merge: NPC 자동 징병 통솔 상한 수정을 main에 통합
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@@ -69,7 +69,31 @@ export const do징병 = (ai: GeneralAI) => {
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}
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const generalMeta = asRecord(ai.general.meta);
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const fullLeadership = readMetaNumber(generalMeta, 'fullLeadership', ai.general.stats.leadership);
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const recruitContext = {
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general: ai.general,
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nation,
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...(ai.worldRef
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? {
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worldView: {
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listGenerals: () => ai.worldRef!.listGenerals(),
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listGeneralsByCity: (cityId: number) =>
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ai.worldRef!.listGenerals().filter((candidate) => candidate.cityId === cityId),
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listNations: () => ai.worldRef!.listNations(),
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},
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}
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: {}),
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time: {
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year: ai.world.currentYear,
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month: ai.world.currentMonth,
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startYear: ai.startYear,
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},
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};
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const recruitment = new RecruitmentCommandResolver(ai.commandEnv.generalActionModules ?? [], ai.commandEnv);
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// The cached AI stat follows the scenario/global classification cap, while
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// che_징병 resolves the actual command capacity from the general's current
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// stat and modules. NPC recruitment must request that same uncapped amount;
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// otherwise a 300-leadership general can be stuck at a 100/140/255 cap.
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const fullLeadership = recruitment.resolveFullLeadership(recruitContext);
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trace('population-policy', {
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population: city.population,
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populationMax: city.populationMax,
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@@ -175,26 +199,6 @@ export const do징병 = (ai: GeneralAI) => {
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// whether to halve the requested crew. In particular, that command caps
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// the charge at the actually refillable amount when the selected type is
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// already equipped, then applies traits/items and legacy rounding.
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const recruitContext = {
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general: ai.general,
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nation,
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...(ai.worldRef
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? {
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worldView: {
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listGenerals: () => ai.worldRef!.listGenerals(),
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listGeneralsByCity: (cityId: number) =>
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ai.worldRef!.listGenerals().filter((candidate) => candidate.cityId === cityId),
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listNations: () => ai.worldRef!.listNations(),
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},
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}
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: {}),
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time: {
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year: ai.world.currentYear,
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month: ai.world.currentMonth,
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startYear: ai.startYear,
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},
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};
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const recruitment = new RecruitmentCommandResolver(ai.commandEnv.generalActionModules ?? [], ai.commandEnv);
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const goldCost = recruitment.getCost(recruitContext, crewTypeId, crewAmount, picked).gold;
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const killCrew = readMetaNumber(generalMeta, 'rank_killcrew', readMetaNumber(generalMeta, 'killcrew', 0));
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const deathCrew = readMetaNumber(generalMeta, 'rank_deathcrew', readMetaNumber(generalMeta, 'deathcrew', 0));
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@@ -955,6 +955,57 @@ describe('legacy NPC AI final-decision parity', () => {
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});
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});
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it.each([
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[101, 100, 10_100],
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[140, 100, 14_000],
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[256, 255, 25_600],
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[300, 140, 30_000],
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[300, 255, 30_000],
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])(
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'requests the command-resolved full crew above the cached AI cap (leadership=%i, cached=%i)',
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(leadership, cachedLeadership, amount) => {
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const ai = makeAi({
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dipState: 2,
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city: { population: 100_000, populationMax: 100_000 },
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general: {
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stats: { leadership, strength: 70, intelligence: 70 },
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gold: 100_000,
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rice: 100_000,
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meta: { killturn: 100, fullLeadership: cachedLeadership, rank_killcrew: 0, rank_deathcrew: 1 },
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},
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rng: makeRng([], [0, 0]),
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});
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expect(do징병(ai)).toMatchObject({
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action: 'che_징병',
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args: { crewType: 1, amount },
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});
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}
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);
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it('uses recruitment stat modules when resolving uncapped NPC crew capacity', () => {
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const ai = makeAi({
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dipState: 2,
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city: { population: 100_000, populationMax: 100_000 },
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general: {
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stats: { leadership: 240, strength: 70, intelligence: 70 },
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gold: 100_000,
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rice: 100_000,
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meta: { killturn: 100, fullLeadership: 100, rank_killcrew: 0, rank_deathcrew: 1 },
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},
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generalActionModules: singleActionModuleStack({
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eventHandlers: {},
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onCalcStat: (_context, statName, value) => (statName === 'leadership' ? value * 1.25 : value),
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}),
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rng: makeRng([], [0, 0]),
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});
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expect(do징병(ai)).toMatchObject({
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action: 'che_징병',
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args: { crewType: 1, amount: 30_000 },
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});
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});
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it('uses the refillable same-type crew amount for the legacy gold-cost halving threshold', () => {
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const ai = makeAi({
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dipState: 2,
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