merge: 자동 선포의 유저국 국력 우선도를 고정한다
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@@ -82,6 +82,11 @@ const calculateNationPower = (
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const killCrew = readNumber(meta.rank_killcrew_person);
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const deathCrew = readNumber(meta.rank_deathcrew_person);
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const ratio = (killCrew + 1000) / (deathCrew + 1000);
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// Ref boosts the leadership contribution of user generals here. Its
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// automatic declaration AI later applies 1 / sqrt(nation.power + 1),
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// so this monthly value is also the indirect lower target priority for
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// nations with users; the declaration step must not add another ruler
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// type multiplier on top of it.
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const npcMultiplier = general.npcState < 2 ? 1.2 : 1;
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const leadership = general.stats.leadership;
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const leaderCore = leadership >= 40 ? leadership : 0;
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@@ -420,11 +420,7 @@ const makePromotionGeneral = (overrides: Partial<TurnGeneral>): TurnGeneral => (
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meta: { ...baseGeneral().meta, belong: 1, ...overrides.meta },
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});
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const makeDeclarationAi = (
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targetNations: Nation[],
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targetRulers: General[],
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rng: ScriptedRng
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): GeneralAI => {
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const makeDeclarationAi = (targetNations: Nation[], targetRulers: General[], rng: ScriptedRng): GeneralAI => {
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const actorNation = {
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...baseNation(),
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meta: { ...baseNation().meta, tech: 2_000 },
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@@ -458,8 +454,7 @@ const makeDeclarationAi = (
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listGenerals: () => [actor, ...targetRulers],
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listCities: () => cities,
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getNationById: (id: number) => [actorNation, ...targetNations].find((nation) => nation.id === id) ?? null,
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getGeneralById: (id: number) =>
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[actor, ...targetRulers].find((general) => general.id === id) ?? null,
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getGeneralById: (id: number) => [actor, ...targetRulers].find((general) => general.id === id) ?? null,
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getCityById: (id: number) => cities.find((city) => city.id === id) ?? null,
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},
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map: {
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@@ -862,14 +857,14 @@ describe('legacy NPC AI final-decision parity', () => {
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expect(rng.choices).toEqual([0]);
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});
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it('keeps active user and NPC nations equally eligible while excluding the user wandering nation', () => {
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it('uses monthly power to give an active user nation lower declaration weight while excluding its wandering nation', () => {
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const targets = [
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{ id: 2, name: '유저방랑군', level: 0, npcState: 0 },
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{ id: 3, name: '정식유저국', level: 1, npcState: 0 },
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{ id: 4, name: '정식NPC국', level: 1, npcState: 2 },
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];
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const nations = targets.map(
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({ id, name, level }) =>
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({ id, name, level, npcState }) =>
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({
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...baseNation(),
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id,
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@@ -877,7 +872,11 @@ describe('legacy NPC AI final-decision parity', () => {
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capitalCityId: id,
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chiefGeneralId: id,
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level,
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power: 100,
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// Ref monthly power for otherwise identical fixtures is
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// 64 with a user general and 62 with an NPC general. The
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// declaration AI reads that stored result; it does not
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// inspect the target ruler type directly.
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power: npcState < 2 ? 64 : 62,
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}) satisfies Nation
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);
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const rulers = targets.map(
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@@ -901,10 +900,11 @@ describe('legacy NPC AI final-decision parity', () => {
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});
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expect(userTargetRng.weightedChoices).toEqual([
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{
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'3': 1 / Math.sqrt(101),
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'4': 1 / Math.sqrt(101),
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'3': 1 / Math.sqrt(65),
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'4': 1 / Math.sqrt(63),
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},
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]);
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expect(userTargetRng.weightedChoices[0]?.['3']).toBeLessThan(userTargetRng.weightedChoices[0]?.['4'] ?? 0);
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const npcTargetRng = makeRng([true], [1]);
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const npcTargetAi = makeDeclarationAi(nations, rulers, npcTargetRng);
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@@ -243,4 +243,81 @@ describe('monthly nation statistics boundary', () => {
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},
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});
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});
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it('raises stored power for an otherwise identical user general before declaration weighting', async () => {
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const run = async (firstNpcState: number, secondNpcState: number): Promise<number[]> => {
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const state: TurnWorldState = {
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id: 1,
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currentYear: 193,
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currentMonth: 1,
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tickSeconds: 600,
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lastTurnTime: new Date('0193-01-01T00:00:00.000Z'),
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meta: { hiddenSeed: 'monthly-post-nation-stats-fixture' },
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};
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const symmetricGeneral = (id: number, nationId: number, npcState: number): TurnGeneral =>
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buildGeneral({
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id,
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nationId,
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npcState,
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gold: 1_000,
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rice: 2_000,
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crew: 100,
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leadership: 50,
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strength: 40,
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intelligence: 30,
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experience: 100,
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dedication: 200,
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dexterity: [1_000, 0, 0, 0, 0],
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killCrew: 100,
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deathCrew: 0,
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});
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const snapshot: TurnWorldSnapshot = {
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scenarioConfig: {
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stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
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iconPath: '',
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map: {},
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const: {},
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environment: { mapName: 'test', unitSet: 'default' },
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},
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map: { id: 'test', name: 'test', cities: [] },
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diplomacy: [],
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events: [],
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initialEvents: [],
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generals: [symmetricGeneral(1, 1, firstNpcState), symmetricGeneral(2, 2, secondNpcState)],
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cities: [buildCity(1, 1, 1), buildCity(2, 2, 1)],
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nations: [
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buildNation(1, {
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gold: 10_000,
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rice: 20_000,
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power: 7,
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level: 2,
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meta: { tech: 100, gennum: 1 },
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}),
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buildNation(2, {
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gold: 10_000,
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rice: 20_000,
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power: 8,
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level: 2,
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meta: { tech: 100, gennum: 1 },
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}),
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],
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troops: [],
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};
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let world: InMemoryTurnWorld | null = null;
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world = new InMemoryTurnWorld(state, snapshot, {
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schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
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autoAdvanceDiplomacyMonth: false,
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calendarHandler: createMonthlyNationStatsHandler({ getWorld: () => world }),
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});
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await world.advanceMonth(new Date('0193-02-01T00:00:00.000Z'));
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return [world.getNationById(1)?.power ?? -1, world.getNationById(2)?.power ?? -1];
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};
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// Disposable Ref MariaDB produces the same role-swap pairs. Comparing
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// each nation ID across the swap removes its separate monthly RNG roll.
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expect(await run(0, 2)).toEqual([64, 62]);
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expect(await run(2, 0)).toEqual([62, 64]);
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});
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});
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