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.
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@@ -6,6 +6,7 @@ import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js'
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import { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
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import { LogCategory, LogFormat, LogScope, type LogEntryDraft } from '@sammo-ts/logic/logging/types.js';
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import { buildCrewTypeIndex, getTechCost, getTechLevel } from '@sammo-ts/logic/world/unitSet.js';
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import { LEGACY_DEFAULT_MAX_LEVEL } from '@sammo-ts/logic/scenario/constants.js';
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import type { WarUnitReport } from './types.js';
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import type {
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ConquerCityOutcome,
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@@ -27,7 +28,6 @@ import {
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} from './utils.js';
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const META_DEAD = 'dead';
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const MAX_EXP_LEVEL = 255;
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const MAX_DEDICATION_LEVEL = 30;
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const updateLegacyProgressionLevels = (general: General): void => {
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@@ -35,7 +35,7 @@ const updateLegacyProgressionLevels = (general: General): void => {
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general.experience < 1_000
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? Math.trunc(general.experience / 100)
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: Math.trunc(Math.sqrt(general.experience / 10));
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general.meta.explevel = clamp(expLevel, 0, MAX_EXP_LEVEL);
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general.meta.explevel = clamp(expLevel, 0, LEGACY_DEFAULT_MAX_LEVEL);
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general.meta.dedlevel = clamp(Math.ceil(Math.sqrt(general.dedication) / 10), 0, MAX_DEDICATION_LEVEL);
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};
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@@ -12,6 +12,7 @@ import type { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
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import { LogFormat } from '@sammo-ts/logic/logging/types.js';
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import type { WarStatName } from '@sammo-ts/logic/actionModules/types.js';
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import { getTechAbility, getTechCost } from '@sammo-ts/logic/world/unitSet.js';
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import { LEGACY_DEFAULT_MAX_LEVEL } from '@sammo-ts/logic/scenario/constants.js';
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import type { WarActionPipeline, WarActionContext } from '../actions.js';
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import type { WarEngineConfig } from '../types.js';
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import type { WarCrewType } from '../crewType.js';
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@@ -28,7 +29,6 @@ const META_RANK_PREFIX = 'rank_';
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const META_INTEL_EXP = 'intel_exp';
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const META_STRENGTH_EXP = 'strength_exp';
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const META_LEADERSHIP_EXP = 'leadership_exp';
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const MAX_EXP_LEVEL = 255;
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const RANK_WARNUM = `${META_RANK_PREFIX}warnum`;
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const RANK_KILLNUM = `${META_RANK_PREFIX}killnum`;
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@@ -178,7 +178,7 @@ export class WarUnitGeneral<
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}) / 4
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);
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}
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const maxGeneralStat = this.config.maxGeneralStat ?? 255;
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const maxGeneralStat = this.config.maxGeneralStat ?? LEGACY_DEFAULT_MAX_LEVEL;
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value = clamp(value, 0, maxGeneralStat);
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if (withActions) {
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value = this.actionPipeline.onCalcStat(this.getActionContext(), statName, value);
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@@ -360,7 +360,7 @@ export class WarUnitGeneral<
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this.general.experience < 1000
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? Math.trunc(this.general.experience / 100)
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: Math.trunc(Math.sqrt(this.general.experience / 10));
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const resolvedExpLevel = clamp(nextExpLevel, 0, MAX_EXP_LEVEL);
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const resolvedExpLevel = clamp(nextExpLevel, 0, LEGACY_DEFAULT_MAX_LEVEL);
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this.general.meta[META_EXP_LEVEL] = resolvedExpLevel;
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if (resolvedExpLevel === previousExpLevel) {
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return;
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@@ -546,7 +546,7 @@ export class WarUnitGeneral<
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// one accumulated stat-exp threshold even though che_출병 itself does
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// not have the generic command progression tail.
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const limit = this.config.statUpgradeLimit ?? 30;
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const maxStat = this.config.maxGeneralStat ?? 255;
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const maxStat = this.config.maxGeneralStat ?? LEGACY_DEFAULT_MAX_LEVEL;
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const entries = [
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['leadership', META_LEADERSHIP_EXP, '통솔'],
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['strength', META_STRENGTH_EXP, '무력'],
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