fix: 긴급천도 후보를 지도 연결 거리로 선택한다
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@@ -4,7 +4,7 @@ import { ConstantRNG, RandUtil } from '@sammo-ts/common';
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import type { City, General, Nation } from '../src/domain/entities.js';
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import type { GeneralActionModule } from '../src/actionModules/general.js';
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import type { UnitSetDefinition } from '../src/world/types.js';
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import type { MapDefinition, UnitSetDefinition } from '../src/world/types.js';
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import { resolveWarAftermath } from '../src/war/aftermath.js';
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import type { WarAftermathConfig } from '../src/war/types.js';
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import { LogFormat } from '../src/logging/types.js';
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@@ -74,6 +74,43 @@ const buildCity = (id: number, nationId: number): City => ({
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meta: {},
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});
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const buildMap = (connections: Record<number, number[]>): MapDefinition => ({
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id: 'test',
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name: 'test',
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cities: Object.entries(connections).map(([rawId, cityConnections]) => ({
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id: Number(rawId),
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name: `City${rawId}`,
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level: 2,
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region: 1,
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position: { x: Number(rawId), y: Number(rawId) },
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connections: cityConnections,
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max: {
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population: 10000,
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agriculture: 1000,
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commerce: 1000,
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security: 1000,
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defence: 200,
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wall: 200,
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},
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initial: {
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population: 10000,
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agriculture: 1000,
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commerce: 1000,
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security: 1000,
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defence: 100,
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wall: 100,
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},
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})),
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});
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const DEFAULT_MAP = buildMap({
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1: [2, 3, 4, 5],
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2: [1, 3, 4, 5],
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3: [1, 2, 4, 5],
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4: [1, 2, 3, 5],
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5: [1, 2, 3, 4],
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});
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const buildNation = (id: number): Nation => ({
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id,
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name: `Nation${id}`,
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@@ -189,6 +226,7 @@ describe('war aftermath', () => {
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cities: [attackerCity, defenderCity],
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generals: [attacker],
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unitSet: buildUnitSet(),
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map: DEFAULT_MAP,
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config: { ...buildConfig(), maxTechLevel: 15 },
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time: { year: 200, month: 1, startYear: 180 },
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messageTime: MESSAGE_TIME,
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@@ -230,6 +268,7 @@ describe('war aftermath', () => {
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cities: [attackerCity, defenderCity],
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generals: [attacker],
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unitSet: buildUnitSet(),
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map: DEFAULT_MAP,
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config: buildConfig(),
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time: {
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year: 200,
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@@ -274,6 +313,7 @@ describe('war aftermath', () => {
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cities: [attackerCity, defenderCity],
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generals: [attacker],
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unitSet: buildUnitSet(),
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map: DEFAULT_MAP,
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config: buildConfig(),
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time: { year: 200, month: 1, startYear: 180 },
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messageTime: MESSAGE_TIME,
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@@ -320,6 +360,7 @@ describe('war aftermath', () => {
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cities: [attackerCity, defenderCity, nextCapital],
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generals: [attacker, defender],
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unitSet: buildUnitSet(),
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map: DEFAULT_MAP,
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config: buildConfig(),
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time: {
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year: 200,
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@@ -340,6 +381,61 @@ describe('war aftermath', () => {
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expect(outcome.logs.find((log) => log.text.startsWith('수뇌는'))?.format).toBe(LogFormat.MONTH);
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});
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it('chooses the most populous city at the nearest map-path distance for emergency relocation', () => {
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const attackerNation = buildNation(1);
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const defenderNation = buildNation(2);
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const attackerCity = buildCity(1, 1);
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const defenderCity = buildCity(2, 2);
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const firstNearest = buildCity(3, 2);
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const lastNearest = buildCity(4, 2);
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const coordinateNearButTwoHopsAway = buildCity(5, 2);
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firstNearest.population = 30_000;
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lastNearest.population = 30_000;
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coordinateNearButTwoHopsAway.population = 90_000;
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defenderCity.meta.positionX = 0;
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defenderCity.meta.positionY = 0;
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firstNearest.meta.positionX = 100;
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firstNearest.meta.positionY = 100;
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lastNearest.meta.positionX = 200;
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lastNearest.meta.positionY = 200;
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coordinateNearButTwoHopsAway.meta.positionX = 0;
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coordinateNearButTwoHopsAway.meta.positionY = 1;
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const attacker = buildGeneral(1, 1, 1);
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const defender = buildGeneral(2, 2, 2);
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resolveWarAftermath({
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battle: {
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attacker,
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defenders: [],
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defenderCity,
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logs: [],
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conquered: true,
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reports: [],
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},
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attackerNation,
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defenderNation,
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attackerCity,
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defenderCity,
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nations: [attackerNation, defenderNation],
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cities: [attackerCity, defenderCity, firstNearest, lastNearest, coordinateNearButTwoHopsAway],
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generals: [attacker, defender],
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unitSet: buildUnitSet(),
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map: buildMap({
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1: [],
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2: [3, 4],
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3: [2, 5],
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4: [2],
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5: [3],
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}),
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config: buildConfig(),
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time: { year: 200, month: 1, startYear: 180 },
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messageTime: MESSAGE_TIME,
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});
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// Ref replaces on equal population, so the later city in the BFS layer wins.
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expect(defenderNation.capitalCityId).toBe(lastNearest.id);
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});
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it('uses the city battle phase, not retained casualties, for conquered supply-city rice', () => {
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const attackerNation = buildNation(1);
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const defenderNation = buildNation(2);
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@@ -378,6 +474,7 @@ describe('war aftermath', () => {
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cities: [attackerCity, defenderCity, defenderCapital],
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generals: [attacker],
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unitSet: buildUnitSet(),
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map: DEFAULT_MAP,
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config: buildConfig(),
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time: { year: 200, month: 1, startYear: 180 },
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messageTime: MESSAGE_TIME,
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@@ -438,6 +535,7 @@ describe('war aftermath', () => {
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cities: [attackerCity, defenderCity],
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generals: [attacker, defender],
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unitSet: buildUnitSet(),
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map: DEFAULT_MAP,
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config: buildConfig(),
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time: {
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year: 200,
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@@ -510,6 +608,7 @@ describe('war aftermath', () => {
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// The caller order deliberately puts the lord first.
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generals: [attacker, lord, npc],
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unitSet: buildUnitSet(),
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map: DEFAULT_MAP,
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config: {
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...buildConfig(),
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joinMode: 'full',
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@@ -607,6 +706,7 @@ describe('war aftermath', () => {
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cities: [attackerCity, defenderCity],
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generals: [attacker, firstDefender, secondDefender, elsewhere],
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unitSet: buildUnitSet(),
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map: DEFAULT_MAP,
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config: buildConfig(),
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time: {
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year: 200,
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@@ -694,6 +794,7 @@ describe('war aftermath', () => {
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cities: [attackerCity, defenderCity, defenderCapital],
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generals: [attacker],
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unitSet: buildUnitSet(),
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map: DEFAULT_MAP,
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config: buildConfig(),
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time: {
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year: 200,
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