fix(engine): 삭턴 사망 군주의 승계 순서를 Ref와 일치

This commit is contained in:
2026-09-16 15:30:34 +00:00
parent 70b80e7afa
commit 581ecd6a7b
4 changed files with 119 additions and 7 deletions
@@ -2498,7 +2498,13 @@ export const createReservedTurnHandler = async (options: {
candidate.npcState !== 5
);
let successor: TurnGeneral | undefined;
const fiction = readMetaNumber(worldMeta, 'fiction', 0);
// 설치된 상성 모드는 world config가 소유한다. meta의 오래된 값으로
// 가상 모드 군주까지 NPC 상성 승계를 실행하지 않는다.
const fiction = readMetaNumber(
options.getWorld()?.getWorldConfig() ?? {},
'fiction',
options.scenarioMeta?.fiction ?? readMetaNumber(worldMeta, 'fiction', 0)
);
if (
fiction === 0 &&
currentGeneral.npcState > 0 &&
@@ -2514,11 +2520,17 @@ export const createReservedTurnHandler = async (options: {
const distance = Math.abs((candidate.affinity ?? 0) - (currentGeneral.affinity ?? 0));
return distance > 75 ? 150 - distance : distance;
};
const minDistance = Math.min(...npcCandidates.map(affinityDistance));
const nearest = npcCandidates.filter(
(candidate) => affinityDistance(candidate) === minDistance
npcCandidates.sort(
(left, right) => affinityDistance(left) - affinityDistance(right) || left.id - right.id
);
if (nearest.length > 0) {
// Ref nextRuler의 !$candidate['npcmatch2'] == $minNPCMatch는
// !가 먼저 평가된다. 거리 0이면 동률만, 양수이면 정렬된 전체
// 후보를 추첨하는 실제 계승 계약을 보존한다.
const hasExactMatch = npcCandidates[0] && affinityDistance(npcCandidates[0]) === 0;
const eligible = hasExactMatch
? npcCandidates.filter((candidate) => affinityDistance(candidate) === 0)
: npcCandidates;
if (eligible.length > 0) {
const rng = new RandUtil(
new LiteHashDRBG(
serializeSeed(
@@ -2530,7 +2542,7 @@ export const createReservedTurnHandler = async (options: {
)
)
);
successor = rng.choice(nearest);
successor = rng.choice(eligible);
}
}
successor ??= candidates
@@ -408,6 +408,28 @@ describe('legacy general turn lifecycle', () => {
expect(harness.world.peekDirtyState().deletedGenerals).toContain(1);
});
it.each([
{ name: 'installed fiction overrides stale meta', config: 1, scenario: 0, legacy: 0 },
{ name: 'scenario fiction without installed override', config: undefined, scenario: 1, legacy: 0 },
])('uses chief order for fictional NPC ruler: $name', async ({ config, scenario, legacy }) => {
const leader = makeGeneral({ officerLevel: 12, npcState: 2, meta: { killturn: 1 } });
const closeNpc = makeGeneral({ id: 2, npcState: 2, affinity: 50, officerLevel: 1 });
const chief = makeGeneral({ id: 3, npcState: 0, officerLevel: 11 });
const troopLeader = makeGeneral({ id: 4, npcState: 5, officerLevel: 11, dedication: 9999 });
const snapshot = makeSnapshot([leader, closeNpc, chief, troopLeader]);
snapshot.worldConfig = config === undefined ? {} : { fiction: config };
snapshot.scenarioMeta!.fiction = scenario;
const state = makeState();
state.meta = { ...state.meta, fiction: legacy };
const harness = await createTurnTestHarness({ snapshot, state, schedule, map });
await harness.runOneTick();
expect(harness.world.getGeneralById(1)).toBeNull();
expect(harness.world.getGeneralById(3)!.officerLevel).toBe(12);
expect(harness.world.getGeneralById(2)!.officerLevel).toBe(1);
expect(harness.world.getGeneralById(4)!.officerLevel).toBe(11);
expect(harness.world.getNationById(1)!.chiefGeneralId).toBe(3);
});
it('dissolves a dying ruler nation when only troop-leader NPCs remain', async () => {
const leader = makeGeneral({ officerLevel: 12, meta: { killturn: 1 } });
const troopLeader = makeGeneral({