출병 점령 그 순간에는 보급이 즉시 끊기지 않고(che_출병/aftermath는 점령 도시와 긴급천도 신수도에만 supply=1을 쓴다), 차단(切断)은 월 경계의 UpdateCitySupply(pre_month)에서 일어난다는 Ref 계승 계약을 테스트로 고정한다. 월 경계 연감 스냅샷은 Ref #230(d17b2518) 이후 UpdateCitySupply 뒤에 찍히므로 끝난 달의 연감 지도에는 이미 고립이 반영된다. 10월중 점령 -> 11월 경계 차단 -> 10월 연감 반영 순서를 검증한다.
247 lines
8.2 KiB
TypeScript
247 lines
8.2 KiB
TypeScript
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 { DispatchResolveContext } 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 { MapDefinition, UnitSetDefinition } from '../src/world/types.js';
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// Ref 계승 계약: city.supply 재계산은 월 경계의 UpdateCitySupply(pre_month)에서만
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// 일어나고, 출병 점령 순간에는 점령 도시와 긴급천도 신수도에만 supply=1을 쓴다.
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// (ref TurnExecutionHelper.php PreMonth→preUpdateMonthly 순서, process_war.php의
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// 'supply' => 1 쓰기 두 곳) 월중에는 다른 도시의 supply가 절대 0으로 바뀌면 안 된다.
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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: { leadership: 70, strength: 70, intelligence: 70 },
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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: { horse: null, weapon: null, book: null, item: null },
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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: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: { killturn: 24 },
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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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state: 0,
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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, capitalCityId: 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,
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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: { tech: 1000 },
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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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nextFloat1: () => 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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// 수도 21 - 중간도시 20 - 외곽도시 22 사슬에서 20만 국가1 영토였고,
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// 공격자 국가2의 도시 10이 20과 인접한다. 20을 먹히면 22는 월 경계 이후에
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// 고립되지만, 점령 그 순간에는 아니다.
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const mapCities: MapDefinition['cities'] = [
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{ id: 10, name: 'AggBase', level: 2, region: 1, position: { x: 0, y: 0 }, connections: [20] },
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{ id: 20, name: 'Mid', level: 2, region: 1, position: { x: 1, y: 0 }, connections: [10, 21, 22] },
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{ id: 21, name: 'Cap', level: 2, region: 1, position: { x: 2, y: 0 }, connections: [20] },
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{ id: 22, name: 'Far', level: 2, region: 1, position: { x: 3, y: 0 }, connections: [20] },
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].map((city) => ({
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...city,
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max: { population: 10000, agriculture: 1000, commerce: 1000, security: 1000, defence: 400, wall: 400 },
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initial: { population: 10000, agriculture: 1000, commerce: 1000, security: 1000, defence: 200, wall: 200 },
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}));
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describe('출병 점령과 보급切断 시점', () => {
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it('does not cut any other city supply in the same turn the route city is conquered', () => {
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const defenderNation = buildNation(1, 21);
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const attackerNation = buildNation(2, 10);
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const aggBase = buildCity(10, attackerNation.id);
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const midCity = buildCity(20, defenderNation.id);
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const capCity = buildCity(21, defenderNation.id);
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const farCity = buildCity(22, defenderNation.id);
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midCity.defence = 0;
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midCity.wall = 0;
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const attacker = buildGeneral(1, attackerNation.id, aggBase.id);
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attacker.turnTime = new Date('2000-01-01T00:00:00Z');
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const context: Omit<DispatchResolveContext, 'addLog'> = {
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general: attacker,
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city: aggBase,
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nation: attackerNation,
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rng,
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destCity: midCity,
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destNation: defenderNation,
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cities: [aggBase, midCity, capCity, farCity],
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nations: [attackerNation, defenderNation],
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generals: [attacker],
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unitSet,
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map: { id: 'supply-chain', name: 'supply-chain', cities: mapCities },
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diplomacy: [
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{ fromNationId: attackerNation.id, toNationId: defenderNation.id, state: 0, term: 0 },
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{ fromNationId: defenderNation.id, toNationId: attackerNation.id, state: 0, term: 0 },
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],
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time: { year: 191, month: 10, startYear: 180 },
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seedBase: 'supply-cut-seed',
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warConfig,
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aftermathConfig,
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messageTime: new Date('2000-01-01T00:00:00.000Z'),
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};
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const resolution = resolveGeneralAction(
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new ActionDefinition(),
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context,
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{ now: new Date('2000-01-01T00:00:00Z'), schedule },
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{ destCityId: midCity.id }
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);
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// 점령 자체가 일어나야 테스트 의미가 있다.
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expect(resolution.completed).toBe(true);
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const cityPatches = resolution.patches?.cities ?? [];
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// 점령 도시는 소유권 이동 + Ref의 'supply' => 1 재설정만 받는다.
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const midPatch = cityPatches.find((patch) => patch.id === midCity.id);
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expect(midPatch?.patch.nationId).toBe(attackerNation.id);
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expect(midPatch?.patch.supplyState).toBe(1);
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// 월중에는 그 어떤 도시도 supply=0으로 패치되지 않는다.
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// (Ref: process_war.php는 점령 도시와 천도 신수도에만 supply=1을 쓴다.)
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expect(
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cityPatches.filter((patch) => 'supplyState' in patch.patch && patch.patch.supplyState === 0)
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).toEqual([]);
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// 고립될 외곽도시와 수도는 이 명령 처리 중에 손대지 않는다.
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expect(farCity.supplyState).toBe(1);
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expect(capCity.supplyState).toBe(1);
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expect(cityPatches.some((patch) => patch.id === farCity.id && 'supplyState' in patch.patch)).toBe(false);
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expect(cityPatches.some((patch) => patch.id === capCity.id && 'supplyState' in patch.patch)).toBe(false);
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});
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});
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