fix: 장수 런타임 레벨 상한을 Ref 기준으로 복구

가입 능력치 배분 상한과 런타임 레벨 상한을 분리하고, Ref 기본값 255를 공유 상수로 통합한다. 모병 후 레벨 유지와 국가 장수 목록의 고레벨 표시를 회귀 테스트로 고정한다.
This commit is contained in:
2026-08-21 08:37:38 +00:00
parent bba0d3b5c0
commit deb01f7f2b
21 changed files with 124 additions and 49 deletions
@@ -1,5 +1,6 @@
import type { General } from '@sammo-ts/logic/domain/entities.js';
import type { ScenarioConfig } from '@sammo-ts/logic/scenario/types.js';
import { LEGACY_DEFAULT_MAX_LEVEL } from '@sammo-ts/logic/scenario/constants.js';
import type { ScenarioMeta } from '@sammo-ts/logic/world/types.js';
import type { WarAftermathConfig, WarEngineConfig, WarTimeContext } from '@sammo-ts/logic/war/types.js';
import type { UnitSetDefinition } from '@sammo-ts/logic/world/types.js';
@@ -208,7 +209,7 @@ export const buildWarConfig = (scenarioConfig: ScenarioConfig, unitSet: UnitSetD
maxAtmosByCommand: resolveNumber(constValues, ['maxAtmosByCommand'], DEFAULT_WAR_CONFIG.maxAtmosByCommand),
maxTrainByWar: resolveNumber(constValues, ['maxTrainByWar'], DEFAULT_WAR_CONFIG.maxTrainByWar),
maxAtmosByWar: resolveNumber(constValues, ['maxAtmosByWar'], DEFAULT_WAR_CONFIG.maxAtmosByWar),
maxGeneralStat: resolveNumber(constValues, ['maxLevel'], 255),
maxGeneralStat: resolveNumber(constValues, ['maxLevel'], LEGACY_DEFAULT_MAX_LEVEL),
statUpgradeLimit: resolveNumber(constValues, ['upgradeLimit'], 30),
castleCrewTypeId,
armTypes: {
@@ -26,6 +26,7 @@ import type { TurnCommandEnv } from '@sammo-ts/logic/actions/turn/commandEnv.js'
import type { ActionContextBuilder } from '@sammo-ts/logic/actions/turn/actionContext.js';
import type { GeneralTurnCommandSpec } from './index.js';
import { parseArgsWithSchema } from '../parseArgs.js';
import { LEGACY_DEFAULT_MAX_LEVEL } from '@sammo-ts/logic/scenario/constants.js';
const ACTION_NAME = '등용수락';
const ACTION_KEY = 'che_등용수락';
@@ -103,7 +104,7 @@ export class ActionResolver<
const recruiterExpLevel = Math.max(
0,
Math.min(
this.env.maxStatLevel ?? 255,
this.env.maxStatLevel ?? LEGACY_DEFAULT_MAX_LEVEL,
recruiterExperience < 1_000
? Math.trunc(recruiterExperience / 100)
: Math.trunc(Math.sqrt(recruiterExperience / 10))
@@ -13,6 +13,7 @@ import { LogCategory, LogFormat } from '@sammo-ts/logic/logging/types.js';
import type { TurnCommandEnv } from '@sammo-ts/logic/actions/turn/commandEnv.js';
import type { ActionContextBuilder } from '@sammo-ts/logic/actions/turn/actionContext.js';
import { tryApplyUniqueLottery } from '@sammo-ts/logic/rewards/uniqueLottery.js';
import { LEGACY_DEFAULT_MAX_LEVEL } from '@sammo-ts/logic/scenario/constants.js';
import type { GeneralTurnCommandSpec } from './index.js';
export interface ProcureArgs {}
@@ -32,7 +33,10 @@ export const roundLegacyAccumulatedInteger = (current: number, delta: number): n
export const resolveLegacyExperienceLevel = (experience: number): number =>
Math.max(
0,
Math.min(255, experience < 1_000 ? Math.trunc(experience / 100) : Math.trunc(Math.sqrt(experience / 10)))
Math.min(
LEGACY_DEFAULT_MAX_LEVEL,
experience < 1_000 ? Math.trunc(experience / 100) : Math.trunc(Math.sqrt(experience / 10))
)
);
export const resolveLegacyDedicationLevel = (dedication: number): number =>
Math.max(0, Math.min(30, Math.ceil(Math.sqrt(dedication) / 10)));
@@ -65,7 +69,7 @@ export class ActionResolver<
const rawLeadership = general.stats.leadership * injuryMultiplier;
const rawStrength = general.stats.strength * injuryMultiplier;
const rawIntelligence = general.stats.intelligence * injuryMultiplier;
const maxStat = 255;
const maxStat = LEGACY_DEFAULT_MAX_LEVEL;
const legacyStat = (stat: 'leadership' | 'strength' | 'intelligence', value: number): number =>
Math.trunc(Math.max(0, Math.min(maxStat, this.pipeline.onCalcStat(context, stat, value))));
let score =
@@ -27,6 +27,7 @@ import type {
ActionResolveContext,
} from '@sammo-ts/logic/actions/turn/actionContext.js';
import { tryApplyUniqueLottery } from '@sammo-ts/logic/rewards/uniqueLottery.js';
import { LEGACY_DEFAULT_MAX_LEVEL } from '@sammo-ts/logic/scenario/constants.js';
import type { GeneralTurnCommandSpec } from './index.js';
import { clamp } from 'es-toolkit';
@@ -203,7 +204,7 @@ export class CommandResolver<TriggerState extends GeneralTriggerState = GeneralT
} else if (this.config.statKey === 'intelligence') {
rawStats.intelligence += Math.round(rawStats.strength / 4);
}
const maxStatLevel = this.env.maxStatLevel ?? 255;
const maxStatLevel = this.env.maxStatLevel ?? LEGACY_DEFAULT_MAX_LEVEL;
let score = clamp(rawStats[this.config.statKey], 0, maxStatLevel);
score = this.pipeline.onCalcStat(context, this.config.statKey, score);
@@ -234,7 +235,7 @@ export class CommandResolver<TriggerState extends GeneralTriggerState = GeneralT
strength: context.general.stats.strength + Math.round(context.general.stats.intelligence / 4),
intelligence: context.general.stats.intelligence + Math.round(context.general.stats.strength / 4),
};
const maxStatLevel = this.env.maxStatLevel ?? 255;
const maxStatLevel = this.env.maxStatLevel ?? LEGACY_DEFAULT_MAX_LEVEL;
const leadership = this.pipeline.onCalcStat(
context,
'leadership',
+3
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@@ -0,0 +1,3 @@
// Ref GameConstBase::$maxLevel. Scenario `stat.max` is a separate join-time
// allocation rule and must not be used as this runtime fallback.
export const LEGACY_DEFAULT_MAX_LEVEL = 255;
+1
View File
@@ -1,3 +1,4 @@
export * from './types.js';
export * from './parseScenario.js';
export * from './scenarioEffect.js';
export * from './constants.js';
+2 -2
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@@ -6,6 +6,7 @@ import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js'
import { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
import { LogCategory, LogFormat, LogScope, type LogEntryDraft } from '@sammo-ts/logic/logging/types.js';
import { buildCrewTypeIndex, getTechCost, getTechLevel } from '@sammo-ts/logic/world/unitSet.js';
import { LEGACY_DEFAULT_MAX_LEVEL } from '@sammo-ts/logic/scenario/constants.js';
import type { WarUnitReport } from './types.js';
import type {
ConquerCityOutcome,
@@ -27,7 +28,6 @@ import {
} from './utils.js';
const META_DEAD = 'dead';
const MAX_EXP_LEVEL = 255;
const MAX_DEDICATION_LEVEL = 30;
const updateLegacyProgressionLevels = (general: General): void => {
@@ -35,7 +35,7 @@ const updateLegacyProgressionLevels = (general: General): void => {
general.experience < 1_000
? Math.trunc(general.experience / 100)
: Math.trunc(Math.sqrt(general.experience / 10));
general.meta.explevel = clamp(expLevel, 0, MAX_EXP_LEVEL);
general.meta.explevel = clamp(expLevel, 0, LEGACY_DEFAULT_MAX_LEVEL);
general.meta.dedlevel = clamp(Math.ceil(Math.sqrt(general.dedication) / 10), 0, MAX_DEDICATION_LEVEL);
};
+4 -4
View File
@@ -12,6 +12,7 @@ import type { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
import { LogFormat } from '@sammo-ts/logic/logging/types.js';
import type { WarStatName } from '@sammo-ts/logic/actionModules/types.js';
import { getTechAbility, getTechCost } from '@sammo-ts/logic/world/unitSet.js';
import { LEGACY_DEFAULT_MAX_LEVEL } from '@sammo-ts/logic/scenario/constants.js';
import type { WarActionPipeline, WarActionContext } from '../actions.js';
import type { WarEngineConfig } from '../types.js';
import type { WarCrewType } from '../crewType.js';
@@ -28,7 +29,6 @@ const META_RANK_PREFIX = 'rank_';
const META_INTEL_EXP = 'intel_exp';
const META_STRENGTH_EXP = 'strength_exp';
const META_LEADERSHIP_EXP = 'leadership_exp';
const MAX_EXP_LEVEL = 255;
const RANK_WARNUM = `${META_RANK_PREFIX}warnum`;
const RANK_KILLNUM = `${META_RANK_PREFIX}killnum`;
@@ -178,7 +178,7 @@ export class WarUnitGeneral<
}) / 4
);
}
const maxGeneralStat = this.config.maxGeneralStat ?? 255;
const maxGeneralStat = this.config.maxGeneralStat ?? LEGACY_DEFAULT_MAX_LEVEL;
value = clamp(value, 0, maxGeneralStat);
if (withActions) {
value = this.actionPipeline.onCalcStat(this.getActionContext(), statName, value);
@@ -360,7 +360,7 @@ export class WarUnitGeneral<
this.general.experience < 1000
? Math.trunc(this.general.experience / 100)
: Math.trunc(Math.sqrt(this.general.experience / 10));
const resolvedExpLevel = clamp(nextExpLevel, 0, MAX_EXP_LEVEL);
const resolvedExpLevel = clamp(nextExpLevel, 0, LEGACY_DEFAULT_MAX_LEVEL);
this.general.meta[META_EXP_LEVEL] = resolvedExpLevel;
if (resolvedExpLevel === previousExpLevel) {
return;
@@ -546,7 +546,7 @@ export class WarUnitGeneral<
// one accumulated stat-exp threshold even though che_출병 itself does
// not have the generic command progression tail.
const limit = this.config.statUpgradeLimit ?? 30;
const maxStat = this.config.maxGeneralStat ?? 255;
const maxStat = this.config.maxGeneralStat ?? LEGACY_DEFAULT_MAX_LEVEL;
const entries = [
['leadership', META_LEADERSHIP_EXP, '통솔'],
['strength', META_STRENGTH_EXP, '무력'],