fix: NPC 유저 수뇌 자동 임명을 이관
Ref의 분기월 자동 임명 조건과 NPC 군주 소속도 기준, 활동 및 페널티, 유저 수뇌 상한을 반영한다. 비군주 NPC의 레거시 후보 우선순위와 권한 및 chief_set 저장 경로를 회귀 테스트로 고정한다.
This commit is contained in:
@@ -238,7 +238,12 @@ export class GeneralAI {
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private devRate: Record<string, number> | null = null;
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private categorizedCities = false;
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private categorizedGenerals = false;
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private promotionPatches: Array<{ generalId: number; officerLevel: number; officerCity: number }> = [];
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private promotionPatches: Array<{
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generalId: number;
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officerLevel: number;
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officerCity: number;
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permission?: string;
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}> = [];
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private promotionNationMeta: Record<string, unknown> | null = null;
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private readonly initialGeneralMeta: Record<string, unknown>;
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@@ -433,7 +438,7 @@ export class GeneralAI {
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}
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consumePromotionPatches(): {
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generals: Array<{ generalId: number; officerLevel: number; officerCity: number }>;
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generals: Array<{ generalId: number; officerLevel: number; officerCity: number; permission?: string }>;
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nationMeta: Record<string, unknown> | null;
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} {
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const result = {
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@@ -1068,6 +1073,7 @@ export class GeneralAI {
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}
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const minChiefLevel = this.nation.level >= 6 ? 5 : this.nation.level >= 4 ? 7 : this.nation.level >= 2 ? 9 : 11;
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let chiefSet = readMetaNumber(asRecord(this.nation.meta), 'chief_set', 0);
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const initialChiefSet = chiefSet;
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const generals = this.worldRef
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.listGenerals()
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.filter((candidate) => candidate.nationId === this.nation!.id)
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@@ -1080,12 +1086,102 @@ export class GeneralAI {
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});
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const effectiveOfficerLevel = new Map(generals.map((candidate) => [candidate.id, candidate.officerLevel]));
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let userChiefCount = 0;
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const worldKillturn = readMetaNumber(asRecord(this.world.meta), 'killturn', 0);
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const minUserKillturn = worldKillturn - Math.trunc(240 / this.turnTermMinutes);
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const minNpcKillturn = 36;
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for (let chiefLevel = minChiefLevel; chiefLevel <= 12; chiefLevel += 1) {
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const chief = this.chiefGenerals[chiefLevel];
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if (!chief) {
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continue;
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}
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const penalty = asRecord(chief.penalty);
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const killturn = readRequiredMetaNumber(asRecord(chief.meta), 'killturn', `generalId=${chief.id}`);
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if (chief.npcState < 2 && killturn >= minUserKillturn && penalty.noAmbassador !== true) {
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userChiefCount += 1;
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chief.meta = { ...chief.meta, permission: 'ambassador' };
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this.promotionPatches.push({
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generalId: chief.id,
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officerLevel: chief.officerLevel,
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officerCity: readMetaNumber(asRecord(chief.meta), 'officer_city', 0),
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permission: 'ambassador',
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});
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}
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}
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const minBelong = Math.min(readMetaNumber(asRecord(this.general.meta), 'belong', 0) - 1, 3);
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const availableUserChiefCount = Object.values(this.userGenerals).filter((candidate) => {
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const penalty = asRecord(candidate.penalty);
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const killturn = readRequiredMetaNumber(asRecord(candidate.meta), 'killturn', `generalId=${candidate.id}`);
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return (
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killturn >= minUserKillturn &&
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readMetaNumber(asRecord(candidate.meta), 'belong', 0) >= minBelong &&
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penalty.noChief !== true
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);
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}).length;
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if (userChiefCount === 0 && availableUserChiefCount > 0 && (chiefSet & (1 << 11)) === 0) {
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const userCandidates = Object.values(this.userGenerals).sort((left, right) => {
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const leftPenalty = asRecord(left.penalty);
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const rightPenalty = asRecord(right.penalty);
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if ((leftPenalty.noChief === true) !== (rightPenalty.noChief === true)) {
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return leftPenalty.noChief === true ? 1 : -1;
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}
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if ((leftPenalty.noAmbassador === true) !== (rightPenalty.noAmbassador === true)) {
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return leftPenalty.noAmbassador === true ? 1 : -1;
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}
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return right.stats.leadership - left.stats.leadership;
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});
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for (const candidate of userCandidates) {
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const penalty = asRecord(candidate.penalty);
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const killturn = readRequiredMetaNumber(
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asRecord(candidate.meta),
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'killturn',
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`generalId=${candidate.id}`
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);
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if (
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penalty.noChief === true ||
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killturn < minUserKillturn ||
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readMetaNumber(asRecord(candidate.meta), 'belong', 0) < minBelong ||
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candidate.officerLevel > 4
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) {
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continue;
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}
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const permission = penalty.noAmbassador === true ? undefined : 'ambassador';
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candidate.officerLevel = 11;
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candidate.meta = {
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...candidate.meta,
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officer_city: 0,
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...(permission ? { permission } : {}),
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};
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this.promotionPatches.push({
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generalId: candidate.id,
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officerLevel: 11,
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officerCity: 0,
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...(permission ? { permission } : {}),
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});
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effectiveOfficerLevel.set(candidate.id, 11);
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chiefSet |= 1 << 11;
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userChiefCount += 1;
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break;
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}
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}
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for (let chiefLevel = 11; chiefLevel >= minChiefLevel; chiefLevel -= 1) {
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if ((chiefSet & (1 << chiefLevel)) !== 0 || this.general.officerLevel === chiefLevel) {
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continue;
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}
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const oldChief = generals.find((candidate) => candidate.officerLevel === chiefLevel);
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if (oldChief) {
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const oldChiefKillturn = readRequiredMetaNumber(
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asRecord(oldChief.meta),
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'killturn',
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`generalId=${oldChief.id}`
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);
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if (oldChief.npcState < 2 && oldChiefKillturn >= minChiefLevel) {
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continue;
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}
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const newChiefProbability = this.rng.nextBool(0.1) ? 1 : 0;
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// GeneralAI.php performs a second nextBool(0) call on the
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// rejection path. Preserve that consumption for the shared
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@@ -1095,7 +1191,7 @@ export class GeneralAI {
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}
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}
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const nextChief = generals.find((candidate) => {
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if ((effectiveOfficerLevel.get(candidate.id) ?? candidate.officerLevel) > 4 || candidate.npcState < 2) {
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if ((effectiveOfficerLevel.get(candidate.id) ?? candidate.officerLevel) > 4) {
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return false;
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}
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const killturn = readRequiredMetaNumber(
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@@ -1103,7 +1199,13 @@ export class GeneralAI {
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'killturn',
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`generalId=${candidate.id}`
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);
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if (killturn < 36) {
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if (candidate.npcState < 2 && killturn < minUserKillturn) {
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return false;
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}
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if (candidate.npcState >= 2 && killturn < minNpcKillturn) {
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return false;
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}
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if (asRecord(candidate.penalty).noChief === true) {
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return false;
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}
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if (chiefLevel !== 11 && chiefLevel % 2 === 0 && candidate.stats.strength < this.aiConst.chiefStatMin) {
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@@ -1116,6 +1218,9 @@ export class GeneralAI {
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) {
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return false;
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}
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if (candidate.npcState < 2 && userChiefCount >= 3) {
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return false;
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}
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return true;
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});
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if (!nextChief) {
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@@ -1124,18 +1229,37 @@ export class GeneralAI {
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if (oldChief) {
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this.promotionPatches.push({ generalId: oldChief.id, officerLevel: 1, officerCity: 0 });
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}
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this.promotionPatches.push({ generalId: nextChief.id, officerLevel: chiefLevel, officerCity: 0 });
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const permission =
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nextChief.npcState < 2 && asRecord(nextChief.penalty).noAmbassador !== true ? 'ambassador' : undefined;
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if (nextChief.npcState < 2) {
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userChiefCount += 1;
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}
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this.promotionPatches.push({
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generalId: nextChief.id,
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officerLevel: chiefLevel,
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officerCity: 0,
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...(permission ? { permission } : {}),
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});
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if (process.env.CORE_AI_TRACE_SEQUENCE === '1') {
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process.stdout.write(
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`AI_PROMOTION_TRACE ${JSON.stringify({ engine: 'core', mode: 'lord', actor: this.general.id, chiefLevel, picked: nextChief.id })}\n`
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);
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}
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nextChief.meta = {
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...nextChief.meta,
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officer_city: 0,
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...(permission ? { permission } : {}),
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};
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effectiveOfficerLevel.set(nextChief.id, chiefLevel);
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chiefSet |= 1 << chiefLevel;
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}
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if (this.promotionPatches.length > 0) {
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this.promotionNationMeta = { ...this.nation.meta, chief_set: chiefSet };
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if (chiefSet !== initialChiefSet) {
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this.promotionNationMeta = {
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...this.nation.meta,
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...(this.promotionNationMeta ?? {}),
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chief_set: chiefSet,
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};
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}
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}
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@@ -1690,7 +1690,13 @@ export const createReservedTurnHandler = async (options: {
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const patch = {
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officerLevel: entry.officerLevel,
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...(promotedGeneral
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? { meta: { ...promotedGeneral.meta, officer_city: entry.officerCity } }
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? {
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meta: {
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...promotedGeneral.meta,
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officer_city: entry.officerCity,
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...(entry.permission ? { permission: entry.permission } : {}),
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},
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}
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: {}),
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};
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patches.generals.push({ id: entry.generalId, patch });
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@@ -3,6 +3,7 @@ import type { City, General, Nation } from '@sammo-ts/logic';
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import { createRefOrderedActionStack } from '@sammo-ts/logic/actionModules/bundle.js';
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import { GeneralAI } from '../src/turn/ai/generalAi.js';
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import type { TurnGeneral } from '../src/turn/types.js';
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import {
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calculateRecentWarTurn,
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resolveLegacyAiStats,
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@@ -23,10 +24,7 @@ import {
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doNPC전방발령,
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doNPC후방발령,
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} from '../src/turn/ai/generalAi/nation/assignments/npcAssignments.js';
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import {
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do부대구출발령,
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do부대후방발령,
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} from '../src/turn/ai/generalAi/nation/assignments/troopAssignments.js';
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import { do부대구출발령, do부대후방발령 } from '../src/turn/ai/generalAi/nation/assignments/troopAssignments.js';
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type Candidate = {
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action: string;
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@@ -397,6 +395,311 @@ const makeAi = (
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} as unknown as GeneralAI;
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};
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const makePromotionGeneral = (overrides: Partial<TurnGeneral>): TurnGeneral => ({
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...baseGeneral(),
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...overrides,
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stats: { ...baseGeneral().stats, ...overrides.stats },
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meta: { ...baseGeneral().meta, belong: 1, ...overrides.meta },
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});
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const makePromotionAi = (options: {
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ruler: TurnGeneral;
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generals: TurnGeneral[];
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nation?: Partial<Nation>;
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userGenerals?: TurnGeneral[];
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chiefGenerals?: TurnGeneral[];
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npcWarGenerals?: TurnGeneral[];
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npcCivilGenerals?: TurnGeneral[];
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userWarGenerals?: TurnGeneral[];
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userCivilGenerals?: TurnGeneral[];
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rng?: ScriptedRng;
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currentMonth?: number;
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}): GeneralAI => {
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const nation = {
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...baseNation(),
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level: 1,
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...options.nation,
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meta: { chief_set: 0, ...options.nation?.meta },
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};
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const asGeneralRecord = (entries: TurnGeneral[] = []): Record<number, TurnGeneral> =>
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Object.fromEntries(entries.map((general) => [general.id, general]));
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const asChiefRecord = (entries: TurnGeneral[] = []): Record<number, TurnGeneral> =>
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Object.fromEntries(entries.map((general) => [general.officerLevel, general]));
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return Object.assign(Object.create(GeneralAI.prototype), {
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general: options.ruler,
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nation,
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world: {
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id: 1,
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currentYear: 190,
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currentMonth: options.currentMonth ?? 3,
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tickSeconds: 600,
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lastTurnTime: new Date('0190-03-01T00:00:00Z'),
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meta: { killturn: 100 },
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},
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worldRef: {
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listGenerals: () => options.generals,
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},
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turnTermMinutes: 10,
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aiConst: { chiefStatMin: 70 },
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rng: options.rng ?? makeRng(),
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userGenerals: asGeneralRecord(options.userGenerals),
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chiefGenerals: asChiefRecord(options.chiefGenerals),
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npcWarGenerals: asGeneralRecord(options.npcWarGenerals),
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npcCivilGenerals: asGeneralRecord(options.npcCivilGenerals),
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userWarGenerals: asGeneralRecord(options.userWarGenerals),
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userCivilGenerals: asGeneralRecord(options.userCivilGenerals),
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promotionPatches: [],
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promotionNationMeta: null,
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}) as GeneralAI;
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};
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const chooseNpcPromotion = (ai: GeneralAI): void =>
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(ai as unknown as { chooseNpcPromotion: () => void }).chooseNpcPromotion();
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const chooseNonLordPromotion = (ai: GeneralAI): void =>
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(ai as unknown as { chooseNonLordPromotion: () => void }).chooseNonLordPromotion();
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describe('legacy NPC user-chief promotion parity', () => {
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it('appoints the first active user as advisor when the NPC ruler tenure threshold is already met', () => {
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const ruler = makePromotionGeneral({
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id: 1,
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officerLevel: 12,
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npcState: 2,
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meta: { killturn: 100, belong: 2 },
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});
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const user = makePromotionGeneral({
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id: 2,
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name: '신규유저',
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npcState: 0,
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stats: { leadership: 40, strength: 40, intelligence: 40 },
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meta: { killturn: 100, belong: 1 },
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});
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const ai = makePromotionAi({
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ruler,
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generals: [ruler, user],
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userGenerals: [user],
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chiefGenerals: [ruler],
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});
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chooseNpcPromotion(ai);
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expect(ai.consumePromotionPatches()).toEqual({
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generals: [{ generalId: 2, officerLevel: 11, officerCity: 0, permission: 'ambassador' }],
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nationMeta: expect.objectContaining({ chief_set: 1 << 11 }),
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});
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});
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it('waits for belong 3 before forcing a user over a stronger NPC under an established NPC ruler', () => {
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const run = (belong: number) => {
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const ruler = makePromotionGeneral({
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id: 1,
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officerLevel: 12,
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npcState: 2,
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meta: { killturn: 100, belong: 4 },
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});
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const npc = makePromotionGeneral({
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id: 2,
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name: '강한NPC',
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npcState: 2,
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stats: { leadership: 100, strength: 100, intelligence: 100 },
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meta: { killturn: 100, belong: 4 },
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});
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const user = makePromotionGeneral({
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id: 3,
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name: '유저후보',
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npcState: 0,
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stats: { leadership: 80, strength: 80, intelligence: 80 },
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meta: { killturn: 100, belong },
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});
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const ai = makePromotionAi({
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ruler,
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generals: [ruler, npc, user],
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userGenerals: [user],
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chiefGenerals: [ruler],
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});
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chooseNpcPromotion(ai);
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return ai.consumePromotionPatches().generals;
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};
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expect(run(1)).toEqual([{ generalId: 2, officerLevel: 11, officerCity: 0 }]);
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expect(run(3)).toEqual([{ generalId: 3, officerLevel: 11, officerCity: 0, permission: 'ambassador' }]);
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});
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it('prefers an ambassador-eligible user over a higher-leadership no-ambassador user', () => {
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const ruler = makePromotionGeneral({
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id: 1,
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officerLevel: 12,
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npcState: 2,
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meta: { killturn: 100, belong: 2 },
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});
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const blockedAmbassador = makePromotionGeneral({
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id: 2,
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npcState: 0,
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stats: { leadership: 95, strength: 80, intelligence: 80 },
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meta: { killturn: 100, belong: 1 },
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penalty: { noAmbassador: true },
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});
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const eligible = makePromotionGeneral({
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id: 3,
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npcState: 0,
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stats: { leadership: 70, strength: 80, intelligence: 80 },
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meta: { killturn: 100, belong: 1 },
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});
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const ai = makePromotionAi({
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ruler,
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generals: [ruler, blockedAmbassador, eligible],
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userGenerals: [blockedAmbassador, eligible],
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chiefGenerals: [ruler],
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});
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chooseNpcPromotion(ai);
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expect(ai.consumePromotionPatches().generals).toEqual([
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{ generalId: 3, officerLevel: 11, officerCity: 0, permission: 'ambassador' },
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]);
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});
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it('does not appoint a user carrying the no-chief penalty', () => {
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const ruler = makePromotionGeneral({
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id: 1,
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officerLevel: 12,
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npcState: 2,
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meta: { killturn: 100, belong: 2 },
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});
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const blocked = makePromotionGeneral({
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id: 2,
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npcState: 0,
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stats: { leadership: 100, strength: 100, intelligence: 100 },
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meta: { killturn: 100, belong: 1 },
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penalty: { noChief: true },
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});
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const ai = makePromotionAi({
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ruler,
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generals: [ruler, blocked],
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userGenerals: [blocked],
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chiefGenerals: [ruler],
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});
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chooseNpcPromotion(ai);
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||||
|
||||
expect(ai.consumePromotionPatches()).toEqual({ generals: [], nationMeta: null });
|
||||
});
|
||||
|
||||
it('does not appoint a fourth user chief in the ordinary NPC-ruler fill pass', () => {
|
||||
const ruler = makePromotionGeneral({
|
||||
id: 1,
|
||||
officerLevel: 12,
|
||||
npcState: 2,
|
||||
meta: { killturn: 100, belong: 4 },
|
||||
});
|
||||
const existingChiefs = [11, 10, 9].map((officerLevel, index) =>
|
||||
makePromotionGeneral({
|
||||
id: index + 2,
|
||||
npcState: 0,
|
||||
officerLevel,
|
||||
meta: { killturn: 100, belong: 4, officer_city: 0 },
|
||||
})
|
||||
);
|
||||
const candidate = makePromotionGeneral({
|
||||
id: 5,
|
||||
npcState: 0,
|
||||
stats: { leadership: 100, strength: 100, intelligence: 100 },
|
||||
meta: { killturn: 100, belong: 4 },
|
||||
});
|
||||
const ai = makePromotionAi({
|
||||
ruler,
|
||||
generals: [ruler, ...existingChiefs, candidate],
|
||||
nation: { level: 6 },
|
||||
userGenerals: [...existingChiefs, candidate],
|
||||
chiefGenerals: [ruler, ...existingChiefs],
|
||||
});
|
||||
|
||||
chooseNpcPromotion(ai);
|
||||
|
||||
const promotion = ai.consumePromotionPatches();
|
||||
const result = promotion.generals;
|
||||
expect(result.filter((entry) => entry.generalId === candidate.id)).toEqual([]);
|
||||
expect(result).toHaveLength(3);
|
||||
expect(promotion.nationMeta).toBeNull();
|
||||
expect(result).toEqual(
|
||||
expect.arrayContaining(
|
||||
existingChiefs.map((chief) => ({
|
||||
generalId: chief.id,
|
||||
officerLevel: chief.officerLevel,
|
||||
officerCity: 0,
|
||||
permission: 'ambassador',
|
||||
}))
|
||||
)
|
||||
);
|
||||
});
|
||||
|
||||
it('lets an NPC non-ruler fill an open seat with a user immediately when no NPC pool exists', () => {
|
||||
const actor = makePromotionGeneral({
|
||||
id: 1,
|
||||
officerLevel: 10,
|
||||
npcState: 2,
|
||||
meta: { killturn: 100, belong: 4 },
|
||||
});
|
||||
const user = makePromotionGeneral({
|
||||
id: 2,
|
||||
npcState: 0,
|
||||
stats: { leadership: 40, strength: 40, intelligence: 40 },
|
||||
meta: { killturn: 100, belong: 1 },
|
||||
});
|
||||
const ai = makePromotionAi({
|
||||
ruler: actor,
|
||||
generals: [actor, user],
|
||||
userWarGenerals: [user],
|
||||
chiefGenerals: [actor],
|
||||
});
|
||||
|
||||
chooseNonLordPromotion(ai);
|
||||
|
||||
expect(ai.consumePromotionPatches().generals).toEqual([{ generalId: 2, officerLevel: 11, officerCity: 0 }]);
|
||||
});
|
||||
|
||||
it('runs automatic appointments only on the quarterly NPC nation turn', () => {
|
||||
const run = (currentMonth: number) => {
|
||||
const ruler = makePromotionGeneral({
|
||||
id: 1,
|
||||
officerLevel: 12,
|
||||
npcState: 2,
|
||||
meta: { killturn: 100, belong: 2 },
|
||||
});
|
||||
const user = makePromotionGeneral({
|
||||
id: 2,
|
||||
npcState: 0,
|
||||
meta: { killturn: 100, belong: 1 },
|
||||
});
|
||||
const ai = makePromotionAi({
|
||||
ruler,
|
||||
generals: [ruler, user],
|
||||
userGenerals: [user],
|
||||
chiefGenerals: [ruler],
|
||||
currentMonth,
|
||||
});
|
||||
Object.assign(ai as unknown as Record<string, unknown>, {
|
||||
updateInstance: () => undefined,
|
||||
categorizeNationCities: () => undefined,
|
||||
categorizeNationGeneral: () => undefined,
|
||||
nationPolicy: { priority: [] },
|
||||
buildNationCandidate: (action: string, args: Record<string, unknown>, reason: string) => ({
|
||||
action,
|
||||
args,
|
||||
reason,
|
||||
}),
|
||||
});
|
||||
|
||||
ai.chooseNationTurn({ action: '휴식', args: {} });
|
||||
return ai.consumePromotionPatches().generals;
|
||||
};
|
||||
|
||||
expect(run(2)).toEqual([]);
|
||||
expect(run(3)).toEqual([{ generalId: 2, officerLevel: 11, officerCity: 0, permission: 'ambassador' }]);
|
||||
});
|
||||
});
|
||||
|
||||
/**
|
||||
* Expected branches are extracted from ref/sam hwe/sammo/GeneralAI.php
|
||||
* at ng_compare@fe9ae978. These tests intentionally assert final command
|
||||
@@ -1082,8 +1385,7 @@ describe('legacy NPC AI final-decision parity', () => {
|
||||
nation: { rice: 100_000 },
|
||||
generalActionModules: singleActionModuleStack({
|
||||
eventHandlers: {},
|
||||
onCalcStat: (_context, statName, value) =>
|
||||
statName === 'leadership' ? Number(value) + 30 : value,
|
||||
onCalcStat: (_context, statName, value) => (statName === 'leadership' ? Number(value) + 30 : value),
|
||||
}),
|
||||
});
|
||||
ai.maxResourceActionAmount = 100_000;
|
||||
|
||||
@@ -299,4 +299,141 @@ describe('NPC 일반 내정 턴', () => {
|
||||
})
|
||||
);
|
||||
});
|
||||
|
||||
it('NPC 군주 국가턴에서 신규 유저의 수뇌 직책과 외교 권한을 월드 상태에 반영한다', async () => {
|
||||
const buildGeneral = (overrides: Partial<TurnGeneral>): TurnGeneral => {
|
||||
const base: TurnGeneral = {
|
||||
id: 1,
|
||||
name: 'NPC군주',
|
||||
nationId: 1,
|
||||
cityId: 1,
|
||||
troopId: 0,
|
||||
stats: { leadership: 80, strength: 80, intelligence: 80 },
|
||||
turnTime: mockDate,
|
||||
role: {
|
||||
items: { horse: null, weapon: null, book: null, item: null },
|
||||
personality: null,
|
||||
specialDomestic: null,
|
||||
specialWar: null,
|
||||
},
|
||||
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
|
||||
meta: { killturn: 100, belong: 2 },
|
||||
officerLevel: 12,
|
||||
experience: 0,
|
||||
dedication: 0,
|
||||
injury: 0,
|
||||
gold: 2_000,
|
||||
rice: 2_000,
|
||||
crew: 0,
|
||||
crewTypeId: 0,
|
||||
train: 0,
|
||||
atmos: 0,
|
||||
age: 30,
|
||||
npcState: 2,
|
||||
};
|
||||
return {
|
||||
...base,
|
||||
...overrides,
|
||||
stats: { ...base.stats, ...overrides.stats },
|
||||
meta: { ...base.meta, ...overrides.meta },
|
||||
};
|
||||
};
|
||||
const ruler = buildGeneral({});
|
||||
const user = buildGeneral({
|
||||
id: 2,
|
||||
name: '신규유저',
|
||||
npcState: 0,
|
||||
officerLevel: 1,
|
||||
meta: { killturn: 100, belong: 1 },
|
||||
});
|
||||
const city = {
|
||||
id: 1,
|
||||
name: '소성A',
|
||||
nationId: 1,
|
||||
level: 1,
|
||||
state: 0,
|
||||
population: 10_000,
|
||||
populationMax: 20_000,
|
||||
agriculture: 1_000,
|
||||
agricultureMax: 2_000,
|
||||
commerce: 1_000,
|
||||
commerceMax: 2_000,
|
||||
security: 1_000,
|
||||
securityMax: 2_000,
|
||||
supplyState: 1,
|
||||
frontState: 0,
|
||||
defence: 500,
|
||||
defenceMax: 1_000,
|
||||
wall: 500,
|
||||
wallMax: 1_000,
|
||||
meta: { trust: 98 },
|
||||
};
|
||||
const nation = {
|
||||
id: 1,
|
||||
name: 'NPC국가',
|
||||
color: '#FF0000',
|
||||
capitalCityId: 1,
|
||||
chiefGeneralId: 1,
|
||||
gold: 50_000,
|
||||
rice: 50_000,
|
||||
power: 0,
|
||||
level: 1,
|
||||
typeCode: 'che_def',
|
||||
meta: { chief_set: 0 },
|
||||
};
|
||||
const snapshot: TurnWorldSnapshot = {
|
||||
generals: [ruler, user],
|
||||
cities: [city] as any,
|
||||
nations: [nation] as any,
|
||||
troops: [],
|
||||
diplomacy: [],
|
||||
events: [],
|
||||
initialEvents: [],
|
||||
map: MINIMAL_MAP as any,
|
||||
scenarioConfig: {
|
||||
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
|
||||
iconPath: '',
|
||||
map: {},
|
||||
const: { npcMessageFreqByDay: 144 },
|
||||
environment: { mapName: 'npc_domestic_map', unitSet: 'default' },
|
||||
},
|
||||
scenarioMeta: { startYear: 189 } as any,
|
||||
unitSet: {} as any,
|
||||
};
|
||||
const state: TurnWorldState = {
|
||||
id: 1,
|
||||
currentYear: 189,
|
||||
currentMonth: 3,
|
||||
tickSeconds: 600,
|
||||
lastTurnTime: mockDate,
|
||||
meta: { seed: 1, killturn: 100 },
|
||||
};
|
||||
const reservedTurnStore = new InMemoryReservedTurnStore(createMockPrisma() as any, {
|
||||
maxGeneralTurns: 10,
|
||||
maxNationTurns: 10,
|
||||
});
|
||||
await reservedTurnStore.loadAll();
|
||||
const wrapper = { world: null as InMemoryTurnWorld | null };
|
||||
const handler = await createReservedTurnHandler({
|
||||
reservedTurns: reservedTurnStore,
|
||||
scenarioConfig: snapshot.scenarioConfig,
|
||||
scenarioMeta: snapshot.scenarioMeta,
|
||||
map: MINIMAL_MAP as any,
|
||||
unitSet: snapshot.unitSet,
|
||||
getWorld: () => wrapper.world,
|
||||
});
|
||||
const world = new InMemoryTurnWorld(state, snapshot, {
|
||||
schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
|
||||
generalTurnHandler: handler,
|
||||
});
|
||||
wrapper.world = world;
|
||||
|
||||
world.executeGeneralTurn(ruler);
|
||||
|
||||
expect(world.getGeneralById(user.id)).toMatchObject({
|
||||
officerLevel: 11,
|
||||
meta: expect.objectContaining({ officer_city: 0, permission: 'ambassador' }),
|
||||
});
|
||||
expect(world.getNationById(nation.id)?.meta).toMatchObject({ chief_set: 1 << 11 });
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user