feat: port scenario action effects
This commit is contained in:
@@ -27,6 +27,8 @@ import {
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WAR_TRAIT_KEYS,
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} from './traits/index.js';
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import type { NationTraitModule } from './traits/nation/index.js';
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import { createScenarioEffectActionModules } from './scenarioEffect.js';
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import type { ScenarioEffectKey } from '@sammo-ts/logic/scenario/scenarioEffect.js';
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export interface ActionModuleBundle<TriggerState extends GeneralTriggerState = GeneralTriggerState> {
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general: RefOrderedActionStack<GeneralActionModule<TriggerState>>;
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@@ -82,7 +84,8 @@ export const createRefOrderedActionStack = <Module>(slots: RefActionSlots<Module
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// General::getActionList와 같은 소유권 순서로 실제 턴과 시뮬레이터의 모듈을 조립한다.
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export const loadActionModuleBundle = async <TriggerState extends GeneralTriggerState = GeneralTriggerState>(
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unitSet?: UnitSetDefinition
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unitSet?: UnitSetDefinition,
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scenarioEffect?: ScenarioEffectKey | null
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): Promise<ActionModuleBundle<TriggerState>> => {
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const [domestic, war, personality, nation, itemModules] = await Promise.all([
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loadDomesticTraitModules([...DOMESTIC_TRAIT_KEYS]),
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@@ -95,6 +98,7 @@ export const loadActionModuleBundle = async <TriggerState extends GeneralTrigger
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const officer = createOfficerLevelActionModules<TriggerState>();
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const items = createItemActionModules(createItemModuleRegistry(itemModules));
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const inherit = createInheritBuffModules();
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const scenario = createScenarioEffectActionModules<TriggerState>(scenarioEffect);
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const crewTypeCatalog = unitSet?.crewTypes?.length
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? compileCrewTypeCatalog(unitSet, createCrewTypeWarTriggerRegistry())
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: null;
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@@ -110,8 +114,7 @@ export const loadActionModuleBundle = async <TriggerState extends GeneralTrigger
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? (crewTypeCatalog.generalActionModule as GeneralActionModule<TriggerState>)
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: null,
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inheritance: inherit.general as GeneralActionModule<TriggerState>,
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// scenarioEffect는 현재 core runtime module이 없어 명시적으로 빈 slot입니다.
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scenario: null,
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scenario: scenario.general,
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items: items.general,
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}),
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war: createRefOrderedActionStack<WarActionModule<TriggerState>>({
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@@ -122,8 +125,7 @@ export const loadActionModuleBundle = async <TriggerState extends GeneralTrigger
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personality: new TraitWarActionRouter('personality', traitCatalog),
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crewType: crewTypeCatalog ? (crewTypeCatalog.warActionModule as WarActionModule<TriggerState>) : null,
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inheritance: inherit.war as WarActionModule<TriggerState>,
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// ref의 scenarioEffect 위치를 보존하되 미이식 module은 별도 gap으로 남깁니다.
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scenario: null,
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scenario: scenario.war,
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items: items.war,
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}),
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itemModules,
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@@ -3,4 +3,5 @@ export * from './general.js';
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export * from './types.js';
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export * from './officerLevel.js';
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export * from './bundle.js';
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export * from './scenarioEffect.js';
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export * from './traits/index.js';
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@@ -0,0 +1,84 @@
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import type { GeneralTriggerState } from '@sammo-ts/logic/domain/entities.js';
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import type { GeneralActionModule } from '@sammo-ts/logic/actionModules/general.js';
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import type { WarActionModule } from '@sammo-ts/logic/war/actions.js';
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import { WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import { che_전멸시페이즈증가 } from '@sammo-ts/logic/war/triggers/che_전멸시페이즈증가.js';
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import { WarUnitCity } from '@sammo-ts/logic/war/units.js';
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import { normalizeScenarioEffect } from '@sammo-ts/logic/scenario/scenarioEffect.js';
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export type { ScenarioEffectKey } from '@sammo-ts/logic/scenario/scenarioEffect.js';
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export interface ScenarioEffectActionModules<TriggerState extends GeneralTriggerState = GeneralTriggerState> {
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general: GeneralActionModule<TriggerState> | null;
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war: WarActionModule<TriggerState> | null;
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}
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const MORE_EFFECT_DOMESTIC_ACTIONS = new Set(['상업', '농업', '치안', '기술', '성벽', '수비', '인구', '민심']);
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const createDefenceThresholdGeneralModule = <
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TriggerState extends GeneralTriggerState,
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>(): GeneralActionModule<TriggerState> => ({
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onCalcDomestic: (_context, turnType, _varType, value) => (turnType === 'changeDefenceTrain' ? 0 : value),
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});
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const createAdvanceTriggerWarModule = <TriggerState extends GeneralTriggerState>(
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includeCityWarPower: boolean
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): WarActionModule<TriggerState> => ({
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getWarPowerMultiplier: (_context, unit, oppose) => {
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if (!includeCityWarPower && (unit instanceof WarUnitCity || oppose instanceof WarUnitCity)) {
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return [1, 1];
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}
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return unit.isAttacker() ? [1.4, 0.7143] : [1, 1];
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},
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getBattlePhaseTriggerList: (context) => {
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const unit = context.unit;
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return unit ? new WarTriggerCaller(new che_전멸시페이즈증가(unit)) : null;
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},
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});
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const createMoreEffectGeneralModule = <
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TriggerState extends GeneralTriggerState,
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>(): GeneralActionModule<TriggerState> => ({
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onCalcDomestic: (_context, turnType, varType, value) => {
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if (turnType === 'changeDefenceTrain') {
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return 0;
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}
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return varType === 'score' && MORE_EFFECT_DOMESTIC_ACTIONS.has(turnType) ? value * 2 : value;
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},
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// ref에도 정의되어 있지만 실제 월간 수입 경로는 General이 아니라
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// nation type module만 호출합니다. protocol 보존용이며 월간 경로에는
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// 이 general hook을 연결하지 않습니다.
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onCalcNationalIncome: (_context, type, amount) => {
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if (type === 'gold' || type === 'rice' || (type === 'pop' && amount > 0)) {
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return amount * 2;
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}
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return amount;
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},
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});
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export const createScenarioEffectActionModules = <TriggerState extends GeneralTriggerState = GeneralTriggerState>(
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scenarioEffect?: string | null
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): ScenarioEffectActionModules<TriggerState> => {
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const normalizedEffect = normalizeScenarioEffect(scenarioEffect);
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if (!normalizedEffect) {
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return { general: null, war: null };
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}
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switch (normalizedEffect) {
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case 'event_UnlimitedDefenceThresholdChange':
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return {
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general: createDefenceThresholdGeneralModule<TriggerState>(),
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war: null,
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};
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case 'event_StrongAttacker':
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return {
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general: createDefenceThresholdGeneralModule<TriggerState>(),
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war: createAdvanceTriggerWarModule<TriggerState>(false),
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};
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case 'event_MoreEffect':
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return {
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general: createMoreEffectGeneralModule<TriggerState>(),
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war: createAdvanceTriggerWarModule<TriggerState>(true),
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};
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}
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};
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@@ -13,7 +13,8 @@ export type TriggerDomesticActionType =
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| '기술'
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| '모병'
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| '단련'
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| '조달';
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| '조달'
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| 'changeDefenceTrain';
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export type TriggerDomesticVarType = 'cost' | 'score' | 'success' | 'fail' | 'train' | 'atmos' | 'rice' | 'probability';
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@@ -3,6 +3,7 @@ import type { WarActionModule } from '@sammo-ts/logic/war/actions.js';
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import type { UnitSetDefinition } from '@sammo-ts/logic/world/types.js';
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import type { NationTraitModule } from '@sammo-ts/logic/actionModules/traits/nation/index.js';
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import type { RefOrderedActionStack } from '@sammo-ts/logic/actionModules/bundle.js';
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import type { ScenarioEffectKey } from '@sammo-ts/logic/scenario/scenarioEffect.js';
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export interface TurnCommandItemCatalogEntry {
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slot: 'horse' | 'weapon' | 'book' | 'item';
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@@ -17,6 +18,7 @@ export interface TurnCommandItemCatalogEntry {
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export interface TurnCommandEnv {
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unitSet?: UnitSetDefinition;
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scenarioEffect?: ScenarioEffectKey | null;
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develCost: number;
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minAvailableRecruitPop?: number;
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trainDelta: number;
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@@ -1,4 +1,5 @@
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import { z } from 'zod';
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import { SCENARIO_EFFECT_KEYS } from '../scenario/scenarioEffect.js';
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export const ScenarioStatBlockSchema = z
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.object({
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@@ -19,6 +20,12 @@ export const ScenarioDefaultsInputSchema = z.object({
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export const ScenarioExtendsInputSchema = z.union([z.string().min(1), z.array(z.string().min(1)).min(1)]);
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const ScenarioConstInputSchema = z
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.object({
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scenarioEffect: z.union([z.enum(SCENARIO_EFFECT_KEYS), z.literal(''), z.literal('None'), z.null()]).optional(),
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})
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.catchall(z.unknown());
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const ScenarioBodyInputSchema = z
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.object({
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extends: ScenarioExtendsInputSchema.optional(),
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@@ -29,7 +36,7 @@ const ScenarioBodyInputSchema = z
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iconPath: z.string().optional(),
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stat: ScenarioStatBlockSchema.optional(),
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map: z.record(z.string(), z.unknown()).optional(),
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const: z.record(z.string(), z.unknown()).optional(),
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const: ScenarioConstInputSchema.optional(),
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nation: z.array(z.unknown()).optional(),
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diplomacy: z.array(z.unknown()).optional(),
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general: z.array(z.unknown()).optional(),
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@@ -1,2 +1,3 @@
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export * from './types.js';
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export * from './parseScenario.js';
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export * from './scenarioEffect.js';
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@@ -13,6 +13,7 @@ import type {
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ScenarioNation,
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ScenarioStatBlock,
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} from './types.js';
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import { normalizeScenarioEffect } from './scenarioEffect.js';
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type UnknownRecord = Record<string, unknown>;
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@@ -45,12 +46,9 @@ const parseScenarioEnvironment = (mapConfig: UnknownRecord, constConfig: Unknown
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const merged = { ...mapConfig, ...constConfig };
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const mapName = asString(merged.mapName, 'che');
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const unitSet = asString(merged.unitSet, 'che');
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const scenarioEffect =
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typeof merged.scenarioEffect === 'string' || merged.scenarioEffect === null ? merged.scenarioEffect : undefined;
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const result: ScenarioEnvironment = { mapName, unitSet };
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if (scenarioEffect !== undefined) {
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result.scenarioEffect = scenarioEffect;
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if (Object.hasOwn(merged, 'scenarioEffect')) {
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result.scenarioEffect = normalizeScenarioEffect(merged.scenarioEffect);
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}
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return result;
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};
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@@ -0,0 +1,31 @@
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export const SCENARIO_EFFECT_KEYS = [
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'event_UnlimitedDefenceThresholdChange',
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'event_StrongAttacker',
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'event_MoreEffect',
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] as const;
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export type ScenarioEffectKey = (typeof SCENARIO_EFFECT_KEYS)[number];
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const DEFENCE_TRAIN_PENALTY_WAIVER_EFFECTS = new Set<ScenarioEffectKey>([
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'event_UnlimitedDefenceThresholdChange',
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'event_StrongAttacker',
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'event_MoreEffect',
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]);
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export const isScenarioEffectKey = (value: string): value is ScenarioEffectKey =>
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SCENARIO_EFFECT_KEYS.includes(value as ScenarioEffectKey);
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export const normalizeScenarioEffect = (value: unknown): ScenarioEffectKey | null => {
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if (value === undefined || value === null || value === '' || value === 'None') {
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return null;
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}
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if (typeof value === 'string' && isScenarioEffectKey(value)) {
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return value;
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}
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throw new Error(`Unknown scenario effect: ${String(value)}`);
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};
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export const isDefenceTrainPenaltyWaivedByScenarioEffect = (value: string | null | undefined): boolean => {
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const effect = normalizeScenarioEffect(value);
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return effect !== null && DEFENCE_TRAIN_PENALTY_WAIVER_EFFECTS.has(effect);
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};
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@@ -16,7 +16,7 @@ export interface ScenarioDefaults {
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export interface ScenarioEnvironment {
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mapName: string;
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unitSet: string;
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scenarioEffect?: string | null;
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scenarioEffect?: ScenarioEffectKey | null;
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}
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export interface ScenarioConfig {
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@@ -86,3 +86,4 @@ export interface ScenarioDefinition {
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initialEvents: unknown[];
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ignoreDefaultEvents: boolean;
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}
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import type { ScenarioEffectKey } from './scenarioEffect.js';
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@@ -0,0 +1,32 @@
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import { LogFormat } from '@sammo-ts/logic/logging/types.js';
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import { TriggerPriority } from '@sammo-ts/logic/triggers/core.js';
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import { BaseWarUnitTrigger } from '@sammo-ts/logic/war/triggers.js';
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import type { WarUnit } from '@sammo-ts/logic/war/units.js';
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/**
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* ref che_전멸시페이즈증가.
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*
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* 이전 수비자를 격파한 공격자가 phase를 소비한 상태로 새 수비자
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* (phase 0)와 맞붙을 때 다음 phase 하나를 보너스로 얻습니다.
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*/
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export class che_전멸시페이즈증가 extends BaseWarUnitTrigger {
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constructor(unit: WarUnit) {
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super(unit, TriggerPriority.Post + 800);
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}
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protected actionWar(
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self: WarUnit,
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oppose: WarUnit,
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_selfEnv: Record<string, unknown>,
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_opposeEnv: Record<string, unknown>
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): boolean {
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if (self.getPhase() === 0 || oppose.getPhase() !== 0) {
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return true;
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}
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self.addBonusPhase(1);
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self.getLogger().pushGeneralBattleDetailLog('적군의 전멸에 <C>진격</>이 이어집니다!', LogFormat.PLAIN);
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oppose.getLogger().pushGeneralBattleDetailLog('아군의 전멸에 상대의 <R>진격</>이 이어집니다!', LogFormat.PLAIN);
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return true;
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}
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}
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@@ -37,7 +37,7 @@ const makeGeneral = (): General => ({
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describe('typed general action events', () => {
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it('folds synchronous event handlers in the supplied ref ownership order', () => {
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const trace: string[] = [];
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const names = ['nation', 'officer', 'domestic', 'war', 'personality', 'crew', 'inherit', 'item'];
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const names = ['nation', 'officer', 'domestic', 'war', 'personality', 'crew', 'inherit', 'scenario', 'item'];
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const modules: GeneralActionModule[] = names.map((name) => ({
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eventHandlers: {
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'strategy.succeeded': (_context, event) => {
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@@ -56,8 +56,8 @@ describe('typed general action events', () => {
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personality: modules[4]!,
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crewType: modules[5]!,
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inheritance: modules[6]!,
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scenario: null,
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items: [modules[7]!],
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scenario: modules[7]!,
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items: [modules[8]!],
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});
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const pipeline = new GeneralActionPipeline(stack);
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@@ -0,0 +1,122 @@
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import { ConstantRNG, RandUtil } from '@sammo-ts/common';
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import { describe, expect, it } from 'vitest';
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import { createScenarioEffectActionModules } from '../src/actionModules/scenarioEffect.js';
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import type { General } from '../src/domain/entities.js';
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import { ActionLogger } from '../src/logging/actionLogger.js';
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import { createWarTriggerEnv } from '../src/war/triggers.js';
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import type { WarUnit } from '../src/war/units.js';
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import { WarUnitCity } from '../src/war/units.js';
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const generalContext = { general: {} as General };
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const buildGeneralUnit = (isAttacker = true): WarUnit =>
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({
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isAttacker: () => isAttacker,
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}) as unknown as WarUnit;
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const buildCityUnit = (isAttacker = false): WarUnit => {
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const unit = Object.create(WarUnitCity.prototype) as WarUnit & {
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isAttacker: () => boolean;
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};
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unit.isAttacker = () => isAttacker;
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return unit;
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};
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describe('scenario effect action modules', () => {
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it.each(['event_UnlimitedDefenceThresholdChange', 'event_StrongAttacker', 'event_MoreEffect'])(
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'%s removes only the defence-setting train/atmos penalty',
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(key) => {
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const module = createScenarioEffectActionModules(key).general;
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expect(module?.onCalcDomestic?.(generalContext, 'changeDefenceTrain', 'train', -3)).toBe(0);
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expect(module?.onCalcDomestic?.(generalContext, 'changeDefenceTrain', 'atmos', -6)).toBe(0);
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}
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);
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it('doubles only the eight MoreEffect domestic score actions', () => {
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const module = createScenarioEffectActionModules('event_MoreEffect').general!;
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for (const action of ['상업', '농업', '치안', '기술', '성벽', '수비', '인구', '민심'] as const) {
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expect(module.onCalcDomestic?.(generalContext, action, 'score', 12.5)).toBe(25);
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expect(module.onCalcDomestic?.(generalContext, action, 'cost', 12.5)).toBe(12.5);
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}
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expect(module.onCalcDomestic?.(generalContext, '징병', 'score', 12.5)).toBe(12.5);
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});
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it('retains the dormant MoreEffect income hook contract without wiring it to monthly income', () => {
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const module = createScenarioEffectActionModules('event_MoreEffect').general!;
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expect(module.onCalcNationalIncome?.(generalContext, 'gold', 10)).toBe(20);
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expect(module.onCalcNationalIncome?.(generalContext, 'rice', 10)).toBe(20);
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expect(module.onCalcNationalIncome?.(generalContext, 'pop', 10)).toBe(20);
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expect(module.onCalcNationalIncome?.(generalContext, 'pop', -10)).toBe(-10);
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});
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it('preserves StrongAttacker city exclusions and the exact 0.7143 literal', () => {
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const strong = createScenarioEffectActionModules('event_StrongAttacker').war!;
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const more = createScenarioEffectActionModules('event_MoreEffect').war!;
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const attacker = buildGeneralUnit(true);
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const defender = buildGeneralUnit(false);
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const city = buildCityUnit(false);
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expect(strong.getWarPowerMultiplier?.(generalContext, attacker, defender)).toEqual([1.4, 0.7143]);
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expect(strong.getWarPowerMultiplier?.(generalContext, defender, attacker)).toEqual([1, 1]);
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expect(strong.getWarPowerMultiplier?.(generalContext, attacker, city)).toEqual([1, 1]);
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expect(strong.getWarPowerMultiplier?.(generalContext, city, attacker)).toEqual([1, 1]);
|
||||
expect(more.getWarPowerMultiplier?.(generalContext, attacker, city)).toEqual([1.4, 0.7143]);
|
||||
});
|
||||
|
||||
it('adds one phase and the exact two logs only for a progressed unit facing a fresh opponent', () => {
|
||||
const selfLogger = new ActionLogger({ generalId: 1 });
|
||||
const opposeLogger = new ActionLogger({ generalId: 2 });
|
||||
let bonusPhase = 0;
|
||||
const self = {
|
||||
getUnitId: () => 'general:1',
|
||||
isAttacker: () => true,
|
||||
getPhase: () => 1,
|
||||
addBonusPhase: (count: number) => {
|
||||
bonusPhase += count;
|
||||
},
|
||||
getLogger: () => selfLogger,
|
||||
} as unknown as WarUnit;
|
||||
const oppose = {
|
||||
getUnitId: () => 'general:2',
|
||||
isAttacker: () => false,
|
||||
getPhase: () => 0,
|
||||
addBonusPhase: () => undefined,
|
||||
getLogger: () => opposeLogger,
|
||||
} as unknown as WarUnit;
|
||||
|
||||
const module = createScenarioEffectActionModules('event_StrongAttacker').war!;
|
||||
const caller = module.getBattlePhaseTriggerList?.({ general: {} as General, unit: self });
|
||||
let rngCalls = 0;
|
||||
const source = new Proxy(new ConstantRNG(0), {
|
||||
get(target, property, receiver) {
|
||||
const value = Reflect.get(target, property, receiver);
|
||||
if (typeof value !== 'function' || !String(property).startsWith('next')) {
|
||||
return value;
|
||||
}
|
||||
return (...args: unknown[]) => {
|
||||
rngCalls += 1;
|
||||
return Reflect.apply(value, target, args);
|
||||
};
|
||||
},
|
||||
});
|
||||
caller?.fire({ rng: new RandUtil(source), attacker: self, defender: oppose }, createWarTriggerEnv());
|
||||
|
||||
expect(bonusPhase).toBe(1);
|
||||
expect(rngCalls).toBe(0);
|
||||
expect(selfLogger.flush()).toContainEqual(
|
||||
expect.objectContaining({ text: '적군의 전멸에 <C>진격</>이 이어집니다!' })
|
||||
);
|
||||
expect(opposeLogger.flush()).toContainEqual(
|
||||
expect.objectContaining({ text: '아군의 전멸에 상대의 <R>진격</>이 이어집니다!' })
|
||||
);
|
||||
});
|
||||
|
||||
it('returns no module for None/null and fails fast for an unknown effect', () => {
|
||||
expect(createScenarioEffectActionModules(null)).toEqual({ general: null, war: null });
|
||||
expect(createScenarioEffectActionModules('None')).toEqual({ general: null, war: null });
|
||||
expect(() => createScenarioEffectActionModules('event_Missing')).toThrow(
|
||||
'Unknown scenario effect: event_Missing'
|
||||
);
|
||||
});
|
||||
});
|
||||
@@ -76,4 +76,33 @@ describe('scenario parser', () => {
|
||||
picture: '장수/아회남.jpg',
|
||||
});
|
||||
});
|
||||
|
||||
it('keeps the complete seven-scenario effect inventory typed and executable', async () => {
|
||||
const defaults = parseScenarioDefaults(await readJson(path.join(scenarioRoot, 'default.json')));
|
||||
const expected = new Map([
|
||||
[906, 'event_StrongAttacker'],
|
||||
[911, 'event_UnlimitedDefenceThresholdChange'],
|
||||
[913, 'event_MoreEffect'],
|
||||
[2703, 'event_StrongAttacker'],
|
||||
[2704, 'event_StrongAttacker'],
|
||||
[2903, 'event_StrongAttacker'],
|
||||
[2904, 'event_StrongAttacker'],
|
||||
]);
|
||||
|
||||
for (const [scenarioId, scenarioEffect] of expected) {
|
||||
const raw = await readJson(path.join(scenarioRoot, `scenario_${scenarioId}.json`));
|
||||
expect(parseScenarioDefinition(raw, defaults).config.environment.scenarioEffect).toBe(scenarioEffect);
|
||||
}
|
||||
});
|
||||
|
||||
it('fails before seeding when a scenario references an unknown effect', async () => {
|
||||
const defaults = parseScenarioDefaults(await readJson(path.join(scenarioRoot, 'default.json')));
|
||||
const raw = (await readJson(path.join(scenarioRoot, 'scenario_0.json'))) as Record<string, unknown>;
|
||||
raw.const = {
|
||||
...((raw.const as Record<string, unknown> | undefined) ?? {}),
|
||||
scenarioEffect: 'event_Missing',
|
||||
};
|
||||
|
||||
expect(() => parseScenarioDefinition(raw, defaults)).toThrow();
|
||||
});
|
||||
});
|
||||
|
||||
@@ -5,6 +5,7 @@ import type { City, General, Nation } from '../../src/domain/entities.js';
|
||||
import type { WorldSnapshot } from '../../src/world/types.js';
|
||||
import { commandSpec as developAgricultureSpec } from '../../src/actions/turn/general/che_농지개간.js';
|
||||
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
|
||||
import { loadActionModuleBundle } from '../../src/actionModules/bundle.js';
|
||||
|
||||
describe('Domestic Affairs Scenario', () => {
|
||||
it('should increase agriculture when executing "Farming" command', async () => {
|
||||
@@ -97,6 +98,8 @@ describe('Domestic Affairs Scenario', () => {
|
||||
events: [],
|
||||
initialEvents: [],
|
||||
};
|
||||
const moduleBaselineSnapshot = structuredClone(snapshot);
|
||||
const moreEffectSnapshot = structuredClone(snapshot);
|
||||
|
||||
const world = new InMemoryWorld(snapshot);
|
||||
const runner = new TestGameRunner(world, 200, 1);
|
||||
@@ -143,6 +146,39 @@ describe('Domestic Affairs Scenario', () => {
|
||||
const updatedCity = world.getCity(1)!;
|
||||
// 레거시 che_농지개간: 능력치·경험등급·0.8~1.2 난수·성공 배율을 모두 반영한다.
|
||||
expect(updatedCity.agriculture).toBe(664);
|
||||
|
||||
const baselineModuleWorld = new InMemoryWorld(moduleBaselineSnapshot);
|
||||
const baselineModuleRunner = new TestGameRunner(baselineModuleWorld, 200, 1);
|
||||
const baselineBundle = await loadActionModuleBundle();
|
||||
await baselineModuleRunner.runTurn([
|
||||
{
|
||||
generalId: 1,
|
||||
commandKey: 'che_농지개간',
|
||||
resolver: developAgricultureSpec.createDefinition({
|
||||
...systemEnv,
|
||||
generalActionModules: baselineBundle.general,
|
||||
}),
|
||||
args: {},
|
||||
},
|
||||
]);
|
||||
|
||||
const moreEffectWorld = new InMemoryWorld(moreEffectSnapshot);
|
||||
const moreEffectRunner = new TestGameRunner(moreEffectWorld, 200, 1);
|
||||
const moduleBundle = await loadActionModuleBundle(undefined, 'event_MoreEffect');
|
||||
const moreEffectDefinition = developAgricultureSpec.createDefinition({
|
||||
...systemEnv,
|
||||
generalActionModules: moduleBundle.general,
|
||||
});
|
||||
await moreEffectRunner.runTurn([
|
||||
{
|
||||
generalId: 1,
|
||||
commandKey: 'che_농지개간',
|
||||
resolver: moreEffectDefinition,
|
||||
args: {},
|
||||
},
|
||||
]);
|
||||
expect(baselineModuleWorld.getCity(1)?.agriculture).toBe(672);
|
||||
expect(moreEffectWorld.getCity(1)?.agriculture).toBe(844);
|
||||
});
|
||||
|
||||
it('should not increase agriculture when city is already maxed', async () => {
|
||||
|
||||
Reference in New Issue
Block a user