merge: NPC 자동 선포의 유저국 대상 조건을 맞춘다
This commit is contained in:
@@ -175,7 +175,11 @@ export const do선전포고 = (ai: GeneralAI) => {
|
||||
const currentNationId = ai.nation.id;
|
||||
const cities = ai.worldRef.listCities();
|
||||
const neighbors = ai.worldRef.listNations().filter((nation) => {
|
||||
if (nation.id <= 0 || nation.id === currentNationId) {
|
||||
// Ref getAllNationStaticInfo() also contains level-0 wandering nations,
|
||||
// but automatic declarations explicitly skip them before adjacency and
|
||||
// weighted target selection. A wandering user ruler must not become an
|
||||
// NPC war target merely because its occupied city is adjacent.
|
||||
if (nation.id <= 0 || nation.id === currentNationId || nation.level === 0) {
|
||||
return false;
|
||||
}
|
||||
return isNeighbor(ai.map!, cities, currentNationId, nation.id, true);
|
||||
|
||||
@@ -20,6 +20,7 @@ import { do전투준비, do출병 } from '../src/turn/ai/generalAi/general/warAc
|
||||
import { do내정워프, do전방워프, do집합, do후방워프 } from '../src/turn/ai/generalAi/general/warpActions.js';
|
||||
import { doNPC몰수, doNPC포상, do유저장포상 } from '../src/turn/ai/generalAi/nation/rewards.js';
|
||||
import { do천도 } from '../src/turn/ai/generalAi/nation/capital.js';
|
||||
import { do선전포고 } from '../src/turn/ai/generalAi/nation/diplomacy.js';
|
||||
import {
|
||||
doNPC구출발령,
|
||||
doNPC전방발령,
|
||||
@@ -42,6 +43,7 @@ type Candidate = {
|
||||
type ScriptedRng = {
|
||||
bools: boolean[];
|
||||
choices: unknown[];
|
||||
weightedChoices: Array<Record<string, number>>;
|
||||
weightedPairs: Array<Array<[unknown, number]>>;
|
||||
nextBool: (probability?: number) => boolean;
|
||||
nextFloat1: () => number;
|
||||
@@ -56,6 +58,7 @@ const makeRng = (bools: boolean[] = [], choices: unknown[] = []): ScriptedRng =>
|
||||
return {
|
||||
bools: [...bools],
|
||||
choices: scriptedChoices,
|
||||
weightedChoices: [],
|
||||
weightedPairs: [],
|
||||
nextBool() {
|
||||
return this.bools.shift() ?? false;
|
||||
@@ -79,6 +82,7 @@ const makeRng = (bools: boolean[] = [], choices: unknown[] = []): ScriptedRng =>
|
||||
return values[0]!;
|
||||
},
|
||||
choiceUsingWeight<T extends string | number>(items: Record<T, number>): T {
|
||||
this.weightedChoices.push(Object.fromEntries(Object.entries(items)) as Record<string, number>);
|
||||
return this.choice(
|
||||
Object.keys(items).map((key) => {
|
||||
const numeric = Number(key);
|
||||
@@ -416,6 +420,71 @@ const makePromotionGeneral = (overrides: Partial<TurnGeneral>): TurnGeneral => (
|
||||
meta: { ...baseGeneral().meta, belong: 1, ...overrides.meta },
|
||||
});
|
||||
|
||||
const makeDeclarationAi = (
|
||||
targetNations: Nation[],
|
||||
targetRulers: General[],
|
||||
rng: ScriptedRng
|
||||
): GeneralAI => {
|
||||
const actorNation = {
|
||||
...baseNation(),
|
||||
meta: { ...baseNation().meta, tech: 2_000 },
|
||||
};
|
||||
const actor = {
|
||||
...baseGeneral(),
|
||||
officerLevel: 12,
|
||||
npcState: 2,
|
||||
};
|
||||
const targetCities = targetNations.map((nation, index) => ({
|
||||
...baseCity(),
|
||||
id: index + 2,
|
||||
name: `대상도시${nation.id}`,
|
||||
nationId: nation.id,
|
||||
}));
|
||||
const cities = [baseCity(), ...targetCities];
|
||||
const ai = makeAi({
|
||||
general: actor,
|
||||
nation: actorNation,
|
||||
nations: [actorNation, ...targetNations],
|
||||
generals: [actor, ...targetRulers],
|
||||
rng,
|
||||
});
|
||||
const worldRef = ai.worldRef!;
|
||||
const mapCityTemplate = ai.map!.cities[0]!;
|
||||
|
||||
Object.assign(ai as unknown as Record<string, unknown>, {
|
||||
worldRef: {
|
||||
...worldRef,
|
||||
listNations: () => [actorNation, ...targetNations],
|
||||
listGenerals: () => [actor, ...targetRulers],
|
||||
listCities: () => cities,
|
||||
getNationById: (id: number) => [actorNation, ...targetNations].find((nation) => nation.id === id) ?? null,
|
||||
getGeneralById: (id: number) =>
|
||||
[actor, ...targetRulers].find((general) => general.id === id) ?? null,
|
||||
getCityById: (id: number) => cities.find((city) => city.id === id) ?? null,
|
||||
},
|
||||
map: {
|
||||
...ai.map!,
|
||||
cities: [
|
||||
{ ...mapCityTemplate, id: 1, connections: targetCities.map((city) => city.id) },
|
||||
...targetCities.map((city) => ({
|
||||
...mapCityTemplate,
|
||||
id: city.id,
|
||||
name: city.name,
|
||||
connections: [1],
|
||||
})),
|
||||
],
|
||||
},
|
||||
frontCities: {},
|
||||
npcWarGenerals: { [actor.id]: actor },
|
||||
npcCivilGenerals: {},
|
||||
userWarGenerals: {},
|
||||
userCivilGenerals: {},
|
||||
devRate: { pop: 1, all: 1 },
|
||||
});
|
||||
|
||||
return ai;
|
||||
};
|
||||
|
||||
const makePromotionAi = (options: {
|
||||
ruler: TurnGeneral;
|
||||
generals: TurnGeneral[];
|
||||
@@ -766,6 +835,86 @@ describe('legacy NPC user-chief promotion parity', () => {
|
||||
* selection and RNG-sensitive gates, not TypeScript implementation details.
|
||||
*/
|
||||
describe('legacy NPC AI final-decision parity', () => {
|
||||
it('does not declare war on an adjacent level-0 user wandering nation', () => {
|
||||
const wanderingNation = {
|
||||
...baseNation(),
|
||||
id: 2,
|
||||
name: '유저방랑군',
|
||||
capitalCityId: 2,
|
||||
chiefGeneralId: 2,
|
||||
level: 0,
|
||||
};
|
||||
const userRuler = {
|
||||
...baseGeneral(),
|
||||
id: 2,
|
||||
name: '유저방랑군주',
|
||||
nationId: 2,
|
||||
cityId: 2,
|
||||
officerLevel: 12,
|
||||
npcState: 0,
|
||||
};
|
||||
const rng = makeRng([true], [0]);
|
||||
const ai = makeDeclarationAi([wanderingNation], [userRuler], rng);
|
||||
|
||||
expect(do선전포고(ai)).toBeNull();
|
||||
expect(rng.bools).toEqual([]);
|
||||
expect(rng.weightedChoices).toEqual([]);
|
||||
expect(rng.choices).toEqual([0]);
|
||||
});
|
||||
|
||||
it('keeps active user and NPC nations equally eligible while excluding the user wandering nation', () => {
|
||||
const targets = [
|
||||
{ id: 2, name: '유저방랑군', level: 0, npcState: 0 },
|
||||
{ id: 3, name: '정식유저국', level: 1, npcState: 0 },
|
||||
{ id: 4, name: '정식NPC국', level: 1, npcState: 2 },
|
||||
];
|
||||
const nations = targets.map(
|
||||
({ id, name, level }) =>
|
||||
({
|
||||
...baseNation(),
|
||||
id,
|
||||
name,
|
||||
capitalCityId: id,
|
||||
chiefGeneralId: id,
|
||||
level,
|
||||
power: 100,
|
||||
}) satisfies Nation
|
||||
);
|
||||
const rulers = targets.map(
|
||||
({ id, name, npcState }) =>
|
||||
({
|
||||
...baseGeneral(),
|
||||
id,
|
||||
name: `${name}군주`,
|
||||
nationId: id,
|
||||
cityId: id,
|
||||
officerLevel: 12,
|
||||
npcState,
|
||||
}) satisfies General
|
||||
);
|
||||
|
||||
const userTargetRng = makeRng([true], [0]);
|
||||
const userTargetAi = makeDeclarationAi(nations, rulers, userTargetRng);
|
||||
expect(do선전포고(userTargetAi)).toMatchObject({
|
||||
action: 'che_선전포고',
|
||||
args: { destNationId: 3 },
|
||||
});
|
||||
expect(userTargetRng.weightedChoices).toEqual([
|
||||
{
|
||||
'3': 1 / Math.sqrt(101),
|
||||
'4': 1 / Math.sqrt(101),
|
||||
},
|
||||
]);
|
||||
|
||||
const npcTargetRng = makeRng([true], [1]);
|
||||
const npcTargetAi = makeDeclarationAi(nations, rulers, npcTargetRng);
|
||||
expect(do선전포고(npcTargetAi)).toMatchObject({
|
||||
action: 'che_선전포고',
|
||||
args: { destNationId: 4 },
|
||||
});
|
||||
expect(npcTargetRng.weightedChoices).toEqual(userTargetRng.weightedChoices);
|
||||
});
|
||||
|
||||
it('rejects the malformed Ref low-rice donation candidate and continues the priority loop', () => {
|
||||
const rng = makeRng([false], [0]);
|
||||
const ai = makeAi({
|
||||
|
||||
Reference in New Issue
Block a user