fix: align scenario 2400 monthly parity

This commit is contained in:
2026-08-05 13:25:39 +00:00
parent f731f1f38e
commit 5d6923f11a
26 changed files with 564 additions and 89 deletions
+1 -1
View File
@@ -206,7 +206,7 @@ const buildCommandEnv = (worldState: WorldStateRow): CommandEnv => {
defaultSpecialDomestic: resolveOptionalString(constValues, ['defaultSpecialDomestic']),
defaultSpecialWar: resolveOptionalString(constValues, ['defaultSpecialWar']),
initialNationGenLimit: resolveNumber(constValues, ['initialNationGenLimit'], 0),
maxTechLevel: resolveNumber(constValues, ['maxTechLevel'], 0),
maxTechLevel: resolveNumber(constValues, ['maxTechLevel'], 12),
maxStatLevel: resolveNumber(constValues, ['maxLevel'], 255),
techLevelIncYear: resolveNumber(constValues, ['techLevelIncYear'], 5),
initialAllowedTechLevel: resolveNumber(constValues, ['initialAllowedTechLevel'], 1),
+122 -19
View File
@@ -10,10 +10,11 @@ import type {
} from '@sammo-ts/logic';
import { evaluateConstraints } from '@sammo-ts/logic';
import type { ConstraintContext } from '@sammo-ts/logic';
import { LiteHashDRBG, RandUtil } from '@sammo-ts/common';
import { GAME_TICKS_PER_TURN, LiteHashDRBG, RandUtil } from '@sammo-ts/common';
import { simpleSerialize } from '@sammo-ts/logic/war/utils.js';
import { resolveStartYear, resolveTurnTermMinutes } from '@sammo-ts/logic/actions/turn/actionContextHelpers.js';
import { NATION_TRAIT_KEYS } from '@sammo-ts/logic/actionModules/traits/nation/index.js';
import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js';
import type { ReservedTurnEntry } from '../../reservedTurnStore.js';
import type { TurnGeneral, TurnWorldState } from '../../types.js';
@@ -50,6 +51,19 @@ const d징병 = 2;
const d직전 = 3;
const d전쟁 = 4;
export const calculateRecentWarTurn = (general: TurnGeneral, turnTermMinutes: number): number => {
if (general.recentWarTick !== null && general.recentWarTick !== undefined && general.turnTick !== undefined) {
const tickDiff = general.turnTick - general.recentWarTick;
return tickDiff <= 0 ? 0 : Math.floor(tickDiff / GAME_TICKS_PER_TURN);
}
const recent = general.recentWarTime;
if (!recent) return 12000;
const diffMs = general.turnTime.getTime() - recent.getTime();
if (diffMs <= 0) return 0;
const turnMs = turnTermMinutes * 60 * 1000;
return turnMs > 0 ? Math.floor(diffMs / turnMs) : 12000;
};
export const selectNpcMessageForTurn = (
message: unknown,
rng: Pick<RandUtil, 'nextBool'>,
@@ -86,6 +100,66 @@ export const resolveLegacyAiStats = (
};
};
export const resolveLegacyAiStatsWithModules = (
general: TurnGeneral,
nation: Nation | null | undefined,
maxStatLevel: number,
modules: TurnCommandEnv['generalActionModules'],
worldRef: AiWorldView | null,
world: TurnWorldState,
startYear: number
) => {
const maxLevel = Math.max(1, maxStatLevel);
const clampStat = (value: number): number => Math.max(0, Math.min(value, maxLevel));
const pipeline = new GeneralActionPipeline(modules ?? []);
const context = {
general,
nation,
...(worldRef
? {
worldView: {
listGenerals: () => worldRef.listGenerals(),
listGeneralsByCity: (cityId: number) =>
worldRef.listGenerals().filter((candidate) => candidate.cityId === cityId),
listNations: () => worldRef.listNations(),
},
}
: {}),
time: {
year: world.currentYear,
month: world.currentMonth,
startYear,
},
};
const rawStat = (statName: 'leadership' | 'strength' | 'intelligence'): number => general.stats[statName];
const calculate = (
statName: 'leadership' | 'strength' | 'intelligence',
withInjury: boolean,
withStatAdjust: boolean,
truncate: boolean
): number => {
const injuryRatio = withInjury ? (100 - Math.max(0, Math.min(general.injury, 100))) / 100 : 1;
let value = rawStat(statName) * injuryRatio;
if (withStatAdjust && statName === 'strength') {
value += Math.round(calculate('intelligence', withInjury, false, false) / 4);
} else if (withStatAdjust && statName === 'intelligence') {
value += Math.round(calculate('strength', withInjury, false, false) / 4);
}
value = clampStat(value);
value = clampStat(Number(pipeline.onCalcStat(context, statName, value)));
return truncate ? Math.trunc(value) : value;
};
return {
fullLeadership: calculate('leadership', false, true, true),
fullStrength: calculate('strength', false, true, true),
fullIntelligence: calculate('intelligence', false, true, true),
effectiveLeadership: calculate('leadership', true, true, true),
effectiveStrength: calculate('strength', true, true, true),
effectiveIntelligence: calculate('intelligence', true, true, true),
};
};
export class GeneralAI {
public general: TurnGeneral;
public city?: City;
@@ -560,6 +634,28 @@ export class GeneralAI {
return this.buildCandidate(this.nationDefinitions, this.nationFallback, action, args, reason);
}
getLastNationTurn(): Record<string, unknown> {
return asRecord(asRecord(this.nation?.meta)[`turn_last_${this.general.officerLevel}`]);
}
getLastCapitalMoveTrial(): [number, number] | null {
const raw = asRecord(this.nation?.meta).lastCapitalMoveTrial;
if (!Array.isArray(raw) || raw.length < 2) return null;
const officerLevel = Number(raw[0]);
const turnTick = Number(raw[1]);
return Number.isFinite(officerLevel) && Number.isFinite(turnTick) ? [officerLevel, turnTick] : null;
}
markCapitalMoveTrial(): void {
if (!this.nation || this.general.turnTick === undefined) return;
const nextMeta = {
...(this.promotionNationMeta ?? this.nation.meta),
lastCapitalMoveTrial: [this.general.officerLevel, this.general.turnTick],
};
this.nation = { ...this.nation, meta: nextMeta as Nation['meta'] };
this.promotionNationMeta = nextMeta;
}
getReservedTurn(generalId: number): ReservedTurnEntry {
return this.reservedTurnProvider.getGeneralTurn(generalId, 0);
}
@@ -930,11 +1026,21 @@ export class GeneralAI {
}
private refreshLegacyFullStats(): void {
const stats = resolveLegacyAiStats(
this.general,
this.nation,
this.commandEnv.maxStatLevel ?? this.scenarioConfig.stat.max
);
const stats = this.commandEnv.generalActionModules
? resolveLegacyAiStatsWithModules(
this.general,
this.nation,
this.commandEnv.maxStatLevel ?? this.scenarioConfig.stat.max,
this.commandEnv.generalActionModules,
this.worldRef,
this.world,
this.startYear
)
: resolveLegacyAiStats(
this.general,
this.nation,
this.commandEnv.maxStatLevel ?? this.scenarioConfig.stat.max
);
this.general.meta = {
...this.general.meta,
...stats,
@@ -1129,6 +1235,15 @@ export class GeneralAI {
lastAttackable = yearMonth;
worldLastAttackable.set(nationId, yearMonth);
this.nation!.meta = { ...this.nation!.meta, last_attackable: yearMonth };
// Ref writes nation_env.last_attackable while constructing each
// GeneralAI instance. Carry that side effect through the existing
// nation-meta patch channel even when no promotion was selected.
// Promotion runs first in quarter months, so preserve a chief_set
// patch already accumulated by choose*Promotion().
this.promotionNationMeta = {
...(this.promotionNationMeta ?? this.nation!.meta),
last_attackable: yearMonth,
};
};
if (minWarTerm === null) {
@@ -1163,19 +1278,7 @@ export class GeneralAI {
}
private calcRecentWarTurn(general: TurnGeneral): number {
const recent = general.recentWarTime;
if (!recent) {
return 12000;
}
const diffMs = general.turnTime.getTime() - recent.getTime();
if (diffMs <= 0) {
return 0;
}
const turnMs = this.turnTermMinutes * 60 * 1000;
if (turnMs <= 0) {
return 12000;
}
return Math.floor(diffMs / turnMs);
return calculateRecentWarTurn(general, this.turnTermMinutes);
}
}
@@ -121,12 +121,17 @@ export const doNPC구출발령 = (ai: GeneralAI) => {
if (lostCandidates.length === 0) {
return null;
}
const destCityId = pickRandomCityId(ai, ai.supplyCities);
if (destCityId === null) {
const candidates = lostCandidates.flatMap((general) => {
const destCityId = pickRandomCityId(ai, ai.supplyCities);
return destCityId === null ? [] : [{ general, destCityId }];
});
if (candidates.length === 0) {
return null;
}
const destGeneral = ai.rng.choice(lostCandidates);
return buildAssignmentCandidate(ai, destGeneral.id, destCityId, 'NPC구출발령');
// Ref draws one destination city for every lost general, then chooses one
// completed (general, city) pair. The unused pairs still consume RNG.
const picked = ai.rng.choice(candidates);
return buildAssignmentCandidate(ai, picked.general.id, picked.destCityId, 'NPC구출발령');
};
export const doNPC전방발령 = (ai: GeneralAI) => {
@@ -1,4 +1,5 @@
import type { GeneralAI } from '../core.js';
import { GAME_TICKS_PER_TURN } from '@sammo-ts/common';
import { calcCityDevRatio } from '../../aiUtils.js';
import { searchAllDistanceByCityList } from '../../distance.js';
@@ -9,6 +10,33 @@ export const do천도 = (ai: GeneralAI) => {
if (!ai.map) {
return null;
}
const lastTurn = ai.getLastNationTurn();
const lastArgs =
lastTurn.arg && typeof lastTurn.arg === 'object' ? (lastTurn.arg as Record<string, unknown>) : null;
const lastDestination = Number(lastArgs?.destCityID ?? lastArgs?.destCityId);
if (
lastTurn.command === '천도' &&
Number.isFinite(lastDestination) &&
lastDestination !== ai.nation.capitalCityId
) {
const continuing = ai.buildNationCandidate('che_천도', { destCityID: lastDestination }, '천도');
if (continuing) {
ai.markCapitalMoveTrial();
return continuing;
}
}
const lastTrial = ai.getLastCapitalMoveTrial();
const currentTurnTick = ai.general.turnTick;
if (
lastTrial &&
currentTurnTick !== undefined &&
Math.abs(currentTurnTick - lastTrial[1]) < Math.floor(GAME_TICKS_PER_TURN / 2) &&
lastTrial[0] !== ai.general.officerLevel
) {
return null;
}
const nationCities = Object.values(ai.nationCities);
if (nationCities.length <= 1) {
return null;
@@ -80,5 +108,7 @@ export const do천도 = (ai: GeneralAI) => {
}
}
return ai.buildNationCandidate('che_천도', { destCityID: targetCityId }, '천도');
const candidate = ai.buildNationCandidate('che_천도', { destCityID: targetCityId }, '천도');
if (candidate) ai.markCapitalMoveTrial();
return candidate;
};
+17 -2
View File
@@ -1236,11 +1236,26 @@ export class InMemoryTurnWorld {
const nextTurnAt = result.nextTurnAt ?? getNextTurnAt(currentGeneral.turnTime, this.schedule);
if (!result.deleted?.general) {
const resolvedGeneral = result.general ?? currentGeneral;
const clock = this.getGameClock();
const currentTurnTick = currentGeneral.turnTick ?? clock.dateToTick(currentGeneral.turnTime);
const nextTurnTick =
currentTurnTick + (clock.dateToTick(nextTurnAt) - clock.dateToTick(currentGeneral.turnTime));
const recentWarTimeChanged =
(resolvedGeneral.recentWarTime?.getTime() ?? null) !==
(currentGeneral.recentWarTime?.getTime() ?? null);
const recentWarTickChanged = resolvedGeneral.recentWarTick !== currentGeneral.recentWarTick;
const nextGeneral = this.normalizeGeneralClock(
normalizeGeneralDatabaseIntegers({
...(result.general ?? currentGeneral),
...resolvedGeneral,
turnTime: nextTurnAt,
turnTick: undefined,
// Ref advances the logical tick directly. Re-encoding the
// millisecond Date would discard its sub-millisecond tail.
turnTick: nextTurnTick,
// A loaded row always carries recentWarTick (often null).
// When battle logic changes recentWarTime, discard that
// stale tick so normalizeGeneralClock derives the new one.
...(recentWarTimeChanged && !recentWarTickChanged ? { recentWarTick: undefined } : {}),
})
);
this.generals.set(nextGeneral.id, nextGeneral);
@@ -1,4 +1,4 @@
import { LiteHashDRBG, RandUtil } from '@sammo-ts/common';
import { GAME_TICKS_PER_TURN, LiteHashDRBG, RandUtil } from '@sammo-ts/common';
import type { TurnCommandEnv } from '@sammo-ts/logic';
import { simpleSerialize } from '@sammo-ts/logic/war/utils.js';
@@ -25,18 +25,24 @@ const resolveHiddenSeed = (world: InMemoryTurnWorld): string | number => {
return typeof value === 'string' || typeof value === 'number' ? value : String(value);
};
const createTurnTime = (
const createTurnClock = (
rng: RandUtil,
environment: MonthlyEventEnvironment,
tickSeconds: number
): Date => {
world: InMemoryTurnWorld
): { turnTime: Date; turnTick: number } => {
const tickSeconds = world.getState().tickSeconds;
const turnMinutes = tickSeconds / 60;
if (!(turnMinutes > 0) || !Number.isInteger(turnMinutes)) {
throw new Error('ProvideNPCTroopLeader requires a positive integer turn term.');
}
const seconds = rng.nextRangeInt(0, turnMinutes * 60 - 1);
const fraction = rng.nextRangeInt(0, 999_999);
return new Date(environment.turnTime.getTime() + seconds * 1_000 + Math.floor(fraction / 1_000));
const ticksPerSecond = GAME_TICKS_PER_TURN / tickSeconds;
const turnTick =
world.dateToGameTick(environment.turnTime) +
seconds * ticksPerSecond +
Math.floor((fraction * ticksPerSecond) / 1_000_000);
return { turnTime: world.gameTickToDate(turnTick), turnTick };
};
export const createProvideNpcTroopLeaderHandler = (options: {
@@ -51,9 +57,7 @@ export const createProvideNpcTroopLeaderHandler = (options: {
}
const currentLastId = world.getState().meta.lastNPCTroopLeaderID;
let lastNpcTroopLeaderId =
typeof currentLastId === 'number' && Number.isFinite(currentLastId)
? Math.trunc(currentLastId)
: 0;
typeof currentLastId === 'number' && Number.isFinite(currentLastId) ? Math.trunc(currentLastId) : 0;
for (const nation of world.listNations().sort((left, right) => left.id - right.id)) {
const maximum = MAX_LEADERS_BY_NATION_LEVEL[nation.level] ?? 0;
@@ -85,6 +89,7 @@ export const createProvideNpcTroopLeaderHandler = (options: {
const city = rng.choice(cityPool);
const id = world.getNextGeneralId();
const age = 20;
const turnClock = createTurnClock(rng, environment, world);
const general: TurnGeneral = {
id,
userId: null,
@@ -117,7 +122,7 @@ export const createProvideNpcTroopLeaderHandler = (options: {
picture: 'default.jpg',
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
lastTurn: { command: '휴식' },
turnTime: createTurnTime(rng, environment, world.getState().tickSeconds),
...turnClock,
recentWarTime: null,
meta: {
killturn: 70,
@@ -149,13 +149,9 @@ export const createAssignGeneralSpecialityHandler = (options: {
const defaultWar = normalizeCode(world.getScenarioConfig().const.defaultSpecialWar);
const retirementYear = readRuntimeNumber(world, 'retirementYear', 80);
const scenarioStat = world.getScenarioConfig().stat;
// ref SQL에 ORDER BY가 없으므로 loader가 보존한 DB scan 순서를 두
// domestic/war pass에서 그대로 재사용한다.
const generals = world.listGenerals().sort((left, right) => {
const leftOrder = readFiniteNumber(left.meta, ['legacyScanOrder']) ?? left.id;
const rightOrder = readFiniteNumber(right.meta, ['legacyScanOrder']) ?? right.id;
return leftOrder - rightOrder;
});
// Ref explicitly orders both speciality passes by general.no. This
// avoids leaking Aria's deleted-page reuse order into gameplay RNG.
const generals = world.listGenerals().sort((left, right) => left.id - right.id);
for (const general of generals) {
if (
@@ -1760,6 +1760,18 @@ export const createReservedTurnHandler = async (options: {
nationFallback,
});
const candidate = ai.chooseGeneralTurn(generalCommand);
// Ref GeneralAI::calcDiplomacyState writes
// nation_env.last_attackable for ordinary generals too. The
// nation-turn path consumes this patch above, but most NPCs
// never execute a nation turn.
const generalAiNationState = ai.consumePromotionPatches();
if (generalAiNationState.nationMeta && currentNation) {
currentNation = {
...currentNation,
meta: generalAiNationState.nationMeta as Nation['meta'],
};
worldOverlay?.applyNationPatch(currentNation.id, { meta: currentNation.meta });
}
const npcMessage = ai.consumeNpcMessage();
if (npcMessage) {
const messageTarget = {
@@ -2,8 +2,12 @@ import { describe, expect, it } from 'vitest';
import type { City, General, Nation } from '@sammo-ts/logic';
import { createRefOrderedActionStack } from '@sammo-ts/logic/actionModules/bundle.js';
import type { GeneralAI } from '../src/turn/ai/generalAi.js';
import { resolveLegacyAiStats } from '../src/turn/ai/generalAi/core.js';
import { GeneralAI } from '../src/turn/ai/generalAi.js';
import {
calculateRecentWarTurn,
resolveLegacyAiStats,
resolveLegacyAiStatsWithModules,
} from '../src/turn/ai/generalAi/core.js';
import { withCanonicalArgumentAliases } from '../src/turn/ai/aiUtils.js';
import { do일반내정, do전쟁내정 } from '../src/turn/ai/generalAi/general/devActions.js';
import { do금쌀구매 } from '../src/turn/ai/generalAi/general/economyActions.js';
@@ -12,7 +16,12 @@ import { do징병 } from '../src/turn/ai/generalAi/general/recruitActions.js';
import { do전투준비, do출병 } from '../src/turn/ai/generalAi/general/warActions.js';
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 { doNPC전방발령, doNPC후방발령 } from '../src/turn/ai/generalAi/nation/assignments/npcAssignments.js';
import { do천도 } from '../src/turn/ai/generalAi/nation/capital.js';
import {
doNPC구출발령,
doNPC전방발령,
doNPC후방발령,
} from '../src/turn/ai/generalAi/nation/assignments/npcAssignments.js';
type Candidate = {
action: string;
@@ -125,6 +134,19 @@ const baseGeneral = (): General & { turnTime: Date } => ({
meta: { killturn: 100, fullLeadership: 70 },
});
describe('GeneralAI recent war clock parity', () => {
it('uses raw logical ticks at an exact turn boundary', () => {
const general = {
...baseGeneral(),
turnTick: 72_000_099,
recentWarTick: 36_000_100,
recentWarTime: new Date('0189-12-31T23:50:00.000Z'),
} as ReturnType<typeof baseGeneral> & { turnTick: number; recentWarTick: number; recentWarTime: Date };
expect(calculateRecentWarTurn(general, 10)).toBe(0);
});
});
const baseCity = (): City => ({
id: 1,
name: '가상도시',
@@ -376,6 +398,52 @@ const makeAi = (
* selection and RNG-sensitive gates, not TypeScript implementation details.
*/
describe('legacy NPC AI final-decision parity', () => {
it('blocks another officer from starting a capital move within half a turn', () => {
const base = makeAi({ general: { officerLevel: 10, turnTick: 36_000_100 } });
const ai = Object.assign(Object.create(GeneralAI.prototype), base, {
nation: { ...base.nation!, meta: { ...base.nation!.meta, lastCapitalMoveTrial: [12, 36_000_000] } },
}) as GeneralAI;
expect(do천도(ai)).toBeNull();
});
it('continues the same capital move and records the legacy trial tick', () => {
const base = makeAi({ general: { officerLevel: 12, turnTick: 72_000_100 } });
const ai = Object.assign(Object.create(GeneralAI.prototype), base, {
nation: {
...base.nation!,
capitalCityId: 1,
meta: { ...base.nation!.meta, turn_last_12: { command: '천도', arg: { destCityID: 2 } } },
},
promotionPatches: [],
promotionNationMeta: null,
}) as GeneralAI;
expect(do천도(ai)).toMatchObject({ action: 'che_천도', args: { destCityID: 2 } });
expect(ai.consumePromotionPatches().nationMeta).toMatchObject({
lastCapitalMoveTrial: [12, 72_000_100],
});
});
it('persists the legacy last-attackable month through the nation meta patch channel', () => {
const ai = Object.assign(Object.create(GeneralAI.prototype), {
general: { ...baseGeneral(), nationId: 16 },
nation: { ...baseNation(), id: 16, meta: { last_attackable: 2234 } },
world: { currentYear: 187, currentMonth: 2, meta: {} },
worldRef: {
listDiplomacy: () => [{ fromNationId: 16, toNationId: 2, state: 0, term: 0 }],
listCities: () => [{ ...baseCity(), nationId: 16, frontState: 3 }],
},
startYear: 180,
promotionPatches: [],
promotionNationMeta: { last_attackable: 2234, chief_set: 3584 },
}) as GeneralAI;
(ai as unknown as { calcDiplomacyState: () => void }).calcDiplomacyState();
expect(ai.consumePromotionPatches().nationMeta).toMatchObject({ last_attackable: 2245, chief_set: 3584 });
});
it('normalizes legacy uppercase destination IDs before AI constraint checks', () => {
expect(
withCanonicalArgumentAliases({
@@ -409,6 +477,32 @@ describe('legacy NPC AI final-decision parity', () => {
effectiveLeadership: 70,
});
});
it('applies active action modules to the full stats used by legacy AI recruitment', () => {
const general = {
...baseGeneral(),
stats: { leadership: 68, strength: 40, intelligence: 60 },
meta: { killturn: 100 },
};
const leadershipTrait = {
onCalcStat: (context: { general: General }, statName: string, value: number): number =>
statName === 'leadership' ? value + context.general.stats.leadership * 0.25 : value,
};
const modules = singleActionModuleStack(leadershipTrait);
const world = {
id: 1,
currentYear: 189,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: new Date('0189-01-01T00:00:00Z'),
meta: {},
};
expect(resolveLegacyAiStatsWithModules(general, baseNation(), 100, modules, null, world, 180)).toMatchObject({
fullLeadership: 85,
effectiveLeadership: 85,
});
});
it.each([
['Core scenario name', '강유'],
['Ref stored name', 'ⓝ강유'],
@@ -970,6 +1064,24 @@ describe('legacy NPC AI final-decision parity', () => {
expect(rng.choices).toEqual([0, 0]);
});
it('draws a rescue city for every lost NPC before choosing the completed pair', () => {
const rng = makeRng([], [0, 1, 1]);
const first = { ...baseGeneral(), id: 2 };
const second = { ...baseGeneral(), id: 3 };
const ai = makeAi({ rng });
ai.lostGenerals = { 2: first, 3: second };
ai.supplyCities = {
40: { ...baseCity(), id: 40, dev: 1, important: 1 },
64: { ...baseCity(), id: 64, dev: 1, important: 1 },
};
expect(doNPC구출발령(ai)).toMatchObject({
action: 'che_발령',
args: { destGeneralId: 3, destCityId: 64 },
});
expect(rng.choices).toEqual([]);
});
it('draws the NPC front-assignment general before the weighted destination city', () => {
const rng = makeRng([], [1, 20]);
const first = { ...baseGeneral(), id: 2, crew: 3000, train: 100, atmos: 100 };
@@ -146,11 +146,7 @@ describe('ProvideNPCTroopLeader monthly action', () => {
const created = world.peekDirtyState().createdGenerals;
expect(created).toHaveLength(3);
expect(created.map((general) => general.name)).toEqual([
'㉥부대장 9',
'㉥부대장 10',
'㉥부대장 11',
]);
expect(created.map((general) => general.name)).toEqual(['㉥부대장 9', '㉥부대장 10', '㉥부대장 11']);
expect(created[0]).toMatchObject({
nationId: 1,
cityId: process.env.REF_HIDDEN_SEED ? 2 : 1,
@@ -177,6 +173,9 @@ describe('ProvideNPCTroopLeader monthly action', () => {
}))
);
for (const general of created) {
expect(general.turnTick).toBeTypeOf('number');
expect(general.turnTick! - world.dateToGameTick(general.turnTime)).toBeGreaterThanOrEqual(0);
expect(general.turnTick! - world.dateToGameTick(general.turnTime)).toBeLessThan(60);
expect(reservedTurns.getGeneralTurns(general.id)).toEqual(
Array.from({ length: 30 }, () => ({ action: 'che_집합', args: {} }))
);
@@ -186,11 +185,9 @@ describe('ProvideNPCTroopLeader monthly action', () => {
const probe = new RandUtil(
new LiteHashDRBG(simpleSerialize(process.env.REF_HIDDEN_SEED, 'troopLeader', 200, 1, 1))
);
expect([
probe.choice([1, 2]),
probe.nextRangeInt(0, 599),
probe.nextRangeInt(0, 999_999),
]).toEqual([2, 567, 821_811]);
expect([probe.choice([1, 2]), probe.nextRangeInt(0, 599), probe.nextRangeInt(0, 999_999)]).toEqual([
2, 567, 821_811,
]);
expect(
created.map((general) => ({
cityId: general.cityId,
@@ -161,7 +161,7 @@ describe('monthly speciality and betrayal actions', () => {
const logs = world.peekDirtyState().logs;
expect(logs).toHaveLength(6);
expect(logs.slice(2, 4)).toEqual([
expect(logs.filter((log) => log.generalId === 3)).toEqual([
expect.objectContaining({
generalId: 3,
category: LogCategory.HISTORY,
@@ -199,7 +199,7 @@ describe('monthly speciality and betrayal actions', () => {
expect(world.getGeneralById(1)?.role.specialWar).not.toBeNull();
});
it('persists creation scan order for speciality RNG across a reload', async () => {
it('uses general ID order instead of persisted Aria scan order', async () => {
const world = buildWorld();
const laterId = buildGeneral({
id: 5,
@@ -249,7 +249,7 @@ describe('monthly speciality and betrayal actions', () => {
.peekDirtyState()
.logs.filter((log) => log.category === LogCategory.HISTORY)
.map((log) => log.generalId)
).toEqual([1, 5, 4, 3, 2]);
).toEqual([1, 4, 5, 2, 3]);
});
it('applies the two default scenario betrayal steps only to values within each threshold', async () => {
+14 -1
View File
@@ -42,7 +42,12 @@ describe('InMemoryTurnProcessor ordering', () => {
const generals: TurnGeneral[] = [
buildGeneral(1, addMinutes(baseTime, 20)),
buildGeneral(2, addMinutes(baseTime, 10)),
{
...buildGeneral(2, addMinutes(baseTime, 10)),
turnTick: 6_000_004,
recentWarTime: null,
recentWarTick: null,
},
buildGeneral(3, addMinutes(baseTime, 10)),
];
@@ -140,6 +145,11 @@ describe('InMemoryTurnProcessor ordering', () => {
const world = new InMemoryTurnWorld(state, snapshot, {
schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
generalTurnHandler: {
execute: ({ general }) => ({
general: general.id === 2 ? { ...general, recentWarTime: new Date(baseTime.getTime()) } : general,
}),
},
});
const executed: number[] = [];
@@ -163,6 +173,9 @@ describe('InMemoryTurnProcessor ordering', () => {
const tiedGeneralResult = await processor.run(new Date(addMinutes(baseTime, 10).getTime() + 1), budget);
expect(tiedGeneralResult.processedTurns).toBe(0);
expect(executed).toEqual([2, 3]);
expect(world.getGeneralById(2)?.recentWarTime?.getTime()).toBe(baseTime.getTime());
expect(world.getGeneralById(2)?.recentWarTick).not.toBeNull();
expect(Number(world.getGeneralById(2)?.turnTick) % 10).toBe(4);
await processor.run(addMinutes(baseTime, 30), budget);
@@ -157,6 +157,7 @@ const DEFAULT_WAR_CONFIG = {
const DEFAULT_AFTER_CONFIG = {
techLevelIncYear: 5,
initialAllowedTechLevel: 1,
maxTechLevel: 12,
defaultCityWall: 1000,
baseGold: 0,
baseRice: 2000,
@@ -235,7 +236,7 @@ export const buildWarAftermathConfig = (
['initialAllowedTechLevel'],
DEFAULT_AFTER_CONFIG.initialAllowedTechLevel
),
maxTechLevel: resolveNumber(constValues, ['maxTechLevel'], 0),
maxTechLevel: resolveNumber(constValues, ['maxTechLevel'], DEFAULT_AFTER_CONFIG.maxTechLevel),
defaultCityWall: resolveNumber(constValues, ['defaultCityWall'], DEFAULT_AFTER_CONFIG.defaultCityWall),
baseGold: resolveNumber(constValues, ['baseGold', 'basegold'], DEFAULT_AFTER_CONFIG.baseGold),
baseRice: resolveNumber(constValues, ['baseRice', 'baserice'], DEFAULT_AFTER_CONFIG.baseRice),
@@ -23,6 +23,7 @@ import { tryApplyUniqueLottery } from '@sammo-ts/logic/rewards/uniqueLottery.js'
import type { GeneralTurnCommandSpec } from './index.js';
import { parseArgsWithSchema } from '../parseArgs.js';
import { JosaUtil } from '@sammo-ts/common';
import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js';
const ACTION_NAME = '임관';
const ARGS_SCHEMA = z.object({
@@ -43,7 +44,11 @@ export class ActionDefinition<
> implements GeneralActionDefinition<TriggerState, AppointmentArgs> {
public readonly key = 'che_임관';
public readonly name = ACTION_NAME;
constructor(private readonly env: TurnCommandEnv) {}
private readonly pipeline: GeneralActionPipeline<TriggerState>;
constructor(private readonly env: TurnCommandEnv) {
this.pipeline = new GeneralActionPipeline(env.generalActionModules ?? []);
}
getInheritanceActiveActionAmount(): number {
return 1;
@@ -116,7 +121,11 @@ export class ActionDefinition<
troopId: 0,
experience:
context.general.experience +
(context.destNationGeneralCount < this.env.initialNationGenLimit ? 700 : 100),
this.pipeline.onCalcStat(
context,
'experience',
context.destNationGeneralCount < this.env.initialNationGenLimit ? 700 : 100
),
meta: {
...context.general.meta,
officer_city: 0,
@@ -64,6 +64,10 @@ export interface DispatchResolveContext<
aftermathConfig: WarAftermathConfig;
}
export const orderDefenderGenerals = <TriggerState extends GeneralTriggerState>(
generals: General<TriggerState>[]
): General<TriggerState>[] => [...generals].sort((left, right) => left.id - right.id);
const ACTION_NAME = '출병';
const ARGS_SCHEMA = z.object({
destCityId: z.number(),
@@ -86,7 +90,12 @@ const fixtureNumber = (value: unknown, fallback = 0): number =>
typeof value === 'number' && Number.isFinite(value) ? value : fallback;
const formatFixtureDate = (value: Date | undefined): string =>
value ? value.toISOString().replace('T', ' ').replace(/\.\d{3}Z$/u, '') : '1970-01-01 00:00:00';
value
? value
.toISOString()
.replace('T', ' ')
.replace(/\.\d{3}Z$/u, '')
: '1970-01-01 00:00:00';
const buildBattleGeneralFixture = <TriggerState extends GeneralTriggerState>(general: General<TriggerState>) => {
const meta = general.meta;
@@ -105,9 +114,7 @@ const buildBattleGeneralFixture = <TriggerState extends GeneralTriggerState>(gen
inheritBuff = parsed;
} else if (typeof parsed === 'object' && parsed !== null) {
inheritBuff = Object.fromEntries(
Object.entries(parsed).filter(
(entry): entry is [string, number] => typeof entry[1] === 'number'
)
Object.entries(parsed).filter((entry): entry is [string, number] => typeof entry[1] === 'number')
);
}
} catch {
@@ -556,12 +563,14 @@ export class ActionDefinition<
defenderCity.meta.term = 3;
const defenderNation = defenderCity.nationId > 0 ? (nationMap.get(defenderCity.nationId) ?? null) : null;
const defenderGenerals = generals.filter(
(general) =>
general.cityId === defenderCity.id &&
general.nationId === defenderCity.nationId &&
general.crew > 0 &&
(unitSet.crewTypes?.some((crewType) => crewType.id === general.crewTypeId) ?? false)
const defenderGenerals = orderDefenderGenerals(
generals.filter(
(general) =>
general.cityId === defenderCity.id &&
general.nationId === defenderCity.nationId &&
general.crew > 0 &&
(unitSet.crewTypes?.some((crewType) => crewType.id === general.crewTypeId) ?? false)
)
);
const traceGeneralIds = new Set(process.env.CORE_AI_TRACE_GENERAL_IDS?.split(',') ?? []);
const shouldTraceWar =
@@ -647,9 +656,7 @@ export class ActionDefinition<
// to deploy. Preserve that ordering before snapshotting city effects.
let frontStatePatches: Array<{ id: number; frontState: number }> = [];
if (battle.conquered && context.map && context.diplomacy) {
const connections = new Map(
context.map.cities.map((city) => [city.id, city.connections ?? []] as const)
);
const connections = new Map(context.map.cities.map((city) => [city.id, city.connections ?? []] as const));
const nearbyCityIds = new Set([defenderCity.id, ...(connections.get(defenderCity.id) ?? [])]);
const nearbyNationIds = new Set<number>([aftermath.conquest?.conquerNationId ?? attackerNation.id]);
for (const city of cities) {
@@ -3,6 +3,8 @@
* the value rounded to six significant decimal digits on the next read.
* Keep those boundaries separate so later SQL expressions use binary32 state.
*/
export const storeLegacyCityTrust = (value: number): number => Math.fround(value);
import { readLegacyStoredFloat, toLegacyStoredFloat } from '@sammo-ts/logic/compat/legacyFloat.js';
export const readLegacyCityTrust = (value: number): number => Number(Math.fround(value).toPrecision(6));
export const storeLegacyCityTrust = (value: number): number => toLegacyStoredFloat(value);
export const readLegacyCityTrust = (value: number): number => readLegacyStoredFloat(value);
+21 -2
View File
@@ -3,8 +3,27 @@
// command/battle update, so both boundaries are part of the game state.
export const toLegacyStoredFloat = (value: number): number => Math.fround(value);
export const readLegacyStoredFloat = (value: number): number =>
Number(Math.fround(value).toPrecision(6));
const roundHalfEven = (value: number): number => {
const lower = Math.floor(value);
const fraction = value - lower;
const tolerance = Number.EPSILON * Math.max(1, Math.abs(value)) * 4;
if (Math.abs(fraction - 0.5) <= tolerance) {
return lower % 2 === 0 ? lower : lower + 1;
}
return Math.round(value);
};
export const readLegacyStoredFloat = (value: number): number => {
const stored = Math.fround(value);
if (!Number.isFinite(stored) || stored === 0) {
return stored;
}
const sign = stored < 0 ? -1 : 1;
const absolute = Math.abs(stored);
const exponent = Math.floor(Math.log10(absolute));
const scale = 10 ** (5 - exponent);
return sign * (roundHalfEven(absolute * scale) / scale);
};
export const addLegacyStoredFloat = (current: number, delta: number): number =>
toLegacyStoredFloat(readLegacyStoredFloat(current) + delta);
+2
View File
@@ -101,7 +101,9 @@ export interface General<TriggerState extends GeneralTriggerState = GeneralTrigg
meta: GeneralMeta;
lastTurn?: GeneralLastTurn;
turnTime?: Date;
turnTick?: number;
recentWarTime?: Date | null;
recentWarTick?: number | null;
}
export interface City {
+5 -1
View File
@@ -494,7 +494,11 @@ export const resolveWarAftermath = <TriggerState extends GeneralTriggerState = G
const defenderNation = input.defenderNation;
const cityKilled = cityReport?.killed ?? 0;
if ((cityReport?.dead ?? 0) > 0) {
// Ref branches on WarUnitCity::getPhase(), not accumulated city
// casualties. A city can retain dead casualties from earlier battles
// while being conquered before its wall receives a phase.
const cityPhase = cityReport?.phase ?? ((cityReport?.dead ?? 0) > 0 ? 1 : 0);
if (cityPhase > 0) {
const crewTypeIndex = buildCrewTypeIndex(input.unitSet);
const crewType = crewTypeIndex.get(input.config.castleCrewTypeId);
const riceCoef = crewType?.rice ?? 1;
+3
View File
@@ -165,6 +165,7 @@ const resolveUnitReport = (unit: WarUnit): WarUnitReport => {
isAttacker: unit.isAttacker(),
killed: unit.getKilled(),
dead: unit.getDead(),
phase: unit.getPhase(),
};
}
@@ -176,6 +177,7 @@ const resolveUnitReport = (unit: WarUnit): WarUnitReport => {
isAttacker: unit.isAttacker(),
killed: unit.getKilled(),
dead: unit.getDead(),
phase: unit.getPhase(),
};
}
@@ -186,6 +188,7 @@ const resolveUnitReport = (unit: WarUnit): WarUnitReport => {
isAttacker: unit.isAttacker(),
killed: unit.getKilled(),
dead: unit.getDead(),
phase: unit.getPhase(),
};
};
+2
View File
@@ -112,6 +112,8 @@ export interface WarUnitReport {
isAttacker: boolean;
killed: number;
dead: number;
/** Number of battle phases consumed by this unit. */
phase?: number;
}
export interface WarBattleMetrics {
+10 -4
View File
@@ -112,10 +112,6 @@ export class WarUnitGeneral<
super.setOppose(oppose);
increaseMetaNumber(this.general.meta, RANK_WARNUM, 1);
if (!oppose) {
return;
}
const baseTurnTime = this.isAttacker()
? this.general.turnTime
: oppose instanceof WarUnitGeneral
@@ -126,6 +122,16 @@ export class WarUnitGeneral<
}
const phase = clamp(this.getRealPhase(), 0, 99);
this.general.recentWarTime = new Date(baseTurnTime.getTime());
const baseTurnTick = this.isAttacker()
? this.general.turnTick
: oppose instanceof WarUnitGeneral
? oppose.general.turnTick
: this.general.turnTick;
if (baseTurnTick !== undefined) {
this.general.recentWarTick = baseTurnTick - (baseTurnTick % 100) + phase;
} else {
delete this.general.recentWarTick;
}
this.general.meta.recent_war_phase = phase;
}
+40 -4
View File
@@ -2,7 +2,7 @@ import { describe, expect, it } from 'vitest';
import type { City, General, Nation } from '../src/domain/entities.js';
import { resolveGeneralAction } from '../src/actions/engine.js';
import { ActionDefinition } from '../src/actions/turn/general/che_출병.js';
import { ActionDefinition, orderDefenderGenerals } from '../src/actions/turn/general/che_출병.js';
import type { DispatchResolveContext } from '../src/actions/turn/general/che_출병.js';
import type { TurnSchedule } from '../src/turn/calendar.js';
import type { WarAftermathConfig, WarEngineConfig } from '../src/war/types.js';
@@ -183,6 +183,7 @@ describe('che_출병', () => {
const defenderCity = buildCity(2, defenderNation.id);
const neutralCity = buildCity(3, 0);
const attacker = buildGeneral(1, attackerNation.id, attackerCity.id);
attacker.turnTime = new Date('2000-01-01T00:00:00Z');
const defender = buildGeneral(2, defenderNation.id, defenderCity.id);
defender.crew = 0;
defenderCity.defence = 0;
@@ -204,9 +205,36 @@ describe('che_출병', () => {
id: 'test-map',
name: 'test-map',
cities: [
{ id: 1, name: 'City1', level: 2, region: 1, position: { x: 0, y: 0 }, connections: [2, 3], max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 }, initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 } },
{ id: 2, name: 'City2', level: 2, region: 1, position: { x: 1, y: 0 }, connections: [1], max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 }, initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 } },
{ id: 3, name: 'City3', level: 2, region: 1, position: { x: 0, y: 1 }, connections: [1], max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 }, initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 } },
{
id: 1,
name: 'City1',
level: 2,
region: 1,
position: { x: 0, y: 0 },
connections: [2, 3],
max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
},
{
id: 2,
name: 'City2',
level: 2,
region: 1,
position: { x: 1, y: 0 },
connections: [1],
max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
},
{
id: 3,
name: 'City3',
level: 2,
region: 1,
position: { x: 0, y: 1 },
connections: [1],
max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
},
],
},
diplomacy: [
@@ -235,6 +263,7 @@ describe('che_출병', () => {
);
expect(resolution.logs.length).toBeGreaterThan(0);
expect(resolution.general.recentWarTime?.toISOString()).toBe(attacker.turnTime.toISOString());
expect(resolution.patches?.generals.some((patch) => patch.id === defender.id)).toBe(true);
expect(resolution.patches?.cities.some((patch) => patch.id === defenderCity.id)).toBe(true);
expect({ city: resolution.city, patches: resolution.patches?.cities }).toMatchObject({
@@ -250,6 +279,13 @@ describe('che_출병', () => {
).toBe(true);
});
it('orders equal-priority defender inputs by general number before the stable battle sort', () => {
const defender2 = buildGeneral(2, 2, 2);
const defender3 = buildGeneral(3, 2, 2);
expect(orderDefenderGenerals([defender3, defender2]).map((general) => general.id)).toEqual([2, 3]);
});
it('prefers an enemy on the shortest route layer before considering the next layer', () => {
const attackerNation = buildNation(1);
const attackerCity = buildCity(1, attackerNation.id);
@@ -20,6 +20,7 @@ import { commandSpec as destroySpec } from '../../src/actions/turn/general/che_
import { commandSpec as agitateSpec } from '../../src/actions/turn/general/che_선동.js';
import { commandSpec as seizeSpec } from '../../src/actions/turn/general/che_탈취.js';
import { commandSpec as fireSpec } from '../../src/actions/turn/general/che_화계.js';
import { ActionDefinition as AppointmentAction } from '../../src/actions/turn/general/che_임관.js';
import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
import {
createItemActionModules,
@@ -42,6 +43,7 @@ import {
import { readLegacyCityTrust, storeLegacyCityTrust } from '../../src/actions/turn/general/legacyCityTrust.js';
import { roundLegacyRecruitCost } from '../../src/actions/turn/general/che_징병.js';
import { resolveLegacyDomesticTrust } from '../../src/actions/turn/general/che_상업투자.js';
import { traitModule as ambitiousPersonality } from '../../src/actionModules/traits/personality/che_출세.js';
describe('General Commands New Scenario', () => {
it('truncates generated NPC dex like GeneralBuilder integer arguments', () => {
@@ -75,6 +77,8 @@ describe('General Commands New Scenario', () => {
expect(toLegacyStoredTech(value)).not.toBe(Number(Math.fround(value).toPrecision(6)));
expect(readLegacyStoredTech(624.0966796875)).toBe(624.097);
expect(addLegacyStoredTech(624.0966796875, 22.9)).toBe(Math.fround(624.097 + 22.9));
expect(readLegacyStoredTech(533.3125)).toBe(533.312);
expect(readLegacyStoredTech(533.4375)).toBe(533.438);
});
it('separates MariaDB FLOAT trust storage from its six-digit PHP read value', () => {
@@ -84,6 +88,7 @@ describe('General Commands New Scenario', () => {
expect(stored).not.toBe(readLegacyCityTrust(stored));
expect(readLegacyCityTrust(stored)).toBe(88.3068);
expect(readLegacyCityTrust(storeLegacyCityTrust(readLegacyCityTrust(stored) + 10))).toBe(98.3068);
expect(readLegacyCityTrust(storeLegacyCityTrust(93.40625))).toBe(93.4062);
});
it('rounds recruitment cost across the PHP half boundary', () => {
@@ -100,6 +105,38 @@ describe('General Commands New Scenario', () => {
expect(resolveLegacyDomesticTrust(null)).toBe(50);
});
it('applies the personality experience modifier to appointment rewards', () => {
const action = new AppointmentAction({
initialNationGenLimit: 10,
generalActionModules: [ambitiousPersonality],
} as unknown as TurnCommandEnv);
const general = {
id: 1,
name: 'General',
experience: 1_000,
role: {
personality: 'che_출세',
specialDomestic: null,
specialWar: null,
items: { horse: null, weapon: null, book: null, item: null },
},
meta: {},
} as General;
const result = action.resolve(
{
general,
destNation: { id: 2, name: 'Nation', meta: {} } as Nation,
destNationGeneralCount: 10,
destCityId: 3,
addLog: () => undefined,
} as unknown as Parameters<typeof action.resolve>[0],
{ destNationId: 2 }
);
const generalPatch = result.effects.find((effect) => effect.type === 'general:patch');
expect(generalPatch).toMatchObject({ patch: { experience: 1_110 } });
});
// 1. Setup Environment
const systemEnv: TurnCommandEnv = {
develCost: 100,
+53
View File
@@ -8,6 +8,8 @@ import type { UnitSetDefinition } from '../src/world/types.js';
import { resolveWarAftermath } from '../src/war/aftermath.js';
import type { WarAftermathConfig } from '../src/war/types.js';
import { LogFormat } from '../src/logging/types.js';
import { buildWarAftermathConfig } from '../src/actions/turn/actionContextHelpers.js';
import type { ScenarioConfig } from '../src/scenario/types.js';
const buildUnitSet = (): UnitSetDefinition => ({
id: 'test',
@@ -129,6 +131,12 @@ const buildGeneral = (id: number, nationId: number, cityId: number): General =>
});
describe('war aftermath', () => {
it('defaults the omitted legacy maximum tech level to 12', () => {
const config = buildWarAftermathConfig({ const: {} } as ScenarioConfig, 999);
expect(config.maxTechLevel).toBe(12);
});
it('updates tech and diplomacy deltas', () => {
const attackerNation = buildNation(1);
const defenderNation = buildNation(2);
@@ -268,6 +276,51 @@ describe('war aftermath', () => {
);
});
it('uses the city battle phase, not retained casualties, for conquered supply-city rice', () => {
const attackerNation = buildNation(1);
const defenderNation = buildNation(2);
defenderNation.rice = 6000;
defenderNation.capitalCityId = 3;
const attackerCity = buildCity(1, 1);
const defenderCity = buildCity(2, 2);
const defenderCapital = buildCity(3, 2);
defenderCity.meta.supply = 1;
const attacker = buildGeneral(1, 1, 1);
resolveWarAftermath({
battle: {
attacker,
defenders: [],
defenderCity,
logs: [],
conquered: true,
reports: [
{
id: defenderCity.id,
type: 'city',
name: defenderCity.name,
isAttacker: false,
killed: 0,
dead: 100,
phase: 0,
},
],
},
attackerNation,
defenderNation,
attackerCity,
defenderCity,
nations: [attackerNation, defenderNation],
cities: [attackerCity, defenderCity, defenderCapital],
generals: [attacker],
unitSet: buildUnitSet(),
config: buildConfig(),
time: { year: 200, month: 1, startYear: 180 },
});
expect(defenderNation.rice).toBe(6500);
});
it('applies conquest collapse rewards', () => {
const rng = new RandUtil(new ConstantRNG(0));
const attackerNation = buildNation(1);
+6
View File
@@ -312,6 +312,7 @@ describe('war triggers', () => {
const city = buildCity();
const attackerGeneral = buildGeneral(80);
attackerGeneral.turnTime = new Date('2026-07-26T13:38:45.000Z');
attackerGeneral.turnTick = 123_456;
const attacker = new WarUnitGeneral(
rng,
@@ -338,8 +339,13 @@ describe('war triggers', () => {
attacker.setOppose(defender);
defender.setOppose(attacker);
expect(attackerGeneral.recentWarTime?.toISOString()).toBe('2026-07-26T13:38:45.000Z');
expect(attackerGeneral.recentWarTick).toBe(123_400);
expect(attackerGeneral.meta.recent_war_phase).toBe(0);
attackerGeneral.turnTick = 123_556;
attacker.setOppose(null);
expect(attackerGeneral.recentWarTick).toBe(123_500);
attacker.beginPhase();
const [module] = await loadWarTriggerModules(['che_필살']);