fix(logic): 징병과 모병에 추가 통솔 상한을 반영한다
병력 여유 제약이 실제 통솔 계산기를 사용하도록 연결하고, 명마 보정이 적용되는 징병·모병 회귀 테스트를 추가한다.
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@@ -597,7 +597,20 @@ export class ActionDefinition<
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reqCityTrust(20),
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reqGeneralGold(getCost, requirements),
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reqGeneralRice(getRice, requirements),
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reqGeneralCrewMargin((context) => resolveCrewTypeId(context.args), requirements),
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reqGeneralCrewMargin(
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(context) => resolveCrewTypeId(context.args),
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requirements,
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(context, view) => {
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const calcContext = buildCalcContext<TriggerState>(context, view);
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if (!calcContext) {
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return null;
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}
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// Ref ReqGeneralCrewMargin reconstructs General and calls
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// getLeadership(), so the precondition must use the same
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// injured, trait, and item-adjusted capacity as getCost().
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return this.command.resolveLeadership(calcContext) * 100;
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}
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),
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];
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if (ctx.mode === 'full') {
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@@ -432,7 +432,8 @@ export const allowJoinDestNation = (relYear: number): Constraint => ({
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export const reqGeneralCrewMargin = (
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getCrewTypeId: (ctx: ConstraintContext, view: StateView) => number | null,
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requirements: RequirementKey[] = []
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requirements: RequirementKey[] = [],
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getMaxCrew?: (ctx: ConstraintContext, view: StateView) => number | null
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): Constraint => ({
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name: 'reqGeneralCrewMargin',
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requires: (ctx) => [{ kind: 'general', id: ctx.actorId }, ...requirements],
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@@ -453,7 +454,10 @@ export const reqGeneralCrewMargin = (
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if (crewTypeId !== general.crewTypeId) {
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return allow();
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}
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const maxCrew = general.stats.leadership * 100;
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const maxCrew = getMaxCrew ? getMaxCrew(ctx, view) : general.stats.leadership * 100;
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if (maxCrew === null) {
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return unknownOrDeny(ctx, requirements, '장수 정보가 없습니다.');
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}
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if (maxCrew > general.crew) {
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return allow();
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}
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@@ -0,0 +1,182 @@
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import { describe, expect, it } from 'vitest';
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import type { City, General, Nation } from '../../src/domain/entities.js';
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import { loadActionModuleBundle } from '../../src/actionModules/bundle.js';
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import { commandSpec as conscriptSpec } from '../../src/actions/turn/general/che_징병.js';
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import { commandSpec as recruitSpec } from '../../src/actions/turn/general/che_모병.js';
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import type { TurnCommandEnv } from '../../src/actions/turn/commandEnv.js';
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import type { WorldSnapshot } from '../../src/world/types.js';
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import { MINIMAL_MAP } from '../fixtures/minimalMap.js';
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import { InMemoryWorld, TestGameRunner } from '../testEnv.js';
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const NATION_ID = 1;
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const CITY_ID = 1;
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const GENERAL_ID = 1;
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const CREW_TYPE_ID = 1;
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const UNIT_SET = {
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id: 'default',
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name: 'default',
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crewTypes: [
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{
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id: CREW_TYPE_ID,
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name: '보병',
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armType: 1,
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attack: 100,
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defence: 100,
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speed: 5,
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avoid: 0,
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magicCoef: 0,
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cost: 10,
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rice: 1,
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requirements: [],
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attackCoef: {},
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defenceCoef: {},
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info: [],
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initSkillTrigger: null,
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phaseSkillTrigger: null,
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iActionList: null,
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},
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],
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};
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const makeWorld = (): InMemoryWorld => {
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const nation: Nation = {
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id: NATION_ID,
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name: '추가 통솔 테스트국',
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color: '#ffffff',
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capitalCityId: CITY_ID,
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chiefGeneralId: GENERAL_ID,
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gold: 100_000,
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rice: 100_000,
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power: 0,
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level: 5,
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typeCode: 'test',
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meta: { tech: 0 },
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};
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const cityDefinition = MINIMAL_MAP.cities[0];
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if (!cityDefinition) {
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throw new Error('minimal map city is missing');
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}
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const city: City = {
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id: CITY_ID,
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name: cityDefinition.name,
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nationId: NATION_ID,
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level: 1,
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state: 0,
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population: 100_000,
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populationMax: 100_000,
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agriculture: 1_000,
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agricultureMax: 1_000,
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commerce: 1_000,
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commerceMax: 1_000,
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security: 1_000,
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securityMax: 1_000,
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defence: 1_000,
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defenceMax: 1_000,
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wall: 1_000,
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wallMax: 1_000,
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supplyState: 1,
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frontState: 0,
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meta: { trust: 100 },
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};
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const general: General = {
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id: GENERAL_ID,
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name: '추가 통솔 장수',
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nationId: NATION_ID,
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cityId: CITY_ID,
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troopId: 0,
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npcState: 0,
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experience: 0,
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dedication: 0,
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officerLevel: 5,
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gold: 100_000,
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rice: 100_000,
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crew: 10_000,
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crewTypeId: CREW_TYPE_ID,
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train: 100,
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atmos: 100,
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injury: 0,
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age: 30,
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stats: { leadership: 100, strength: 70, intelligence: 70 },
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role: {
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personality: null,
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specialDomestic: null,
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specialWar: null,
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items: { horse: 'che_명마_10_옥추마', weapon: null, book: null, item: null },
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},
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: { killturn: 24 },
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};
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const snapshot: WorldSnapshot = {
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scenarioConfig: { environment: { mapName: 'minimal_map', unitSet: 'default' }, options: {} } as never,
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scenarioMeta: {
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title: '추가 통솔 테스트',
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startYear: 200,
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life: 0,
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fiction: 0,
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history: [],
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ignoreDefaultEvents: false,
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},
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map: MINIMAL_MAP,
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unitSet: UNIT_SET,
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nations: [nation],
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cities: [city],
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generals: [general],
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troops: [],
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diplomacy: [],
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events: [],
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initialEvents: [],
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};
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return new InMemoryWorld(snapshot);
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};
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const makeEnv = async (): Promise<TurnCommandEnv> => {
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const actionModules = await loadActionModuleBundle();
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return {
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unitSet: UNIT_SET,
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develCost: 50,
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trainDelta: 35,
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atmosDelta: 35,
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maxTrainByCommand: 100,
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maxAtmosByCommand: 100,
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sabotageDefaultProb: 0.5,
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sabotageProbCoefByStat: 0.1,
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sabotageDefenceCoefByGeneralCount: 0.1,
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sabotageDamageMin: 10,
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sabotageDamageMax: 20,
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openingPartYear: 200,
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maxGeneral: 10,
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defaultNpcGold: 1_000,
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defaultNpcRice: 1_000,
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defaultCrewTypeId: CREW_TYPE_ID,
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defaultSpecialDomestic: null,
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defaultSpecialWar: null,
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initialNationGenLimit: 10,
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maxTechLevel: 10,
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baseGold: 1_000,
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baseRice: 1_000,
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maxResourceActionAmount: 1_000,
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generalActionModules: actionModules.general,
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};
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};
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describe.each([
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['징병', 'che_징병', conscriptSpec],
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['모병', 'che_모병', recruitSpec],
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] as const)('%s 추가 통솔 병력 여유', (_name, commandKey, commandSpec) => {
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it('원시 통솔 한도에 도달해도 보정 통솔만큼 같은 병종을 추가 모집한다', async () => {
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const world = makeWorld();
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const runner = new TestGameRunner(world, 200, 1);
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const definition = commandSpec.createDefinition(await makeEnv());
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await runner.runTurn([
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{
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generalId: GENERAL_ID,
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commandKey,
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resolver: definition,
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args: { crewType: CREW_TYPE_ID, amount: 100 },
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},
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]);
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expect(world.getGeneral(GENERAL_ID)?.crew).toBe(10_100);
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});
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});
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