feat: integrate unique lottery system into general actions
- Added `tryApplyUniqueLottery` function to various action definitions to apply unique item rewards based on specific actions. - Enhanced the `uniqueLottery.ts` module to handle unique item acquisition and logging. - Created unit tests for the unique lottery feature to ensure proper functionality during general commands. - Updated action definitions to include unique item acquisition for actions such as training, technology research, and item procurement.
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import { describe, expect, it } from 'vitest';
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import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
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import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
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import { createReservedTurnHandler } from '../src/turn/reservedTurnHandler.js';
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import { InMemoryReservedTurnStore } from '../src/turn/reservedTurnStore.js';
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import type { TurnSchedule } from '@sammo-ts/logic';
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const buildGeneral = (id: number): TurnGeneral => ({
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id,
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name: `General_${id}`,
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nationId: 1,
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cityId: 1,
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troopId: 0,
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stats: { leadership: 50, strength: 50, intelligence: 50 },
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turnTime: new Date('0180-01-01T00:00:00Z'),
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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: 24 },
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officerLevel: 1,
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experience: 0,
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dedication: 0,
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injury: 0,
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gold: 1000,
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rice: 1000,
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crew: 100,
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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: 0,
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});
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describe('unique lottery on general commands', () => {
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it('awards a unique item for eligible commands', async () => {
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const schedule: TurnSchedule = { entries: [{ startMinute: 0, tickMinutes: 10 }] };
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const generals = [buildGeneral(1)];
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const snapshot: TurnWorldSnapshot = {
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generals: generals as any,
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cities: [
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{
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id: 1,
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name: 'City_1',
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nationId: 1,
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viewName: 'City_1',
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agriculture: 100,
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agricultureMax: 2000,
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commerce: 100,
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commerceMax: 2000,
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security: 100,
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securityMax: 100,
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def: 100,
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defMax: 100,
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wall: 100,
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wallMax: 100,
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pop: 10000,
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popMax: 50000,
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trust: 50,
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supplyState: 1,
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frontState: 0,
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tradepoint: 0,
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level: 1,
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meta: {},
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},
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] as any,
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nations: [
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{
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id: 1,
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name: 'TestNation',
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color: '#FF0000',
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capitalCityId: 1,
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chiefGeneralId: 1,
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gold: 10000,
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rice: 10000,
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power: 0,
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level: 1,
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typeCode: 'che_def',
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meta: {},
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},
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] 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: {
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id: 'test_map',
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name: 'TestMap',
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cities: [
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{
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id: 1,
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name: 'City_1',
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level: 1,
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region: 1,
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position: { x: 0, y: 0 },
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connections: [],
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max: {} as any,
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initial: {} as any,
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},
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],
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defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
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} 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: {
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allItems: {
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weapon: {
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che_무기_12_칠성검: 1,
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},
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},
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maxUniqueItemLimit: [[-1, 1]],
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uniqueTrialCoef: 10,
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maxUniqueTrialProb: 10,
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minMonthToAllowInheritItem: 0,
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},
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environment: { mapName: 'test_map', unitSet: 'default' },
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},
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scenarioMeta: {
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startYear: 180,
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} 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: 180,
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currentMonth: 1,
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tickSeconds: 3600,
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lastTurnTime: new Date('0180-01-01T00:00:00Z'),
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meta: {
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hiddenSeed: 'seed',
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scenarioId: 200,
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initYear: 180,
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initMonth: 1,
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scenarioMeta: { startYear: 180 },
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},
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};
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const world = new InMemoryTurnWorld(state, snapshot, { schedule });
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const reservedTurns = new InMemoryReservedTurnStore(
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{
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generalTurn: { findMany: async () => [] },
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nationTurn: { findMany: async () => [] },
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} as any,
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{ maxGeneralTurns: 30, maxNationTurns: 12 }
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);
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reservedTurns.getGeneralTurns(1)[0] = { action: 'che_훈련', args: {} };
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const handler = await createReservedTurnHandler({
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reservedTurns,
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scenarioConfig: snapshot.scenarioConfig,
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scenarioMeta: snapshot.scenarioMeta,
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map: snapshot.map,
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unitSet: snapshot.unitSet,
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getWorld: () => world,
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});
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const result = handler.execute({
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general: world.getGeneralById(1)!,
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city: world.getCityById(1)!,
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nation: world.getNationById(1)!,
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world: world.getState(),
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schedule,
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});
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expect(result.general?.role.items.weapon).toBe('che_무기_12_칠성검');
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const logTexts = (result.logs ?? []).map((entry) => entry.text);
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expect(logTexts.some((text) => text.includes('【아이템】'))).toBe(true);
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});
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});
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