feat: 플레이 감사 월별 수집과 원자적 배치 저장 연결
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import { describe, expect, it } from 'vitest';
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import type { City, Nation } from '@sammo-ts/logic';
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import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
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import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
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import { createPlayAuditHandler, queueAuditMonth, recordAuditSettlement } from '../src/playAudit/collection.js';
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const turnTime = new Date('0200-01-01T00:00:00.000Z');
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const buildGeneral = (id: number, nationId: number): TurnGeneral => ({
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id,
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name: `장수${id}`,
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nationId,
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cityId: nationId,
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troopId: 0,
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stats: { leadership: 80, strength: 70, intelligence: 60 },
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experience: 1_000,
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dedication: 900,
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officerLevel: 1,
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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: 2_000,
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rice: 2_000,
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crew: 0,
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crewTypeId: 0,
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train: 0,
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atmos: 0,
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age: 30,
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npcState: nationId === 0 ? 2 : 0,
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: { killturn: 24 },
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turnTime,
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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: `도시${id}`,
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nationId,
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level: 1,
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state: 0,
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population: 10_000,
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populationMax: 20_000,
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agriculture: 1_000,
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agricultureMax: 2_000,
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commerce: 1_000,
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commerceMax: 2_000,
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security: 1_000,
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securityMax: 2_000,
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supplyState: 1,
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frontState: 0,
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defence: 1_000,
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defenceMax: 2_000,
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wall: 1_000,
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wallMax: 2_000,
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meta: {},
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});
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const buildNation = (id: number, power: number, meta: Nation['meta']): Nation => ({
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id,
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name: id === 0 ? '재야' : `국가${id}`,
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color: '#777777',
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capitalCityId: id === 0 ? null : id,
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chiefGeneralId: null,
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gold: 10_000,
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rice: 20_000,
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power,
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level: id === 0 ? 0 : 1,
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typeCode: 'che_중립',
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meta,
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});
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const buildWorld = () => {
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const state: TurnWorldState = {
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id: 1,
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currentYear: 200,
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currentMonth: 1,
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tickSeconds: 600,
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lastTurnTime: turnTime,
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meta: { serverId: 'yearbook-projection-test' },
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};
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const snapshot: TurnWorldSnapshot = {
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scenarioConfig: {
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stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
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iconPath: '',
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map: {},
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const: {},
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environment: { mapName: 'test', unitSet: 'test' },
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},
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scenarioMeta: {
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title: '연감 테스트',
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startYear: 200,
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life: null,
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fiction: 0,
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history: [],
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ignoreDefaultEvents: false,
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},
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map: { id: 'test', name: 'test', cities: [] },
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nations: [
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{
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...buildNation(0, 90, { gennum: 90, tech: 90 }),
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name: '오염된 재야',
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color: '#ffffff',
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level: 9,
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},
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buildNation(1, 777, { gennum: 9, tech: 100 }),
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buildNation(2, 0, { tech: 100 }),
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],
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cities: [buildCity(0, 0), buildCity(1, 1), buildCity(2, 2)],
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generals: [buildGeneral(1, 0), buildGeneral(2, 0), buildGeneral(3, 1), buildGeneral(4, 2), buildGeneral(5, 2)],
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troops: [],
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diplomacy: [],
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events: [],
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initialEvents: [],
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};
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const world = new InMemoryTurnWorld(state, snapshot, {
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schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
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});
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return world;
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};
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describe('play audit collection durability state', () => {
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it('restores pending snapshots and monthly flows on rollback and acknowledges only persisted rows', () => {
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const world = buildWorld();
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const before = world.captureState();
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recordAuditSettlement(world, { nationId: 1, resource: 'gold', income: 943.5, paid: 123 });
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queueAuditMonth(world);
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expect(world.peekDirtyState().pendingAuditMonths).toHaveLength(1);
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world.restoreState(before);
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expect(world.peekDirtyState().pendingAuditMonths).toHaveLength(0);
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expect(world.getState().meta.playAuditFlows).toBeUndefined();
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queueAuditMonth(world);
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const saved = world.peekDirtyState();
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queueAuditMonth(world, 'FINAL');
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world.acknowledgeDirtyState(saved);
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expect(world.peekDirtyState().pendingAuditMonths.map((row) => row.kind)).toEqual(['FINAL']);
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});
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it('keeps partial adoption unknown then attributes income to the new month across reload state', async () => {
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const world = buildWorld();
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const handler = createPlayAuditHandler(() => world);
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await handler.beforeMonthChanged!({
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previousYear: 200,
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previousMonth: 1,
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currentYear: 200,
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currentMonth: 2,
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turnTime,
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});
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expect(world.peekDirtyState().pendingAuditMonths[0]!.settlementsComplete).toBe(false);
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const next = world.captureState();
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next.state.currentMonth = 2;
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world.restoreState(next);
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recordAuditSettlement(world, { nationId: 1, resource: 'gold', income: 943.5, paid: 123 });
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const reloaded = buildWorld();
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reloaded.restoreState(world.captureState());
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queueAuditMonth(reloaded);
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const feb = reloaded.peekDirtyState().pendingAuditMonths.at(-1)!;
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expect(feb.month).toBe(2);
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expect(feb.settlementsComplete).toBe(true);
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expect(feb.nations.find((row) => row.id === 1)).toMatchObject({
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incomeGold: 943.5,
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paidGold: 123,
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incomeRice: 0,
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});
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});
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it('does not replace missing season identity with a profile or create a false snapshot', () => {
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const world = buildWorld();
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const state = world.captureState();
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delete state.state.meta.serverId;
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world.restoreState(state);
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queueAuditMonth(world);
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expect(world.peekDirtyState().pendingAuditMonths).toEqual([]);
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});
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});
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