merge: 이민족 징병 포상 계산 수정 반영

This commit is contained in:
2026-08-26 15:00:34 +00:00
2 changed files with 36 additions and 6 deletions
+6 -4
View File
@@ -314,8 +314,10 @@ export class AutorunNationPolicy {
const stat = scenarioConfig.stat;
if (this.reqNpcWarGold === 0 || this.reqNpcWarRice === 0) {
const crewType = findCrewTypeById(unitSet, env.defaultCrewTypeId);
const baseGold = crewType ? crewType.cost * getTechCost(tech, env.maxTechLevel) * stat.npcMax : 0;
const baseRice = crewType ? crewType.rice * getTechCost(tech, env.maxTechLevel) * stat.npcMax : 0;
// Ref costWithTech() receives a troop count, not a leadership value.
// The policy funds four complete recruitments at the NPC stat cap.
const baseGold = crewType ? crewType.cost * getTechCost(tech, env.maxTechLevel) * stat.npcMax * 100 : 0;
const baseRice = crewType ? crewType.rice * getTechCost(tech, env.maxTechLevel) * stat.npcMax * 100 : 0;
if (this.reqNpcWarGold === 0) {
this.reqNpcWarGold = roundTo(baseGold * 4, -2);
}
@@ -326,8 +328,8 @@ export class AutorunNationPolicy {
if (this.reqHumanWarUrgentGold === 0 || this.reqHumanWarUrgentRice === 0) {
const crewType = findCrewTypeById(unitSet, env.defaultCrewTypeId);
const baseGold = crewType ? crewType.cost * getTechCost(tech, env.maxTechLevel) * stat.max : 0;
const baseRice = crewType ? crewType.rice * getTechCost(tech, env.maxTechLevel) * stat.max : 0;
const baseGold = crewType ? crewType.cost * getTechCost(tech, env.maxTechLevel) * stat.max * 100 : 0;
const baseRice = crewType ? crewType.rice * getTechCost(tech, env.maxTechLevel) * stat.max * 100 : 0;
if (this.reqHumanWarUrgentGold === 0) {
this.reqHumanWarUrgentGold = roundTo(baseGold * 6, -2);
}
@@ -176,6 +176,32 @@ const unitSet: UnitSetDefinition = {
};
describe('NPC policy lifecycle', () => {
it('keeps hard-invader starting resources below the Ref-compatible NPC war funding target', () => {
const hardInvaderNation = {
...snapshot.nations[0]!,
name: 'ⓞ강족',
meta: { ...snapshot.nations[0]!.meta, tech: 15_000 },
};
const hardInvaderScenario = structuredClone(snapshot.scenarioConfig);
hardInvaderScenario.stat.npcMax = 80;
const hardInvaderGeneral = { ...general, npcState: 9, gold: 99_999, rice: 99_999 };
const policy = new AutorunNationPolicy({
general: hardInvaderGeneral,
aiOptions: null,
nationPolicy: null,
serverPolicy: null,
nation: hardInvaderNation,
env: { ...commandEnv, maxTechLevel: 12 },
scenarioConfig: hardInvaderScenario,
unitSet,
});
expect(policy.reqNpcWarGold).toBe(806_400);
expect(policy.reqNpcWarRice).toBe(806_400);
expect(hardInvaderGeneral.gold).toBeLessThan(policy.reqNpcWarGold);
expect(hardInvaderGeneral.rice).toBeLessThan(policy.reqNpcWarRice);
});
it('applies CAS-protected semantic policy changes and the next AI instance consumes them without scheduler changes', () => {
const world = new InMemoryTurnWorld(state, snapshot, { schedule });
const first = applyNpcPolicyMutation({
@@ -254,8 +280,10 @@ describe('NPC policy lifecycle', () => {
expect(policy.reqNationGold).toBe(4_321);
expect(policy.priority).toEqual(['천도']);
expect(policy.reqNpcDevelGold).toBe(540);
expect(policy.reqNpcWarGold).toBe(3_900);
expect(policy.reqNpcWarRice).toBe(3_900);
expect(policy.reqNpcWarGold).toBe(391_500);
expect(policy.reqNpcWarRice).toBe(391_500);
expect(policy.reqHumanWarUrgentGold).toBe(626_400);
expect(policy.reqHumanWarUrgentRice).toBe(626_400);
const beforeConflict = structuredClone(world.getNationById(1)?.meta);
expect(