fix(parity): preserve legacy monthly turn ordering

This commit is contained in:
2026-08-15 09:40:14 +00:00
parent 47e629eb4b
commit b9e45c6e76
26 changed files with 393 additions and 58 deletions
@@ -13,6 +13,7 @@ import { do일반내정, do전쟁내정 } from '../src/turn/ai/generalAi/general
import { do금쌀구매 } from '../src/turn/ai/generalAi/general/economyActions.js';
import { do거병, do건국, do국가선택, do중립 } from '../src/turn/ai/generalAi/general/politicsActions.js';
import { do징병 } from '../src/turn/ai/generalAi/general/recruitActions.js';
import { doNPC헌납 } from '../src/turn/ai/generalAi/general/npcActions.js';
import { do전투준비, do출병 } from '../src/turn/ai/generalAi/general/warActions.js';
import { do내정워프, do전방워프, do집합, do후방워프 } from '../src/turn/ai/generalAi/general/warpActions.js';
import { doNPC몰수, doNPC포상, do유저장포상 } from '../src/turn/ai/generalAi/nation/rewards.js';
@@ -22,6 +23,10 @@ import {
doNPC전방발령,
doNPC후방발령,
} from '../src/turn/ai/generalAi/nation/assignments/npcAssignments.js';
import {
do부대구출발령,
do부대후방발령,
} from '../src/turn/ai/generalAi/nation/assignments/troopAssignments.js';
type Candidate = {
action: string;
@@ -398,6 +403,24 @@ const makeAi = (
* selection and RNG-sensitive gates, not TypeScript implementation details.
*/
describe('legacy NPC AI final-decision parity', () => {
it('rejects the malformed Ref low-rice donation candidate and continues the priority loop', () => {
const rng = makeRng([false], [0]);
const ai = makeAi({
general: { rice: 2_200, gold: 0 },
nation: { rice: 400, gold: 20_000 },
genType: 4,
rng,
});
ai.nationPolicy.reqNpcWarRice = 1_000;
ai.buildGeneralCandidate = ((_action: string, args: Record<string, unknown>) =>
typeof args.isGold === 'boolean'
? { action: 'che_헌납', args, reason: 'NPC헌납' }
: null) as GeneralAI['buildGeneralCandidate'];
expect(doNPC헌납(ai)).toBeNull();
expect(rng.weightedPairs).toEqual([[[{ isGold: 'rice', amount: 1_100 }, 1_100]]]);
});
it('blocks another officer from starting a capital move within half a turn', () => {
const base = makeAi({ general: { officerLevel: 10, turnTick: 36_000_100 } });
const ai = Object.assign(Object.create(GeneralAI.prototype), base, {
@@ -1054,6 +1077,67 @@ describe('legacy NPC AI final-decision parity', () => {
expect(rng.weightedPairs[0]).toHaveLength(1);
});
it('uses target action modules for the full leadership in NPC reward costs', () => {
const ai = makeAi({
nation: { rice: 100_000 },
generalActionModules: singleActionModuleStack({
eventHandlers: {},
onCalcStat: (_context, statName, value) =>
statName === 'leadership' ? Number(value) + 30 : value,
}),
});
ai.maxResourceActionAmount = 100_000;
const crewType = ai.unitSet?.crewTypes?.[0];
if (!crewType) throw new Error('missing test crew type');
crewType.cost = 100;
ai.npcWarGenerals = {
2: {
...baseGeneral(),
id: 2,
rice: 0,
crewTypeId: crewType.id,
meta: { killturn: 100 },
},
};
ai.npcCivilGenerals = {};
expect(doNPC포상(ai)).toMatchObject({
action: 'che_포상',
args: { destGeneralId: 2, isGold: false, amount: 88_000 },
});
});
it('uses target action modules when classifying NPC war generals', () => {
const specialist = {
...baseGeneral(),
id: 2,
stats: { ...baseGeneral().stats, leadership: 32 },
meta: { killturn: 100 },
};
const base = makeAi({
generals: [baseGeneral(), specialist],
generalActionModules: singleActionModuleStack({
eventHandlers: {},
onCalcStat: (context, statName, value) =>
context.general.id === 2 && statName === 'leadership' ? Number(value) + 10 : value,
}),
});
const ai = Object.assign(Object.create(GeneralAI.prototype), base, {
categorizedCities: false,
categorizedGenerals: false,
nationCities: {},
frontCities: {},
supplyCities: {},
backupCities: {},
}) as GeneralAI;
ai.nationPolicy.minNpcWarLeadership = 40;
ai.categorizeNationGeneral();
expect(ai.npcWarGenerals[2]?.id).toBe(2);
expect(ai.npcCivilGenerals[2]).toBeUndefined();
});
it('excludes no-population recruitment specialists before NPC rear assignment draws RNG', () => {
const rng = makeRng([], [0, 0]);
const specialist = {
@@ -1128,6 +1212,48 @@ describe('legacy NPC AI final-decision parity', () => {
});
});
it('draws a rear-assignment troop leader before its destination city', () => {
const rng = makeRng([], [1, 0]);
const first = { ...baseGeneral(), id: 979, cityId: 2 };
const second = { ...baseGeneral(), id: 980, cityId: 2 };
const ai = makeAi({ rng });
ai.troopLeaders = { 979: first, 980: second };
ai.nationPolicy.supportForce = [979, 980];
ai.frontCities = { 1: { ...baseCity(), frontState: 3, dev: 1, important: 1 } };
ai.supplyCities = {
2: { ...baseCity(), id: 2, population: 10_000, dev: 1, important: 1 },
3: { ...baseCity(), id: 3, dev: 1, important: 1 },
};
ai.backupCities = { 3: ai.supplyCities[3]! };
expect(do부대후방발령(ai)).toMatchObject({
action: 'che_발령',
args: { destGeneralId: 980, destCityId: 3 },
});
expect(rng.choices).toEqual([]);
});
it('draws a rescue-assignment troop leader before its destination city', () => {
const rng = makeRng([], [1, 0]);
const first = { ...baseGeneral(), id: 979, cityId: 99 };
const second = { ...baseGeneral(), id: 980, cityId: 99 };
const ai = makeAi({ rng });
ai.troopLeaders = { 979: first, 980: second };
ai.nationPolicy.supportForce = [];
ai.nationPolicy.combatForce = {};
ai.frontCities = {
20: { ...baseCity(), id: 20, frontState: 3, dev: 1, important: 1 },
21: { ...baseCity(), id: 21, frontState: 3, dev: 1, important: 1 },
};
ai.supplyCities = {};
expect(do부대구출발령(ai)).toMatchObject({
action: 'che_발령',
args: { destGeneralId: 980, destCityId: 20 },
});
expect(rng.choices).toEqual([]);
});
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 = {