fix: NPC 유저 수뇌 자동 임명을 이관
Ref의 분기월 자동 임명 조건과 NPC 군주 소속도 기준, 활동 및 페널티, 유저 수뇌 상한을 반영한다. 비군주 NPC의 레거시 후보 우선순위와 권한 및 chief_set 저장 경로를 회귀 테스트로 고정한다.
This commit is contained in:
@@ -3,6 +3,7 @@ import type { City, General, Nation } from '@sammo-ts/logic';
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import { createRefOrderedActionStack } from '@sammo-ts/logic/actionModules/bundle.js';
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import { GeneralAI } from '../src/turn/ai/generalAi.js';
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import type { TurnGeneral } from '../src/turn/types.js';
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import {
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calculateRecentWarTurn,
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resolveLegacyAiStats,
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@@ -23,10 +24,7 @@ import {
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doNPC전방발령,
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doNPC후방발령,
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} from '../src/turn/ai/generalAi/nation/assignments/npcAssignments.js';
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import {
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do부대구출발령,
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do부대후방발령,
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} from '../src/turn/ai/generalAi/nation/assignments/troopAssignments.js';
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import { do부대구출발령, do부대후방발령 } from '../src/turn/ai/generalAi/nation/assignments/troopAssignments.js';
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type Candidate = {
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action: string;
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@@ -397,6 +395,311 @@ const makeAi = (
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} as unknown as GeneralAI;
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};
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const makePromotionGeneral = (overrides: Partial<TurnGeneral>): TurnGeneral => ({
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...baseGeneral(),
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...overrides,
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stats: { ...baseGeneral().stats, ...overrides.stats },
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meta: { ...baseGeneral().meta, belong: 1, ...overrides.meta },
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});
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const makePromotionAi = (options: {
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ruler: TurnGeneral;
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generals: TurnGeneral[];
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nation?: Partial<Nation>;
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userGenerals?: TurnGeneral[];
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chiefGenerals?: TurnGeneral[];
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npcWarGenerals?: TurnGeneral[];
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npcCivilGenerals?: TurnGeneral[];
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userWarGenerals?: TurnGeneral[];
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userCivilGenerals?: TurnGeneral[];
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rng?: ScriptedRng;
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currentMonth?: number;
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}): GeneralAI => {
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const nation = {
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...baseNation(),
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level: 1,
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...options.nation,
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meta: { chief_set: 0, ...options.nation?.meta },
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};
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const asGeneralRecord = (entries: TurnGeneral[] = []): Record<number, TurnGeneral> =>
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Object.fromEntries(entries.map((general) => [general.id, general]));
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const asChiefRecord = (entries: TurnGeneral[] = []): Record<number, TurnGeneral> =>
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Object.fromEntries(entries.map((general) => [general.officerLevel, general]));
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return Object.assign(Object.create(GeneralAI.prototype), {
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general: options.ruler,
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nation,
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world: {
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id: 1,
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currentYear: 190,
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currentMonth: options.currentMonth ?? 3,
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tickSeconds: 600,
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lastTurnTime: new Date('0190-03-01T00:00:00Z'),
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meta: { killturn: 100 },
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},
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worldRef: {
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listGenerals: () => options.generals,
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},
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turnTermMinutes: 10,
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aiConst: { chiefStatMin: 70 },
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rng: options.rng ?? makeRng(),
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userGenerals: asGeneralRecord(options.userGenerals),
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chiefGenerals: asChiefRecord(options.chiefGenerals),
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npcWarGenerals: asGeneralRecord(options.npcWarGenerals),
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npcCivilGenerals: asGeneralRecord(options.npcCivilGenerals),
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userWarGenerals: asGeneralRecord(options.userWarGenerals),
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userCivilGenerals: asGeneralRecord(options.userCivilGenerals),
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promotionPatches: [],
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promotionNationMeta: null,
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}) as GeneralAI;
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};
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const chooseNpcPromotion = (ai: GeneralAI): void =>
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(ai as unknown as { chooseNpcPromotion: () => void }).chooseNpcPromotion();
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const chooseNonLordPromotion = (ai: GeneralAI): void =>
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(ai as unknown as { chooseNonLordPromotion: () => void }).chooseNonLordPromotion();
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describe('legacy NPC user-chief promotion parity', () => {
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it('appoints the first active user as advisor when the NPC ruler tenure threshold is already met', () => {
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const ruler = makePromotionGeneral({
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id: 1,
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officerLevel: 12,
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npcState: 2,
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meta: { killturn: 100, belong: 2 },
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});
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const user = makePromotionGeneral({
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id: 2,
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name: '신규유저',
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npcState: 0,
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stats: { leadership: 40, strength: 40, intelligence: 40 },
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meta: { killturn: 100, belong: 1 },
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});
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const ai = makePromotionAi({
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ruler,
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generals: [ruler, user],
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userGenerals: [user],
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chiefGenerals: [ruler],
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});
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chooseNpcPromotion(ai);
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expect(ai.consumePromotionPatches()).toEqual({
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generals: [{ generalId: 2, officerLevel: 11, officerCity: 0, permission: 'ambassador' }],
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nationMeta: expect.objectContaining({ chief_set: 1 << 11 }),
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});
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});
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it('waits for belong 3 before forcing a user over a stronger NPC under an established NPC ruler', () => {
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const run = (belong: number) => {
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const ruler = makePromotionGeneral({
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id: 1,
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officerLevel: 12,
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npcState: 2,
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meta: { killturn: 100, belong: 4 },
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});
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const npc = makePromotionGeneral({
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id: 2,
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name: '강한NPC',
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npcState: 2,
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stats: { leadership: 100, strength: 100, intelligence: 100 },
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meta: { killturn: 100, belong: 4 },
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});
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const user = makePromotionGeneral({
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id: 3,
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name: '유저후보',
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npcState: 0,
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stats: { leadership: 80, strength: 80, intelligence: 80 },
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meta: { killturn: 100, belong },
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});
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const ai = makePromotionAi({
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ruler,
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generals: [ruler, npc, user],
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userGenerals: [user],
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chiefGenerals: [ruler],
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});
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chooseNpcPromotion(ai);
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return ai.consumePromotionPatches().generals;
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};
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expect(run(1)).toEqual([{ generalId: 2, officerLevel: 11, officerCity: 0 }]);
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expect(run(3)).toEqual([{ generalId: 3, officerLevel: 11, officerCity: 0, permission: 'ambassador' }]);
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});
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it('prefers an ambassador-eligible user over a higher-leadership no-ambassador user', () => {
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const ruler = makePromotionGeneral({
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id: 1,
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officerLevel: 12,
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npcState: 2,
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meta: { killturn: 100, belong: 2 },
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});
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const blockedAmbassador = makePromotionGeneral({
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id: 2,
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npcState: 0,
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stats: { leadership: 95, strength: 80, intelligence: 80 },
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meta: { killturn: 100, belong: 1 },
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penalty: { noAmbassador: true },
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});
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const eligible = makePromotionGeneral({
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id: 3,
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npcState: 0,
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stats: { leadership: 70, strength: 80, intelligence: 80 },
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meta: { killturn: 100, belong: 1 },
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});
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const ai = makePromotionAi({
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ruler,
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generals: [ruler, blockedAmbassador, eligible],
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userGenerals: [blockedAmbassador, eligible],
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chiefGenerals: [ruler],
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});
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chooseNpcPromotion(ai);
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expect(ai.consumePromotionPatches().generals).toEqual([
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{ generalId: 3, officerLevel: 11, officerCity: 0, permission: 'ambassador' },
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]);
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});
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it('does not appoint a user carrying the no-chief penalty', () => {
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const ruler = makePromotionGeneral({
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id: 1,
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officerLevel: 12,
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npcState: 2,
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meta: { killturn: 100, belong: 2 },
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});
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const blocked = makePromotionGeneral({
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id: 2,
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npcState: 0,
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stats: { leadership: 100, strength: 100, intelligence: 100 },
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meta: { killturn: 100, belong: 1 },
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penalty: { noChief: true },
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});
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const ai = makePromotionAi({
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ruler,
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generals: [ruler, blocked],
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userGenerals: [blocked],
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chiefGenerals: [ruler],
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});
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chooseNpcPromotion(ai);
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expect(ai.consumePromotionPatches()).toEqual({ generals: [], nationMeta: null });
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});
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it('does not appoint a fourth user chief in the ordinary NPC-ruler fill pass', () => {
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const ruler = makePromotionGeneral({
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id: 1,
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officerLevel: 12,
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npcState: 2,
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meta: { killturn: 100, belong: 4 },
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});
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const existingChiefs = [11, 10, 9].map((officerLevel, index) =>
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makePromotionGeneral({
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id: index + 2,
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npcState: 0,
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officerLevel,
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meta: { killturn: 100, belong: 4, officer_city: 0 },
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})
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);
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const candidate = makePromotionGeneral({
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id: 5,
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npcState: 0,
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stats: { leadership: 100, strength: 100, intelligence: 100 },
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meta: { killturn: 100, belong: 4 },
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});
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const ai = makePromotionAi({
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ruler,
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generals: [ruler, ...existingChiefs, candidate],
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nation: { level: 6 },
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userGenerals: [...existingChiefs, candidate],
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chiefGenerals: [ruler, ...existingChiefs],
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});
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chooseNpcPromotion(ai);
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const promotion = ai.consumePromotionPatches();
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const result = promotion.generals;
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expect(result.filter((entry) => entry.generalId === candidate.id)).toEqual([]);
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expect(result).toHaveLength(3);
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expect(promotion.nationMeta).toBeNull();
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expect(result).toEqual(
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expect.arrayContaining(
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existingChiefs.map((chief) => ({
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generalId: chief.id,
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officerLevel: chief.officerLevel,
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officerCity: 0,
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permission: 'ambassador',
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}))
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)
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);
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});
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it('lets an NPC non-ruler fill an open seat with a user immediately when no NPC pool exists', () => {
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const actor = makePromotionGeneral({
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id: 1,
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officerLevel: 10,
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npcState: 2,
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meta: { killturn: 100, belong: 4 },
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});
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const user = makePromotionGeneral({
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id: 2,
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npcState: 0,
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stats: { leadership: 40, strength: 40, intelligence: 40 },
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meta: { killturn: 100, belong: 1 },
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});
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const ai = makePromotionAi({
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ruler: actor,
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generals: [actor, user],
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userWarGenerals: [user],
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chiefGenerals: [actor],
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});
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chooseNonLordPromotion(ai);
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expect(ai.consumePromotionPatches().generals).toEqual([{ generalId: 2, officerLevel: 11, officerCity: 0 }]);
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});
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it('runs automatic appointments only on the quarterly NPC nation turn', () => {
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const run = (currentMonth: number) => {
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const ruler = makePromotionGeneral({
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id: 1,
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officerLevel: 12,
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npcState: 2,
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meta: { killturn: 100, belong: 2 },
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});
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const user = makePromotionGeneral({
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id: 2,
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npcState: 0,
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meta: { killturn: 100, belong: 1 },
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});
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const ai = makePromotionAi({
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ruler,
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generals: [ruler, user],
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userGenerals: [user],
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chiefGenerals: [ruler],
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currentMonth,
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});
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Object.assign(ai as unknown as Record<string, unknown>, {
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updateInstance: () => undefined,
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categorizeNationCities: () => undefined,
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categorizeNationGeneral: () => undefined,
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nationPolicy: { priority: [] },
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buildNationCandidate: (action: string, args: Record<string, unknown>, reason: string) => ({
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action,
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args,
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reason,
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}),
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});
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ai.chooseNationTurn({ action: '휴식', args: {} });
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return ai.consumePromotionPatches().generals;
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};
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expect(run(2)).toEqual([]);
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expect(run(3)).toEqual([{ generalId: 2, officerLevel: 11, officerCity: 0, permission: 'ambassador' }]);
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});
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});
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/**
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* Expected branches are extracted from ref/sam hwe/sammo/GeneralAI.php
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* at ng_compare@fe9ae978. These tests intentionally assert final command
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@@ -1082,8 +1385,7 @@ describe('legacy NPC AI final-decision parity', () => {
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nation: { rice: 100_000 },
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generalActionModules: singleActionModuleStack({
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eventHandlers: {},
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onCalcStat: (_context, statName, value) =>
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statName === 'leadership' ? Number(value) + 30 : value,
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onCalcStat: (_context, statName, value) => (statName === 'leadership' ? Number(value) + 30 : value),
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}),
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});
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ai.maxResourceActionAmount = 100_000;
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@@ -299,4 +299,141 @@ describe('NPC 일반 내정 턴', () => {
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})
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);
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});
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it('NPC 군주 국가턴에서 신규 유저의 수뇌 직책과 외교 권한을 월드 상태에 반영한다', async () => {
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const buildGeneral = (overrides: Partial<TurnGeneral>): TurnGeneral => {
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const base: TurnGeneral = {
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id: 1,
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name: 'NPC군주',
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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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turnTime: mockDate,
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role: {
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items: { horse: null, weapon: null, book: null, item: null },
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personality: null,
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specialDomestic: null,
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specialWar: null,
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},
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: { killturn: 100, belong: 2 },
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officerLevel: 12,
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experience: 0,
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dedication: 0,
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injury: 0,
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gold: 2_000,
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rice: 2_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: 30,
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npcState: 2,
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};
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return {
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...base,
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...overrides,
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stats: { ...base.stats, ...overrides.stats },
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meta: { ...base.meta, ...overrides.meta },
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};
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};
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const ruler = buildGeneral({});
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const user = buildGeneral({
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id: 2,
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name: '신규유저',
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npcState: 0,
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officerLevel: 1,
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meta: { killturn: 100, belong: 1 },
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});
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const city = {
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id: 1,
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name: '소성A',
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nationId: 1,
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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: 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: 500,
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defenceMax: 1_000,
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wall: 500,
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wallMax: 1_000,
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meta: { trust: 98 },
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};
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const nation = {
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id: 1,
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name: 'NPC국가',
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color: '#FF0000',
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capitalCityId: 1,
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chiefGeneralId: 1,
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gold: 50_000,
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rice: 50_000,
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power: 0,
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level: 1,
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typeCode: 'che_def',
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meta: { chief_set: 0 },
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};
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const snapshot: TurnWorldSnapshot = {
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generals: [ruler, user],
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cities: [city] as any,
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nations: [nation] as any,
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troops: [],
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diplomacy: [],
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events: [],
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initialEvents: [],
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map: MINIMAL_MAP as any,
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scenarioConfig: {
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stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
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iconPath: '',
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map: {},
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const: { npcMessageFreqByDay: 144 },
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environment: { mapName: 'npc_domestic_map', unitSet: 'default' },
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},
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scenarioMeta: { startYear: 189 } as any,
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unitSet: {} as any,
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};
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const state: TurnWorldState = {
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id: 1,
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currentYear: 189,
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currentMonth: 3,
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tickSeconds: 600,
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lastTurnTime: mockDate,
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meta: { seed: 1, killturn: 100 },
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};
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const reservedTurnStore = new InMemoryReservedTurnStore(createMockPrisma() as any, {
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maxGeneralTurns: 10,
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maxNationTurns: 10,
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});
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await reservedTurnStore.loadAll();
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const wrapper = { world: null as InMemoryTurnWorld | null };
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const handler = await createReservedTurnHandler({
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reservedTurns: reservedTurnStore,
|
||||
scenarioConfig: snapshot.scenarioConfig,
|
||||
scenarioMeta: snapshot.scenarioMeta,
|
||||
map: MINIMAL_MAP as any,
|
||||
unitSet: snapshot.unitSet,
|
||||
getWorld: () => wrapper.world,
|
||||
});
|
||||
const world = new InMemoryTurnWorld(state, snapshot, {
|
||||
schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
|
||||
generalTurnHandler: handler,
|
||||
});
|
||||
wrapper.world = world;
|
||||
|
||||
world.executeGeneralTurn(ruler);
|
||||
|
||||
expect(world.getGeneralById(user.id)).toMatchObject({
|
||||
officerLevel: 11,
|
||||
meta: expect.objectContaining({ officer_city: 0, permission: 'ambassador' }),
|
||||
});
|
||||
expect(world.getNationById(nation.id)?.meta).toMatchObject({ chief_set: 1 << 11 });
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user