fix(ai): align NPC final decisions with legacy
This commit is contained in:
@@ -0,0 +1,570 @@
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import { describe, expect, it } from 'vitest';
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import type { City, General, Nation } from '@sammo-ts/logic';
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import type { GeneralAI } from '../src/turn/ai/generalAi.js';
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import { do일반내정, do전쟁내정 } from '../src/turn/ai/generalAi/general/devActions.js';
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import { do금쌀구매 } from '../src/turn/ai/generalAi/general/economyActions.js';
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import { do국가선택, do중립 } from '../src/turn/ai/generalAi/general/politicsActions.js';
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import { do징병 } from '../src/turn/ai/generalAi/general/recruitActions.js';
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import { do전투준비, do출병 } from '../src/turn/ai/generalAi/general/warActions.js';
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import { do전방워프, do집합, do후방워프 } from '../src/turn/ai/generalAi/general/warpActions.js';
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import { doNPC몰수, do유저장포상 } from '../src/turn/ai/generalAi/nation/rewards.js';
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type Candidate = {
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action: string;
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args: Record<string, unknown>;
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reason: string;
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};
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type ScriptedRng = {
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bools: boolean[];
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choices: unknown[];
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weightedPairs: Array<Array<[unknown, number]>>;
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nextBool: (probability?: number) => boolean;
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nextFloat1: () => number;
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nextRangeInt: (min: number, max: number) => number;
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choice: <T>(items: T[] | Record<string, T>) => T;
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choiceUsingWeight: <T extends string | number>(items: Record<T, number>) => T;
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choiceUsingWeightPair: <T>(items: Array<[T, number]>) => T;
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};
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const makeRng = (bools: boolean[] = [], choices: unknown[] = []): ScriptedRng => {
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const scriptedChoices = [...choices];
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return {
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bools: [...bools],
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choices: scriptedChoices,
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weightedPairs: [],
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nextBool() {
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return this.bools.shift() ?? false;
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},
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nextFloat1() {
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return 0;
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},
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nextRangeInt(min) {
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const picked = scriptedChoices.shift();
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return typeof picked === 'number' ? picked : min;
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},
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choice<T>(items: T[] | Record<string, T>): T {
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const values = Array.isArray(items) ? items : Object.values(items);
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const picked = scriptedChoices.shift();
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if (typeof picked === 'number' && Number.isInteger(picked) && picked >= 0 && picked < values.length) {
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return values[picked]!;
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}
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if (picked !== undefined && values.includes(picked as T)) {
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return picked as T;
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}
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return values[0]!;
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},
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choiceUsingWeight<T extends string | number>(items: Record<T, number>): T {
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return this.choice(
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Object.keys(items).map((key) => {
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const numeric = Number(key);
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return (Number.isNaN(numeric) ? key : numeric) as T;
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})
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);
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},
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choiceUsingWeightPair<T>(items: Array<[T, number]>): T {
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this.weightedPairs.push(items);
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const picked = scriptedChoices.shift();
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if (typeof picked === 'number' && Number.isInteger(picked) && picked >= 0 && picked < items.length) {
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return items[picked]![0];
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}
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return items[0]![0];
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},
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};
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};
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const baseGeneral = (): General => ({
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id: 1,
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name: '가상장수',
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nationId: 1,
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cityId: 1,
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troopId: 0,
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stats: { leadership: 70, strength: 70, intelligence: 70 },
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experience: 0,
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dedication: 0,
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officerLevel: 1,
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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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injury: 0,
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gold: 10_000,
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rice: 10_000,
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crew: 0,
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crewTypeId: 1,
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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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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: { killturn: 100, fullLeadership: 70 },
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});
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const baseCity = (): City => ({
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id: 1,
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name: '가상도시',
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nationId: 1,
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level: 5,
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state: 0,
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population: 100_000,
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populationMax: 100_000,
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agriculture: 10_000,
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agricultureMax: 10_000,
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commerce: 10_000,
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commerceMax: 10_000,
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security: 10_000,
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securityMax: 10_000,
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supplyState: 1,
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frontState: 0,
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defence: 10_000,
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defenceMax: 10_000,
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wall: 10_000,
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wallMax: 10_000,
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meta: { trust: 100, trade: 100 },
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});
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const baseNation = (): Nation => ({
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id: 1,
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name: '가상국',
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color: '#ffffff',
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capitalCityId: 1,
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chiefGeneralId: 1,
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gold: 100_000,
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rice: 100_000,
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power: 100,
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level: 1,
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typeCode: 'che_중립',
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meta: { tech: 0 },
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});
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const makeAi = (
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overrides: {
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general?: Partial<General>;
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city?: Partial<City>;
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nation?: Partial<Nation>;
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dipState?: number;
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attackable?: boolean;
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genType?: number;
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year?: number;
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startYear?: number;
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rng?: ScriptedRng;
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blockedActions?: string[];
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nations?: Nation[];
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generals?: General[];
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disabledPolicyActions?: string[];
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} = {}
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): GeneralAI => {
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const general = {
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...baseGeneral(),
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...overrides.general,
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meta: { ...baseGeneral().meta, ...overrides.general?.meta },
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};
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const city = { ...baseCity(), ...overrides.city, meta: { ...baseCity().meta, ...overrides.city?.meta } };
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const nation = {
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...baseNation(),
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...overrides.nation,
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meta: { ...baseNation().meta, ...overrides.nation?.meta },
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};
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const rng = overrides.rng ?? makeRng();
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const blocked = new Set(overrides.blockedActions ?? []);
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const disabledPolicyActions = new Set(overrides.disabledPolicyActions ?? []);
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const nations = overrides.nations ?? [nation];
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const generals = overrides.generals ?? [general];
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const candidates: Candidate[] = [];
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return {
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general,
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city,
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nation,
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world: {
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id: 1,
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currentYear: overrides.year ?? 190,
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currentMonth: 1,
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tickSeconds: 600,
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lastTurnTime: new Date('0190-01-01T00:00:00Z'),
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meta: { seed: 1 },
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},
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worldRef: {
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listNations: () => nations,
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listGenerals: () => generals,
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listCities: () => [city],
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listTroops: () => [],
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listDiplomacy: () => [],
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getNationById: (id: number) => nations.find((item) => item.id === id) ?? null,
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getGeneralById: (id: number) => generals.find((item) => item.id === id) ?? null,
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getCityById: (id: number) => (city.id === id ? city : null),
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getTroopById: () => null,
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getDiplomacyEntry: () => null,
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},
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map: {
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id: 'test',
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name: 'test',
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cities: [
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{
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id: 1,
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name: '가상도시',
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level: 5,
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region: 1,
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position: { x: 0, y: 0 },
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connections: [2],
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max: {
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population: 100_000,
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agriculture: 10_000,
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commerce: 10_000,
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security: 10_000,
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defence: 10_000,
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wall: 10_000,
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},
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initial: {
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population: 100_000,
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agriculture: 10_000,
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commerce: 10_000,
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security: 10_000,
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defence: 10_000,
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wall: 10_000,
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},
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},
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],
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defaults: { trust: 100, trade: 100, supplyState: 1, frontState: 0 },
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},
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unitSet: {
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id: 'test',
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name: 'test',
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defaultCrewTypeId: 1,
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crewTypes: [
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{
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id: 1,
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armType: 1,
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name: '보병',
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attack: 10,
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defence: 10,
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speed: 10,
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avoid: 0,
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magicCoef: 0,
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cost: 10,
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rice: 1,
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requirements: [],
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attackCoef: {},
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defenceCoef: {},
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info: [],
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initSkillTrigger: null,
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phaseSkillTrigger: null,
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iActionList: null,
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},
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],
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},
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scenarioConfig: {
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stat: { total: 300, min: 1, max: 100, npcTotal: 150, npcMax: 50, npcMin: 1, chiefMin: 70 },
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iconPath: '',
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map: {},
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const: {},
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environment: { mapName: 'test', unitSet: 'test' },
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},
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startYear: overrides.startYear ?? 180,
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commandEnv: {
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baseGold: 1000,
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baseRice: 1000,
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develCost: 10,
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maxResourceActionAmount: 10_000,
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minAvailableRecruitPop: 30_000,
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maxTrainByCommand: 100,
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maxAtmosByCommand: 100,
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defaultCrewTypeId: 1,
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openingPartYear: 3,
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initialNationGenLimit: 10,
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maxTechLevel: 10,
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techLevelIncYear: 5,
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initialAllowedTechLevel: 1,
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},
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aiConst: {
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baseGold: 1000,
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baseRice: 1000,
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minAvailableRecruitPop: 30_000,
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maxResourceActionAmount: 10_000,
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minNationalGold: 1000,
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minNationalRice: 1000,
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defaultStatMax: 100,
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defaultStatNpcMax: 50,
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chiefStatMin: 70,
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npcMessageFreqByDay: 0,
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availableNationTypes: [],
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},
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dipState: overrides.dipState ?? 0,
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attackable: overrides.attackable ?? false,
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genType: overrides.genType ?? 7,
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rng,
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maxResourceActionAmount: 10_000,
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generalPolicy: {
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can: (action: string) =>
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!disabledPolicyActions.has(action) && !['모병', '고급병종', '한계징병'].includes(action),
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},
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nationPolicy: {
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minWarCrew: 1500,
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minNpcRecruitCityPopulation: 30_000,
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safeRecruitCityPopulationRatio: 0.5,
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properWarTrainAtmos: 90,
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minimumResourceActionAmount: 1000,
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reqNationGold: 10_000,
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reqNationRice: 12_000,
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reqHumanWarRecommandGold: 20_000,
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reqHumanWarRecommandRice: 20_000,
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reqHumanDevelGold: 10_000,
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reqHumanDevelRice: 10_000,
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reqNpcWarGold: 10_000,
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reqNpcWarRice: 10_000,
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reqNpcDevelGold: 5_000,
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reqNpcDevelRice: 5_000,
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},
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calcCityDevelRate: (target: City) => ({
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trust: [Number(target.meta.trust ?? 0) / 100, 4],
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pop: [target.population / target.populationMax, 4],
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agri: [target.agriculture / target.agricultureMax, 2],
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comm: [target.commerce / target.commerceMax, 2],
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secu: [target.security / target.securityMax, 1],
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def: [target.defence / target.defenceMax, 1],
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wall: [target.wall / target.wallMax, 1],
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}),
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buildGeneralCandidate: (action: string, args: Record<string, unknown>, reason: string) => {
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if (blocked.has(action)) {
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return null;
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}
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const candidate = { action, args, reason };
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candidates.push(candidate);
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return candidate;
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},
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buildNationCandidate: (action: string, args: Record<string, unknown>, reason: string) => {
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if (blocked.has(action)) {
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return null;
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}
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const candidate = { action, args, reason };
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candidates.push(candidate);
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return candidate;
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},
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} as unknown as GeneralAI;
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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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* selection and RNG-sensitive gates, not TypeScript implementation details.
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*/
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describe('legacy NPC AI final-decision parity', () => {
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it.each([
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[0, 0],
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[0, 2],
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[1, 0],
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[1, 2],
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])('does not recruit during peace/declaration (dip=%i, npc=%i)', (dipState, npcState) => {
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const ai = makeAi({ dipState, general: { npcState } });
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expect(do징병(ai)).toBeNull();
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});
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it.each([
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[1000, 1000, null],
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[1000, 2000, 'che_징병'],
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])(
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'uses legacy casualty ranks for recruitment rice reserve (kill=%i, death=%i)',
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(killCrew, deathCrew, expected) => {
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const ai = makeAi({
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dipState: 2,
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general: {
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gold: 10_000,
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rice: 350,
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meta: {
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killturn: 100,
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fullLeadership: 70,
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rank_killcrew: killCrew,
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rank_deathcrew: deathCrew,
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},
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},
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rng: makeRng([], [0, 0]),
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});
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expect(do징병(ai)?.action ?? null).toBe(expected);
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}
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);
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it.each([
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[0, 0],
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[0, 2000],
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[1, 0],
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[1, 2000],
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])('does not train during peace/declaration (dip=%i, crew=%i)', (dipState, crew) => {
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const ai = makeAi({ dipState, general: { crew, train: 0, atmos: 0 } });
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expect(do전투준비(ai)).toBeNull();
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});
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it.each([
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[180, 0, 'che_기술연구'],
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[180, 1000, null],
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[185, 1000, 'che_기술연구'],
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[185, 2000, null],
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])('respects the legacy year-based technology ceiling (year=%i, tech=%i)', (year, tech, expected) => {
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const ai = makeAi({
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year,
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genType: 2,
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nation: { rice: 100_000, meta: { tech } },
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rng: makeRng([], [0]),
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});
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expect(do일반내정(ai)?.action ?? null).toBe(expected);
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});
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it('uses the legacy weighted front-state rule for wartime domestic choices', () => {
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const rng = makeRng([false], [0]);
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const ai = makeAi({
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dipState: 4,
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genType: 2,
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city: {
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frontState: 2,
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agriculture: 1000,
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agricultureMax: 10_000,
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commerce: 10_000,
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commerceMax: 10_000,
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},
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nation: { meta: { tech: 1000 } },
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year: 185,
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rng,
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});
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expect(do전쟁내정(ai)?.action).toBe('che_기술연구');
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const weights = rng.weightedPairs.at(-1)!;
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const agriculture = weights.find(([candidate]) => (candidate as Candidate).action === 'che_농지개간')!;
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expect(agriculture[1]).toBe(420);
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});
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it.each([
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[1500, 400, null],
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[10_000, 1000, 'che_군량매매'],
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[1000, 10_000, 'che_군량매매'],
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[10_000, 10_000, null],
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])('matches legacy gold/rice trade decisions (gold=%i, rice=%i)', (gold, rice, expected) => {
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const ai = makeAi({ general: { gold, rice } });
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expect(do금쌀구매(ai)?.action ?? null).toBe(expected);
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});
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it('randomly chooses between supply and search when national resources are sufficient', () => {
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const ai = makeAi({ rng: makeRng([], [1]) });
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expect(do중립(ai)?.action).toBe('che_인재탐색');
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});
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it('falls back supply -> inspect when the randomly selected neutral command is invalid', () => {
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const ai = makeAi({
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rng: makeRng([], [1]),
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blockedActions: ['che_인재탐색', 'che_물자조달'],
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});
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expect(do중립(ai)?.action).toBe('che_견문');
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});
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it.each([
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['affinity sentinel', { affinity: 999 }, 190, [true], null],
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['late rejection', {}, 190, [true, true], null],
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['late acceptance', {}, 190, [true, false], 'che_랜덤임관'],
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['movement', {}, 190, [false, true], 'che_이동'],
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['no action', {}, 190, [false, false], null],
|
||||
])('matches legacy free-general choice: %s', (_name, general, year, bools, expected) => {
|
||||
const ai = makeAi({
|
||||
general: { nationId: 0, ...general },
|
||||
year,
|
||||
rng: makeRng(bools, [0]),
|
||||
});
|
||||
expect(do국가선택(ai)?.action ?? null).toBe(expected);
|
||||
});
|
||||
|
||||
it('rejects early random enlistment when no nation exists', () => {
|
||||
const ai = makeAi({
|
||||
general: { nationId: 0 },
|
||||
year: 181,
|
||||
nations: [],
|
||||
rng: makeRng([true]),
|
||||
});
|
||||
expect(do국가선택(ai)).toBeNull();
|
||||
});
|
||||
|
||||
it.each([
|
||||
[false, 4, 100, 100, 2000, null],
|
||||
[true, 3, 100, 100, 2000, null],
|
||||
[true, 4, 89, 100, 2000, null],
|
||||
[true, 4, 100, 89, 2000, null],
|
||||
[true, 4, 100, 100, 1000, null],
|
||||
])(
|
||||
'rejects deployment outside legacy war readiness (attackable=%s dip=%i train=%i atmos=%i crew=%i)',
|
||||
(attackable, dipState, train, atmos, crew, expected) => {
|
||||
const ai = makeAi({
|
||||
attackable,
|
||||
dipState,
|
||||
general: { train, atmos, crew },
|
||||
city: { frontState: 3 },
|
||||
});
|
||||
expect(do출병(ai)?.action ?? null).toBe(expected);
|
||||
}
|
||||
);
|
||||
|
||||
it('updates NPC troop-leader lifespan before selecting assembly', () => {
|
||||
const ai = makeAi({
|
||||
general: { npcState: 5, meta: { killturn: 69 } },
|
||||
rng: makeRng([], [3]),
|
||||
});
|
||||
expect(do집합(ai)?.action).toBe('che_집합');
|
||||
expect(ai.general.meta.killturn).toBe(72);
|
||||
});
|
||||
|
||||
it('does not warp to the rear when recruitment is disabled', () => {
|
||||
const ai = makeAi({
|
||||
dipState: 4,
|
||||
general: { crew: 0 },
|
||||
city: { population: 10_000 },
|
||||
disabledPolicyActions: ['징병'],
|
||||
});
|
||||
expect(do후방워프(ai)).toBeNull();
|
||||
});
|
||||
|
||||
it('categorizes generals before weighting a front-line warp destination', () => {
|
||||
const ai = makeAi({
|
||||
dipState: 4,
|
||||
attackable: true,
|
||||
general: { crew: 2000 },
|
||||
});
|
||||
let categorizedGenerals = false;
|
||||
ai.categorizeNationCities = () => {
|
||||
ai.frontCities = { 1: { ...baseCity(), frontState: 3, important: 1, dev: 1 } };
|
||||
};
|
||||
ai.categorizeNationGeneral = () => {
|
||||
categorizedGenerals = true;
|
||||
ai.frontCities[1]!.important = 2;
|
||||
};
|
||||
expect(do전방워프(ai)?.action).toBe('che_NPC능동');
|
||||
expect(categorizedGenerals).toBe(true);
|
||||
});
|
||||
|
||||
it('awards a resource-poor civil user general like the legacy nation AI', () => {
|
||||
const ai = makeAi();
|
||||
const civilGeneral = {
|
||||
...baseGeneral(),
|
||||
id: 2,
|
||||
npcState: 0,
|
||||
gold: 0,
|
||||
rice: 20_000,
|
||||
meta: { killturn: 100, fullLeadership: 70 },
|
||||
turnTime: new Date('0190-01-01T00:00:00Z'),
|
||||
};
|
||||
ai.userGenerals = { 2: civilGeneral };
|
||||
ai.userWarGenerals = {};
|
||||
expect(do유저장포상(ai)?.action).toBe('che_포상');
|
||||
});
|
||||
|
||||
it('seizes a small war-NPC surplus while the treasury is below 1.5x reserve', () => {
|
||||
const ai = makeAi({ nation: { gold: 12_000, rice: 100_000 } });
|
||||
const warGeneral = {
|
||||
...baseGeneral(),
|
||||
id: 2,
|
||||
gold: 25_000,
|
||||
rice: 10_000,
|
||||
meta: { killturn: 100, fullLeadership: 70 },
|
||||
turnTime: new Date('0190-01-01T00:00:00Z'),
|
||||
};
|
||||
ai.npcCivilGenerals = {};
|
||||
ai.npcWarGenerals = { 2: warGeneral };
|
||||
expect(doNPC몰수(ai)?.action).toBe('che_몰수');
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user