fix: match scenario 2601 monthly seed progression
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@@ -7,8 +7,18 @@ import { commandSpec as recruitSpec } from '../../src/actions/turn/general/che_
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import { commandSpec as trainSpec } from '../../src/actions/turn/general/che_훈련.js';
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import { commandSpec as atmosSpec } from '../../src/actions/turn/general/che_사기진작.js';
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import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
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import { createRefOrderedActionStack } from '../../src/actionModules/bundle.js';
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import type { GeneralActionModule } from '../../src/actionModules/general.js';
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import { applyLegacyInjury, finalizeLegacyStat } from '../../src/actions/turn/general/legacyGeneralStat.js';
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describe('Troop Management Scenario', () => {
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it('applies injury before action stat modifiers and floors like Ref General::getLeadership()', () => {
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const injured = applyLegacyInjury(62, 3);
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expect(injured).toBeCloseTo(60.14, 12);
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expect(finalizeLegacyStat(injured * 2)).toBe(120);
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expect(Math.round(((120 * 100) / 6076) * 30)).toBe(59);
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});
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it('should successfully draft troops, then train and boost morale', async () => {
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// 1. Setup World
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const mockNation: Nation = {
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@@ -130,6 +140,29 @@ describe('Troop Management Scenario', () => {
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baseGold: 1000,
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baseRice: 1000,
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maxResourceActionAmount: 1000,
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...(snapshot.unitSet ? { unitSet: snapshot.unitSet } : {}),
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generalActionModules: (() => {
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const noOp = {};
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return createRefOrderedActionStack({
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nation: noOp,
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officer: noOp,
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domestic: noOp,
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war: noOp,
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personality: {
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eventHandlers: {},
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onCalcStat: (_context, statName, value) => {
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if (typeof value !== 'number') return value;
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if (statName === 'experience') return value * 0.9;
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if (statName === 'addDex') return value * 0.5;
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return value;
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},
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} satisfies GeneralActionModule,
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crewType: null,
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inheritance: noOp,
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scenario: null,
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items: [],
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});
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})(),
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};
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// 2. Draft Troops
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@@ -145,8 +178,20 @@ describe('Troop Management Scenario', () => {
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const generalAfterDraft = world.getGeneral(1)!;
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expect(generalAfterDraft.crew).toBe(1000);
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// Ref's General::addExperience() applies personality/item stat modules
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// after rounding the crew-based base reward. Dedication is routed
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// through the same pipeline but remains unchanged in this fixture.
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expect(generalAfterDraft.experience).toBe(109);
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expect(generalAfterDraft.dedication).toBe(110);
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// General::addDex(): 보병(armType 1)은 징병 인원 / 100만큼 숙련도가 오른다.
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expect(generalAfterDraft.meta.dex1).toBe(10);
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expect(generalAfterDraft.meta.dex1).toBe(5);
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// Ref che_징병 stores aux.armType and its AI keeps that category on
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// later recruitment decisions.
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expect(generalAfterDraft.meta.armType).toBe(1);
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// 훈련/사기진작의 실제 증가분과 addDex 파이프라인을 관찰할 여유를 만든다.
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world.snapshot.generals = world.snapshot.generals.map((general) =>
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general.id === generalAfterDraft.id ? { ...general, train: 80, atmos: 80 } : general
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);
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// 3. Train
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const trainDef = trainSpec.createDefinition(systemEnv);
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@@ -162,6 +207,10 @@ describe('Troop Management Scenario', () => {
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const generalAfterTrain = world.getGeneral(1)!;
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// 레거시 훈련식: round(통솔 * 100 * trainDelta / 병력), 상한까지 적용.
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expect(generalAfterTrain.train).toBe(100);
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// General::addExperience()/addDedication()/addDex()와 동일하게 모듈 보정을 거친다.
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expect(generalAfterTrain.experience).toBe(199);
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expect(generalAfterTrain.dedication).toBe(180);
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expect(generalAfterTrain.meta.dex1).toBe(15);
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// 4. Boost Morale
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const atmosDef = atmosSpec.createDefinition(systemEnv);
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@@ -177,5 +226,8 @@ describe('Troop Management Scenario', () => {
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const generalAfterAtmos = world.getGeneral(1)!;
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// 레거시 사기진작식: round(통솔 * 100 / 병력 * atmosDelta), 명령 상한까지 적용.
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expect(generalAfterAtmos.atmos).toBe(100);
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expect(generalAfterAtmos.experience).toBe(289);
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expect(generalAfterAtmos.dedication).toBe(250);
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expect(generalAfterAtmos.meta.dex1).toBe(25);
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});
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});
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