feat: add special action modules for domestic and war triggers

- Implemented '발명' and '인덕' domestic special action modules with modifiers for technology research and population management.
- Added '의술' and '징병' war special action modules to enhance healing and recruitment capabilities during battles.
- Created a general trigger for city healing in '의술' and integrated it with the war action pipeline.
- Developed a comprehensive registry and loader for special action modules to streamline their usage in the game logic.
- Enhanced test coverage for special action modules, ensuring correct application of modifiers and trigger functionalities.
This commit is contained in:
2026-01-03 08:01:04 +00:00
parent eb361e1bed
commit 64953e39a5
29 changed files with 1250 additions and 28 deletions
+14 -8
View File
@@ -9,7 +9,7 @@ import { WarActionPipeline } from '../src/war/actions.js';
import { resolveWarBattle } from '../src/war/engine.js';
import type { WarEngineConfig } from '../src/war/types.js';
import { WarCrewType } from '../src/war/crewType.js';
import { ChePilsalActivateTrigger, ChePilsalAttemptTrigger } from '../src/war/triggersChePilsal.js';
import { loadWarTriggerModules } from '../src/war/triggers/index.js';
import { WarUnitCity, WarUnitGeneral } from '../src/war/units.js';
const buildConfig = (): WarEngineConfig => ({
@@ -157,7 +157,7 @@ const buildGeneral = (strength: number): General => ({
});
describe('war triggers', () => {
it('activates and applies critical damage', () => {
it('activates and applies critical damage', async () => {
const rng = new RandUtil(new ConstantRNG(0));
const config = buildConfig();
const crewType = new WarCrewType(buildUnitSet().crewTypes?.[0]!);
@@ -191,14 +191,20 @@ describe('war triggers', () => {
attacker.beginPhase();
const attempt = new ChePilsalAttemptTrigger(attacker);
attempt.action({ rng, attacker, defender }, { e_attacker: {}, e_defender: {} });
const [module] = await loadWarTriggerModules(['che_필살']);
if (!module) {
throw new Error('Missing che_필살 trigger module');
}
const caller = module.createTriggerList(attacker);
if (!caller) {
throw new Error('Missing che_필살 trigger list');
}
caller.fire(
{ rng, attacker, defender },
{ e_attacker: {}, e_defender: {} }
);
expect(attacker.hasActivatedSkill('필살')).toBe(true);
const activate = new ChePilsalActivateTrigger(attacker);
activate.action({ rng, attacker, defender }, { e_attacker: {}, e_defender: {} });
expect(attacker.getWarPowerMultiply()).toBeCloseTo(1.3);
});
});