fix: align scenario 2400 monthly parity
This commit is contained in:
@@ -206,7 +206,7 @@ const buildCommandEnv = (worldState: WorldStateRow): CommandEnv => {
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defaultSpecialDomestic: resolveOptionalString(constValues, ['defaultSpecialDomestic']),
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defaultSpecialWar: resolveOptionalString(constValues, ['defaultSpecialWar']),
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initialNationGenLimit: resolveNumber(constValues, ['initialNationGenLimit'], 0),
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maxTechLevel: resolveNumber(constValues, ['maxTechLevel'], 0),
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maxTechLevel: resolveNumber(constValues, ['maxTechLevel'], 12),
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maxStatLevel: resolveNumber(constValues, ['maxLevel'], 255),
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techLevelIncYear: resolveNumber(constValues, ['techLevelIncYear'], 5),
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initialAllowedTechLevel: resolveNumber(constValues, ['initialAllowedTechLevel'], 1),
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@@ -10,10 +10,11 @@ import type {
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} from '@sammo-ts/logic';
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import { evaluateConstraints } from '@sammo-ts/logic';
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import type { ConstraintContext } from '@sammo-ts/logic';
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import { LiteHashDRBG, RandUtil } from '@sammo-ts/common';
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import { GAME_TICKS_PER_TURN, LiteHashDRBG, RandUtil } from '@sammo-ts/common';
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import { simpleSerialize } from '@sammo-ts/logic/war/utils.js';
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import { resolveStartYear, resolveTurnTermMinutes } from '@sammo-ts/logic/actions/turn/actionContextHelpers.js';
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import { NATION_TRAIT_KEYS } from '@sammo-ts/logic/actionModules/traits/nation/index.js';
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import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js';
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import type { ReservedTurnEntry } from '../../reservedTurnStore.js';
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import type { TurnGeneral, TurnWorldState } from '../../types.js';
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@@ -50,6 +51,19 @@ const d징병 = 2;
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const d직전 = 3;
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const d전쟁 = 4;
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export const calculateRecentWarTurn = (general: TurnGeneral, turnTermMinutes: number): number => {
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if (general.recentWarTick !== null && general.recentWarTick !== undefined && general.turnTick !== undefined) {
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const tickDiff = general.turnTick - general.recentWarTick;
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return tickDiff <= 0 ? 0 : Math.floor(tickDiff / GAME_TICKS_PER_TURN);
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}
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const recent = general.recentWarTime;
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if (!recent) return 12000;
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const diffMs = general.turnTime.getTime() - recent.getTime();
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if (diffMs <= 0) return 0;
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const turnMs = turnTermMinutes * 60 * 1000;
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return turnMs > 0 ? Math.floor(diffMs / turnMs) : 12000;
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};
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export const selectNpcMessageForTurn = (
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message: unknown,
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rng: Pick<RandUtil, 'nextBool'>,
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@@ -86,6 +100,66 @@ export const resolveLegacyAiStats = (
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};
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};
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export const resolveLegacyAiStatsWithModules = (
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general: TurnGeneral,
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nation: Nation | null | undefined,
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maxStatLevel: number,
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modules: TurnCommandEnv['generalActionModules'],
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worldRef: AiWorldView | null,
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world: TurnWorldState,
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startYear: number
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) => {
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const maxLevel = Math.max(1, maxStatLevel);
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const clampStat = (value: number): number => Math.max(0, Math.min(value, maxLevel));
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const pipeline = new GeneralActionPipeline(modules ?? []);
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const context = {
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general,
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nation,
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...(worldRef
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? {
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worldView: {
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listGenerals: () => worldRef.listGenerals(),
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listGeneralsByCity: (cityId: number) =>
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worldRef.listGenerals().filter((candidate) => candidate.cityId === cityId),
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listNations: () => worldRef.listNations(),
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},
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}
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: {}),
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time: {
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year: world.currentYear,
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month: world.currentMonth,
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startYear,
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},
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};
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const rawStat = (statName: 'leadership' | 'strength' | 'intelligence'): number => general.stats[statName];
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const calculate = (
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statName: 'leadership' | 'strength' | 'intelligence',
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withInjury: boolean,
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withStatAdjust: boolean,
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truncate: boolean
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): number => {
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const injuryRatio = withInjury ? (100 - Math.max(0, Math.min(general.injury, 100))) / 100 : 1;
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let value = rawStat(statName) * injuryRatio;
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if (withStatAdjust && statName === 'strength') {
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value += Math.round(calculate('intelligence', withInjury, false, false) / 4);
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} else if (withStatAdjust && statName === 'intelligence') {
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value += Math.round(calculate('strength', withInjury, false, false) / 4);
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}
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value = clampStat(value);
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value = clampStat(Number(pipeline.onCalcStat(context, statName, value)));
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return truncate ? Math.trunc(value) : value;
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};
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return {
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fullLeadership: calculate('leadership', false, true, true),
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fullStrength: calculate('strength', false, true, true),
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fullIntelligence: calculate('intelligence', false, true, true),
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effectiveLeadership: calculate('leadership', true, true, true),
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effectiveStrength: calculate('strength', true, true, true),
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effectiveIntelligence: calculate('intelligence', true, true, true),
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};
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};
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export class GeneralAI {
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public general: TurnGeneral;
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public city?: City;
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@@ -560,6 +634,28 @@ export class GeneralAI {
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return this.buildCandidate(this.nationDefinitions, this.nationFallback, action, args, reason);
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}
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getLastNationTurn(): Record<string, unknown> {
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return asRecord(asRecord(this.nation?.meta)[`turn_last_${this.general.officerLevel}`]);
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}
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getLastCapitalMoveTrial(): [number, number] | null {
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const raw = asRecord(this.nation?.meta).lastCapitalMoveTrial;
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if (!Array.isArray(raw) || raw.length < 2) return null;
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const officerLevel = Number(raw[0]);
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const turnTick = Number(raw[1]);
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return Number.isFinite(officerLevel) && Number.isFinite(turnTick) ? [officerLevel, turnTick] : null;
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}
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markCapitalMoveTrial(): void {
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if (!this.nation || this.general.turnTick === undefined) return;
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const nextMeta = {
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...(this.promotionNationMeta ?? this.nation.meta),
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lastCapitalMoveTrial: [this.general.officerLevel, this.general.turnTick],
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};
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this.nation = { ...this.nation, meta: nextMeta as Nation['meta'] };
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this.promotionNationMeta = nextMeta;
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}
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getReservedTurn(generalId: number): ReservedTurnEntry {
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return this.reservedTurnProvider.getGeneralTurn(generalId, 0);
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}
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@@ -930,11 +1026,21 @@ export class GeneralAI {
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}
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private refreshLegacyFullStats(): void {
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const stats = resolveLegacyAiStats(
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this.general,
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this.nation,
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this.commandEnv.maxStatLevel ?? this.scenarioConfig.stat.max
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);
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const stats = this.commandEnv.generalActionModules
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? resolveLegacyAiStatsWithModules(
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this.general,
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this.nation,
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this.commandEnv.maxStatLevel ?? this.scenarioConfig.stat.max,
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this.commandEnv.generalActionModules,
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this.worldRef,
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this.world,
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this.startYear
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)
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: resolveLegacyAiStats(
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this.general,
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this.nation,
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this.commandEnv.maxStatLevel ?? this.scenarioConfig.stat.max
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);
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this.general.meta = {
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...this.general.meta,
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...stats,
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@@ -1129,6 +1235,15 @@ export class GeneralAI {
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lastAttackable = yearMonth;
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worldLastAttackable.set(nationId, yearMonth);
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this.nation!.meta = { ...this.nation!.meta, last_attackable: yearMonth };
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// Ref writes nation_env.last_attackable while constructing each
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// GeneralAI instance. Carry that side effect through the existing
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// nation-meta patch channel even when no promotion was selected.
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// Promotion runs first in quarter months, so preserve a chief_set
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// patch already accumulated by choose*Promotion().
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this.promotionNationMeta = {
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...(this.promotionNationMeta ?? this.nation!.meta),
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last_attackable: yearMonth,
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};
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};
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if (minWarTerm === null) {
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@@ -1163,19 +1278,7 @@ export class GeneralAI {
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}
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private calcRecentWarTurn(general: TurnGeneral): number {
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const recent = general.recentWarTime;
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if (!recent) {
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return 12000;
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}
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const diffMs = general.turnTime.getTime() - recent.getTime();
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if (diffMs <= 0) {
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return 0;
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}
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const turnMs = this.turnTermMinutes * 60 * 1000;
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if (turnMs <= 0) {
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return 12000;
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}
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return Math.floor(diffMs / turnMs);
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return calculateRecentWarTurn(general, this.turnTermMinutes);
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}
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}
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@@ -121,12 +121,17 @@ export const doNPC구출발령 = (ai: GeneralAI) => {
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if (lostCandidates.length === 0) {
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return null;
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}
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const destCityId = pickRandomCityId(ai, ai.supplyCities);
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if (destCityId === null) {
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const candidates = lostCandidates.flatMap((general) => {
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const destCityId = pickRandomCityId(ai, ai.supplyCities);
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return destCityId === null ? [] : [{ general, destCityId }];
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});
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if (candidates.length === 0) {
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return null;
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}
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const destGeneral = ai.rng.choice(lostCandidates);
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return buildAssignmentCandidate(ai, destGeneral.id, destCityId, 'NPC구출발령');
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// Ref draws one destination city for every lost general, then chooses one
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// completed (general, city) pair. The unused pairs still consume RNG.
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const picked = ai.rng.choice(candidates);
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return buildAssignmentCandidate(ai, picked.general.id, picked.destCityId, 'NPC구출발령');
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};
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export const doNPC전방발령 = (ai: GeneralAI) => {
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@@ -1,4 +1,5 @@
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import type { GeneralAI } from '../core.js';
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import { GAME_TICKS_PER_TURN } from '@sammo-ts/common';
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import { calcCityDevRatio } from '../../aiUtils.js';
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import { searchAllDistanceByCityList } from '../../distance.js';
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@@ -9,6 +10,33 @@ export const do천도 = (ai: GeneralAI) => {
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if (!ai.map) {
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return null;
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}
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const lastTurn = ai.getLastNationTurn();
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const lastArgs =
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lastTurn.arg && typeof lastTurn.arg === 'object' ? (lastTurn.arg as Record<string, unknown>) : null;
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const lastDestination = Number(lastArgs?.destCityID ?? lastArgs?.destCityId);
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if (
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lastTurn.command === '천도' &&
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Number.isFinite(lastDestination) &&
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lastDestination !== ai.nation.capitalCityId
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) {
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const continuing = ai.buildNationCandidate('che_천도', { destCityID: lastDestination }, '천도');
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if (continuing) {
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ai.markCapitalMoveTrial();
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return continuing;
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}
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}
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const lastTrial = ai.getLastCapitalMoveTrial();
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const currentTurnTick = ai.general.turnTick;
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if (
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lastTrial &&
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currentTurnTick !== undefined &&
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Math.abs(currentTurnTick - lastTrial[1]) < Math.floor(GAME_TICKS_PER_TURN / 2) &&
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lastTrial[0] !== ai.general.officerLevel
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) {
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return null;
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}
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const nationCities = Object.values(ai.nationCities);
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if (nationCities.length <= 1) {
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return null;
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@@ -80,5 +108,7 @@ export const do천도 = (ai: GeneralAI) => {
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}
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}
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return ai.buildNationCandidate('che_천도', { destCityID: targetCityId }, '천도');
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const candidate = ai.buildNationCandidate('che_천도', { destCityID: targetCityId }, '천도');
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if (candidate) ai.markCapitalMoveTrial();
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return candidate;
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};
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@@ -1236,11 +1236,26 @@ export class InMemoryTurnWorld {
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const nextTurnAt = result.nextTurnAt ?? getNextTurnAt(currentGeneral.turnTime, this.schedule);
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if (!result.deleted?.general) {
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const resolvedGeneral = result.general ?? currentGeneral;
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const clock = this.getGameClock();
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const currentTurnTick = currentGeneral.turnTick ?? clock.dateToTick(currentGeneral.turnTime);
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const nextTurnTick =
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currentTurnTick + (clock.dateToTick(nextTurnAt) - clock.dateToTick(currentGeneral.turnTime));
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const recentWarTimeChanged =
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(resolvedGeneral.recentWarTime?.getTime() ?? null) !==
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(currentGeneral.recentWarTime?.getTime() ?? null);
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const recentWarTickChanged = resolvedGeneral.recentWarTick !== currentGeneral.recentWarTick;
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const nextGeneral = this.normalizeGeneralClock(
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normalizeGeneralDatabaseIntegers({
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...(result.general ?? currentGeneral),
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...resolvedGeneral,
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turnTime: nextTurnAt,
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turnTick: undefined,
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// Ref advances the logical tick directly. Re-encoding the
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// millisecond Date would discard its sub-millisecond tail.
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turnTick: nextTurnTick,
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// A loaded row always carries recentWarTick (often null).
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// When battle logic changes recentWarTime, discard that
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// stale tick so normalizeGeneralClock derives the new one.
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...(recentWarTimeChanged && !recentWarTickChanged ? { recentWarTick: undefined } : {}),
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})
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);
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this.generals.set(nextGeneral.id, nextGeneral);
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@@ -1,4 +1,4 @@
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import { LiteHashDRBG, RandUtil } from '@sammo-ts/common';
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import { GAME_TICKS_PER_TURN, LiteHashDRBG, RandUtil } from '@sammo-ts/common';
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import type { TurnCommandEnv } from '@sammo-ts/logic';
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import { simpleSerialize } from '@sammo-ts/logic/war/utils.js';
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@@ -25,18 +25,24 @@ const resolveHiddenSeed = (world: InMemoryTurnWorld): string | number => {
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return typeof value === 'string' || typeof value === 'number' ? value : String(value);
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};
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const createTurnTime = (
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const createTurnClock = (
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rng: RandUtil,
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environment: MonthlyEventEnvironment,
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tickSeconds: number
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): Date => {
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world: InMemoryTurnWorld
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): { turnTime: Date; turnTick: number } => {
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const tickSeconds = world.getState().tickSeconds;
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const turnMinutes = tickSeconds / 60;
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if (!(turnMinutes > 0) || !Number.isInteger(turnMinutes)) {
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throw new Error('ProvideNPCTroopLeader requires a positive integer turn term.');
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}
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const seconds = rng.nextRangeInt(0, turnMinutes * 60 - 1);
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const fraction = rng.nextRangeInt(0, 999_999);
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return new Date(environment.turnTime.getTime() + seconds * 1_000 + Math.floor(fraction / 1_000));
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const ticksPerSecond = GAME_TICKS_PER_TURN / tickSeconds;
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const turnTick =
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world.dateToGameTick(environment.turnTime) +
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seconds * ticksPerSecond +
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Math.floor((fraction * ticksPerSecond) / 1_000_000);
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return { turnTime: world.gameTickToDate(turnTick), turnTick };
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};
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export const createProvideNpcTroopLeaderHandler = (options: {
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@@ -51,9 +57,7 @@ export const createProvideNpcTroopLeaderHandler = (options: {
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}
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const currentLastId = world.getState().meta.lastNPCTroopLeaderID;
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let lastNpcTroopLeaderId =
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typeof currentLastId === 'number' && Number.isFinite(currentLastId)
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? Math.trunc(currentLastId)
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: 0;
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typeof currentLastId === 'number' && Number.isFinite(currentLastId) ? Math.trunc(currentLastId) : 0;
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for (const nation of world.listNations().sort((left, right) => left.id - right.id)) {
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const maximum = MAX_LEADERS_BY_NATION_LEVEL[nation.level] ?? 0;
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@@ -85,6 +89,7 @@ export const createProvideNpcTroopLeaderHandler = (options: {
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const city = rng.choice(cityPool);
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const id = world.getNextGeneralId();
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const age = 20;
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const turnClock = createTurnClock(rng, environment, world);
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const general: TurnGeneral = {
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id,
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userId: null,
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@@ -117,7 +122,7 @@ export const createProvideNpcTroopLeaderHandler = (options: {
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picture: 'default.jpg',
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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lastTurn: { command: '휴식' },
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turnTime: createTurnTime(rng, environment, world.getState().tickSeconds),
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...turnClock,
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recentWarTime: null,
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meta: {
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killturn: 70,
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@@ -149,13 +149,9 @@ export const createAssignGeneralSpecialityHandler = (options: {
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const defaultWar = normalizeCode(world.getScenarioConfig().const.defaultSpecialWar);
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const retirementYear = readRuntimeNumber(world, 'retirementYear', 80);
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const scenarioStat = world.getScenarioConfig().stat;
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// ref SQL에 ORDER BY가 없으므로 loader가 보존한 DB scan 순서를 두
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// domestic/war pass에서 그대로 재사용한다.
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const generals = world.listGenerals().sort((left, right) => {
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const leftOrder = readFiniteNumber(left.meta, ['legacyScanOrder']) ?? left.id;
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const rightOrder = readFiniteNumber(right.meta, ['legacyScanOrder']) ?? right.id;
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return leftOrder - rightOrder;
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});
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// Ref explicitly orders both speciality passes by general.no. This
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// avoids leaking Aria's deleted-page reuse order into gameplay RNG.
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const generals = world.listGenerals().sort((left, right) => left.id - right.id);
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for (const general of generals) {
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if (
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@@ -1760,6 +1760,18 @@ export const createReservedTurnHandler = async (options: {
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nationFallback,
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});
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const candidate = ai.chooseGeneralTurn(generalCommand);
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// Ref GeneralAI::calcDiplomacyState writes
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// nation_env.last_attackable for ordinary generals too. The
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// nation-turn path consumes this patch above, but most NPCs
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// never execute a nation turn.
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const generalAiNationState = ai.consumePromotionPatches();
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if (generalAiNationState.nationMeta && currentNation) {
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currentNation = {
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...currentNation,
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meta: generalAiNationState.nationMeta as Nation['meta'],
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};
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worldOverlay?.applyNationPatch(currentNation.id, { meta: currentNation.meta });
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}
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const npcMessage = ai.consumeNpcMessage();
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if (npcMessage) {
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const messageTarget = {
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@@ -2,8 +2,12 @@ import { describe, expect, it } from 'vitest';
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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 () => {
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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(),
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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']);
|
||||
|
||||
Reference in New Issue
Block a user