merge: 최신 main 변경을 유산 전투 특기 수정에 통합
This commit is contained in:
@@ -2,7 +2,7 @@ import { TRPCError } from '@trpc/server';
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import { z } from 'zod';
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import { LogCategory, LogScope } from '@sammo-ts/logic';
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import { asRecord } from '@sammo-ts/common';
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import { asRecord, type RankDataType } from '@sammo-ts/common';
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import type { GameApiContext } from '../../context.js';
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import {
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@@ -63,6 +63,14 @@ const zImmediateActionInput = z
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})
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.optional();
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const MAIN_RECORD_LIMIT = 15;
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const PERSONAL_RECORD_TYPES = [
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'firenum',
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'warnum',
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'killnum',
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'deathnum',
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'killcrew',
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'deathcrew',
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] as const satisfies readonly RankDataType[];
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const NEUTRAL_NATION_CONTEXT = {
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id: 0,
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name: '재야',
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@@ -276,7 +284,7 @@ export const getGeneralContext = async (ctx: GameApiContext) => {
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const metaRecord = asRecord(general.meta);
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const officerCityId = readNumber(metaRecord.officerCity ?? metaRecord.officer_city ?? metaRecord.officerCityId, 0);
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const [city, queriedNation, worldState, officerCity, troop, troopLeader, troopLeaderFirstTurn, accessLog] =
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const [city, queriedNation, worldState, officerCity, troop, troopLeader, troopLeaderFirstTurn, accessLog, rankRows] =
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await Promise.all([
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general.cityId > 0
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? ctx.db.city.findUnique({
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@@ -346,6 +354,10 @@ export const getGeneralContext = async (ctx: GameApiContext) => {
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where: { generalId: general.id },
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select: { refreshScore: true, refreshScoreTotal: true },
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}),
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ctx.db.rankData.findMany({
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where: { generalId: general.id, type: { in: [...PERSONAL_RECORD_TYPES] } },
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select: { type: true, value: true },
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}),
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]);
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const nation = queriedNation ?? NEUTRAL_NATION_CONTEXT;
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@@ -466,6 +478,8 @@ export const getGeneralContext = async (ctx: GameApiContext) => {
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};
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const refreshScore = accessLog?.refreshScore ?? 0;
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const refreshScoreTotal = accessLog?.refreshScoreTotal ?? 0;
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const rankValues = new Map(rankRows.map((row) => [row.type, row.value]));
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const rankValue = (type: (typeof PERSONAL_RECORD_TYPES)[number]): number => rankValues.get(type) ?? 0;
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const troopStatus: 'inactive' | 'present' | 'away' =
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troopLeaderFirstTurn?.actionCode !== undefined && troopLeaderFirstTurn.actionCode !== 'che_집합'
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? 'inactive'
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@@ -527,6 +541,15 @@ export const getGeneralContext = async (ctx: GameApiContext) => {
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statUpgradeLimit: readNumber(constValues.upgradeLimit, 30),
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dex: [1, 2, 3, 4, 5].map((index) => readNumber(metaRecord[`dex${index}`], 0)),
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},
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records: {
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battles: rankValue('warnum'),
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strategies: rankValue('firenum'),
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serviceYears: readNumber(metaRecord.belong, 0),
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wins: rankValue('killnum'),
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losses: rankValue('deathnum'),
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killedCrew: rankValue('killcrew'),
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lostCrew: rankValue('deathcrew'),
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},
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items: {
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horse: normalizeItemCode(general.horseCode),
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weapon: normalizeItemCode(general.weaponCode),
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@@ -83,6 +83,7 @@ const buildContext = (authenticated: boolean, generalAccessTracking = false) =>
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general: {
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findFirst: findGeneral,
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},
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rankData: { findMany: async () => [] },
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city: { findUnique: findCity },
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nation: { findUnique: findNation },
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generalAccessLog: { findUnique: async () => null },
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@@ -85,6 +85,7 @@ const createContext = (options: {
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troopLeaderAction?: string | null;
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refreshScore?: number;
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refreshScoreTotal?: number;
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rankRows?: Array<{ type: string; value: number }>;
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requestId?: string;
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transaction?: ReturnType<typeof vi.fn>;
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}) => {
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@@ -128,6 +129,9 @@ const createContext = (options: {
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refreshScoreTotal: options.refreshScoreTotal ?? 0,
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})),
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},
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rankData: {
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findMany: vi.fn(async () => options.rankRows ?? []),
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},
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city: {
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findUnique: vi.fn(async () => options.city ?? null),
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aggregate: vi.fn(async () => ({
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@@ -206,6 +210,41 @@ const createContext = (options: {
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};
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describe('in-game my information ownership', () => {
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it('returns the owned general battle records from the same rank_data source used by rankings', async () => {
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const fixture = createContext({
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me: buildGeneral({ meta: { belong: 4, rank_killnum: 999 } }),
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rankRows: [
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{ type: 'firenum', value: 12 },
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{ type: 'warnum', value: 8 },
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{ type: 'killnum', value: 5 },
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{ type: 'deathnum', value: 3 },
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{ type: 'killcrew', value: 12_345 },
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{ type: 'deathcrew', value: 6_789 },
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],
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});
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await expect(appRouter.createCaller(fixture.context).general.me()).resolves.toMatchObject({
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general: {
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records: {
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battles: 8,
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strategies: 12,
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serviceYears: 4,
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wins: 5,
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losses: 3,
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killedCrew: 12_345,
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lostCrew: 6_789,
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},
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},
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});
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expect(fixture.db.rankData.findMany).toHaveBeenCalledWith({
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where: {
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generalId: 7,
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type: { in: ['firenum', 'warnum', 'killnum', 'deathnum', 'killcrew', 'deathcrew'] },
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},
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select: { type: true, value: true },
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});
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});
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it('returns every ref progress-bar input from the owned general and current city read model', async () => {
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const fixture = createContext({
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me: buildGeneral({
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@@ -69,7 +69,31 @@ export const do징병 = (ai: GeneralAI) => {
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}
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const generalMeta = asRecord(ai.general.meta);
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const fullLeadership = readMetaNumber(generalMeta, 'fullLeadership', ai.general.stats.leadership);
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const recruitContext = {
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general: ai.general,
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nation,
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...(ai.worldRef
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? {
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worldView: {
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listGenerals: () => ai.worldRef!.listGenerals(),
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listGeneralsByCity: (cityId: number) =>
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ai.worldRef!.listGenerals().filter((candidate) => candidate.cityId === cityId),
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listNations: () => ai.worldRef!.listNations(),
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},
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}
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: {}),
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time: {
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year: ai.world.currentYear,
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month: ai.world.currentMonth,
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startYear: ai.startYear,
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},
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};
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const recruitment = new RecruitmentCommandResolver(ai.commandEnv.generalActionModules ?? [], ai.commandEnv);
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// The cached AI stat follows the scenario/global classification cap, while
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// che_징병 resolves the actual command capacity from the general's current
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// stat and modules. NPC recruitment must request that same uncapped amount;
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// otherwise a 300-leadership general can be stuck at a 100/140/255 cap.
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const fullLeadership = recruitment.resolveFullLeadership(recruitContext);
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trace('population-policy', {
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population: city.population,
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populationMax: city.populationMax,
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@@ -175,26 +199,6 @@ export const do징병 = (ai: GeneralAI) => {
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// whether to halve the requested crew. In particular, that command caps
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// the charge at the actually refillable amount when the selected type is
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// already equipped, then applies traits/items and legacy rounding.
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const recruitContext = {
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general: ai.general,
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nation,
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...(ai.worldRef
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? {
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worldView: {
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listGenerals: () => ai.worldRef!.listGenerals(),
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listGeneralsByCity: (cityId: number) =>
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ai.worldRef!.listGenerals().filter((candidate) => candidate.cityId === cityId),
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listNations: () => ai.worldRef!.listNations(),
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},
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}
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: {}),
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time: {
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year: ai.world.currentYear,
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month: ai.world.currentMonth,
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startYear: ai.startYear,
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},
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};
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const recruitment = new RecruitmentCommandResolver(ai.commandEnv.generalActionModules ?? [], ai.commandEnv);
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const goldCost = recruitment.getCost(recruitContext, crewTypeId, crewAmount, picked).gold;
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const killCrew = readMetaNumber(generalMeta, 'rank_killcrew', readMetaNumber(generalMeta, 'killcrew', 0));
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const deathCrew = readMetaNumber(generalMeta, 'rank_deathcrew', readMetaNumber(generalMeta, 'deathcrew', 0));
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@@ -955,6 +955,57 @@ describe('legacy NPC AI final-decision parity', () => {
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});
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});
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it.each([
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[101, 100, 10_100],
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[140, 100, 14_000],
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[256, 255, 25_600],
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[300, 140, 30_000],
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[300, 255, 30_000],
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])(
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'requests the command-resolved full crew above the cached AI cap (leadership=%i, cached=%i)',
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(leadership, cachedLeadership, amount) => {
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const ai = makeAi({
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dipState: 2,
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city: { population: 100_000, populationMax: 100_000 },
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general: {
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stats: { leadership, strength: 70, intelligence: 70 },
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gold: 100_000,
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rice: 100_000,
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meta: { killturn: 100, fullLeadership: cachedLeadership, rank_killcrew: 0, rank_deathcrew: 1 },
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},
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rng: makeRng([], [0, 0]),
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});
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expect(do징병(ai)).toMatchObject({
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action: 'che_징병',
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args: { crewType: 1, amount },
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});
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}
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);
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it('uses recruitment stat modules when resolving uncapped NPC crew capacity', () => {
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const ai = makeAi({
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dipState: 2,
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city: { population: 100_000, populationMax: 100_000 },
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general: {
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stats: { leadership: 240, strength: 70, intelligence: 70 },
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gold: 100_000,
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rice: 100_000,
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meta: { killturn: 100, fullLeadership: 100, rank_killcrew: 0, rank_deathcrew: 1 },
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},
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generalActionModules: singleActionModuleStack({
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eventHandlers: {},
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onCalcStat: (_context, statName, value) => (statName === 'leadership' ? value * 1.25 : value),
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}),
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rng: makeRng([], [0, 0]),
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});
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expect(do징병(ai)).toMatchObject({
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action: 'che_징병',
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args: { crewType: 1, amount: 30_000 },
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});
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});
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it('uses the refillable same-type crew amount for the legacy gold-cost halving threshold', () => {
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const ai = makeAi({
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dipState: 2,
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@@ -2291,6 +2291,7 @@ test('keeps Ref command briefs and autonomous-action state after a turn mutation
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test('uses drag selection, clipboard paste, and a stored template in advanced mode', async ({ page }) => {
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const requests = await install(page);
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await page.setViewportSize({ width: 1200, height: 900 });
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await page.goto('/');
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const editor = page.locator('[data-command-scope="general"]');
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@@ -2318,6 +2319,41 @@ test('uses drag selection, clipboard paste, and a stored template in advanced mo
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await picker.getByRole('button', { name: '입력', exact: true }).click();
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await expect(editor.locator('.action-column > div').nth(2)).toHaveText('【허창】에 화계실행');
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const recentMenu = editor.locator('details').filter({ has: page.getByText('최근 실행', { exact: true }) });
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await recentMenu.locator('summary').click();
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const recentBriefButton = recentMenu.getByRole('button', { name: '【허창】에 화계실행', exact: true });
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await expect(recentBriefButton).toBeVisible();
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await recentBriefButton.hover();
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await page.screenshot({
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path: test.info().outputPath('advanced-recent-command-brief-desktop-1200.png'),
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fullPage: true,
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});
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await recentMenu.locator('summary').click();
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await page.setViewportSize({ width: 500, height: 900 });
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await recentMenu.locator('summary').click();
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await expect(recentBriefButton).toBeVisible();
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await recentBriefButton.focus();
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await expect(recentBriefButton).toBeFocused();
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const mobileRecentGeometry = await editor.evaluate((element) => {
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const menu = element.querySelector<HTMLElement>('details[open] .menu-items');
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const recentButton = menu?.querySelector<HTMLElement>('button');
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if (!menu || !recentButton) throw new Error('advanced recent command menu is missing');
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return {
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horizontalOverflow: element.scrollWidth - element.clientWidth,
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menuRight: menu.getBoundingClientRect().right,
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buttonRight: recentButton.getBoundingClientRect().right,
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};
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});
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expect(mobileRecentGeometry.horizontalOverflow).toBeLessThanOrEqual(0);
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expect(mobileRecentGeometry.menuRight).toBeLessThanOrEqual(500);
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expect(mobileRecentGeometry.buttonRight).toBeLessThanOrEqual(500);
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await page.screenshot({
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path: test.info().outputPath('advanced-recent-command-brief-mobile-500.png'),
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fullPage: true,
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});
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await recentMenu.locator('summary').click();
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await page.setViewportSize({ width: 1200, height: 900 });
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await drag(0, 2);
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await editor.locator('details.selected-menu > summary').click();
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await editor.getByRole('button', { name: '복사하기', exact: true }).click();
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@@ -112,6 +112,15 @@ const myGeneral = (state: FixtureState) => ({
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statUpgradeLimit: 20,
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dex: [350, 1_375, 3_500, 7_125, 1_275_975],
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},
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records: {
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battles: 8,
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strategies: 12,
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serviceYears: 4,
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wins: 5,
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losses: 3,
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killedCrew: 12_345,
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lostCrew: 6_789,
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},
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items: { horse: 'che_명마', weapon: null, book: null, item: null },
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itemNames: { horse: '명마', weapon: null, book: null, item: null },
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},
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@@ -1184,6 +1193,9 @@ test('내 정보&설정 keeps desktop density and becomes a 390px horizontal-ide
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expect(myPageImages[1]?.backgroundImage).toContain('/game/crewtype1.png');
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await expect(page.locator('.legacy-general-details')).toContainText('계급 29품관');
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await expect(page.locator('.legacy-general-details')).toContainText('병종 보병');
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await expect(page.locator('.legacy-general-details')).toContainText('전투 8 · 계략 12 · 사관 4년');
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await expect(page.locator('.legacy-general-details')).toContainText('승률 62.50% · 승리 5 · 패배 3');
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await expect(page.locator('.legacy-general-details')).toContainText('살상률 181.84% · 사살 12,345 · 피살 6,789');
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await expect(page.locator('.item-group')).toContainText('명마');
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await expect(page.locator('#container')).not.toContainText('che_');
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await expect(page.locator('.title-row')).toContainText('내 정 보');
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@@ -142,11 +142,12 @@ const isRecruitmentCommand = computed(
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() => selectedCommand.value?.key === 'che_징병' || selectedCommand.value?.key === 'che_모병'
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);
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const isRecruitmentOverlayOpen = computed(() => pickerOpen.value && isRecruitmentCommand.value);
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const rowLabel = (row: ReservedCommandRow): string =>
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formatReservedCommandBrief(props.scope, row.action, row.args, props.commandTable) ||
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row.label ||
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labelMap.value.get(row.action) ||
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row.action;
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const commandBrief = (entry: { action: string; args: unknown; label?: string }): string =>
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formatReservedCommandBrief(props.scope, entry.action, entry.args, props.commandTable) ||
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entry.label ||
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labelMap.value.get(entry.action) ||
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entry.action;
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const rowLabel = (row: ReservedCommandRow): string => commandBrief(row);
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const selectedIndices = () => normalizedSelection(selected.value, previousSelected.value, props.rows.length);
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const pattern = () => extractPattern(props.rows, selectedIndices());
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const touchMenus = () => (menuRevision.value += 1);
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@@ -467,7 +468,7 @@ const clickOutsideMenu = (event: Event) => {
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clickOutsideMenu($event);
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"
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>
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{{ entry.label ?? labelMap.get(entry.action) ?? entry.action }}
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{{ commandBrief(entry) }}
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</button>
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<span v-if="!storage?.recent.size" class="empty-menu">비어 있음</span>
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</div>
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@@ -136,6 +136,9 @@ const statusLine = computed(() =>
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const canSave = computed(() => (data.value?.settings.myset ?? 1) > 0);
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const penalties = computed(() => Object.entries(data.value?.penalties ?? {}));
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const numberText = (value: number): string => value.toLocaleString('ko-KR');
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const percentText = (numerator: number, denominator: number): string =>
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`${((numerator / Math.max(denominator, 1)) * 100).toFixed(2)}%`;
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const noDefencePenaltyWaived = computed(() => {
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const environment = asRecord(world.value?.config.environment);
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return isDefenceTrainPenaltyWaivedByScenarioEffect(
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@@ -437,9 +440,22 @@ onMounted(() => {
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}})</strong
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>
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</div>
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<div>전투 0 · 계략 0 · 사관 7년</div>
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<div>승률 0% · 승리 0 · 패배 0</div>
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<div>살상률 0% · 사살 0 · 피살 0</div>
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<div>
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전투 {{ numberText(data.general.records.battles) }} · 계략
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{{ numberText(data.general.records.strategies) }} · 사관
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{{ numberText(data.general.records.serviceYears) }}년
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</div>
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<div>
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승률 {{ percentText(data.general.records.wins, data.general.records.battles) }} · 승리
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{{ numberText(data.general.records.wins) }} · 패배
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{{ numberText(data.general.records.losses) }}
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</div>
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<div>
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살상률
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{{ percentText(data.general.records.killedCrew, data.general.records.lostCrew) }} · 사살
|
||||
{{ numberText(data.general.records.killedCrew) }} · 피살
|
||||
{{ numberText(data.general.records.lostCrew) }}
|
||||
</div>
|
||||
<div>
|
||||
소속 {{ data.nation?.name ?? '재야' }} · 도시 {{ data.city?.name ?? '-' }} · 병종
|
||||
{{ data.general.crewTypeName ?? '-' }} · 내정특기
|
||||
|
||||
Reference in New Issue
Block a user