보급 차단 시점 계약을 회귀 테스트로 고정한다

출병 점령 그 순간에는 보급이 즉시 끊기지 않고(che_출병/aftermath는 점령
도시와 긴급천도 신수도에만 supply=1을 쓴다), 차단(切断)은 월 경계의
UpdateCitySupply(pre_month)에서 일어난다는 Ref 계승 계약을 테스트로
고정한다. 월 경계 연감 스냅샷은 Ref #230(d17b2518) 이후 UpdateCitySupply
뒤에 찍히므로 끝난 달의 연감 지도에는 이미 고립이 반영된다. 10월중 점령 ->
11월 경계 차단 -> 10월 연감 반영 순서를 검증한다.
This commit is contained in:
2026-09-03 02:48:39 +00:00
parent 1a2c7ba775
commit 91b2980e89
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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 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';
import type { MapDefinition, UnitSetDefinition } from '../src/world/types.js';
// Ref 계승 계약: city.supply 재계산은 월 경계의 UpdateCitySupply(pre_month)에서만
// 일어나고, 출병 점령 순간에는 점령 도시와 긴급천도 신수도에만 supply=1을 쓴다.
// (ref TurnExecutionHelper.php PreMonth→preUpdateMonthly 순서, process_war.php의
// 'supply' => 1 쓰기 두 곳) 월중에는 다른 도시의 supply가 절대 0으로 바뀌면 안 된다.
const buildGeneral = (id: number, nationId: number, cityId: number): General => ({
id,
name: `General${id}`,
nationId,
cityId,
troopId: 0,
stats: { leadership: 70, strength: 70, intelligence: 70 },
experience: 100,
dedication: 100,
officerLevel: 3,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1000,
rice: 2000,
crew: 1500,
crewTypeId: 100,
train: 80,
atmos: 80,
age: 25,
npcState: 0,
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
meta: { killturn: 24 },
});
const buildCity = (id: number, nationId: number): City => ({
id,
name: `City${id}`,
nationId,
level: 2,
state: 0,
population: 10000,
populationMax: 10000,
agriculture: 1000,
agricultureMax: 1000,
commerce: 1000,
commerceMax: 1000,
security: 1000,
securityMax: 1000,
supplyState: 1,
frontState: 0,
defence: 200,
defenceMax: 400,
wall: 200,
wallMax: 400,
meta: {},
});
const buildNation = (id: number, capitalCityId: number): Nation => ({
id,
name: `Nation${id}`,
color: '#000000',
capitalCityId,
chiefGeneralId: null,
gold: 5000,
rice: 5000,
power: 0,
level: 1,
typeCode: 'test',
meta: { tech: 1000 },
});
const unitSet: UnitSetDefinition = {
id: 'test',
name: 'test',
defaultCrewTypeId: 100,
crewTypes: [
{
id: 100,
armType: 1,
name: 'Infantry',
attack: 10,
defence: 10,
speed: 3,
avoid: 5,
magicCoef: 0,
cost: 0,
rice: 1,
requirements: [],
attackCoef: {},
defenceCoef: {},
info: [],
initSkillTrigger: null,
phaseSkillTrigger: null,
iActionList: null,
},
{
id: 999,
armType: 5,
name: 'Castle',
attack: 0,
defence: 0,
speed: 1,
avoid: 0,
magicCoef: 0,
cost: 0,
rice: 10,
requirements: [{ type: 'Impossible' }],
attackCoef: {},
defenceCoef: {},
info: [],
initSkillTrigger: null,
phaseSkillTrigger: null,
iActionList: null,
},
],
};
const warConfig: WarEngineConfig = {
armPerPhase: 500,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
maxTrainByWar: 110,
maxAtmosByWar: 150,
castleCrewTypeId: 999,
armTypes: {
footman: 1,
archer: 2,
cavalry: 3,
wizard: 4,
siege: 5,
misc: 6,
castle: 5,
},
};
const aftermathConfig: WarAftermathConfig = {
initialNationGenLimit: 1,
techLevelIncYear: 5,
initialAllowedTechLevel: 1,
maxTechLevel: 12,
defaultCityWall: 1000,
baseGold: 0,
baseRice: 0,
castleCrewTypeId: 999,
};
const rng = {
nextFloat1: () => 0.1,
nextBool: (probability: number) => probability >= 0.1,
nextInt: (minInclusive: number, _maxExclusive: number) => minInclusive,
};
const schedule: TurnSchedule = {
entries: [{ startMinute: 0, tickMinutes: 60 }],
};
// 수도 21 - 중간도시 20 - 외곽도시 22 사슬에서 20만 국가1 영토였고,
// 공격자 국가2의 도시 10이 20과 인접한다. 20을 먹히면 22는 월 경계 이후에
// 고립되지만, 점령 그 순간에는 아니다.
const mapCities: MapDefinition['cities'] = [
{ id: 10, name: 'AggBase', level: 2, region: 1, position: { x: 0, y: 0 }, connections: [20] },
{ id: 20, name: 'Mid', level: 2, region: 1, position: { x: 1, y: 0 }, connections: [10, 21, 22] },
{ id: 21, name: 'Cap', level: 2, region: 1, position: { x: 2, y: 0 }, connections: [20] },
{ id: 22, name: 'Far', level: 2, region: 1, position: { x: 3, y: 0 }, connections: [20] },
].map((city) => ({
...city,
max: { population: 10000, agriculture: 1000, commerce: 1000, security: 1000, defence: 400, wall: 400 },
initial: { population: 10000, agriculture: 1000, commerce: 1000, security: 1000, defence: 200, wall: 200 },
}));
describe('출병 점령과 보급切断 시점', () => {
it('does not cut any other city supply in the same turn the route city is conquered', () => {
const defenderNation = buildNation(1, 21);
const attackerNation = buildNation(2, 10);
const aggBase = buildCity(10, attackerNation.id);
const midCity = buildCity(20, defenderNation.id);
const capCity = buildCity(21, defenderNation.id);
const farCity = buildCity(22, defenderNation.id);
midCity.defence = 0;
midCity.wall = 0;
const attacker = buildGeneral(1, attackerNation.id, aggBase.id);
attacker.turnTime = new Date('2000-01-01T00:00:00Z');
const context: Omit<DispatchResolveContext, 'addLog'> = {
general: attacker,
city: aggBase,
nation: attackerNation,
rng,
destCity: midCity,
destNation: defenderNation,
cities: [aggBase, midCity, capCity, farCity],
nations: [attackerNation, defenderNation],
generals: [attacker],
unitSet,
map: { id: 'supply-chain', name: 'supply-chain', cities: mapCities },
diplomacy: [
{ fromNationId: attackerNation.id, toNationId: defenderNation.id, state: 0, term: 0 },
{ fromNationId: defenderNation.id, toNationId: attackerNation.id, state: 0, term: 0 },
],
time: { year: 191, month: 10, startYear: 180 },
seedBase: 'supply-cut-seed',
warConfig,
aftermathConfig,
messageTime: new Date('2000-01-01T00:00:00.000Z'),
};
const resolution = resolveGeneralAction(
new ActionDefinition(),
context,
{ now: new Date('2000-01-01T00:00:00Z'), schedule },
{ destCityId: midCity.id }
);
// 점령 자체가 일어나야 테스트 의미가 있다.
expect(resolution.completed).toBe(true);
const cityPatches = resolution.patches?.cities ?? [];
// 점령 도시는 소유권 이동 + Ref의 'supply' => 1 재설정만 받는다.
const midPatch = cityPatches.find((patch) => patch.id === midCity.id);
expect(midPatch?.patch.nationId).toBe(attackerNation.id);
expect(midPatch?.patch.supplyState).toBe(1);
// 월중에는 그 어떤 도시도 supply=0으로 패치되지 않는다.
// (Ref: process_war.php는 점령 도시와 천도 신수도에만 supply=1을 쓴다.)
expect(
cityPatches.filter((patch) => 'supplyState' in patch.patch && patch.patch.supplyState === 0)
).toEqual([]);
// 고립될 외곽도시와 수도는 이 명령 처리 중에 손대지 않는다.
expect(farCity.supplyState).toBe(1);
expect(capCity.supplyState).toBe(1);
expect(cityPatches.some((patch) => patch.id === farCity.id && 'supplyState' in patch.patch)).toBe(false);
expect(cityPatches.some((patch) => patch.id === capCity.id && 'supplyState' in patch.patch)).toBe(false);
});
});