Ref nation table에 없는 id=0 행이 정찰 차단과 월간 경매 난수 소비에 관여하지 않도록 모집단을 맞춘다. Ref의 maxnation 건국 표시 제한도 실행 제약을 늘리지 않고 명령표에 이관한다.
476 lines
17 KiB
TypeScript
476 lines
17 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 general and chief 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_은퇴',
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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: [
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'che_징병',
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'che_모병',
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'che_훈련',
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'che_사기진작',
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'che_출병',
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'che_집합',
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'che_소집해제',
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'che_첩보',
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],
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인사: [
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'che_이동',
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'che_강행',
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'che_인재탐색',
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'che_등용',
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'che_귀환',
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'che_임관',
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'che_랜덤임관',
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'che_장수대상임관',
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],
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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_하야', 'che_거병', 'che_건국', 'che_선양', 'che_해산'],
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});
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expect(table.nation.map(({ category }) => category)).toEqual(['휴식', '인사', '외교', '특수', '전략', '기타']);
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expect(
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Object.fromEntries(table.nation.map(({ category, values }) => [category, values.map(({ key }) => key)]))
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).toEqual({
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휴식: ['휴식'],
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인사: ['che_발령', 'che_포상', 'che_몰수', 'che_부대탈퇴지시'],
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외교: ['che_물자원조', 'che_불가침제의', 'che_선전포고', 'che_종전제의', 'che_불가침파기제의'],
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특수: ['che_초토화', 'che_천도', 'che_증축', 'che_감축'],
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전략: [
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'che_필사즉생',
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'che_백성동원',
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'che_수몰',
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'che_허보',
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'che_의병모집',
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'che_이호경식',
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'che_급습',
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'che_피장파장',
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],
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기타: ['che_국기변경', 'che_국호변경'],
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});
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expect(
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Object.fromEntries(table.nation.map(({ category, values }) => [category, values.map(({ name }) => name)]))
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).toEqual({
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휴식: ['휴식'],
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인사: ['발령', '포상', '몰수', '부대 탈퇴 지시'],
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외교: ['원조', '불가침 제의', '선전포고', '종전 제의', '불가침 파기 제의'],
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특수: ['초토화', '천도', '증축', '감축'],
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전략: ['필사즉생', '백성동원', '수몰', '허보', '의병모집', '이호경식', '급습', '피장파장'],
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기타: ['국기변경', '국호변경'],
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});
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});
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it('keeps every default general and chief argument command inside the shared frontend field contract', 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 supportedKinds = new Set(['text', 'number', 'boolean', 'select', 'numberTuple', 'hidden']);
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for (const [scope, groups] of [
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['general', table.general],
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['nation', table.nation],
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] as const) {
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for (const command of groups.flatMap((group) => group.values)) {
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if (!command.reqArg) continue;
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expect(command.inputFields.length, `${scope}:${command.key}`).toBeGreaterThan(0);
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expect(new Set(command.inputFields.map((field) => field.key)).size, `${scope}:${command.key}`).toBe(
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command.inputFields.length
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);
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for (const field of command.inputFields) {
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expect(supportedKinds.has(field.kind), `${scope}:${command.key}:${field.key}`).toBe(true);
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if (field.kind === 'select') {
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expect(
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Boolean(field.options?.length || field.optionSource),
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`${scope}:${command.key}:${field.key}`
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).toBe(true);
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}
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}
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}
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}
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});
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it('projects the Ref availability boundaries for force move, retirement, and resignation', async () => {
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const buildTable = (general: GeneralRow, nation: NationRow | null = buildNation()) =>
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buildTurnCommandTable({
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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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nationGenerals: null,
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});
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const findCommand = (table: Awaited<ReturnType<typeof buildTable>>, key: string) =>
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table.general.flatMap((group) => group.values).find((command) => command.key === key);
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const ordinary = await buildTable(buildGeneral());
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expect(findCommand(ordinary, 'che_강행')).toMatchObject({
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name: '강행',
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reqArg: true,
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possible: true,
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inputFields: [{ key: 'destCityId', optionSource: 'cities' }],
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});
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expect(findCommand(ordinary, 'che_은퇴')).toMatchObject({
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name: '은퇴',
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possible: false,
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status: 'blocked',
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reason: '나이가 60세 이상이어야 합니다.',
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});
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expect(findCommand(ordinary, 'che_하야')).toMatchObject({
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name: '하야',
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possible: true,
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status: 'available',
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});
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const oldEnough = await buildTable({ ...buildGeneral(), age: 60 } as GeneralRow);
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expect(findCommand(oldEnough, 'che_은퇴')).toMatchObject({ possible: true, status: 'available' });
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const ruler = await buildTable({ ...buildGeneral(), officerLevel: 12 } as GeneralRow);
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expect(findCommand(ruler, 'che_하야')).toMatchObject({
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possible: false,
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status: 'blocked',
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reason: expect.stringContaining('군주'),
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});
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const neutral = await buildTable({ ...buildGeneral(), nationId: 0, officerLevel: 0 } as GeneralRow, null);
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expect(findCommand(neutral, 'che_하야')).toMatchObject({
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possible: false,
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status: 'blocked',
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reason: '재야입니다.',
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});
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});
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it('exposes the user-only spy command with a city target when the actor can pay the Ref cost', async () => {
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const general = { ...buildGeneral(), gold: 300, rice: 300 } as GeneralRow;
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const table = await buildTurnCommandTable({
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worldState: buildWorldState(),
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general,
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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 spy = table.general
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.find(({ category }) => category === '군사')
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?.values.find(({ key }) => key === 'che_첩보');
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expect(spy).toMatchObject({
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name: '첩보',
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reqArg: true,
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possible: true,
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status: 'available',
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inputFields: [
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{
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key: 'destCityId',
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label: '대상 도시',
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kind: 'select',
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required: true,
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optionSource: 'cities',
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},
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],
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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('hides founding at the Ref maxnation boundary without counting Core id=0', async () => {
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const worldState = buildWorldState();
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worldState.meta = {
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...((worldState.meta ?? {}) as Record<string, unknown>),
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refGameEnv: { maxnation: '2' },
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};
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const buildAtCount = (realNationCount: number) =>
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buildTurnCommandTable({
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worldState,
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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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realNationCount,
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});
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const findFounding = (table: Awaited<ReturnType<typeof buildAtCount>>) =>
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table.general.flatMap((group) => group.values).find((command) => command.key === 'che_건국');
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expect(findFounding(await buildAtCount(1))).not.toMatchObject({
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reason: '더 이상 건국은 불가능합니다.',
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});
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expect(findFounding(await buildAtCount(2))).toMatchObject({
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possible: false,
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status: 'blocked',
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reason: '더 이상 건국은 불가능합니다.',
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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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});
|
|
});
|
|
});
|