feat: enhance war action handling with new configurations and context management
This commit is contained in:
@@ -0,0 +1,233 @@
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import { describe, expect, it } from 'vitest';
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import type { City, General, Nation } from '../src/domain/entities.js';
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import { resolveGeneralAction } from '../src/actions/engine.js';
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import { ActionDefinition } from '../src/actions/turn/general/che_출병.js';
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import type { TurnSchedule } from '../src/turn/calendar.js';
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import type { WarAftermathConfig, WarEngineConfig } from '../src/war/types.js';
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import type { UnitSetDefinition } from '../src/world/types.js';
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const buildGeneral = (id: number, nationId: number, cityId: number): General => ({
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id,
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name: `General${id}`,
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nationId,
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cityId,
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troopId: 0,
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stats: {
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leadership: 70,
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strength: 70,
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intelligence: 70,
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},
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experience: 100,
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dedication: 100,
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officerLevel: 3,
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role: {
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personality: null,
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specialDomestic: null,
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specialWar: null,
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items: {
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horse: null,
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weapon: null,
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book: null,
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item: null,
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},
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},
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injury: 0,
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gold: 1000,
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rice: 2000,
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crew: 1500,
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crewTypeId: 100,
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train: 80,
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atmos: 80,
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age: 25,
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npcState: 0,
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triggerState: {
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flags: {},
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counters: {},
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modifiers: {},
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meta: {},
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},
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meta: {},
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});
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const buildCity = (id: number, nationId: number): City => ({
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id,
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name: `City${id}`,
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nationId,
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level: 2,
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population: 10000,
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populationMax: 10000,
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agriculture: 1000,
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agricultureMax: 1000,
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commerce: 1000,
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commerceMax: 1000,
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security: 1000,
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securityMax: 1000,
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supplyState: 1,
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frontState: 0,
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defence: 200,
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defenceMax: 400,
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wall: 200,
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wallMax: 400,
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meta: {},
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});
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const buildNation = (id: number): Nation => ({
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id,
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name: `Nation${id}`,
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color: '#000000',
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capitalCityId: id,
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chiefGeneralId: null,
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gold: 5000,
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rice: 5000,
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power: 0,
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level: 1,
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typeCode: 'test',
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meta: {
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tech: 1000,
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},
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});
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const unitSet: UnitSetDefinition = {
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id: 'test',
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name: 'test',
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defaultCrewTypeId: 100,
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crewTypes: [
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{
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id: 100,
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armType: 1,
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name: 'Infantry',
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attack: 10,
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defence: 10,
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speed: 3,
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avoid: 5,
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magicCoef: 0,
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cost: 0,
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rice: 1,
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requirements: [],
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attackCoef: {},
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defenceCoef: {},
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info: [],
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initSkillTrigger: null,
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phaseSkillTrigger: null,
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iActionList: null,
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},
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{
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id: 999,
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armType: 5,
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name: 'Castle',
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attack: 0,
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defence: 0,
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speed: 1,
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avoid: 0,
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magicCoef: 0,
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cost: 0,
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rice: 10,
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requirements: [{ type: 'Impossible' }],
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attackCoef: {},
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defenceCoef: {},
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info: [],
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initSkillTrigger: null,
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phaseSkillTrigger: null,
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iActionList: null,
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},
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],
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};
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const warConfig: WarEngineConfig = {
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armPerPhase: 500,
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maxTrainByCommand: 100,
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maxAtmosByCommand: 100,
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maxTrainByWar: 110,
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maxAtmosByWar: 150,
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castleCrewTypeId: 999,
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armTypes: {
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footman: 1,
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archer: 2,
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cavalry: 3,
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wizard: 4,
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siege: 5,
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misc: 6,
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castle: 5,
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},
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};
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const aftermathConfig: WarAftermathConfig = {
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initialNationGenLimit: 1,
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techLevelIncYear: 5,
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initialAllowedTechLevel: 1,
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maxTechLevel: 12,
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defaultCityWall: 1000,
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baseGold: 0,
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baseRice: 0,
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castleCrewTypeId: 999,
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};
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const rng = {
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nextFloat: () => 0.1,
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nextBool: (probability: number) => probability >= 0.1,
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nextInt: (minInclusive: number, _maxExclusive: number) => minInclusive,
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};
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const schedule: TurnSchedule = {
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entries: [{ startMinute: 0, tickMinutes: 60 }],
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};
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describe('che_출병', () => {
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it('runs war battle and emits patches/logs', () => {
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const attackerNation = buildNation(1);
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const defenderNation = buildNation(2);
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const attackerCity = buildCity(1, attackerNation.id);
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const defenderCity = buildCity(2, defenderNation.id);
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const attacker = buildGeneral(1, attackerNation.id, attackerCity.id);
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const defender = buildGeneral(2, defenderNation.id, defenderCity.id);
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const definition = new ActionDefinition();
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const resolution = resolveGeneralAction(
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definition,
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{
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general: attacker,
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city: attackerCity,
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nation: attackerNation,
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rng,
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destCity: defenderCity,
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destNation: defenderNation,
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cities: [attackerCity, defenderCity],
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nations: [attackerNation, defenderNation],
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generals: [attacker, defender],
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unitSet,
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time: {
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year: 200,
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month: 1,
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startYear: 180,
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},
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seedBase: 'test-seed',
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warConfig,
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aftermathConfig,
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},
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{
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now: new Date('2000-01-01T00:00:00Z'),
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schedule,
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},
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{
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destCityId: defenderCity.id,
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}
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);
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expect(resolution.logs.length).toBeGreaterThan(0);
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expect(resolution.patches?.generals.some((patch) => patch.id === defender.id)).toBe(
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true
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);
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expect(resolution.patches?.cities.some((patch) => patch.id === defenderCity.id)).toBe(
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true
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);
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expect(
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resolution.effects.some(
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(effect) =>
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effect.type === 'diplomacy:patch' &&
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effect.srcNationId === attackerNation.id &&
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effect.destNationId === defenderNation.id
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)
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).toBe(true);
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});
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});
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