화계에 묶여 있던 공통 확률·난수·비용·성장 처리를 계략 기반 명령으로 분리한다. 선동·탈취·파괴·화계를 기본 프로필과 계략 분류에 등록하고 Ref 실제 실행, 능력치 상승, 모바일 Chromium 검증을 추가한다.
286 lines
9.0 KiB
TypeScript
286 lines
9.0 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import type { CityRow, GeneralRow, NationRow, WorldStateRow } from '../src/context.js';
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import type { GeneralActionModule, MapDefinition, UnitSetDefinition } from '@sammo-ts/logic';
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import { buildRecruitmentCommandInfo, buildTurnCommandTable } from '../src/turns/commandTable.js';
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const buildWorldState = (joinMode = 'full'): WorldStateRow =>
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({
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id: 1,
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scenarioCode: 'default',
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currentYear: 3,
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currentMonth: 1,
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tickSeconds: 600,
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config: {
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joinMode,
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const: {
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baseGold: 1000,
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baseRice: 1000,
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develCost: 100,
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},
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},
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meta: {
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scenarioMeta: {
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startYear: 1,
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},
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},
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updatedAt: new Date('2026-01-01T00:00:00Z'),
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}) as unknown as WorldStateRow;
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const buildGeneral = (): GeneralRow =>
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({
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id: 1,
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name: 'TestGeneral',
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nationId: 1,
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cityId: 1,
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troopId: 0,
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leadership: 70,
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strength: 60,
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intel: 60,
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experience: 0,
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dedication: 0,
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officerLevel: 6,
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personalCode: null,
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specialCode: null,
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special2Code: null,
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horseCode: null,
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weaponCode: null,
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bookCode: null,
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itemCode: null,
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injury: 0,
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gold: 0,
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rice: 0,
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crew: 100,
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crewTypeId: 1100,
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train: 0,
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atmos: 0,
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age: 25,
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npcState: 0,
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meta: { killturn: 24 },
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}) as unknown as GeneralRow;
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const buildCity = (): CityRow =>
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({
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id: 1,
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name: 'TestCity',
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nationId: 1,
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level: 5,
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population: 100000,
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populationMax: 200000,
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agriculture: 1000,
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agricultureMax: 2000,
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commerce: 1000,
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commerceMax: 2000,
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security: 1000,
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securityMax: 2000,
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supplyState: 1,
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frontState: 0,
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defence: 0,
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defenceMax: 0,
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wall: 0,
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wallMax: 0,
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meta: {},
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trust: 50,
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trade: 0,
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region: 0,
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}) as unknown as CityRow;
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const buildNation = (): NationRow =>
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({
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id: 1,
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name: 'TestNation',
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color: '#000000',
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capitalCityId: 1,
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gold: 0,
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rice: 0,
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level: 1,
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typeCode: 'default',
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tech: 0,
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meta: {},
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}) as unknown as NationRow;
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describe('buildTurnCommandTable', () => {
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it('projects the main reserved-turn categories and command order from Ref', async () => {
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const table = await buildTurnCommandTable({
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worldState: buildWorldState(),
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general: buildGeneral(),
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city: buildCity(),
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nation: buildNation(),
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nationGenerals: null,
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});
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expect(table.general.map(({ category }) => category)).toEqual(['개인', '내정', '군사', '인사', '계략', '국가']);
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expect(
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Object.fromEntries(table.general.map(({ category, values }) => [category, values.map(({ key }) => key)]))
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).toEqual({
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개인: [
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'휴식',
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'che_요양',
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'che_단련',
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'che_숙련전환',
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'che_견문',
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'che_장비매매',
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'che_군량매매',
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'che_내정특기초기화',
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'che_전투특기초기화',
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],
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내정: [
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'che_농지개간',
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'che_상업투자',
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'che_기술연구',
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'che_수비강화',
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'che_성벽보수',
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'che_치안강화',
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'che_정착장려',
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'che_주민선정',
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],
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군사: ['che_징병', 'che_모병', 'che_훈련', 'che_사기진작', 'che_출병', 'che_집합', 'che_소집해제'],
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인사: ['che_이동', 'che_인재탐색', 'che_귀환', 'che_임관', 'che_랜덤임관'],
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계략: ['che_선동', 'che_탈취', 'che_파괴', 'che_화계'],
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국가: ['che_증여', 'che_헌납', 'che_물자조달', 'che_거병', 'che_건국', 'che_선양', 'che_해산'],
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});
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});
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it('uses min-condition constraints for availability', async () => {
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const table = await buildTurnCommandTable({
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worldState: buildWorldState(),
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general: buildGeneral(),
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city: buildCity(),
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nation: buildNation(),
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nationGenerals: null,
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});
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const nationCommand = table.nation
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.flatMap((group) => group.values)
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.find((command) => command.key === 'che_포상');
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expect(nationCommand).toBeDefined();
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expect(nationCommand?.possible).toBe(true);
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expect(nationCommand?.status).not.toBe('blocked');
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});
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it('provides join_mode to reservation availability constraints', async () => {
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const table = await buildTurnCommandTable({
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worldState: buildWorldState('onlyRandom'),
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general: buildGeneral(),
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city: buildCity(),
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nation: buildNation(),
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nationGenerals: null,
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});
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const appointment = table.general
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.flatMap((group) => group.values)
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.find((command) => command.key === 'che_임관');
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expect(appointment).toMatchObject({
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possible: false,
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status: 'blocked',
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reason: '랜덤 임관만 가능합니다',
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});
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});
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it('projects Ref recruitment availability, combat values, descriptions, and adjusted costs', () => {
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const general = buildGeneral();
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general.injury = 3;
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general.gold = 12_345;
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const nation = buildNation();
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nation.tech = 1000;
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const unitSet = {
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id: 'test',
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name: 'test',
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defaultCrewTypeId: 1100,
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armTypes: { 1: '보병' },
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crewTypes: [
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{
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id: 1100,
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armType: 1,
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name: '보병',
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attack: 100,
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defence: 150,
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speed: 7,
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avoid: 10,
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magicCoef: 0,
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cost: 9,
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rice: 9,
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requirements: [],
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attackCoef: {},
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defenceCoef: {},
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info: ['표준적인 보병입니다.'],
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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: 1101,
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armType: 1,
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name: '정예병',
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attack: 150,
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defence: 200,
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speed: 8,
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avoid: 20,
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magicCoef: 0,
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cost: 12,
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rice: 10,
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requirements: [{ type: 'ReqTech', tech: 2000 }],
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attackCoef: {},
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defenceCoef: {},
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info: ['강력하지만 기술이 필요합니다.'],
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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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} satisfies UnitSetDefinition;
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const map = {
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id: 'test',
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name: 'test',
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cities: [{ id: 1, name: 'TestCity', region: 1 }],
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} as unknown as MapDefinition;
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const costDiscount: GeneralActionModule = {
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onCalcDomestic: (_context, _turnType, varType, value) => (varType === 'cost' ? value * 0.9 : value),
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};
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const info = buildRecruitmentCommandInfo({
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worldState: buildWorldState(),
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general,
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city: buildCity(),
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nation,
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cities: [buildCity()],
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map,
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unitSet,
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generalActionModules: [costDiscount],
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});
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expect(info).toMatchObject({
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techLevel: 1,
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fullLeadership: 70,
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currentCrewTypeId: 1100,
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currentCrewTypeName: '보병',
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crew: 100,
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gold: 12_345,
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});
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expect(info.leadership).toBeLessThan(info.fullLeadership);
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expect(info.groups).toHaveLength(1);
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expect(info.groups[0]?.values[0]).toMatchObject({
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name: '보병',
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available: true,
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special: false,
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attack: 125,
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defence: 175,
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speed: 7,
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avoid: 10,
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info: ['표준적인 보병입니다.'],
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});
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expect(info.groups[0]?.values[0]?.baseCost).toBeCloseTo(9 * 1.15 * 0.9, 10);
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expect(info.groups[0]?.values[0]?.baseRice).toBeCloseTo(9 * 1.15, 10);
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expect(info.groups[0]?.values[1]).toMatchObject({
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name: '정예병',
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available: false,
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special: true,
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attack: 175,
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defence: 225,
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info: ['강력하지만 기술이 필요합니다.'],
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});
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});
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});
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