From 61159209bfd03cee60b1ca8a3f978e4f80130f37 Mon Sep 17 00:00:00 2001 From: hided62 Date: Sat, 25 Jul 2026 11:23:53 +0000 Subject: [PATCH] fix(ai): align NPC final decisions with legacy --- app/game-engine/src/turn/ai/generalAi/core.ts | 59 +- .../turn/ai/generalAi/general/devActions.ts | 70 ++- .../src/turn/ai/generalAi/general/index.ts | 6 +- .../ai/generalAi/general/politicsActions.ts | 166 +++-- .../ai/generalAi/general/recruitActions.ts | 36 +- .../turn/ai/generalAi/general/warActions.ts | 2 +- .../turn/ai/generalAi/general/warpActions.ts | 14 +- .../src/turn/ai/generalAi/nation/capital.ts | 26 +- .../src/turn/ai/generalAi/nation/diplomacy.ts | 42 +- .../src/turn/ai/generalAi/nation/helpers.ts | 35 +- .../src/turn/ai/generalAi/nation/rewards.ts | 293 ++++++--- app/game-engine/src/turn/ai/policies.ts | 4 +- .../generalAiLegacyDecisionParity.test.ts | 570 ++++++++++++++++++ .../test/npcNationGrowthScenario.test.ts | 12 - .../test/npcNationTechResearch.test.ts | 21 +- .../test/npcNationWarDeclaration.test.ts | 88 +-- docs/architecture/legacy-engine-ai.md | 24 +- docs/test-suite-audit.md | 46 +- .../src/actions/turn/general/che_출병.ts | 6 +- 19 files changed, 1233 insertions(+), 287 deletions(-) create mode 100644 app/game-engine/test/generalAiLegacyDecisionParity.test.ts diff --git a/app/game-engine/src/turn/ai/generalAi/core.ts b/app/game-engine/src/turn/ai/generalAi/core.ts index ed6edcb..71db076 100644 --- a/app/game-engine/src/turn/ai/generalAi/core.ts +++ b/app/game-engine/src/turn/ai/generalAi/core.ts @@ -36,7 +36,7 @@ import { WorldStateView } from './worldStateView.js'; import type { GeneralAIOptions, GeneralAiDebugState } from './types.js'; const ACTION_REST = '휴식'; -const lastAttackableByNation = new Map(); +const lastAttackableByWorld = new WeakMap>(); const t무장 = 1; const t지장 = 2; @@ -129,11 +129,12 @@ export class GeneralAI { private readonly reservedTurnProvider: AiReservedTurnProvider; constructor(options: GeneralAIOptions) { - this.general = options.general; + this.general = { ...options.general, meta: { ...options.general.meta } }; this.city = options.city; - this.nation = + const nation = options.nation ?? - (options.general.nationId > 0 ? options.worldRef?.getNationById(options.general.nationId) ?? null : null); + (options.general.nationId > 0 ? (options.worldRef?.getNationById(options.general.nationId) ?? null) : null); + this.nation = nation ? { ...nation, meta: { ...nation.meta } } : nation; this.world = options.world; this.worldRef = options.worldRef; this.map = options.map; @@ -255,25 +256,39 @@ export class GeneralAI { return null; } + const npcMessage = asRecord(this.general.meta).npcmsg; + if (npcMessage && this.rng.nextBool((this.aiConst.npcMessageFreqByDay * this.turnTermMinutes) / (60 * 24))) { + // 메시지 영속화는 turn handler가 담당한다. 여기서는 레거시와 같은 RNG 소비를 보존한다. + } + + if (this.general.npcState >= 2) { + this.general.meta = { ...this.general.meta, defence_train: 80 }; + } + + if (this.general.officerLevel === 12 && this.generalPolicy.can('선양')) { + const abdication = generalActionHandlers['선양']?.(this); + if (abdication) { + return abdication; + } + } + if (this.general.npcState === 5) { + if (this.general.nationId === 0) { + this.general.meta = { ...this.general.meta, killturn: 1 }; + return { action: reservedTurn.action, args: reservedTurn.args, reason: '사망' }; + } const result = generalActionHandlers['집합']?.(this); return result ?? this.buildGeneralCandidate(ACTION_REST, {}, 'npc_troop'); } if (reservedTurn.action !== ACTION_REST) { - const reservedCandidate = this.buildGeneralCandidate(reservedTurn.action, reservedTurn.args, 'reserved'); - if (reservedCandidate) { - return reservedCandidate; - } + return { action: reservedTurn.action, args: reservedTurn.args, reason: 'do예약턴' }; } if ( readMetaNumber(asRecord(this.general.meta), 'injury', this.general.injury) > this.nationPolicy.cureThreshold ) { - const heal = this.buildGeneralCandidate('che_요양', {}, 'heal'); - if (heal) { - return heal; - } + return { action: 'che_요양', args: {}, reason: 'do요양' }; } if ([2, 3].includes(this.general.npcState) && this.general.nationId === 0) { @@ -293,7 +308,7 @@ export class GeneralAI { } if (this.general.npcState < 2 && this.general.nationId === 0 && !this.generalPolicy.can('국가선택')) { - return this.buildGeneralCandidate(ACTION_REST, {}, 'neutral_user'); + return { action: reservedTurn.action, args: reservedTurn.args, reason: '재야유저' }; } if (this.general.npcState >= 2 && this.general.officerLevel === 12 && !this.nation?.capitalCityId) { @@ -312,6 +327,12 @@ export class GeneralAI { if (move) { return move; } + if (relYearMonth > 1) { + const disband = generalActionHandlers['해산']?.(this); + if (disband) { + return disband; + } + } } for (const actionName of this.generalPolicy.priority) { @@ -757,11 +778,17 @@ export class GeneralAI { const declareTerms = warTargets.filter((entry) => entry.state === 1).map((entry) => entry.term); const minWarTerm = declareTerms.length > 0 ? Math.min(...declareTerms) : null; - let lastAttackable = lastAttackableByNation.get(nationId) ?? - readMetaNumber(asRecord(this.nation.meta), 'last_attackable', 0); + let worldLastAttackable = lastAttackableByWorld.get(this.world.meta); + if (!worldLastAttackable) { + worldLastAttackable = new Map(); + lastAttackableByWorld.set(this.world.meta, worldLastAttackable); + } + let lastAttackable = + worldLastAttackable.get(nationId) ?? readMetaNumber(asRecord(this.nation.meta), 'last_attackable', 0); const markAttackable = () => { lastAttackable = yearMonth; - lastAttackableByNation.set(nationId, yearMonth); + worldLastAttackable.set(nationId, yearMonth); + this.nation!.meta = { ...this.nation!.meta, last_attackable: yearMonth }; }; if (minWarTerm === null) { diff --git a/app/game-engine/src/turn/ai/generalAi/general/devActions.ts b/app/game-engine/src/turn/ai/generalAi/general/devActions.ts index b272943..c2c0344 100644 --- a/app/game-engine/src/turn/ai/generalAi/general/devActions.ts +++ b/app/game-engine/src/turn/ai/generalAi/general/devActions.ts @@ -1,7 +1,20 @@ import type { GeneralAI } from '../core.js'; -import { valueFit } from '../../aiUtils.js'; +import { asRecord, readMetaNumber, valueFit } from '../../aiUtils.js'; import { pickWeightedCandidate, resolveCityTrust, t무장, t지장, t통솔장 } from './helpers.js'; +const isTechLimited = (ai: GeneralAI, tech: number): boolean => { + const relativeYear = Math.max(0, ai.world.currentYear - ai.startYear); + const levelIncreaseYears = ai.commandEnv.techLevelIncYear ?? 5; + const initialAllowedLevel = ai.commandEnv.initialAllowedTechLevel ?? 1; + const relativeMaxLevel = valueFit( + Math.floor(relativeYear / levelIncreaseYears) + initialAllowedLevel, + 1, + ai.commandEnv.maxTechLevel + ); + const currentLevel = valueFit(Math.floor(tech / 1000), 0, ai.commandEnv.maxTechLevel); + return currentLevel >= relativeMaxLevel; +}; + export const do일반내정 = (ai: GeneralAI) => { const city = ai.city; const nation = ai.nation; @@ -14,6 +27,7 @@ export const do일반내정 = (ai: GeneralAI) => { } const develRate = ai.calcCityDevelRate(city); + const tech = readMetaNumber(asRecord(nation.meta), 'tech', 0); const isSpringSummer = ai.world.currentMonth <= 6; const cmdList: Array<[ReturnType, number]> = []; @@ -64,7 +78,13 @@ export const do일반내정 = (ai: GeneralAI) => { } if (ai.genType & t지장) { - cmdList.push([ai.buildGeneralCandidate('che_기술연구', {}, '일반내정'), ai.general.stats.intelligence]); + if (!isTechLimited(ai, tech)) { + const nextTech = (tech % 1000) + 1; + const weight = !isTechLimited(ai, tech + 1000) + ? ai.general.stats.intelligence / (nextTech / 2000) + : ai.general.stats.intelligence; + cmdList.push([ai.buildGeneralCandidate('che_기술연구', {}, '일반내정'), weight]); + } if (develRate.agri[0] < 1) { cmdList.push([ ai.buildGeneralCandidate('che_농지개간', {}, '일반내정'), @@ -119,6 +139,7 @@ export const do전쟁내정 = (ai: GeneralAI) => { return null; } const develRate = ai.calcCityDevelRate(city); + const tech = readMetaNumber(asRecord(nation.meta), 'tech', 0); const isSpringSummer = ai.world.currentMonth <= 6; const cmdList: Array<[ReturnType, number]> = []; @@ -130,10 +151,9 @@ export const do전쟁내정 = (ai: GeneralAI) => { ]); } if (develRate.pop[0] < 0.8) { - const weight = - city.frontState > 0 - ? ai.general.stats.leadership / valueFit(develRate.pop[0], 0.001) - : ai.general.stats.leadership / valueFit(develRate.pop[0], 0.001) / 2; + const weight = [1, 3].includes(city.frontState) + ? ai.general.stats.leadership / valueFit(develRate.pop[0], 0.001) + : ai.general.stats.leadership / valueFit(develRate.pop[0], 0.001) / 2; cmdList.push([ai.buildGeneralCandidate('che_정착장려', {}, '전쟁내정'), weight]); } } @@ -160,27 +180,31 @@ export const do전쟁내정 = (ai: GeneralAI) => { } if (ai.genType & t지장) { - cmdList.push([ai.buildGeneralCandidate('che_기술연구', {}, '전쟁내정'), ai.general.stats.intelligence]); + if (!isTechLimited(ai, tech)) { + const nextTech = (tech % 1000) + 1; + const weight = !isTechLimited(ai, tech + 1000) + ? ai.general.stats.intelligence / (nextTech / 3000) + : ai.general.stats.intelligence; + cmdList.push([ai.buildGeneralCandidate('che_기술연구', {}, '전쟁내정'), weight]); + } if (develRate.agri[0] < 0.5) { - const weight = - city.frontState > 0 - ? ((isSpringSummer ? 1.2 : 0.8) * ai.general.stats.intelligence) / - 4 / - valueFit(develRate.agri[0], 0.001, 1) - : ((isSpringSummer ? 1.2 : 0.8) * ai.general.stats.intelligence) / - 2 / - valueFit(develRate.agri[0], 0.001, 1); + const weight = [1, 3].includes(city.frontState) + ? ((isSpringSummer ? 1.2 : 0.8) * ai.general.stats.intelligence) / + 4 / + valueFit(develRate.agri[0], 0.001, 1) + : ((isSpringSummer ? 1.2 : 0.8) * ai.general.stats.intelligence) / + 2 / + valueFit(develRate.agri[0], 0.001, 1); cmdList.push([ai.buildGeneralCandidate('che_농지개간', {}, '전쟁내정'), weight]); } if (develRate.comm[0] < 0.5) { - const weight = - city.frontState > 0 - ? ((isSpringSummer ? 0.8 : 1.2) * ai.general.stats.intelligence) / - 4 / - valueFit(develRate.comm[0], 0.001, 1) - : ((isSpringSummer ? 0.8 : 1.2) * ai.general.stats.intelligence) / - 2 / - valueFit(develRate.comm[0], 0.001, 1); + const weight = [1, 3].includes(city.frontState) + ? ((isSpringSummer ? 0.8 : 1.2) * ai.general.stats.intelligence) / + 4 / + valueFit(develRate.comm[0], 0.001, 1) + : ((isSpringSummer ? 0.8 : 1.2) * ai.general.stats.intelligence) / + 2 / + valueFit(develRate.comm[0], 0.001, 1); cmdList.push([ai.buildGeneralCandidate('che_상업투자', {}, '전쟁내정'), weight]); } } diff --git a/app/game-engine/src/turn/ai/generalAi/general/index.ts b/app/game-engine/src/turn/ai/generalAi/general/index.ts index f5aee57..648ca47 100644 --- a/app/game-engine/src/turn/ai/generalAi/general/index.ts +++ b/app/game-engine/src/turn/ai/generalAi/general/index.ts @@ -5,7 +5,7 @@ import { do징병 } from './recruitActions.js'; import { do전투준비, do소집해제, do출병 } from './warActions.js'; import { do후방워프, do전방워프, do내정워프, do귀환, do집합 } from './warpActions.js'; import { doNPC헌납, doNPC사망대비 } from './npcActions.js'; -import { do국가선택, do중립, do거병, do건국, do방랑군이동 } from './politicsActions.js'; +import { do국가선택, do중립, do거병, do건국, do해산, do선양, do방랑군이동 } from './politicsActions.js'; export { do일반내정, @@ -27,6 +27,8 @@ export { do중립, do거병, do건국, + do해산, + do선양, do방랑군이동, }; @@ -53,5 +55,7 @@ export const generalActionHandlers: Record< 집합: do집합, 거병: do거병, 건국: do건국, + 해산: do해산, + 선양: do선양, 방랑군이동: do방랑군이동, }; diff --git a/app/game-engine/src/turn/ai/generalAi/general/politicsActions.ts b/app/game-engine/src/turn/ai/generalAi/general/politicsActions.ts index d4a3adc..4919b7d 100644 --- a/app/game-engine/src/turn/ai/generalAi/general/politicsActions.ts +++ b/app/game-engine/src/turn/ai/generalAi/general/politicsActions.ts @@ -18,6 +18,27 @@ export const do국가선택 = (ai: GeneralAI) => { } if (ai.rng.nextBool(0.3)) { + const affinity = ai.general.affinity ?? readMetaNumber(asRecord(ai.general.meta), 'affinity', 0); + if (affinity === 999) { + return null; + } + if (ai.world.currentYear < ai.startYear + 3) { + const nations = ai.worldRef.listNations(); + const nationCount = nations.length; + const notFullNationCount = nations.filter((nation) => { + const count = ai.worldRef!.listGenerals().filter((general) => general.nationId === nation.id).length; + return count < ai.commandEnv.initialNationGenLimit; + }).length; + if (nationCount === 0 || notFullNationCount === 0) { + return null; + } + const rejectProbability = Math.pow(1 / (nationCount + 1) / Math.pow(notFullNationCount, 3), 1 / 4); + if (ai.rng.nextBool(rejectProbability)) { + return null; + } + } else if (ai.rng.nextBool()) { + return null; + } return ai.buildGeneralCandidate('che_랜덤임관', {}, '국가선택'); } @@ -47,13 +68,15 @@ export const do중립 = (ai: GeneralAI) => { candidates = ['che_물자조달']; } - for (const key of candidates) { - const cmd = ai.buildGeneralCandidate(key, {}, '중립'); - if (cmd) { - return cmd; - } + const picked = ai.buildGeneralCandidate(ai.rng.choice(candidates), {}, '중립'); + if (picked) { + return picked; } - return ai.buildGeneralCandidate(ACTION_REST, {}, '중립'); + const supply = ai.buildGeneralCandidate('che_물자조달', {}, '중립'); + if (supply) { + return supply; + } + return ai.buildGeneralCandidate('che_견문', {}, '중립') ?? ai.buildGeneralCandidate(ACTION_REST, {}, '중립'); }; export const do거병 = (ai: GeneralAI) => { @@ -111,13 +134,18 @@ export const do거병 = (ai: GeneralAI) => { } const prop = (ai.rng.nextFloat1() * (ai.aiConst.defaultStatNpcMax + ai.aiConst.chiefStatMin)) / 2; - const ratio = (ai.general.stats.leadership + ai.general.stats.strength + ai.general.stats.intelligence) / 3; + const generalMeta = asRecord(ai.general.meta); + const ratio = + (readMetaNumber(generalMeta, 'fullLeadership', ai.general.stats.leadership) + + readMetaNumber(generalMeta, 'fullStrength', ai.general.stats.strength) + + readMetaNumber(generalMeta, 'fullIntelligence', ai.general.stats.intelligence)) / + 3; if (prop >= ratio) { return null; } - const relYear = Math.max(0, ai.world.currentYear - ai.startYear); - const more = valueFit(3 - relYear, 1, 3); + const initYear = readMetaNumber(asRecord(ai.world.meta), 'initYear', ai.startYear); + const more = valueFit(3 - ai.world.currentYear + initYear, 1, 3); if (!ai.rng.nextBool(0.0075 * more)) { return null; } @@ -132,10 +160,39 @@ export const do건국 = (ai: GeneralAI) => { ai.aiConst.availableNationTypes.length > 0 ? (ai.rng.choice(ai.aiConst.availableNationTypes) as string) : `${prefix}def`; - const colorType = ai.rng.nextRangeInt(0, 34); - const nationName = ai.general.name; + const colorType = ai.rng.nextRangeInt(0, 32); + const nationName = `㉿${Array.from(ai.general.name).slice(1).join('')}`; - return ai.buildGeneralCandidate('che_건국', { nationName, nationType, colorType }, '건국'); + const result = ai.buildGeneralCandidate('che_건국', { nationName, nationType, colorType }, '건국'); + if (result) { + const nextMeta = { ...ai.general.meta }; + delete nextMeta.movingTargetCityID; + ai.general.meta = nextMeta; + } + return result; +}; + +export const do해산 = (ai: GeneralAI) => { + const result = ai.buildGeneralCandidate('che_해산', {}, '해산'); + if (result) { + const nextMeta = { ...ai.general.meta }; + delete nextMeta.movingTargetCityID; + ai.general.meta = nextMeta; + } + return result; +}; + +export const do선양 = (ai: GeneralAI) => { + if (!ai.worldRef) { + return null; + } + const candidates = ai.worldRef + .listGenerals() + .filter((general) => general.nationId === ai.general.nationId && general.npcState !== 5); + if (candidates.length === 0) { + return null; + } + return ai.buildGeneralCandidate('che_선양', { destGeneralID: ai.rng.choice(candidates).id }, '선양'); }; export const do방랑군이동 = (ai: GeneralAI) => { @@ -143,37 +200,76 @@ export const do방랑군이동 = (ai: GeneralAI) => { if (!city || !ai.map || !ai.worldRef) { return null; } + const lordCities = ai.worldRef + .listGenerals() + .filter((general) => general.officerLevel === 12 && general.nationId === 0) + .map((general) => general.cityId); + if (lordCities.filter((cityId) => cityId === city.id).length <= 1 && [5, 6].includes(city.level)) { + return null; + } + const occupied = new Set( ai.worldRef .listCities() - .filter((c) => c.nationId !== 0) - .map((c) => c.id) + .filter((candidate) => candidate.nationId !== 0) + .map((candidate) => candidate.id) ); - for (const general of ai.worldRef.listGenerals()) { - if (general.officerLevel === 12 && general.nationId === 0) { - occupied.add(general.cityId); - } + for (const cityId of lordCities) { + occupied.add(cityId); } - const nearby = searchDistance(ai.map, city.id, 4); - const candidates: Array<[number, number]> = []; - for (const [cityIdRaw, dist] of Object.entries(nearby)) { - const cityId = Number(cityIdRaw); - if (!Number.isFinite(cityId) || occupied.has(cityId)) { - continue; - } - const target = ai.worldRef.getCityById(cityId); - if (!target || target.level < 5 || target.level > 6) { - continue; - } - candidates.push([cityId, 1 / Math.pow(2, dist)]); + let movingTargetCityId = readMetaNumber(asRecord(ai.general.meta), 'movingTargetCityID', 0) || null; + if (movingTargetCityId === city.id || (movingTargetCityId !== null && occupied.has(movingTargetCityId))) { + movingTargetCityId = null; } - if (candidates.length === 0) { - return null; + + if (movingTargetCityId === null) { + const nearby = searchDistance(ai.map, city.id, 4); + const candidates: Array<[number, number]> = []; + for (const [cityIdRaw, dist] of Object.entries(nearby)) { + const cityId = Number(cityIdRaw); + if (!Number.isFinite(cityId) || occupied.has(cityId)) { + continue; + } + const target = ai.worldRef.getCityById(cityId); + if (!target || target.level < 5 || target.level > 6) { + continue; + } + candidates.push([cityId, 1 / Math.pow(2, dist)]); + } + if (candidates.length === 0) { + return null; + } + movingTargetCityId = ai.rng.choiceUsingWeightPair(candidates); + ai.general.meta = { ...ai.general.meta, movingTargetCityID: movingTargetCityId }; } - const destCityId = ai.rng.choiceUsingWeightPair(candidates); - if (destCityId === city.id) { + + if (movingTargetCityId === city.id) { return ai.buildGeneralCandidate('che_인재탐색', {}, '방랑군이동'); } - return ai.buildGeneralCandidate('che_이동', { destCityId }, '방랑군이동'); + + const distanceMap = searchDistance(ai.map, movingTargetCityId, 99); + const targetDistance = distanceMap[city.id]; + if (targetDistance === undefined) { + return null; + } + const neighbors = ai.map.cities.find((candidate) => candidate.id === city.id)?.connections ?? []; + const nextCandidates: Array<[number, number]> = []; + for (const nextCityId of neighbors) { + const nextCity = ai.worldRef.getCityById(nextCityId); + if (nextCity && [5, 6].includes(nextCity.level) && !occupied.has(nextCityId)) { + nextCandidates.push([nextCityId, 10]); + } + if (distanceMap[nextCityId] !== undefined && distanceMap[nextCityId] + 1 === targetDistance) { + nextCandidates.push([nextCityId, 1]); + } + } + if (nextCandidates.length === 0) { + return null; + } + return ai.buildGeneralCandidate( + 'che_이동', + { destCityId: ai.rng.choiceUsingWeightPair(nextCandidates) }, + '방랑군이동' + ); }; diff --git a/app/game-engine/src/turn/ai/generalAi/general/recruitActions.ts b/app/game-engine/src/turn/ai/generalAi/general/recruitActions.ts index 22d1946..1c68b20 100644 --- a/app/game-engine/src/turn/ai/generalAi/general/recruitActions.ts +++ b/app/game-engine/src/turn/ai/generalAi/general/recruitActions.ts @@ -9,7 +9,7 @@ import type { CrewTypeDefinition, General, WarArmTypes } from '@sammo-ts/logic'; import type { GeneralAI } from '../core.js'; import { asRecord, readMetaNumber, roundTo } from '../../aiUtils.js'; -import { t통솔장 } from './helpers.js'; +import { t무장, t지장, t통솔장 } from './helpers.js'; export const buildRecruitArmTypeWeights = (general: General, armTypes: WarArmTypes): Array<[number, number]> => { const meta = asRecord(general.meta); @@ -45,7 +45,7 @@ export const do징병 = (ai: GeneralAI) => { if (!city || !nation || !ai.unitSet || !ai.map) { return null; } - if ([0, 1].includes(ai.dipState) && ai.general.npcState < 2) { + if ([0, 1].includes(ai.dipState)) { return null; } if (!(ai.genType & t통솔장)) { @@ -55,9 +55,10 @@ export const do징병 = (ai: GeneralAI) => { return null; } + const generalMeta = asRecord(ai.general.meta); + const fullLeadership = readMetaNumber(generalMeta, 'fullLeadership', ai.general.stats.leadership); if (!ai.generalPolicy.can('한계징병')) { - const remainPop = - city.population - ai.nationPolicy.minNpcRecruitCityPopulation - ai.general.stats.leadership * 100; + const remainPop = city.population - ai.nationPolicy.minNpcRecruitCityPopulation - fullLeadership * 100; if (remainPop <= 0) { return null; } @@ -71,9 +72,16 @@ export const do징병 = (ai: GeneralAI) => { } const tech = readMetaNumber(asRecord(nation.meta), 'tech', 0); - const crewAmountBase = ai.general.stats.leadership * 100; + const crewAmountBase = fullLeadership * 100; const warConfig = buildWarConfig(ai.scenarioConfig, ai.unitSet); - const forcedArmType = readMetaNumber(asRecord(ai.general.meta), 'armType', 0); + let forcedArmType = readMetaNumber(asRecord(ai.general.meta), 'armType', 0); + if ( + (forcedArmType === warConfig.armTypes.wizard && !(ai.genType & t지장)) || + ([warConfig.armTypes.footman, warConfig.armTypes.archer, warConfig.armTypes.cavalry].includes(forcedArmType) && + !(ai.genType & t무장)) + ) { + forcedArmType = 0; + } const armType = forcedArmType > 0 ? forcedArmType @@ -123,25 +131,31 @@ export const do징병 = (ai: GeneralAI) => { let crewAmount = crewAmountBase; const goldCost = (picked.cost * getTechCost(tech) * crewAmount) / 100; - const riceCost = crewAmount / 100; + const killCrew = readMetaNumber(generalMeta, 'rank_killcrew', readMetaNumber(generalMeta, 'killcrew', 0)); + const deathCrew = readMetaNumber(generalMeta, 'rank_deathcrew', readMetaNumber(generalMeta, 'deathcrew', 0)); + const expectedCrewLoss = Math.floor((crewAmount * killCrew * 1.2) / Math.max(deathCrew, 1)); + let riceCost = (picked.rice * getTechCost(tech) * expectedCrewLoss) / 100; - if (ai.general.gold <= 0 || ai.general.rice <= 0) { + const remainingGold = ai.general.gold - fullLeadership * 3; + const remainingRice = ai.general.rice - fullLeadership * 4; + if (remainingGold <= 0 || remainingRice <= 0) { return null; } - if (ai.generalPolicy.can('모병') && ai.general.gold >= goldCost * 6) { + if (ai.generalPolicy.can('모병') && remainingGold >= goldCost * 6) { const hire = ai.buildGeneralCandidate('che_모병', { crewType: crewTypeId, amount: crewAmount }, '징병'); if (hire) { return hire; } } - if (ai.general.gold < goldCost && ai.general.gold * 2 >= goldCost) { + if (remainingGold < goldCost && remainingGold * 2 >= goldCost) { crewAmount *= 0.5; + riceCost *= 0.5; crewAmount = roundTo(crewAmount - 49, -2); } - if (!ai.generalPolicy.can('한계징병') && ai.general.rice * 1.1 <= riceCost) { + if (!ai.generalPolicy.can('한계징병') && remainingRice * 1.1 <= riceCost) { return null; } diff --git a/app/game-engine/src/turn/ai/generalAi/general/warActions.ts b/app/game-engine/src/turn/ai/generalAi/general/warActions.ts index bdbc2aa..ce66d07 100644 --- a/app/game-engine/src/turn/ai/generalAi/general/warActions.ts +++ b/app/game-engine/src/turn/ai/generalAi/general/warActions.ts @@ -3,7 +3,7 @@ import { valueFit } from '../../aiUtils.js'; import { pickWeightedCandidate } from './helpers.js'; export const do전투준비 = (ai: GeneralAI) => { - if ([0, 1].includes(ai.dipState) && ai.general.crew <= 0) { + if ([0, 1].includes(ai.dipState)) { return null; } const cmdList: Array<[ReturnType, number]> = []; diff --git a/app/game-engine/src/turn/ai/generalAi/general/warpActions.ts b/app/game-engine/src/turn/ai/generalAi/general/warpActions.ts index cf04fda..2948059 100644 --- a/app/game-engine/src/turn/ai/generalAi/general/warpActions.ts +++ b/app/game-engine/src/turn/ai/generalAi/general/warpActions.ts @@ -1,4 +1,5 @@ import type { GeneralAI } from '../core.js'; +import { asRecord, readRequiredMetaNumber } from '../../aiUtils.js'; import { t통솔장 } from './helpers.js'; export const do후방워프 = (ai: GeneralAI) => { @@ -9,6 +10,9 @@ export const do후방워프 = (ai: GeneralAI) => { if ([0, 1].includes(ai.dipState)) { return null; } + if (!ai.generalPolicy.can('징병')) { + return null; + } if (!(ai.genType & t통솔장)) { return null; } @@ -104,6 +108,7 @@ export const do전방워프 = (ai: GeneralAI) => { } ai.categorizeNationCities(); + ai.categorizeNationGeneral(); const candidateCities: Record = {}; for (const frontCity of Object.values(ai.frontCities)) { if (frontCity.supplyState <= 0) { @@ -195,4 +200,11 @@ export const do귀환 = (ai: GeneralAI) => { return ai.buildGeneralCandidate('che_귀환', {}, '귀환'); }; -export const do집합 = (ai: GeneralAI) => ai.buildGeneralCandidate('che_집합', {}, '집합'); +export const do집합 = (ai: GeneralAI) => { + if (ai.general.npcState === 5) { + const killturn = readRequiredMetaNumber(asRecord(ai.general.meta), 'killturn', `generalId=${ai.general.id}`); + const nextKillturn = ((killturn + ai.rng.nextRangeInt(2, 4)) % 5) + 70; + ai.general.meta = { ...ai.general.meta, killturn: nextKillturn }; + } + return ai.buildGeneralCandidate('che_집합', {}, '집합'); +}; diff --git a/app/game-engine/src/turn/ai/generalAi/nation/capital.ts b/app/game-engine/src/turn/ai/generalAi/nation/capital.ts index 81154de..d63205e 100644 --- a/app/game-engine/src/turn/ai/generalAi/nation/capital.ts +++ b/app/game-engine/src/turn/ai/generalAi/nation/capital.ts @@ -14,7 +14,25 @@ export const do천도 = (ai: GeneralAI) => { return null; } - const cityIds = nationCities.map((city) => city.id); + const nationCityIds = new Set(nationCities.map((city) => city.id)); + const connectedCityIds = new Set([ai.nation.capitalCityId]); + const queue = [ai.nation.capitalCityId]; + while (queue.length > 0) { + const cityId = queue.shift()!; + const connections = ai.map.cities.find((city) => city.id === cityId)?.connections ?? []; + for (const nextCityId of connections) { + if (!nationCityIds.has(nextCityId) || connectedCityIds.has(nextCityId)) { + continue; + } + connectedCityIds.add(nextCityId); + queue.push(nextCityId); + } + } + if (connectedCityIds.size <= 1) { + return null; + } + + const cityIds = Array.from(connectedCityIds); const distanceList = searchAllDistanceByCityList(ai.map, cityIds); const capitalId = ai.nation.capitalCityId; if (!distanceList[capitalId]) { @@ -28,7 +46,7 @@ export const do천도 = (ai: GeneralAI) => { } const cityScores: Record = {}; - for (const city of nationCities) { + for (const city of nationCities.filter((candidate) => connectedCityIds.has(candidate.id))) { const sumDistance = Object.values(distanceList[city.id] ?? {}).reduce((acc, value) => acc + value, 0); if (sumDistance <= 0) { continue; @@ -39,7 +57,7 @@ export const do천도 = (ai: GeneralAI) => { const sorted = Object.entries(cityScores).sort((a, b) => b[1] - a[1]); const topLimit = Math.ceil(sorted.length * 0.25); - for (let idx = 0; idx < Math.min(topLimit, sorted.length); idx += 1) { + for (let idx = 0; idx <= Math.min(topLimit, sorted.length - 1); idx += 1) { if (Number(sorted[idx][0]) === capitalId) { return null; } @@ -62,5 +80,5 @@ export const do천도 = (ai: GeneralAI) => { } } - return ai.buildNationCandidate('che_천도', { destCityId: targetCityId }, '천도'); + return ai.buildNationCandidate('che_천도', { destCityID: targetCityId }, '천도'); }; diff --git a/app/game-engine/src/turn/ai/generalAi/nation/diplomacy.ts b/app/game-engine/src/turn/ai/generalAi/nation/diplomacy.ts index 71ccda7..64c1ff6 100644 --- a/app/game-engine/src/turn/ai/generalAi/nation/diplomacy.ts +++ b/app/game-engine/src/turn/ai/generalAi/nation/diplomacy.ts @@ -3,6 +3,18 @@ import { asRecord, joinYearMonth, parseYearMonth, readMetaNumber } from '../../a import { isNeighbor } from '../../distance.js'; import { resolveNationIncome } from './helpers.js'; +const isTechLimited = (ai: GeneralAI, tech: number): boolean => { + const relativeYear = Math.max(0, ai.world.currentYear - ai.startYear); + const levelIncreaseYears = ai.commandEnv.techLevelIncYear ?? 5; + const initialAllowedLevel = ai.commandEnv.initialAllowedTechLevel ?? 1; + const relativeMaxLevel = Math.max( + 1, + Math.min(Math.floor(relativeYear / levelIncreaseYears) + initialAllowedLevel, ai.commandEnv.maxTechLevel) + ); + const techLevel = Math.max(0, Math.min(Math.floor(tech / 1000), ai.commandEnv.maxTechLevel)); + return techLevel >= relativeMaxLevel; +}; + export const do불가침제의 = (ai: GeneralAI) => { if (!ai.nation || ai.general.officerLevel < 12) { return null; @@ -66,11 +78,16 @@ export const do불가침제의 = (ai: GeneralAI) => { } const [targetYear, targetMonth] = parseYearMonth(Math.floor(yearMonth + diplomatMonth)); - return ai.buildNationCandidate( + const result = ai.buildNationCandidate( 'che_불가침제의', { destNationId, year: targetYear, month: targetMonth }, '불가침제의' ); + if (result) { + const nextTry = { ...respAssistTry, [`n${destNationId}`]: [destNationId, yearMonth] }; + asRecord(ai.nation.meta).resp_assist_try = nextTry; + } + return result; }; export const do선전포고 = (ai: GeneralAI) => { @@ -92,6 +109,10 @@ export const do선전포고 = (ai: GeneralAI) => { if (!ai.map || !ai.worldRef) { return null; } + const currentTech = readMetaNumber(asRecord(ai.nation.meta), 'tech', 0); + if (!isTechLimited(ai, currentTech + 1000)) { + return null; + } const avgResources = Object.values({ ...ai.npcWarGenerals, @@ -134,9 +155,26 @@ export const do선전포고 = (ai: GeneralAI) => { return null; } + const lowTargetNations = new Set( + ai.worldRef + .listDiplomacy() + .filter((entry) => entry.fromNationId !== currentNationId && (entry.state === 0 || entry.state === 1)) + .map((entry) => entry.fromNationId) + ); const weight: Record = {}; + const warWeight: Record = {}; for (const nation of neighbors) { - weight[nation.id] = 1 / Math.sqrt(nation.power + 1); + const target = lowTargetNations.has(nation.id) ? warWeight : weight; + target[nation.id] = 1 / Math.sqrt(nation.power + 1); + } + if (Object.keys(weight).length === 0) { + if (Object.keys(warWeight).length === 0 || lowTargetNations.size === 0) { + return null; + } + if (ai.rng.nextBool(1 / lowTargetNations.size)) { + return null; + } + Object.assign(weight, warWeight); } const destNationId = Number(ai.rng.choiceUsingWeight(weight)); diff --git a/app/game-engine/src/turn/ai/generalAi/nation/helpers.ts b/app/game-engine/src/turn/ai/generalAi/nation/helpers.ts index 263a846..cfbbef0 100644 --- a/app/game-engine/src/turn/ai/generalAi/nation/helpers.ts +++ b/app/game-engine/src/turn/ai/generalAi/nation/helpers.ts @@ -3,7 +3,10 @@ import type { City } from '@sammo-ts/logic'; import type { GeneralAI } from '../core.js'; import { asRecord, readMetaNumber } from '../../aiUtils.js'; -export const pickWeightedCandidate = (ai: GeneralAI, list: Array<[ReturnType, number]>) => { +export const pickWeightedCandidate = ( + ai: GeneralAI, + list: Array<[ReturnType, number]> +) => { const items = list.filter(([item]) => Boolean(item)) as Array< [ReturnType, number] >; @@ -59,23 +62,21 @@ export const selectRecruitableCity = (ai: GeneralAI, minPop: number): Record ai.buildNationCandidate('che_발령', { destGeneralId, destCityId }, reason); -export const buildSeizureCandidate = (ai: GeneralAI, destGeneralId: number, amount: number, isGold: boolean, reason: string) => - ai.buildNationCandidate('che_몰수', { destGeneralID: destGeneralId, amount, isGold }, reason); +export const buildSeizureCandidate = ( + ai: GeneralAI, + destGeneralId: number, + amount: number, + isGold: boolean, + reason: string +) => ai.buildNationCandidate('che_몰수', { destGeneralID: destGeneralId, amount, isGold }, reason); -export const buildAwardCandidate = (ai: GeneralAI, destGeneralId: number, amount: number, isGold: boolean, reason: string) => - ai.buildNationCandidate('che_포상', { destGeneralId, amount, isGold }, reason); - -export const resolveAwardAmount = (ai: GeneralAI, current: number, target: number): number | null => { - const diff = target - current; - if (diff <= 0) { - return null; - } - const amount = Math.min(diff, ai.maxResourceActionAmount); - if (amount < ai.nationPolicy.minimumResourceActionAmount) { - return null; - } - return amount; -}; +export const buildAwardCandidate = ( + ai: GeneralAI, + destGeneralId: number, + amount: number, + isGold: boolean, + reason: string +) => ai.buildNationCandidate('che_포상', { destGeneralId, amount, isGold }, reason); export const resolveNationIncome = (ai: GeneralAI): number => { const cities = Object.values(ai.supplyCities); diff --git a/app/game-engine/src/turn/ai/generalAi/nation/rewards.ts b/app/game-engine/src/turn/ai/generalAi/nation/rewards.ts index 479a912..2f8a5a4 100644 --- a/app/game-engine/src/turn/ai/generalAi/nation/rewards.ts +++ b/app/game-engine/src/turn/ai/generalAi/nation/rewards.ts @@ -1,6 +1,34 @@ import type { GeneralAI } from '../core.js'; -import { asRecord, readRequiredMetaNumber } from '../../aiUtils.js'; -import { buildAwardCandidate, buildSeizureCandidate, pickWeightedCandidate, resolveAwardAmount } from './helpers.js'; +import { findCrewTypeById, getTechCost } from '@sammo-ts/logic/world/unitSet.js'; +import type { TurnGeneral } from '../../../types.js'; +import { asRecord, readMetaNumber, readRequiredMetaNumber } from '../../aiUtils.js'; +import { buildAwardCandidate, buildSeizureCandidate, pickWeightedCandidate } from './helpers.js'; + +type ResourceName = 'gold' | 'rice'; + +const clampLegacy = (value: number, min: number | null, max: number | null): number => { + if (min !== null && max !== null && max < min) { + return min; + } + return Math.max(min ?? -Infinity, Math.min(max ?? Infinity, value)); +}; + +const getFullLeadership = (general: TurnGeneral): number => + readMetaNumber(asRecord(general.meta), 'fullLeadership', general.stats.leadership); + +const getCrewGoldCost = (ai: GeneralAI, general: TurnGeneral, multiplier: number): number => { + const crewType = findCrewTypeById(ai.unitSet, general.crewTypeId ?? ai.commandEnv.defaultCrewTypeId); + const tech = readMetaNumber(asRecord(ai.nation?.meta), 'tech', 0); + return (crewType?.cost ?? 0) * getTechCost(tech) * getFullLeadership(general) * multiplier; +}; + +const sortedByResource = (generals: Record, resource: ResourceName, descending = false) => + Object.values(generals).sort((lhs, rhs) => + descending ? rhs[resource] - lhs[resource] : lhs[resource] - rhs[resource] + ); + +const canUseGeneral = (general: TurnGeneral): boolean => + readRequiredMetaNumber(asRecord(general.meta), 'killturn', `generalId=${general.id}`) > 5; export const do유저장긴급포상 = (ai: GeneralAI) => { const nation = ai.nation; @@ -8,24 +36,38 @@ export const do유저장긴급포상 = (ai: GeneralAI) => { return null; } const candidates: Array<[ReturnType, number]> = []; - const resourceMap: Array<['gold' | 'rice', number]> = [ + const resourceMap: Array<[ResourceName, number]> = [ ['gold', ai.nationPolicy.reqHumanWarUrgentGold], ['rice', ai.nationPolicy.reqHumanWarUrgentRice], ]; - for (const [resKey, required] of resourceMap) { - if (nation[resKey] < ai.nationPolicy.reqNationGold && resKey === 'gold') { - continue; - } - if (nation[resKey] < ai.nationPolicy.reqNationRice && resKey === 'rice') { - continue; - } - for (const general of Object.values(ai.userWarGenerals)) { - const amount = resolveAwardAmount(ai, general[resKey], required); - if (!amount) { + for (const [resKey, minimum] of resourceMap) { + const generals = sortedByResource(ai.userWarGenerals, resKey); + for (const [index, general] of generals.entries()) { + if (general[resKey] >= minimum) { + break; + } + if (!canUseGeneral(general)) { continue; } - candidates.push([buildAwardCandidate(ai, general.id, amount, resKey === 'gold', '유저장긴급포상'), amount]); + let required = getCrewGoldCost(ai, general, 3 * 1.1); + if (ai.world.currentYear > ai.startYear + 3) { + required = Math.max(required, minimum); + } + const enough = required * 1.1; + if (general[resKey] >= required) { + continue; + } + let amount = Math.sqrt((enough - general[resKey]) * nation[resKey]); + amount = clampLegacy(amount, null, enough - general[resKey]); + if (amount < ai.nationPolicy.minimumResourceActionAmount || nation[resKey] < amount / 2) { + continue; + } + amount = clampLegacy(amount, 100, ai.maxResourceActionAmount); + candidates.push([ + buildAwardCandidate(ai, general.id, amount, resKey === 'gold', '유저장긴급포상'), + generals.length - index, + ]); } } @@ -38,24 +80,56 @@ export const do유저장포상 = (ai: GeneralAI) => { return null; } const candidates: Array<[ReturnType, number]> = []; - const resourceMap: Array<['gold' | 'rice', number]> = [ - ['gold', ai.nationPolicy.reqHumanWarRecommandGold], - ['rice', ai.nationPolicy.reqHumanWarRecommandRice], + const resourceMap: Array<[ResourceName, number, number, number]> = [ + [ + 'gold', + ai.nationPolicy.reqNationGold, + ai.nationPolicy.reqHumanWarRecommandGold, + ai.nationPolicy.reqHumanDevelGold, + ], + [ + 'rice', + ai.nationPolicy.reqNationRice, + ai.nationPolicy.reqHumanWarRecommandRice, + ai.nationPolicy.reqHumanDevelRice, + ], ]; - for (const [resKey, required] of resourceMap) { - if (nation[resKey] < ai.nationPolicy.reqNationGold && resKey === 'gold') { + for (const [resKey, nationMinimum, warMinimum, civilMinimum] of resourceMap) { + if (nation[resKey] < nationMinimum) { continue; } - if (nation[resKey] < ai.nationPolicy.reqNationRice && resKey === 'rice') { - continue; - } - for (const general of Object.values(ai.userWarGenerals)) { - const amount = resolveAwardAmount(ai, general[resKey], required); - if (!amount) { + const generals = sortedByResource(ai.userGenerals, resKey); + for (const [index, general] of generals.entries()) { + if (general[resKey] >= warMinimum) { + break; + } + if (!canUseGeneral(general)) { continue; } - candidates.push([buildAwardCandidate(ai, general.id, amount, resKey === 'gold', '유저장포상'), amount]); + let enough: number; + if (ai.userWarGenerals[general.id]) { + let required = getCrewGoldCost(ai, general, 6 * 1.1); + if (ai.world.currentYear > ai.startYear + 3) { + required = Math.max(required, warMinimum); + } + enough = required * 1.2; + } else { + enough = civilMinimum * 1.2; + } + if (general[resKey] >= enough) { + continue; + } + let amount = Math.sqrt((enough - general[resKey]) * nation[resKey]); + amount = clampLegacy(amount, nation[resKey] - nationMinimum, enough - general[resKey]); + if (amount < ai.nationPolicy.minimumResourceActionAmount || nation[resKey] < amount / 2) { + continue; + } + amount = clampLegacy(amount, 100, ai.maxResourceActionAmount); + candidates.push([ + buildAwardCandidate(ai, general.id, amount, resKey === 'gold', '유저장포상'), + generals.length - index, + ]); } } @@ -68,28 +142,41 @@ export const doNPC긴급포상 = (ai: GeneralAI) => { return null; } const candidates: Array<[ReturnType, number]> = []; - const resourceMap: Array<['gold' | 'rice', number]> = [ - ['gold', ai.nationPolicy.reqNpcWarGold / 2], - ['rice', ai.nationPolicy.reqNpcWarRice / 2], + const resourceMap: Array<[ResourceName, number, number]> = [ + ['gold', ai.nationPolicy.reqNationGold, ai.nationPolicy.reqNpcWarGold / 2], + ['rice', ai.nationPolicy.reqNationRice, ai.nationPolicy.reqNpcWarRice / 2], ]; - for (const [resKey, required] of resourceMap) { - if (nation[resKey] < ai.nationPolicy.reqNationGold && resKey === 'gold') { + for (const [resKey, nationMinimum, minimum] of resourceMap) { + if (nation[resKey] < nationMinimum) { continue; } - if (nation[resKey] < ai.nationPolicy.reqNationRice && resKey === 'rice') { - continue; - } - for (const general of Object.values(ai.npcWarGenerals)) { - const killturn = readRequiredMetaNumber(asRecord(general.meta), 'killturn', `generalId=${general.id}`); - if (killturn <= 5) { + const generals = sortedByResource(ai.npcWarGenerals, resKey); + for (const [index, general] of generals.entries()) { + if (general[resKey] >= minimum) { + break; + } + if (!canUseGeneral(general)) { continue; } - const amount = resolveAwardAmount(ai, general[resKey], required); - if (!amount) { + let required = getCrewGoldCost(ai, general, 1.5); + if (ai.world.currentYear > ai.startYear + 5) { + required = Math.max(required, minimum); + } + const enough = required * 1.2; + if (general[resKey] >= required) { continue; } - candidates.push([buildAwardCandidate(ai, general.id, amount, resKey === 'gold', 'NPC긴급포상'), amount]); + let amount = Math.sqrt((enough - general[resKey]) * nation[resKey]); + amount = clampLegacy(amount, nation[resKey] - nationMinimum * 0.9, enough - general[resKey]); + if (amount < ai.nationPolicy.minimumResourceActionAmount || nation[resKey] < amount / 2) { + continue; + } + amount = clampLegacy(amount, 100, ai.maxResourceActionAmount); + candidates.push([ + buildAwardCandidate(ai, general.id, amount, resKey === 'gold', 'NPC긴급포상'), + generals.length - index, + ]); } } @@ -102,39 +189,60 @@ export const doNPC포상 = (ai: GeneralAI) => { return null; } const candidates: Array<[ReturnType, number]> = []; - const resourceMap: Array<['gold' | 'rice', number, number]> = [ - ['gold', ai.nationPolicy.reqNpcWarGold, ai.nationPolicy.reqNpcDevelGold], - ['rice', ai.nationPolicy.reqNpcWarRice, ai.nationPolicy.reqNpcDevelRice], + const resourceMap: Array<[ResourceName, number, number, number]> = [ + ['gold', ai.nationPolicy.reqNationGold, ai.nationPolicy.reqNpcWarGold, ai.nationPolicy.reqNpcDevelGold], + ['rice', ai.nationPolicy.reqNationRice, ai.nationPolicy.reqNpcWarRice, ai.nationPolicy.reqNpcDevelRice], ]; - for (const [resKey, warReq, devReq] of resourceMap) { - if (nation[resKey] < ai.nationPolicy.reqNationGold && resKey === 'gold') { + for (const [resKey, nationMinimum, warMinimum, civilMinimum] of resourceMap) { + if (nation[resKey] < nationMinimum) { continue; } - if (nation[resKey] < ai.nationPolicy.reqNationRice && resKey === 'rice') { - continue; + const warGenerals = sortedByResource(ai.npcWarGenerals, resKey); + const civilGenerals = sortedByResource(ai.npcCivilGenerals, resKey); + const weightBase = Math.max(warGenerals.length, civilGenerals.length); + for (const [index, general] of warGenerals.entries()) { + if (general[resKey] >= warMinimum) { + break; + } + if (!canUseGeneral(general)) { + continue; + } + let required = getCrewGoldCost(ai, general, 3 * 1.1); + if (ai.world.currentYear > ai.startYear + 5) { + required = Math.max(required, warMinimum); + } + const enough = required * 1.5; + if (general[resKey] >= required) { + continue; + } + let amount = Math.sqrt((enough - general[resKey]) * nation[resKey]); + amount = clampLegacy(amount, nation[resKey] - nationMinimum, enough - general[resKey]); + if (nation[resKey] < amount / 2) { + continue; + } + amount = clampLegacy(amount, 100, ai.maxResourceActionAmount); + candidates.push([ + buildAwardCandidate(ai, general.id, amount, resKey === 'gold', 'NPC포상'), + weightBase - index, + ]); } - for (const general of Object.values(ai.npcWarGenerals)) { - const killturn = readRequiredMetaNumber(asRecord(general.meta), 'killturn', `generalId=${general.id}`); - if (killturn <= 5) { + for (const [index, general] of civilGenerals.entries()) { + if (general[resKey] >= civilMinimum) { + break; + } + if (!canUseGeneral(general)) { continue; } - const amount = resolveAwardAmount(ai, general[resKey], warReq); - if (!amount) { + let amount = civilMinimum * 1.5 - general[resKey]; + if (amount < ai.nationPolicy.minimumResourceActionAmount) { continue; } - candidates.push([buildAwardCandidate(ai, general.id, amount, resKey === 'gold', 'NPC포상'), amount]); - } - for (const general of Object.values(ai.npcCivilGenerals)) { - const killturn = readRequiredMetaNumber(asRecord(general.meta), 'killturn', `generalId=${general.id}`); - if (killturn <= 5) { - continue; - } - const amount = resolveAwardAmount(ai, general[resKey], devReq); - if (!amount) { - continue; - } - candidates.push([buildAwardCandidate(ai, general.id, amount, resKey === 'gold', 'NPC포상'), amount]); + amount = clampLegacy(amount, 100, ai.maxResourceActionAmount); + candidates.push([ + buildAwardCandidate(ai, general.id, amount, resKey === 'gold', 'NPC포상'), + weightBase - index, + ]); } } @@ -147,41 +255,46 @@ export const doNPC몰수 = (ai: GeneralAI) => { return null; } const candidates: Array<[ReturnType, number]> = []; - const resourceMap: Array<['gold' | 'rice', number, number]> = [ - ['gold', ai.nationPolicy.reqNpcWarGold, ai.nationPolicy.reqNpcDevelGold], - ['rice', ai.nationPolicy.reqNpcWarRice, ai.nationPolicy.reqNpcDevelRice], + const resourceMap: Array<[ResourceName, number, number, number]> = [ + ['gold', ai.nationPolicy.reqNationGold, ai.nationPolicy.reqNpcWarGold, ai.nationPolicy.reqNpcDevelGold], + ['rice', ai.nationPolicy.reqNationRice, ai.nationPolicy.reqNpcWarRice, ai.nationPolicy.reqNpcDevelRice], ]; - for (const [resKey, warReq, devReq] of resourceMap) { - const nationLimit = resKey === 'gold' ? ai.nationPolicy.reqNationGold : ai.nationPolicy.reqNationRice; - const nationEnough = nation[resKey] >= nationLimit; - - for (const general of Object.values(ai.npcCivilGenerals)) { - if (general[resKey] <= devReq * 1.5) { - continue; + for (const [resKey, nationMinimum, warMinimum, civilMinimum] of resourceMap) { + for (const general of sortedByResource(ai.npcCivilGenerals, resKey, true)) { + if (general[resKey] <= civilMinimum * 1.5) { + break; } - const amount = Math.min(general[resKey] - devReq * 1.2, ai.maxResourceActionAmount); + const amount = clampLegacy(general[resKey] - civilMinimum * 1.2, 100, ai.maxResourceActionAmount); if (amount < ai.nationPolicy.minimumResourceActionAmount) { - continue; + break; } candidates.push([buildSeizureCandidate(ai, general.id, amount, resKey === 'gold', 'NPC몰수'), amount]); } - if (!nationEnough) { - for (const general of Object.values(ai.npcWarGenerals)) { - const minRes = nation[resKey] < nationLimit * 0.5 ? warReq * 2 : warReq; - if (general[resKey] <= minRes) { - continue; - } - const amount = Math.min(general[resKey] - minRes, ai.maxResourceActionAmount); - if (amount < ai.nationPolicy.minimumResourceActionAmount) { - continue; - } - candidates.push([ - buildSeizureCandidate(ai, general.id, amount, resKey === 'gold', 'NPC몰수'), - amount, - ]); + const nationDelta = nationMinimum * 1.5 - nation[resKey]; + if (nationDelta < 0) { + continue; + } + const takeSmallAmount = nation[resKey] >= nationMinimum; + for (const general of sortedByResource(ai.npcWarGenerals, resKey, true)) { + if (general[resKey] <= warMinimum * (takeSmallAmount ? 2 : 1)) { + break; } + let amount: number; + if (takeSmallAmount) { + const maxAmount = general[resKey] - warMinimum; + const minAmount = general[resKey] - warMinimum * 2; + amount = clampLegacy(Math.sqrt(minAmount * nationDelta), 0, maxAmount); + } else { + const maxAmount = general[resKey] - warMinimum; + amount = clampLegacy(Math.sqrt(maxAmount * nationDelta), 0, maxAmount); + } + if (amount < 100 || amount < ai.nationPolicy.minimumResourceActionAmount) { + break; + } + amount = clampLegacy(amount, 100, ai.maxResourceActionAmount); + candidates.push([buildSeizureCandidate(ai, general.id, amount, resKey === 'gold', 'NPC몰수'), amount]); } } diff --git a/app/game-engine/src/turn/ai/policies.ts b/app/game-engine/src/turn/ai/policies.ts index 6f6744a..b1a33a4 100644 --- a/app/game-engine/src/turn/ai/policies.ts +++ b/app/game-engine/src/turn/ai/policies.ts @@ -280,7 +280,7 @@ export class AutorunNationPolicy { if (this.reqNpcWarGold === 0 || this.reqNpcWarRice === 0) { const crewType = findCrewTypeById(unitSet, env.defaultCrewTypeId); const baseGold = crewType ? crewType.cost * getTechCost(tech) * stat.npcMax : 0; - const baseRice = stat.npcMax; + const baseRice = crewType ? crewType.rice * getTechCost(tech) * stat.npcMax : 0; if (this.reqNpcWarGold === 0) { this.reqNpcWarGold = roundTo(baseGold * 4, -2); } @@ -292,7 +292,7 @@ export class AutorunNationPolicy { if (this.reqHumanWarUrgentGold === 0 || this.reqHumanWarUrgentRice === 0) { const crewType = findCrewTypeById(unitSet, env.defaultCrewTypeId); const baseGold = crewType ? crewType.cost * getTechCost(tech) * stat.max : 0; - const baseRice = stat.max; + const baseRice = crewType ? crewType.rice * getTechCost(tech) * stat.max : 0; if (this.reqHumanWarUrgentGold === 0) { this.reqHumanWarUrgentGold = roundTo(baseGold * 6, -2); } diff --git a/app/game-engine/test/generalAiLegacyDecisionParity.test.ts b/app/game-engine/test/generalAiLegacyDecisionParity.test.ts new file mode 100644 index 0000000..7d4cddd --- /dev/null +++ b/app/game-engine/test/generalAiLegacyDecisionParity.test.ts @@ -0,0 +1,570 @@ +import { describe, expect, it } from 'vitest'; +import type { City, General, Nation } from '@sammo-ts/logic'; + +import type { GeneralAI } from '../src/turn/ai/generalAi.js'; +import { do일반내정, do전쟁내정 } from '../src/turn/ai/generalAi/general/devActions.js'; +import { do금쌀구매 } from '../src/turn/ai/generalAi/general/economyActions.js'; +import { do국가선택, do중립 } from '../src/turn/ai/generalAi/general/politicsActions.js'; +import { do징병 } from '../src/turn/ai/generalAi/general/recruitActions.js'; +import { do전투준비, do출병 } from '../src/turn/ai/generalAi/general/warActions.js'; +import { do전방워프, do집합, do후방워프 } from '../src/turn/ai/generalAi/general/warpActions.js'; +import { doNPC몰수, do유저장포상 } from '../src/turn/ai/generalAi/nation/rewards.js'; + +type Candidate = { + action: string; + args: Record; + reason: string; +}; + +type ScriptedRng = { + bools: boolean[]; + choices: unknown[]; + weightedPairs: Array>; + nextBool: (probability?: number) => boolean; + nextFloat1: () => number; + nextRangeInt: (min: number, max: number) => number; + choice: (items: T[] | Record) => T; + choiceUsingWeight: (items: Record) => T; + choiceUsingWeightPair: (items: Array<[T, number]>) => T; +}; + +const makeRng = (bools: boolean[] = [], choices: unknown[] = []): ScriptedRng => { + const scriptedChoices = [...choices]; + return { + bools: [...bools], + choices: scriptedChoices, + weightedPairs: [], + nextBool() { + return this.bools.shift() ?? false; + }, + nextFloat1() { + return 0; + }, + nextRangeInt(min) { + const picked = scriptedChoices.shift(); + return typeof picked === 'number' ? picked : min; + }, + choice(items: T[] | Record): T { + const values = Array.isArray(items) ? items : Object.values(items); + const picked = scriptedChoices.shift(); + if (typeof picked === 'number' && Number.isInteger(picked) && picked >= 0 && picked < values.length) { + return values[picked]!; + } + if (picked !== undefined && values.includes(picked as T)) { + return picked as T; + } + return values[0]!; + }, + choiceUsingWeight(items: Record): T { + return this.choice( + Object.keys(items).map((key) => { + const numeric = Number(key); + return (Number.isNaN(numeric) ? key : numeric) as T; + }) + ); + }, + choiceUsingWeightPair(items: Array<[T, number]>): T { + this.weightedPairs.push(items); + const picked = scriptedChoices.shift(); + if (typeof picked === 'number' && Number.isInteger(picked) && picked >= 0 && picked < items.length) { + return items[picked]![0]; + } + return items[0]![0]; + }, + }; +}; + +const baseGeneral = (): General => ({ + id: 1, + name: '가상장수', + nationId: 1, + cityId: 1, + troopId: 0, + stats: { leadership: 70, strength: 70, intelligence: 70 }, + experience: 0, + dedication: 0, + officerLevel: 1, + role: { + items: { horse: null, weapon: null, book: null, item: null }, + personality: null, + specialDomestic: null, + specialWar: null, + }, + injury: 0, + gold: 10_000, + rice: 10_000, + crew: 0, + crewTypeId: 1, + train: 0, + atmos: 0, + age: 30, + npcState: 2, + triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} }, + meta: { killturn: 100, fullLeadership: 70 }, +}); + +const baseCity = (): City => ({ + id: 1, + name: '가상도시', + nationId: 1, + level: 5, + state: 0, + population: 100_000, + populationMax: 100_000, + agriculture: 10_000, + agricultureMax: 10_000, + commerce: 10_000, + commerceMax: 10_000, + security: 10_000, + securityMax: 10_000, + supplyState: 1, + frontState: 0, + defence: 10_000, + defenceMax: 10_000, + wall: 10_000, + wallMax: 10_000, + meta: { trust: 100, trade: 100 }, +}); + +const baseNation = (): Nation => ({ + id: 1, + name: '가상국', + color: '#ffffff', + capitalCityId: 1, + chiefGeneralId: 1, + gold: 100_000, + rice: 100_000, + power: 100, + level: 1, + typeCode: 'che_중립', + meta: { tech: 0 }, +}); + +const makeAi = ( + overrides: { + general?: Partial; + city?: Partial; + nation?: Partial; + dipState?: number; + attackable?: boolean; + genType?: number; + year?: number; + startYear?: number; + rng?: ScriptedRng; + blockedActions?: string[]; + nations?: Nation[]; + generals?: General[]; + disabledPolicyActions?: string[]; + } = {} +): GeneralAI => { + const general = { + ...baseGeneral(), + ...overrides.general, + meta: { ...baseGeneral().meta, ...overrides.general?.meta }, + }; + const city = { ...baseCity(), ...overrides.city, meta: { ...baseCity().meta, ...overrides.city?.meta } }; + const nation = { + ...baseNation(), + ...overrides.nation, + meta: { ...baseNation().meta, ...overrides.nation?.meta }, + }; + const rng = overrides.rng ?? makeRng(); + const blocked = new Set(overrides.blockedActions ?? []); + const disabledPolicyActions = new Set(overrides.disabledPolicyActions ?? []); + const nations = overrides.nations ?? [nation]; + const generals = overrides.generals ?? [general]; + const candidates: Candidate[] = []; + + return { + general, + city, + nation, + world: { + id: 1, + currentYear: overrides.year ?? 190, + currentMonth: 1, + tickSeconds: 600, + lastTurnTime: new Date('0190-01-01T00:00:00Z'), + meta: { seed: 1 }, + }, + worldRef: { + listNations: () => nations, + listGenerals: () => generals, + listCities: () => [city], + listTroops: () => [], + listDiplomacy: () => [], + getNationById: (id: number) => nations.find((item) => item.id === id) ?? null, + getGeneralById: (id: number) => generals.find((item) => item.id === id) ?? null, + getCityById: (id: number) => (city.id === id ? city : null), + getTroopById: () => null, + getDiplomacyEntry: () => null, + }, + map: { + id: 'test', + name: 'test', + cities: [ + { + id: 1, + name: '가상도시', + level: 5, + region: 1, + position: { x: 0, y: 0 }, + connections: [2], + max: { + population: 100_000, + agriculture: 10_000, + commerce: 10_000, + security: 10_000, + defence: 10_000, + wall: 10_000, + }, + initial: { + population: 100_000, + agriculture: 10_000, + commerce: 10_000, + security: 10_000, + defence: 10_000, + wall: 10_000, + }, + }, + ], + defaults: { trust: 100, trade: 100, supplyState: 1, frontState: 0 }, + }, + unitSet: { + id: 'test', + name: 'test', + defaultCrewTypeId: 1, + crewTypes: [ + { + id: 1, + armType: 1, + name: '보병', + attack: 10, + defence: 10, + speed: 10, + avoid: 0, + magicCoef: 0, + cost: 10, + rice: 1, + requirements: [], + attackCoef: {}, + defenceCoef: {}, + info: [], + initSkillTrigger: null, + phaseSkillTrigger: null, + iActionList: null, + }, + ], + }, + scenarioConfig: { + stat: { total: 300, min: 1, max: 100, npcTotal: 150, npcMax: 50, npcMin: 1, chiefMin: 70 }, + iconPath: '', + map: {}, + const: {}, + environment: { mapName: 'test', unitSet: 'test' }, + }, + startYear: overrides.startYear ?? 180, + commandEnv: { + baseGold: 1000, + baseRice: 1000, + develCost: 10, + maxResourceActionAmount: 10_000, + minAvailableRecruitPop: 30_000, + maxTrainByCommand: 100, + maxAtmosByCommand: 100, + defaultCrewTypeId: 1, + openingPartYear: 3, + initialNationGenLimit: 10, + maxTechLevel: 10, + techLevelIncYear: 5, + initialAllowedTechLevel: 1, + }, + aiConst: { + baseGold: 1000, + baseRice: 1000, + minAvailableRecruitPop: 30_000, + maxResourceActionAmount: 10_000, + minNationalGold: 1000, + minNationalRice: 1000, + defaultStatMax: 100, + defaultStatNpcMax: 50, + chiefStatMin: 70, + npcMessageFreqByDay: 0, + availableNationTypes: [], + }, + dipState: overrides.dipState ?? 0, + attackable: overrides.attackable ?? false, + genType: overrides.genType ?? 7, + rng, + maxResourceActionAmount: 10_000, + generalPolicy: { + can: (action: string) => + !disabledPolicyActions.has(action) && !['모병', '고급병종', '한계징병'].includes(action), + }, + nationPolicy: { + minWarCrew: 1500, + minNpcRecruitCityPopulation: 30_000, + safeRecruitCityPopulationRatio: 0.5, + properWarTrainAtmos: 90, + minimumResourceActionAmount: 1000, + reqNationGold: 10_000, + reqNationRice: 12_000, + reqHumanWarRecommandGold: 20_000, + reqHumanWarRecommandRice: 20_000, + reqHumanDevelGold: 10_000, + reqHumanDevelRice: 10_000, + reqNpcWarGold: 10_000, + reqNpcWarRice: 10_000, + reqNpcDevelGold: 5_000, + reqNpcDevelRice: 5_000, + }, + calcCityDevelRate: (target: City) => ({ + trust: [Number(target.meta.trust ?? 0) / 100, 4], + pop: [target.population / target.populationMax, 4], + agri: [target.agriculture / target.agricultureMax, 2], + comm: [target.commerce / target.commerceMax, 2], + secu: [target.security / target.securityMax, 1], + def: [target.defence / target.defenceMax, 1], + wall: [target.wall / target.wallMax, 1], + }), + buildGeneralCandidate: (action: string, args: Record, reason: string) => { + if (blocked.has(action)) { + return null; + } + const candidate = { action, args, reason }; + candidates.push(candidate); + return candidate; + }, + buildNationCandidate: (action: string, args: Record, reason: string) => { + if (blocked.has(action)) { + return null; + } + const candidate = { action, args, reason }; + candidates.push(candidate); + return candidate; + }, + } as unknown as GeneralAI; +}; + +/** + * Expected branches are extracted from ref/sam hwe/sammo/GeneralAI.php + * at ng_compare@fe9ae978. These tests intentionally assert final command + * selection and RNG-sensitive gates, not TypeScript implementation details. + */ +describe('legacy NPC AI final-decision parity', () => { + it.each([ + [0, 0], + [0, 2], + [1, 0], + [1, 2], + ])('does not recruit during peace/declaration (dip=%i, npc=%i)', (dipState, npcState) => { + const ai = makeAi({ dipState, general: { npcState } }); + expect(do징병(ai)).toBeNull(); + }); + + it.each([ + [1000, 1000, null], + [1000, 2000, 'che_징병'], + ])( + 'uses legacy casualty ranks for recruitment rice reserve (kill=%i, death=%i)', + (killCrew, deathCrew, expected) => { + const ai = makeAi({ + dipState: 2, + general: { + gold: 10_000, + rice: 350, + meta: { + killturn: 100, + fullLeadership: 70, + rank_killcrew: killCrew, + rank_deathcrew: deathCrew, + }, + }, + rng: makeRng([], [0, 0]), + }); + expect(do징병(ai)?.action ?? null).toBe(expected); + } + ); + + it.each([ + [0, 0], + [0, 2000], + [1, 0], + [1, 2000], + ])('does not train during peace/declaration (dip=%i, crew=%i)', (dipState, crew) => { + const ai = makeAi({ dipState, general: { crew, train: 0, atmos: 0 } }); + expect(do전투준비(ai)).toBeNull(); + }); + + it.each([ + [180, 0, 'che_기술연구'], + [180, 1000, null], + [185, 1000, 'che_기술연구'], + [185, 2000, null], + ])('respects the legacy year-based technology ceiling (year=%i, tech=%i)', (year, tech, expected) => { + const ai = makeAi({ + year, + genType: 2, + nation: { rice: 100_000, meta: { tech } }, + rng: makeRng([], [0]), + }); + expect(do일반내정(ai)?.action ?? null).toBe(expected); + }); + + it('uses the legacy weighted front-state rule for wartime domestic choices', () => { + const rng = makeRng([false], [0]); + const ai = makeAi({ + dipState: 4, + genType: 2, + city: { + frontState: 2, + agriculture: 1000, + agricultureMax: 10_000, + commerce: 10_000, + commerceMax: 10_000, + }, + nation: { meta: { tech: 1000 } }, + year: 185, + rng, + }); + expect(do전쟁내정(ai)?.action).toBe('che_기술연구'); + const weights = rng.weightedPairs.at(-1)!; + const agriculture = weights.find(([candidate]) => (candidate as Candidate).action === 'che_농지개간')!; + expect(agriculture[1]).toBe(420); + }); + + it.each([ + [1500, 400, null], + [10_000, 1000, 'che_군량매매'], + [1000, 10_000, 'che_군량매매'], + [10_000, 10_000, null], + ])('matches legacy gold/rice trade decisions (gold=%i, rice=%i)', (gold, rice, expected) => { + const ai = makeAi({ general: { gold, rice } }); + expect(do금쌀구매(ai)?.action ?? null).toBe(expected); + }); + + it('randomly chooses between supply and search when national resources are sufficient', () => { + const ai = makeAi({ rng: makeRng([], [1]) }); + expect(do중립(ai)?.action).toBe('che_인재탐색'); + }); + + it('falls back supply -> inspect when the randomly selected neutral command is invalid', () => { + const ai = makeAi({ + rng: makeRng([], [1]), + blockedActions: ['che_인재탐색', 'che_물자조달'], + }); + expect(do중립(ai)?.action).toBe('che_견문'); + }); + + it.each([ + ['affinity sentinel', { affinity: 999 }, 190, [true], null], + ['late rejection', {}, 190, [true, true], null], + ['late acceptance', {}, 190, [true, false], 'che_랜덤임관'], + ['movement', {}, 190, [false, true], 'che_이동'], + ['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'); + }); +}); diff --git a/app/game-engine/test/npcNationGrowthScenario.test.ts b/app/game-engine/test/npcNationGrowthScenario.test.ts index 5984574..ac0594b 100644 --- a/app/game-engine/test/npcNationGrowthScenario.test.ts +++ b/app/game-engine/test/npcNationGrowthScenario.test.ts @@ -315,17 +315,6 @@ describe('NPC 대형 시뮬레이션', () => { } }; - const assertNationRecruitCount = (minRecruit: number) => { - const nations = world.listNations().filter((nation) => nation.level >= 1 && nation.capitalCityId); - const generals = world.listGenerals(); - for (const nation of nations) { - const recruited = generals.filter( - (general) => general.nationId === nation.id && general.crew > 0 && general.crewTypeId > 0 - ); - expect(recruited.length).toBeGreaterThanOrEqual(minRecruit); - } - }; - const assertWarReadiness = (minReadyCount: number, minTrain: number, minAtmos: number) => { const recruited = world .listGenerals() @@ -405,7 +394,6 @@ describe('NPC 대형 시뮬레이션', () => { ['180-11', () => assertCityTrust(90)], ['181-01', () => assertNationGeneralCount(10)], ['182-01', () => assertDomesticGrowth()], - ['182-10', () => assertNationRecruitCount(5)], ['183-01', () => assertWarReadiness(10, 70, 70)], ['183-02', () => assertDispatchRecorded(183, 1, 1)], ['183-07', () => assertNoNeutralCities()], diff --git a/app/game-engine/test/npcNationTechResearch.test.ts b/app/game-engine/test/npcNationTechResearch.test.ts index 1eeff69..aa7fc56 100644 --- a/app/game-engine/test/npcNationTechResearch.test.ts +++ b/app/game-engine/test/npcNationTechResearch.test.ts @@ -109,11 +109,18 @@ describe('NPC 기술 연구 장기 시뮬레이션', () => { const pushNationGenerals = (nationId: number, cityId: number) => { const leaderId = nextId++; generals.push( - createNpcGeneral(leaderId, cityId, nationId, 12, { - leadership: 100, - strength: 90, - intelligence: 40, - }, 1) + createNpcGeneral( + leaderId, + cityId, + nationId, + 12, + { + leadership: 100, + strength: 90, + intelligence: 40, + }, + 1 + ) ); for (let i = 0; i < 9; i += 1) { generals.push( @@ -317,6 +324,8 @@ describe('NPC 기술 연구 장기 시뮬레이션', () => { expect(getTechLevel(finalTech2)).toBeGreaterThanOrEqual(initialLevel); expect(secondRecruitCost).not.toBeNull(); - expect(secondRecruitCost ?? 0).toBeGreaterThan(firstRecruitCost); + // Nation awards can occur in the same tick and make the general's net + // gold delta smaller than the recruitment price. Exact cost scaling is + // covered by the unit-set/action contract tests rather than this smoke. }, 60000); }); diff --git a/app/game-engine/test/npcNationWarDeclaration.test.ts b/app/game-engine/test/npcNationWarDeclaration.test.ts index 616fe94..3c2a63f 100644 --- a/app/game-engine/test/npcNationWarDeclaration.test.ts +++ b/app/game-engine/test/npcNationWarDeclaration.test.ts @@ -113,24 +113,30 @@ describe('NPC 선전포고·개전·통일 흐름 테스트', () => { const generals: TurnGeneral[] = []; let nextId = 1; const pushNationGenerals = (nationId: number, cityId: number) => { - generals.push(createNpcGeneral(nextId++, cityId, nationId, 12, { - leadership: 90, - strength: 80, - intelligence: 40, - })); - for (let i = 0; i < 9; i += 1) { - generals.push(createNpcGeneral(nextId++, cityId, nationId, 2, { - leadership: 70, + generals.push( + createNpcGeneral(nextId++, cityId, nationId, 12, { + leadership: 90, strength: 80, - intelligence: 30, - })); + intelligence: 40, + }) + ); + for (let i = 0; i < 9; i += 1) { + generals.push( + createNpcGeneral(nextId++, cityId, nationId, 2, { + leadership: 70, + strength: 80, + intelligence: 30, + }) + ); } for (let i = 0; i < 10; i += 1) { - generals.push(createNpcGeneral(nextId++, cityId, nationId, 2, { - leadership: 70, - strength: 30, - intelligence: 80, - })); + generals.push( + createNpcGeneral(nextId++, cityId, nationId, 2, { + leadership: 70, + strength: 30, + intelligence: 80, + }) + ); } }; pushNationGenerals(1, cityA1.id); @@ -280,9 +286,10 @@ describe('NPC 선전포고·개전·통일 흐름 테스트', () => { const findDiplomacyEntry = (world: InMemoryTurnWorld | null) => { const diplomacyEntries = world?.listDiplomacy() ?? []; - return diplomacyEntries.find((entry) => - (entry.fromNationId === 1 && entry.toNationId === 2) || - (entry.fromNationId === 2 && entry.toNationId === 1) + return diplomacyEntries.find( + (entry) => + (entry.fromNationId === 1 && entry.toNationId === 2) || + (entry.fromNationId === 2 && entry.toNationId === 1) ); }; @@ -321,15 +328,12 @@ describe('NPC 선전포고·개전·통일 흐름 테스트', () => { expect(declareEntry?.state).toBe(DIPLOMACY_STATE.DECLARATION); const remainTurns = Math.max(0, (declareEntry?.term ?? 0) - 1); - const preWarTarget = addMonths( - world!.getState().currentYear, - world!.getState().currentMonth, - remainTurns - ); + const preWarTarget = addMonths(world!.getState().currentYear, world!.getState().currentMonth, remainTurns); - await runUntil((current) => - current.currentYear > preWarTarget.year || - (current.currentYear === preWarTarget.year && current.currentMonth >= preWarTarget.month) + await runUntil( + (current) => + current.currentYear > preWarTarget.year || + (current.currentYear === preWarTarget.year && current.currentMonth >= preWarTarget.month) ); const preWarEntry = findDiplomacyEntry(world); @@ -348,10 +352,10 @@ describe('NPC 선전포고·개전·통일 흐름 테스트', () => { debug.dumpWatched('개전 직전 병력 부족'); } expect(recruited.length).toBeGreaterThanOrEqual(5); + const battleReady = recruited.filter((general) => general.train >= 90 && general.atmos >= 90); + expect(battleReady.length).toBeGreaterThanOrEqual(5); let frontRecruited = 0; for (const general of recruited) { - expect(general.train).toBeGreaterThanOrEqual(90); - expect(general.atmos).toBeGreaterThanOrEqual(90); const city = world.getCityById(general.cityId); if (city && city.frontState > 0) { frontRecruited += 1; @@ -363,9 +367,10 @@ describe('NPC 선전포고·개전·통일 흐름 테스트', () => { expect(frontRecruited).toBeGreaterThan(0); const warTarget = addMonths(preWarTarget.year, preWarTarget.month, 1); - await runUntil((current) => - current.currentYear > warTarget.year || - (current.currentYear === warTarget.year && current.currentMonth >= warTarget.month) + await runUntil( + (current) => + current.currentYear > warTarget.year || + (current.currentYear === warTarget.year && current.currentMonth >= warTarget.month) ); const warEntry = findDiplomacyEntry(world); @@ -381,9 +386,10 @@ describe('NPC 선전포고·개전·통일 흐름 테스트', () => { while (prevNation1Cities > 0 && guard < 120) { const next = addMonths(world.getState().currentYear, world.getState().currentMonth, 1); - await runUntil((current) => - current.currentYear > next.year || - (current.currentYear === next.year && current.currentMonth >= next.month) + await runUntil( + (current) => + current.currentYear > next.year || + (current.currentYear === next.year && current.currentMonth >= next.month) ); const nowNation1Cities = countCities(1, world); @@ -415,9 +421,10 @@ describe('NPC 선전포고·개전·통일 흐름 테스트', () => { expect(allOwnedByNation2).toBe(true); const unifyCheckTarget = addMonths(world.getState().currentYear, world.getState().currentMonth, 1); - await runUntil((current) => - current.currentYear > unifyCheckTarget.year || - (current.currentYear === unifyCheckTarget.year && current.currentMonth >= unifyCheckTarget.month) + await runUntil( + (current) => + current.currentYear > unifyCheckTarget.year || + (current.currentYear === unifyCheckTarget.year && current.currentMonth >= unifyCheckTarget.month) ); const worldMeta = world.getState().meta as Record; @@ -434,9 +441,10 @@ describe('NPC 선전포고·개전·통일 흐름 테스트', () => { expect(hasUnificationLog).toBe(true); const dispatchWindowEnd = addMonths(warTarget.year, warTarget.month, 2); - await runUntil((current) => - current.currentYear > dispatchWindowEnd.year || - (current.currentYear === dispatchWindowEnd.year && current.currentMonth >= dispatchWindowEnd.month) + await runUntil( + (current) => + current.currentYear > dispatchWindowEnd.year || + (current.currentYear === dispatchWindowEnd.year && current.currentMonth >= dispatchWindowEnd.month) ); const dispatchKeys: string[] = []; diff --git a/docs/architecture/legacy-engine-ai.md b/docs/architecture/legacy-engine-ai.md index cb2fb32..7ab7604 100644 --- a/docs/architecture/legacy-engine-ai.md +++ b/docs/architecture/legacy-engine-ai.md @@ -116,7 +116,9 @@ Nation-level choices run only for NPCs (`npc >= 2`) or for autorun users: - **Resource distribution** - `do유저장포상`, `doNPC포상`, `doNPC몰수` - uses resource floors (`reqNation*`, `reqNPC*`, `reqHuman*`) - - weighted by target general's deficit and recent activity. + - sorts by each general's gold/rice, excludes inactive (`killturn <= 5`) + targets, and preserves the legacy geometric-mean amounts and candidate + weights. - **Diplomacy** - `do불가침제의`: respond to assistance requests with NAP offer. - `do선전포고`: probabilistic declaration when strong enough. @@ -131,8 +133,10 @@ General-level decisions are layered: 2. Reserved command is honored if valid (unless `휴식`). 3. Immediate recovery if `injury > cureThreshold`. 4. Special cases: - - NPC troop leaders (type 5) always `집합`. - - wanderers decide on founding / moving / disbanding. + - A nationless NPC troop leader shortens `killturn` and keeps its reserved + command; an affiliated type-5 leader refreshes `killturn` and uses `집합`. + - wandering lords decide on founding, one-edge movement toward a cached + target, or disbanding. 5. Iterate policy `priority`, invoking `do{Action}`. 6. Fallback to `do중립`. @@ -189,3 +193,17 @@ To port the AI to an in-memory state model without behavior drift: These guidelines mirror the current "derive once, then select via priority" pattern and minimize resimulation deltas in the rewrite. + +## Migrated decision-parity regression + +`app/game-engine/test/generalAiLegacyDecisionParity.test.ts` records focused +final-command expectations extracted from `ref/sam` `ng_compare@fe9ae978`. +Its matrix varies diplomacy/war state, city development and population, +technology/year ceilings, general gold/rice and casualty ranks, stats and +affinity, reserved/special NPC state, nation treasury reserves, and command +availability. It also asserts RNG-sensitive candidate weights where consuming +the same random branch is part of the final decision. + +This is compatibility evidence for the represented decision branches. The +long-running NPC scenario suites remain smoke tests and are not a substitute +for this branch-level matrix. diff --git a/docs/test-suite-audit.md b/docs/test-suite-audit.md index 8355089..f427b55 100644 --- a/docs/test-suite-audit.md +++ b/docs/test-suite-audit.md @@ -4,7 +4,7 @@ - Audit date: 2026-07-25 - Code baseline: `main@46ae79dbe7a0fb64aff9bdcc76eadafd75e10c9e` -- Executed test sources: 66 TypeScript `*.test.ts` files +- Executed test sources: 67 TypeScript `*.test.ts` files - Excluded from the source count: ignored `dist/` outputs and non-executable fixtures/helpers - Historical generated copies removed by this audit: @@ -61,25 +61,26 @@ environment-dependent check. ### `app/game-engine` -| Test source | Disposition | Layer | What it establishes | -| ----------------------------------------------- | ----------- | ------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -| `test/crewTypeExecution.test.ts` | kept | compatibility | Crew action router ordering and legacy NPC arm-type weighting. | -| `test/databaseCommandQueue.integration.test.ts` | kept | integration | PostgreSQL single claim across consumers, persisted result, and expired-versus-active lease recovery. Explicitly skipped without a DB URL. | -| `test/inputEventAtomicity.test.ts` | kept | contract | Dirty-state retention, mutation/commit/respond ordering, and pause/no-ack behavior on handler or commit failure. | -| `test/nationCollapseOnConquest.test.ts` | kept | smoke | Last-city conquest removes the nation and neutralizes its general. It is a focused engine scenario, not full battle parity. | -| `test/nationTurnCompatibility.test.ts` | kept | compatibility | Legacy-backed 12-turn research accumulation and completion, diplomacy-message emission, and exact monthly strategy/diplomacy limit decay through the engine harness. | -| `test/npcGeneralDomesticTurn.test.ts` | corrected | contract | Fixed seed chooses the security command, applies exactly `+50`, leaves other city values unchanged, and advances exactly one tick. | -| `test/npcNationGrowthScenario.test.ts` | corrected | smoke | Long-running NPC growth invariants and collapse guards. Broad thresholds remain intentional smoke bounds; unconditional diagnostic output was removed. | -| `test/npcNationTechResearch.test.ts` | kept | smoke | Long-running monotonic tech growth and higher later recruitment cost. | -| `test/npcNationUprisingUnification.test.ts` | kept | smoke | Long-running founding, conquest, nation-count monotonicity, and unification terminal state. | -| `test/npcNationWarDeclaration.test.ts` | kept | smoke | Declaration, war transition, preparation, conquest, unification, and dispatch occurrence in one end-to-end NPC scenario. | -| `test/npcWarPrepTurns.test.ts` | kept | smoke | Training/morale actions occur in the named months and leave battle-ready generals. | -| `test/reservedTurnExecution.test.ts` | kept | smoke | Multi-command engine application, invalid-argument and constraint fallbacks, uprising/founding transitions, and named failure constraints. Its large workflow scope is recorded as smoke rather than a unit test. | -| `test/scenarioSeeder.test.ts` | kept | integration | Real schema row counts, diplomacy symmetry, and persisted install options. Reported as skipped when required tables are unavailable. | -| `test/turnDaemonLifecycle.test.ts` | kept | contract | Queue-front versus scheduled-boundary selection and exact processor checkpoint arguments. | -| `test/turnOrder.test.ts` | kept | contract | Stable `turnTime`, then ID, ordering independent of insertion order. | -| `test/uniqueLotteryCommand.test.ts` | kept | contract | Fixed-seed eligible command awards the expected unique item and item log. | -| `test/voteReward.test.ts` | corrected | contract | Gold, exact unique item, persisted reward metadata, log, and idempotent second application. | +| Test source | Disposition | Layer | What it establishes | +| ----------------------------------------------- | ----------- | ------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | +| `test/crewTypeExecution.test.ts` | kept | compatibility | Crew action router ordering and legacy NPC arm-type weighting. | +| `test/databaseCommandQueue.integration.test.ts` | kept | integration | PostgreSQL single claim across consumers, persisted result, and expired-versus-active lease recovery. Explicitly skipped without a DB URL. | +| `test/generalAiLegacyDecisionParity.test.ts` | added | compatibility | Ref-backed final NPC command matrix across diplomacy, war readiness, city development/population, technology ceilings, gold/rice and casualty ranks, stats/affinity, special NPC state, treasury reserves, and command availability. | +| `test/inputEventAtomicity.test.ts` | kept | contract | Dirty-state retention, mutation/commit/respond ordering, and pause/no-ack behavior on handler or commit failure. | +| `test/nationCollapseOnConquest.test.ts` | kept | smoke | Last-city conquest removes the nation and neutralizes its general. It is a focused engine scenario, not full battle parity. | +| `test/nationTurnCompatibility.test.ts` | kept | compatibility | Legacy-backed 12-turn research accumulation and completion, diplomacy-message emission, and exact monthly strategy/diplomacy limit decay through the engine harness. | +| `test/npcGeneralDomesticTurn.test.ts` | corrected | contract | Fixed seed chooses the security command, applies exactly `+50`, leaves other city values unchanged, and advances exactly one tick. | +| `test/npcNationGrowthScenario.test.ts` | corrected | smoke | Long-running NPC growth invariants and collapse guards. The implementation-specific early recruitment bound was removed because legacy AI forbids peace/declaration recruitment; remaining thresholds are smoke bounds. | +| `test/npcNationTechResearch.test.ts` | corrected | smoke | Long-running monotonic tech growth. Net per-tick general gold is not treated as recruitment price because nation awards can occur in the same tick. | +| `test/npcNationUprisingUnification.test.ts` | kept | smoke | Long-running founding, conquest, nation-count monotonicity, and unification terminal state. | +| `test/npcNationWarDeclaration.test.ts` | corrected | smoke | Declaration, war transition, a battle-ready cohort, front deployment, conquest, unification, and dispatch occurrence without assuming every recruit is already fully trained. | +| `test/npcWarPrepTurns.test.ts` | kept | smoke | Training/morale actions occur in the named months and leave battle-ready generals. | +| `test/reservedTurnExecution.test.ts` | kept | smoke | Multi-command engine application, invalid-argument and constraint fallbacks, uprising/founding transitions, and named failure constraints. Its large workflow scope is recorded as smoke rather than a unit test. | +| `test/scenarioSeeder.test.ts` | kept | integration | Real schema row counts, diplomacy symmetry, and persisted install options. Reported as skipped when required tables are unavailable. | +| `test/turnDaemonLifecycle.test.ts` | kept | contract | Queue-front versus scheduled-boundary selection and exact processor checkpoint arguments. | +| `test/turnOrder.test.ts` | kept | contract | Stable `turnTime`, then ID, ordering independent of insertion order. | +| `test/uniqueLotteryCommand.test.ts` | kept | contract | Fixed-seed eligible command awards the expected unique item and item log. | +| `test/voteReward.test.ts` | corrected | contract | Gold, exact unique item, persisted reward metadata, log, and idempotent second application. | ### `packages/logic` @@ -145,8 +146,9 @@ to legacy-compatible: - battle compatibility is supported only by the differential fixtures and the suites explicitly marked `compatibility`; -- broad NPC and multi-command scenarios guard liveness/invariants, not exact - monthly balance or complete side effects; +- broad NPC and multi-command scenarios guard liveness/invariants, while + `generalAiLegacyDecisionParity.test.ts` establishes exact final choices only + for its explicitly represented input branches; - DB/Redis/PM2 claims require their integration suites to run rather than skip; - changing an implementation and observing a green unit suite is still not a substitute for a new PHP trace when compatibility-sensitive behavior changes. diff --git a/packages/logic/src/actions/turn/general/che_출병.ts b/packages/logic/src/actions/turn/general/che_출병.ts index 74a78db..8572784 100644 --- a/packages/logic/src/actions/turn/general/che_출병.ts +++ b/packages/logic/src/actions/turn/general/che_출병.ts @@ -403,7 +403,11 @@ export class ActionDefinition< 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) => + general.cityId === defenderCity.id && + general.nationId === defenderCity.nationId && + general.crew > 0 && + (unitSet.crewTypes?.some((crewType) => crewType.id === general.crewTypeId) ?? false) ); const battle = resolveWarBattle({