fix: align legacy speciality selection
This commit is contained in:
@@ -42,6 +42,7 @@ export interface TurnEngineGeneralRow {
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train: number;
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atmos: number;
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age: number;
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startAge: number;
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npcState: number;
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lastTurn: JsonValue;
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bornYear: number;
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@@ -83,7 +83,8 @@ export class ActionDefinition<
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? [general.role.specialDomestic!]
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: nextPreviousTypes;
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general.role.specialDomestic = null;
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setMetaNumber(general.meta, 'specAge', general.age + 1);
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delete general.meta.specAge;
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setMetaNumber(general.meta, 'specage', general.age + 1);
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context.addLog('새로운 내정 특기를 가질 준비가 되었습니다.');
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return { effects: [] };
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}
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@@ -82,7 +82,8 @@ export class ActionDefinition<
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general.meta.prev_types_special2 =
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nextPreviousTypes.length === WAR_TRAIT_KEYS.length ? [general.role.specialWar!] : nextPreviousTypes;
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general.role.specialWar = null;
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setMetaNumber(general.meta, 'specAge2', general.age + 1);
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delete general.meta.specAge2;
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setMetaNumber(general.meta, 'specage2', general.age + 1);
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const specialName = ACTION_NAME.replace(' 초기화', '');
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context.addLog(`새로운 ${specialName}를 가질 준비가 되었습니다.`);
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tryApplyUniqueLottery(context, { acquireType: '아이템', reason: ACTION_NAME });
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@@ -15,7 +15,17 @@ export class TraitSelector {
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const chiefMin = scenarioStat.chiefMin;
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let myCond = 0;
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if (leadership < chiefMin || strength < chiefMin || intelligence < chiefMin) {
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if (leadership > chiefMin) {
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myCond |= TraitRequirement.STAT_LEADERSHIP;
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}
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if (strength >= intelligence * 0.95 && strength > chiefMin) {
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myCond |= TraitRequirement.STAT_STRENGTH;
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}
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if (intelligence >= strength * 0.95 && intelligence > chiefMin) {
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myCond |= TraitRequirement.STAT_INTEL;
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}
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if (myCond !== 0) {
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if (leadership < chiefMin) myCond |= TraitRequirement.STAT_NOT_LEADERSHIP;
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if (strength < chiefMin) myCond |= TraitRequirement.STAT_NOT_STRENGTH;
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if (intelligence < chiefMin) myCond |= TraitRequirement.STAT_NOT_INTEL;
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@@ -48,7 +58,7 @@ export class TraitSelector {
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const dexSum = Object.values(dexMap).reduce((a, b) => a + b, 0);
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// 루트(합)/4 확률 기반 로직 (Legacy: sqrt(dexSum)/4)
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const dexProb = Math.sqrt(dexSum) / 4;
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const dexBase = Math.round(Math.sqrt(dexSum) / 4);
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// Legacy: 80% 확률로 0 반환 (이전 연도에 이미 얻었거나 기타 이유로 제한하는 인지)
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// 실제로는 pickSpecialWar에서 이 메서드 호출 전후에 별도 확률을 둘 수도 있으나,
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@@ -57,12 +67,12 @@ export class TraitSelector {
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return 0;
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}
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if (rng.nextRangeInt(0, 99) < dexProb) {
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if (rng.nextRangeInt(0, 99) < dexBase) {
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return 0;
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}
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if (dexSum === 0) {
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return Number(rng.choice(Object.keys(dexMap)));
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return rng.choice(Object.values(dexMap));
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}
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const maxDex = Math.max(...Object.values(dexMap));
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@@ -76,42 +86,59 @@ export class TraitSelector {
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/**
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* 사용 가능한 특기 목록에서 하나를 무작위로 선택 (pickTrait)
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*/
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static pickTrait(rng: RandUtil, myCond: number, traits: TraitModule[], prevTraitKeys: string[]): string | null {
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const normPool: Record<string, number> = {};
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const percentPool: { key: string; weight: number }[] = [];
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private static pickTraitOnce(
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rng: RandUtil,
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myCond: number,
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traits: TraitModule[],
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prevTraitKeys: string[],
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preferDexterity: boolean
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): string | null {
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const dexterityPool: Array<[string, number]> = [];
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const normPool: Array<[string, number]> = [];
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const percentPool: Array<[string | null, number]> = [];
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for (const trait of traits) {
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if (!trait.selection) continue;
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if (prevTraitKeys.includes(trait.key)) continue;
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let valid = false;
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let matchedRequirement: number | null = null;
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for (const req of trait.selection.requirements) {
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if (req === (req & myCond)) {
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valid = true;
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matchedRequirement = req;
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break;
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}
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}
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if (!valid) continue;
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if (matchedRequirement === null) continue;
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if (trait.selection.weightType === TraitWeightType.PERCENT) {
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percentPool.push({ key: trait.key, weight: trait.selection.weight });
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if (preferDexterity && (matchedRequirement & TraitRequirement.REQ_DEXTERITY) !== 0) {
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dexterityPool.push([trait.key, trait.selection.weight]);
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} else if (trait.selection.weightType === TraitWeightType.PERCENT) {
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percentPool.push([trait.key, trait.selection.weight]);
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} else {
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normPool[trait.key] = trait.selection.weight;
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normPool.push([trait.key, trait.selection.weight]);
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}
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}
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// PERCENT 타입 특기 먼저 우선권 확인
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for (const item of percentPool) {
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if (rng.nextBool(item.weight / 100)) {
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return item.key;
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if (dexterityPool.length > 0) {
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return rng.choiceUsingWeightPair(dexterityPool);
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}
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if (percentPool.length > 0) {
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if (normPool.length > 0) {
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const totalPercent = percentPool.reduce((sum, [, weight]) => sum + weight, 0);
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percentPool.push([null, Math.max(0, 100 - totalPercent)]);
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}
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const selected = rng.choiceUsingWeightPair(percentPool);
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if (selected !== null) {
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return selected;
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}
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}
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// NORM 타입 특기들 중 가중치 기반 선택
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if (Object.keys(normPool).length === 0) return null;
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return String(rng.choiceUsingWeight(normPool));
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if (normPool.length > 0) {
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return rng.choiceUsingWeightPair(normPool);
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}
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return null;
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}
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/**
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@@ -125,13 +152,18 @@ export class TraitSelector {
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prevTraitKeys: string[],
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scenarioStat: ScenarioStatBlock
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): string | null {
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let myCond = this.calcCondGeneric(stats, scenarioStat);
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const dexCond = this.calcCondDexterity(rng, dex);
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if (dexCond) {
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myCond |= dexCond | TraitRequirement.REQ_DEXTERITY;
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const myCond =
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this.calcCondGeneric(stats, scenarioStat) |
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this.calcCondDexterity(rng, dex) |
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TraitRequirement.REQ_DEXTERITY;
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const selected = this.pickTraitOnce(rng, myCond, traits, prevTraitKeys, true);
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if (selected !== null) {
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return selected;
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}
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return this.pickTrait(rng, myCond, traits, prevTraitKeys);
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if (prevTraitKeys.length > 0) {
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return this.pickWarTrait(rng, stats, dex, traits, [], scenarioStat);
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}
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return null;
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}
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/**
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@@ -145,6 +177,13 @@ export class TraitSelector {
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scenarioStat: ScenarioStatBlock
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): string | null {
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const myCond = this.calcCondGeneric(stats, scenarioStat);
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return this.pickTrait(rng, myCond, traits, prevTraitKeys);
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const selected = this.pickTraitOnce(rng, myCond, traits, prevTraitKeys, false);
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if (selected !== null) {
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return selected;
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}
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if (prevTraitKeys.length > 0) {
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return this.pickDomesticTrait(rng, stats, traits, [], scenarioStat);
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}
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return null;
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}
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}
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@@ -161,6 +161,9 @@ const resolveAge = (startYear: number | null, birthYear: number): number => {
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return Math.max(startYear - birthYear, 0);
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};
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const buildSpecialityAge = (retirementYear: number, age: number, divisor: number): number =>
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Math.max(Math.round((retirementYear - age) / divisor), 3) + age;
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const ADULT_GENERAL_AGE = 14;
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type GeneralBootstrapDisposition = 'active' | 'delayed' | 'expired';
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@@ -294,6 +297,9 @@ const buildGeneralSeeds = (
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const defaultGold = options?.defaultGeneralGold ?? DEFAULT_GENERAL_GOLD;
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const defaultRice = options?.defaultGeneralRice ?? DEFAULT_GENERAL_RICE;
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const rawRetirementYear = scenario.config.const.retirementYear;
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const retirementYear =
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typeof rawRetirementYear === 'number' && Number.isFinite(rawRetirementYear) ? rawRetirementYear : 80;
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for (const row of rows) {
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const id = nextId;
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@@ -313,6 +319,8 @@ const buildGeneralSeeds = (
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const seedMeta: Record<string, unknown> = {
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source: contextLabel,
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specage: buildSpecialityAge(retirementYear, age, 12),
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specage2: buildSpecialityAge(retirementYear, age, 6),
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};
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if (row.affinity !== null) {
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seedMeta.affinity = row.affinity;
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@@ -374,6 +382,8 @@ const buildGeneralSeeds = (
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killturn: resolveKillturnFromDeathYear(scenario.startYear, 1, deathYear, DEFAULT_GENERAL_KILLTURN),
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npcType,
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crewTypeId: defaultCrewTypeId,
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specage: buildSpecialityAge(retirementYear, age, 12),
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specage2: buildSpecialityAge(retirementYear, age, 6),
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};
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addTriggerMeta(generalMeta, 'affinity', row.affinity);
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addTriggerMeta(generalMeta, 'personality', row.personality ?? undefined);
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@@ -0,0 +1,130 @@
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import { describe, expect, it } from 'vitest';
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import { RandUtil, type RNG } from '@sammo-ts/common';
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import { TraitRequirement, TraitWeightType } from '../src/triggers/special/requirements.js';
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import { TraitSelector } from '../src/triggers/special/selector.js';
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import type { TraitModule } from '../src/triggers/special/types.js';
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class ScriptedRng implements RNG {
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public floatCalls = 0;
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public intCalls = 0;
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constructor(
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private readonly floats: number[],
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private readonly ints: number[]
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) {}
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getMaxInt(): number {
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return 0x7fff_ffff;
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}
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nextBytes(bytes: number): Uint8Array<ArrayBuffer> {
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return new Uint8Array(bytes);
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}
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nextBits(bits: number): Uint8Array<ArrayBuffer> {
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return new Uint8Array(Math.ceil(bits / 8));
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}
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nextInt(max = 0x7fff_ffff): number {
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const value = this.ints[this.intCalls++] ?? 0;
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return Math.max(0, Math.min(value, max));
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}
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nextFloat1(): number {
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return this.floats[this.floatCalls++] ?? 0;
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}
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}
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const scenarioStat = {
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total: 300,
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min: 10,
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max: 100,
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npcTotal: 150,
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npcMax: 75,
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npcMin: 10,
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chiefMin: 70,
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};
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const trait = (
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key: string,
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requirement: TraitRequirement,
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weightType = TraitWeightType.NORM,
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weight = 1
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): TraitModule =>
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({
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key,
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name: key,
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info: '',
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kind: 'domestic',
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selection: { requirements: [requirement], weightType, weight },
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}) as TraitModule;
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describe('legacy speciality selector parity', () => {
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it('sets positive and negative stat bits in the legacy order', () => {
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expect(
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TraitSelector.calcCondGeneric(
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{ leadership: 80, strength: 75, intelligence: 40 },
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scenarioStat
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)
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).toBe(
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TraitRequirement.STAT_LEADERSHIP |
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TraitRequirement.STAT_STRENGTH |
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TraitRequirement.STAT_NOT_INTEL
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);
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expect(
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TraitSelector.calcCondGeneric(
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{ leadership: 70, strength: 70, intelligence: 70 },
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scenarioStat
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)
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).toBe(TraitRequirement.STAT_STRENGTH);
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});
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it('rounds the dex threshold and still consumes a value choice when every dex is zero', () => {
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const source = new ScriptedRng([0.9], [99, 4]);
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const result = TraitSelector.calcCondDexterity(new RandUtil(source), [0, 0, 0, 0, 0]);
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expect(result).toBe(0);
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expect(source.floatCalls).toBe(1);
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expect(source.intCalls).toBe(2);
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});
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it('uses one weighted absolute draw with a relative sentinel before the norm pool', () => {
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const source = new ScriptedRng([0.5, 0.1], []);
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const result = TraitSelector.pickDomesticTrait(
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new RandUtil(source),
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{ leadership: 40, strength: 40, intelligence: 80 },
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[
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trait('rare', TraitRequirement.STAT_INTEL, TraitWeightType.PERCENT, 2.5),
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trait('normal-a', TraitRequirement.STAT_INTEL),
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trait('normal-b', TraitRequirement.STAT_INTEL),
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],
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[],
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scenarioStat
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);
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expect(result).toBe('normal-a');
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expect(source.floatCalls).toBe(2);
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});
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it('retries without previous traits and reruns the war dex RNG path', () => {
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const source = new ScriptedRng([0.9, 0.9, 0.1], [99, 0, 99, 0]);
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const result = TraitSelector.pickWarTrait(
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new RandUtil(source),
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{ leadership: 80, strength: 75, intelligence: 40 },
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[200, 10, 10, 10, 10],
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[
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trait(
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'footman',
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(TraitRequirement.STAT_LEADERSHIP |
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TraitRequirement.REQ_DEXTERITY |
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TraitRequirement.ARMY_FOOTMAN |
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TraitRequirement.STAT_NOT_INTEL) as TraitRequirement
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),
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],
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['footman'],
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scenarioStat
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);
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expect(result).toBe('footman');
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expect(source.floatCalls).toBe(3);
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expect(source.intCalls).toBe(4);
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});
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});
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@@ -119,6 +119,8 @@ describe('scenario bootstrap', () => {
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expect(result.snapshot.generals[0]?.crewTypeId).toBe(1200);
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expect(result.snapshot.generals[0]?.role.specialDomestic).toBe('Special');
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expect(result.snapshot.generals[0]?.role.specialWar).toBeNull();
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expect(result.snapshot.generals[0]?.meta).toMatchObject({ specage: 25, specage2: 30 });
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expect(result.seed.generals[0]?.meta).toMatchObject({ specage: 25, specage2: 30 });
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expect(result.seed.generals[0]?.npcType).toBe(2);
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expect(result.snapshot.scenarioMeta?.title).toBe('Test Scenario');
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});
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Block a user