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age: 30,
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stats: { leadership: 70, strength: 70, intelligence: 70 },
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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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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: { killturn: 24 },
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});
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describe('best-general sabotage audit', () => {
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it('repeats real fire-attack turns until one succeeds and increments firenum', async () => {
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const attackerNation = makeNation(1);
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const defenderNation = makeNation(2);
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const attackerCity = makeCity(1, 1);
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const defenderCity = makeCity(2, 2);
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const attacker = makeGeneral(1, 1, 1);
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const defender = makeGeneral(2, 2, 2);
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const snapshot: WorldSnapshot = {
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scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' } } as never,
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scenarioMeta: { startYear: 180 } as never,
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map: MINIMAL_MAP,
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unitSet: { id: 'default', name: 'default', crewTypes: [] },
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nations: [attackerNation, defenderNation],
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cities: [attackerCity, defenderCity],
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generals: [attacker, defender],
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troops: [],
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diplomacy: [],
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events: [],
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initialEvents: [],
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};
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const world = new InMemoryWorld(snapshot);
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const runner = new TestGameRunner(world, 180, 1, 'best-general-sabotage-audit-2');
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const fire = fireSpec.createDefinition(commandEnv);
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let attempts = 0;
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while ((world.getGeneral(attacker.id)?.meta.firenum ?? 0) === 0 && attempts < 20) {
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attempts += 1;
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await runner.runTurn([
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{
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generalId: attacker.id,
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commandKey: 'che_화계',
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resolver: fire,
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args: { destCityId: defenderCity.id },
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context: {
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destCity: world.getCity(defenderCity.id),
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destNation: defenderNation,
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destGenerals: [world.getGeneral(defender.id)],
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distance: 1,
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env: commandEnv,
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map: MINIMAL_MAP,
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},
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},
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]);
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}
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expect(attempts).toBe(3);
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expect(world.getGeneral(attacker.id)?.meta.firenum).toBe(1);
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});
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});
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