feat: 플레이 감사 월별 상태와 국가 집계 기반 추가
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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 type { TurnGeneral } from '../src/turn/types.js';
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import { buildAuditSnapshot } from '../src/playAudit/snapshot.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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describe('play audit monthly projection', () => {
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it('separates humans, NPCs and troop NPCs and retains empty nations and neutral generals', () => {
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const humans = [buildGeneral(1, 1), { ...buildGeneral(2, 1), npcState: 1, gold: 0 }];
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humans[0]!.meta.dex1 = 10;
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const result = buildAuditSnapshot({
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nations: [buildNation(0, 0, {}), buildNation(1, 0, {}), buildNation(2, 0, {})],
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cities: [buildCity(1, 2)],
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generals: [
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...humans,
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{ ...buildGeneral(3, 1), npcState: 2 },
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{ ...buildGeneral(4, 1), npcState: 5 },
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buildGeneral(5, 0),
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],
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settlements: [],
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settlementsComplete: true,
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});
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const nation = result.nations.find((row) => row.id === 1)!;
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expect(nation.populations.human).toMatchObject({
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count: 2,
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gold: 2000,
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averageGold: 1000,
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averageDex: { dex1: 5 },
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});
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expect(nation.populations.npc.count).toBe(1);
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expect(nation.populations.troopNpc.count).toBe(1);
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expect(result.nations.find((row) => row.id === 2)!.populations.human.averageGold).toBeNull();
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expect(result.nations.find((row) => row.id === 0)!.populations.npc.count).toBe(1);
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expect(result.cities[0]!.nationId).toBe(2);
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expect(result.generals[0]!.nationId).toBe(1);
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expect(result.generals[0]!.cityId).toBe(1);
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});
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it('uses observed settlements, preserves fractions and does not reuse stale income', () => {
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const input = {
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nations: [buildNation(1, 0, { prev_income_gold: 999999 })],
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cities: [],
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generals: [],
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settlements: [{ nationId: 1, resource: 'gold' as const, income: 943.5, paid: 123 }],
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};
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expect(buildAuditSnapshot({ ...input, settlementsComplete: true }).nations[0]).toMatchObject({
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incomeGold: 943.5,
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paidGold: 123,
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incomeRice: 0,
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paidRice: 0,
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});
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expect(
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buildAuditSnapshot({ ...input, settlements: [], settlementsComplete: true }).nations[0]!.incomeGold
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).toBe(0);
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expect(buildAuditSnapshot({ ...input, settlementsComplete: false }).nations[0]).toMatchObject({
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incomeGold: null,
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paidGold: null,
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incomeRice: null,
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paidRice: null,
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});
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});
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it('takes detached allowlisted state without credentials or mutable metadata', () => {
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const general = buildGeneral(1, 1);
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general.userId = 'owner';
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general.meta.secret = 'must-not-copy';
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general.role.items.horse = 'horse';
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const city = buildCity(1, 1);
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const result = buildAuditSnapshot({
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nations: [buildNation(1, 0, {})],
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cities: [city],
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generals: [general],
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settlements: [],
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settlementsComplete: true,
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});
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general.name = 'renamed';
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general.stats.strength = 1;
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general.role.items.horse = null;
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city.population = 0;
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expect(result.generals[0]).toMatchObject({
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name: '장수1',
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userId: 'owner',
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stats: { strength: 70 },
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role: { items: { horse: 'horse' } },
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});
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expect(JSON.stringify(result)).not.toContain('must-not-copy');
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expect(result.cities[0]!.population).toBe(10000);
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});
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it('consumes each source once without per-nation scans', () => {
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function once<T>(rows: T[]): Iterable<T> {
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let used = false;
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return {
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*[Symbol.iterator]() {
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if (used) throw new Error('second full scan');
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used = true;
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yield* rows;
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},
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};
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}
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const result = buildAuditSnapshot({
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nations: once([buildNation(1, 0, {})]),
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cities: once([buildCity(1, 1)]),
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generals: once([buildGeneral(1, 1)]),
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settlements: once([]),
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settlementsComplete: true,
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});
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expect(result.generals).toHaveLength(1);
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});
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});
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