fix: align scenario 2400 monthly parity

This commit is contained in:
2026-08-05 13:25:39 +00:00
parent f731f1f38e
commit 5d6923f11a
26 changed files with 564 additions and 89 deletions
@@ -157,6 +157,7 @@ const DEFAULT_WAR_CONFIG = {
const DEFAULT_AFTER_CONFIG = {
techLevelIncYear: 5,
initialAllowedTechLevel: 1,
maxTechLevel: 12,
defaultCityWall: 1000,
baseGold: 0,
baseRice: 2000,
@@ -235,7 +236,7 @@ export const buildWarAftermathConfig = (
['initialAllowedTechLevel'],
DEFAULT_AFTER_CONFIG.initialAllowedTechLevel
),
maxTechLevel: resolveNumber(constValues, ['maxTechLevel'], 0),
maxTechLevel: resolveNumber(constValues, ['maxTechLevel'], DEFAULT_AFTER_CONFIG.maxTechLevel),
defaultCityWall: resolveNumber(constValues, ['defaultCityWall'], DEFAULT_AFTER_CONFIG.defaultCityWall),
baseGold: resolveNumber(constValues, ['baseGold', 'basegold'], DEFAULT_AFTER_CONFIG.baseGold),
baseRice: resolveNumber(constValues, ['baseRice', 'baserice'], DEFAULT_AFTER_CONFIG.baseRice),
@@ -23,6 +23,7 @@ import { tryApplyUniqueLottery } from '@sammo-ts/logic/rewards/uniqueLottery.js'
import type { GeneralTurnCommandSpec } from './index.js';
import { parseArgsWithSchema } from '../parseArgs.js';
import { JosaUtil } from '@sammo-ts/common';
import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js';
const ACTION_NAME = '임관';
const ARGS_SCHEMA = z.object({
@@ -43,7 +44,11 @@ export class ActionDefinition<
> implements GeneralActionDefinition<TriggerState, AppointmentArgs> {
public readonly key = 'che_임관';
public readonly name = ACTION_NAME;
constructor(private readonly env: TurnCommandEnv) {}
private readonly pipeline: GeneralActionPipeline<TriggerState>;
constructor(private readonly env: TurnCommandEnv) {
this.pipeline = new GeneralActionPipeline(env.generalActionModules ?? []);
}
getInheritanceActiveActionAmount(): number {
return 1;
@@ -116,7 +121,11 @@ export class ActionDefinition<
troopId: 0,
experience:
context.general.experience +
(context.destNationGeneralCount < this.env.initialNationGenLimit ? 700 : 100),
this.pipeline.onCalcStat(
context,
'experience',
context.destNationGeneralCount < this.env.initialNationGenLimit ? 700 : 100
),
meta: {
...context.general.meta,
officer_city: 0,
@@ -64,6 +64,10 @@ export interface DispatchResolveContext<
aftermathConfig: WarAftermathConfig;
}
export const orderDefenderGenerals = <TriggerState extends GeneralTriggerState>(
generals: General<TriggerState>[]
): General<TriggerState>[] => [...generals].sort((left, right) => left.id - right.id);
const ACTION_NAME = '출병';
const ARGS_SCHEMA = z.object({
destCityId: z.number(),
@@ -86,7 +90,12 @@ const fixtureNumber = (value: unknown, fallback = 0): number =>
typeof value === 'number' && Number.isFinite(value) ? value : fallback;
const formatFixtureDate = (value: Date | undefined): string =>
value ? value.toISOString().replace('T', ' ').replace(/\.\d{3}Z$/u, '') : '1970-01-01 00:00:00';
value
? value
.toISOString()
.replace('T', ' ')
.replace(/\.\d{3}Z$/u, '')
: '1970-01-01 00:00:00';
const buildBattleGeneralFixture = <TriggerState extends GeneralTriggerState>(general: General<TriggerState>) => {
const meta = general.meta;
@@ -105,9 +114,7 @@ const buildBattleGeneralFixture = <TriggerState extends GeneralTriggerState>(gen
inheritBuff = parsed;
} else if (typeof parsed === 'object' && parsed !== null) {
inheritBuff = Object.fromEntries(
Object.entries(parsed).filter(
(entry): entry is [string, number] => typeof entry[1] === 'number'
)
Object.entries(parsed).filter((entry): entry is [string, number] => typeof entry[1] === 'number')
);
}
} catch {
@@ -556,12 +563,14 @@ export class ActionDefinition<
defenderCity.meta.term = 3;
const defenderNation = defenderCity.nationId > 0 ? (nationMap.get(defenderCity.nationId) ?? null) : null;
const defenderGenerals = generals.filter(
(general) =>
general.cityId === defenderCity.id &&
general.nationId === defenderCity.nationId &&
general.crew > 0 &&
(unitSet.crewTypes?.some((crewType) => crewType.id === general.crewTypeId) ?? false)
const defenderGenerals = orderDefenderGenerals(
generals.filter(
(general) =>
general.cityId === defenderCity.id &&
general.nationId === defenderCity.nationId &&
general.crew > 0 &&
(unitSet.crewTypes?.some((crewType) => crewType.id === general.crewTypeId) ?? false)
)
);
const traceGeneralIds = new Set(process.env.CORE_AI_TRACE_GENERAL_IDS?.split(',') ?? []);
const shouldTraceWar =
@@ -647,9 +656,7 @@ export class ActionDefinition<
// to deploy. Preserve that ordering before snapshotting city effects.
let frontStatePatches: Array<{ id: number; frontState: number }> = [];
if (battle.conquered && context.map && context.diplomacy) {
const connections = new Map(
context.map.cities.map((city) => [city.id, city.connections ?? []] as const)
);
const connections = new Map(context.map.cities.map((city) => [city.id, city.connections ?? []] as const));
const nearbyCityIds = new Set([defenderCity.id, ...(connections.get(defenderCity.id) ?? [])]);
const nearbyNationIds = new Set<number>([aftermath.conquest?.conquerNationId ?? attackerNation.id]);
for (const city of cities) {
@@ -3,6 +3,8 @@
* the value rounded to six significant decimal digits on the next read.
* Keep those boundaries separate so later SQL expressions use binary32 state.
*/
export const storeLegacyCityTrust = (value: number): number => Math.fround(value);
import { readLegacyStoredFloat, toLegacyStoredFloat } from '@sammo-ts/logic/compat/legacyFloat.js';
export const readLegacyCityTrust = (value: number): number => Number(Math.fround(value).toPrecision(6));
export const storeLegacyCityTrust = (value: number): number => toLegacyStoredFloat(value);
export const readLegacyCityTrust = (value: number): number => readLegacyStoredFloat(value);
+21 -2
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@@ -3,8 +3,27 @@
// command/battle update, so both boundaries are part of the game state.
export const toLegacyStoredFloat = (value: number): number => Math.fround(value);
export const readLegacyStoredFloat = (value: number): number =>
Number(Math.fround(value).toPrecision(6));
const roundHalfEven = (value: number): number => {
const lower = Math.floor(value);
const fraction = value - lower;
const tolerance = Number.EPSILON * Math.max(1, Math.abs(value)) * 4;
if (Math.abs(fraction - 0.5) <= tolerance) {
return lower % 2 === 0 ? lower : lower + 1;
}
return Math.round(value);
};
export const readLegacyStoredFloat = (value: number): number => {
const stored = Math.fround(value);
if (!Number.isFinite(stored) || stored === 0) {
return stored;
}
const sign = stored < 0 ? -1 : 1;
const absolute = Math.abs(stored);
const exponent = Math.floor(Math.log10(absolute));
const scale = 10 ** (5 - exponent);
return sign * (roundHalfEven(absolute * scale) / scale);
};
export const addLegacyStoredFloat = (current: number, delta: number): number =>
toLegacyStoredFloat(readLegacyStoredFloat(current) + delta);
+2
View File
@@ -101,7 +101,9 @@ export interface General<TriggerState extends GeneralTriggerState = GeneralTrigg
meta: GeneralMeta;
lastTurn?: GeneralLastTurn;
turnTime?: Date;
turnTick?: number;
recentWarTime?: Date | null;
recentWarTick?: number | null;
}
export interface City {
+5 -1
View File
@@ -494,7 +494,11 @@ export const resolveWarAftermath = <TriggerState extends GeneralTriggerState = G
const defenderNation = input.defenderNation;
const cityKilled = cityReport?.killed ?? 0;
if ((cityReport?.dead ?? 0) > 0) {
// Ref branches on WarUnitCity::getPhase(), not accumulated city
// casualties. A city can retain dead casualties from earlier battles
// while being conquered before its wall receives a phase.
const cityPhase = cityReport?.phase ?? ((cityReport?.dead ?? 0) > 0 ? 1 : 0);
if (cityPhase > 0) {
const crewTypeIndex = buildCrewTypeIndex(input.unitSet);
const crewType = crewTypeIndex.get(input.config.castleCrewTypeId);
const riceCoef = crewType?.rice ?? 1;
+3
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@@ -165,6 +165,7 @@ const resolveUnitReport = (unit: WarUnit): WarUnitReport => {
isAttacker: unit.isAttacker(),
killed: unit.getKilled(),
dead: unit.getDead(),
phase: unit.getPhase(),
};
}
@@ -176,6 +177,7 @@ const resolveUnitReport = (unit: WarUnit): WarUnitReport => {
isAttacker: unit.isAttacker(),
killed: unit.getKilled(),
dead: unit.getDead(),
phase: unit.getPhase(),
};
}
@@ -186,6 +188,7 @@ const resolveUnitReport = (unit: WarUnit): WarUnitReport => {
isAttacker: unit.isAttacker(),
killed: unit.getKilled(),
dead: unit.getDead(),
phase: unit.getPhase(),
};
};
+2
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@@ -112,6 +112,8 @@ export interface WarUnitReport {
isAttacker: boolean;
killed: number;
dead: number;
/** Number of battle phases consumed by this unit. */
phase?: number;
}
export interface WarBattleMetrics {
+10 -4
View File
@@ -112,10 +112,6 @@ export class WarUnitGeneral<
super.setOppose(oppose);
increaseMetaNumber(this.general.meta, RANK_WARNUM, 1);
if (!oppose) {
return;
}
const baseTurnTime = this.isAttacker()
? this.general.turnTime
: oppose instanceof WarUnitGeneral
@@ -126,6 +122,16 @@ export class WarUnitGeneral<
}
const phase = clamp(this.getRealPhase(), 0, 99);
this.general.recentWarTime = new Date(baseTurnTime.getTime());
const baseTurnTick = this.isAttacker()
? this.general.turnTick
: oppose instanceof WarUnitGeneral
? oppose.general.turnTick
: this.general.turnTick;
if (baseTurnTick !== undefined) {
this.general.recentWarTick = baseTurnTick - (baseTurnTick % 100) + phase;
} else {
delete this.general.recentWarTick;
}
this.general.meta.recent_war_phase = phase;
}
+40 -4
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@@ -2,7 +2,7 @@ import { describe, expect, it } from 'vitest';
import type { City, General, Nation } from '../src/domain/entities.js';
import { resolveGeneralAction } from '../src/actions/engine.js';
import { ActionDefinition } from '../src/actions/turn/general/che_출병.js';
import { ActionDefinition, orderDefenderGenerals } from '../src/actions/turn/general/che_출병.js';
import type { DispatchResolveContext } from '../src/actions/turn/general/che_출병.js';
import type { TurnSchedule } from '../src/turn/calendar.js';
import type { WarAftermathConfig, WarEngineConfig } from '../src/war/types.js';
@@ -183,6 +183,7 @@ describe('che_출병', () => {
const defenderCity = buildCity(2, defenderNation.id);
const neutralCity = buildCity(3, 0);
const attacker = buildGeneral(1, attackerNation.id, attackerCity.id);
attacker.turnTime = new Date('2000-01-01T00:00:00Z');
const defender = buildGeneral(2, defenderNation.id, defenderCity.id);
defender.crew = 0;
defenderCity.defence = 0;
@@ -204,9 +205,36 @@ describe('che_출병', () => {
id: 'test-map',
name: 'test-map',
cities: [
{ id: 1, name: 'City1', level: 2, region: 1, position: { x: 0, y: 0 }, connections: [2, 3], max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 }, initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 } },
{ id: 2, name: 'City2', level: 2, region: 1, position: { x: 1, y: 0 }, connections: [1], max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 }, initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 } },
{ id: 3, name: 'City3', level: 2, region: 1, position: { x: 0, y: 1 }, connections: [1], max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 }, initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 } },
{
id: 1,
name: 'City1',
level: 2,
region: 1,
position: { x: 0, y: 0 },
connections: [2, 3],
max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
},
{
id: 2,
name: 'City2',
level: 2,
region: 1,
position: { x: 1, y: 0 },
connections: [1],
max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
},
{
id: 3,
name: 'City3',
level: 2,
region: 1,
position: { x: 0, y: 1 },
connections: [1],
max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
},
],
},
diplomacy: [
@@ -235,6 +263,7 @@ describe('che_출병', () => {
);
expect(resolution.logs.length).toBeGreaterThan(0);
expect(resolution.general.recentWarTime?.toISOString()).toBe(attacker.turnTime.toISOString());
expect(resolution.patches?.generals.some((patch) => patch.id === defender.id)).toBe(true);
expect(resolution.patches?.cities.some((patch) => patch.id === defenderCity.id)).toBe(true);
expect({ city: resolution.city, patches: resolution.patches?.cities }).toMatchObject({
@@ -250,6 +279,13 @@ describe('che_출병', () => {
).toBe(true);
});
it('orders equal-priority defender inputs by general number before the stable battle sort', () => {
const defender2 = buildGeneral(2, 2, 2);
const defender3 = buildGeneral(3, 2, 2);
expect(orderDefenderGenerals([defender3, defender2]).map((general) => general.id)).toEqual([2, 3]);
});
it('prefers an enemy on the shortest route layer before considering the next layer', () => {
const attackerNation = buildNation(1);
const attackerCity = buildCity(1, attackerNation.id);
@@ -20,6 +20,7 @@ import { commandSpec as destroySpec } from '../../src/actions/turn/general/che_
import { commandSpec as agitateSpec } from '../../src/actions/turn/general/che_선동.js';
import { commandSpec as seizeSpec } from '../../src/actions/turn/general/che_탈취.js';
import { commandSpec as fireSpec } from '../../src/actions/turn/general/che_화계.js';
import { ActionDefinition as AppointmentAction } from '../../src/actions/turn/general/che_임관.js';
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
import {
createItemActionModules,
@@ -42,6 +43,7 @@ import {
import { readLegacyCityTrust, storeLegacyCityTrust } from '../../src/actions/turn/general/legacyCityTrust.js';
import { roundLegacyRecruitCost } from '../../src/actions/turn/general/che_징병.js';
import { resolveLegacyDomesticTrust } from '../../src/actions/turn/general/che_상업투자.js';
import { traitModule as ambitiousPersonality } from '../../src/actionModules/traits/personality/che_출세.js';
describe('General Commands New Scenario', () => {
it('truncates generated NPC dex like GeneralBuilder integer arguments', () => {
@@ -75,6 +77,8 @@ describe('General Commands New Scenario', () => {
expect(toLegacyStoredTech(value)).not.toBe(Number(Math.fround(value).toPrecision(6)));
expect(readLegacyStoredTech(624.0966796875)).toBe(624.097);
expect(addLegacyStoredTech(624.0966796875, 22.9)).toBe(Math.fround(624.097 + 22.9));
expect(readLegacyStoredTech(533.3125)).toBe(533.312);
expect(readLegacyStoredTech(533.4375)).toBe(533.438);
});
it('separates MariaDB FLOAT trust storage from its six-digit PHP read value', () => {
@@ -84,6 +88,7 @@ describe('General Commands New Scenario', () => {
expect(stored).not.toBe(readLegacyCityTrust(stored));
expect(readLegacyCityTrust(stored)).toBe(88.3068);
expect(readLegacyCityTrust(storeLegacyCityTrust(readLegacyCityTrust(stored) + 10))).toBe(98.3068);
expect(readLegacyCityTrust(storeLegacyCityTrust(93.40625))).toBe(93.4062);
});
it('rounds recruitment cost across the PHP half boundary', () => {
@@ -100,6 +105,38 @@ describe('General Commands New Scenario', () => {
expect(resolveLegacyDomesticTrust(null)).toBe(50);
});
it('applies the personality experience modifier to appointment rewards', () => {
const action = new AppointmentAction({
initialNationGenLimit: 10,
generalActionModules: [ambitiousPersonality],
} as unknown as TurnCommandEnv);
const general = {
id: 1,
name: 'General',
experience: 1_000,
role: {
personality: 'che_출세',
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
meta: {},
} as General;
const result = action.resolve(
{
general,
destNation: { id: 2, name: 'Nation', meta: {} } as Nation,
destNationGeneralCount: 10,
destCityId: 3,
addLog: () => undefined,
} as unknown as Parameters<typeof action.resolve>[0],
{ destNationId: 2 }
);
const generalPatch = result.effects.find((effect) => effect.type === 'general:patch');
expect(generalPatch).toMatchObject({ patch: { experience: 1_110 } });
});
// 1. Setup Environment
const systemEnv: TurnCommandEnv = {
develCost: 100,
+53
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@@ -8,6 +8,8 @@ import type { UnitSetDefinition } from '../src/world/types.js';
import { resolveWarAftermath } from '../src/war/aftermath.js';
import type { WarAftermathConfig } from '../src/war/types.js';
import { LogFormat } from '../src/logging/types.js';
import { buildWarAftermathConfig } from '../src/actions/turn/actionContextHelpers.js';
import type { ScenarioConfig } from '../src/scenario/types.js';
const buildUnitSet = (): UnitSetDefinition => ({
id: 'test',
@@ -129,6 +131,12 @@ const buildGeneral = (id: number, nationId: number, cityId: number): General =>
});
describe('war aftermath', () => {
it('defaults the omitted legacy maximum tech level to 12', () => {
const config = buildWarAftermathConfig({ const: {} } as ScenarioConfig, 999);
expect(config.maxTechLevel).toBe(12);
});
it('updates tech and diplomacy deltas', () => {
const attackerNation = buildNation(1);
const defenderNation = buildNation(2);
@@ -268,6 +276,51 @@ describe('war aftermath', () => {
);
});
it('uses the city battle phase, not retained casualties, for conquered supply-city rice', () => {
const attackerNation = buildNation(1);
const defenderNation = buildNation(2);
defenderNation.rice = 6000;
defenderNation.capitalCityId = 3;
const attackerCity = buildCity(1, 1);
const defenderCity = buildCity(2, 2);
const defenderCapital = buildCity(3, 2);
defenderCity.meta.supply = 1;
const attacker = buildGeneral(1, 1, 1);
resolveWarAftermath({
battle: {
attacker,
defenders: [],
defenderCity,
logs: [],
conquered: true,
reports: [
{
id: defenderCity.id,
type: 'city',
name: defenderCity.name,
isAttacker: false,
killed: 0,
dead: 100,
phase: 0,
},
],
},
attackerNation,
defenderNation,
attackerCity,
defenderCity,
nations: [attackerNation, defenderNation],
cities: [attackerCity, defenderCity, defenderCapital],
generals: [attacker],
unitSet: buildUnitSet(),
config: buildConfig(),
time: { year: 200, month: 1, startYear: 180 },
});
expect(defenderNation.rice).toBe(6500);
});
it('applies conquest collapse rewards', () => {
const rng = new RandUtil(new ConstantRNG(0));
const attackerNation = buildNation(1);
+6
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@@ -312,6 +312,7 @@ describe('war triggers', () => {
const city = buildCity();
const attackerGeneral = buildGeneral(80);
attackerGeneral.turnTime = new Date('2026-07-26T13:38:45.000Z');
attackerGeneral.turnTick = 123_456;
const attacker = new WarUnitGeneral(
rng,
@@ -338,8 +339,13 @@ describe('war triggers', () => {
attacker.setOppose(defender);
defender.setOppose(attacker);
expect(attackerGeneral.recentWarTime?.toISOString()).toBe('2026-07-26T13:38:45.000Z');
expect(attackerGeneral.recentWarTick).toBe(123_400);
expect(attackerGeneral.meta.recent_war_phase).toBe(0);
attackerGeneral.turnTick = 123_556;
attacker.setOppose(null);
expect(attackerGeneral.recentWarTick).toBe(123_500);
attacker.beginPhase();
const [module] = await loadWarTriggerModules(['che_필살']);