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:
2026-08-17 01:21:57 +00:00
parent 63005c22fe
commit 53eb0f6ff4
4 changed files with 583 additions and 14 deletions
@@ -299,4 +299,141 @@ describe('NPC 일반 내정 턴', () => {
})
);
});
it('NPC 군주 국가턴에서 신규 유저의 수뇌 직책과 외교 권한을 월드 상태에 반영한다', async () => {
const buildGeneral = (overrides: Partial<TurnGeneral>): TurnGeneral => {
const base: TurnGeneral = {
id: 1,
name: 'NPC군주',
nationId: 1,
cityId: 1,
troopId: 0,
stats: { leadership: 80, strength: 80, intelligence: 80 },
turnTime: mockDate,
role: {
items: { horse: null, weapon: null, book: null, item: null },
personality: null,
specialDomestic: null,
specialWar: null,
},
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 100, belong: 2 },
officerLevel: 12,
experience: 0,
dedication: 0,
injury: 0,
gold: 2_000,
rice: 2_000,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 30,
npcState: 2,
};
return {
...base,
...overrides,
stats: { ...base.stats, ...overrides.stats },
meta: { ...base.meta, ...overrides.meta },
};
};
const ruler = buildGeneral({});
const user = buildGeneral({
id: 2,
name: '신규유저',
npcState: 0,
officerLevel: 1,
meta: { killturn: 100, belong: 1 },
});
const city = {
id: 1,
name: '소성A',
nationId: 1,
level: 1,
state: 0,
population: 10_000,
populationMax: 20_000,
agriculture: 1_000,
agricultureMax: 2_000,
commerce: 1_000,
commerceMax: 2_000,
security: 1_000,
securityMax: 2_000,
supplyState: 1,
frontState: 0,
defence: 500,
defenceMax: 1_000,
wall: 500,
wallMax: 1_000,
meta: { trust: 98 },
};
const nation = {
id: 1,
name: 'NPC국가',
color: '#FF0000',
capitalCityId: 1,
chiefGeneralId: 1,
gold: 50_000,
rice: 50_000,
power: 0,
level: 1,
typeCode: 'che_def',
meta: { chief_set: 0 },
};
const snapshot: TurnWorldSnapshot = {
generals: [ruler, user],
cities: [city] as any,
nations: [nation] as any,
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
map: MINIMAL_MAP as any,
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: { npcMessageFreqByDay: 144 },
environment: { mapName: 'npc_domestic_map', unitSet: 'default' },
},
scenarioMeta: { startYear: 189 } as any,
unitSet: {} as any,
};
const state: TurnWorldState = {
id: 1,
currentYear: 189,
currentMonth: 3,
tickSeconds: 600,
lastTurnTime: mockDate,
meta: { seed: 1, killturn: 100 },
};
const reservedTurnStore = new InMemoryReservedTurnStore(createMockPrisma() as any, {
maxGeneralTurns: 10,
maxNationTurns: 10,
});
await reservedTurnStore.loadAll();
const wrapper = { world: null as InMemoryTurnWorld | null };
const handler = await createReservedTurnHandler({
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 });
});
});