반계 아이템 발동 누락과 특기 중첩 처리 수정
This commit is contained in:
@@ -1,7 +1,9 @@
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import { createStatItemModule } from './base.js';
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import type { ItemModule } from './types.js';
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import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import { che_반계발동, che_반계시도 } from '@sammo-ts/logic/war/triggers/che_반계.js';
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export const itemModule: ItemModule = createStatItemModule({
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const baseModule = createStatItemModule({
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key: 'che_서적_07_사마법',
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rawName: '사마법',
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slot: 'book',
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@@ -13,3 +15,18 @@ export const itemModule: ItemModule = createStatItemModule({
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unique: true,
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extraInfo: '[전투] 상대의 계략을 10% 확률로 되돌림',
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});
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export const itemModule: ItemModule = {
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...baseModule,
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getBattlePhaseTriggerList: (context) =>
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context.unit
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? new WarTriggerCaller(
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new che_반계시도(
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context.unit,
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BaseWarUnitTrigger.TYPE_ITEM + BaseWarUnitTrigger.TYPE_DEDUP_TYPE_BASE * 207,
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0.1
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),
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new che_반계발동(context.unit)
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)
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: null,
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};
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@@ -1,6 +1,6 @@
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import { createStatItemModule } from './base.js';
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import type { ItemModule } from './types.js';
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import { WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import { che_반계발동, che_반계시도 } from '@sammo-ts/logic/war/triggers/che_반계.js';
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const baseModule = createStatItemModule({
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@@ -19,5 +19,10 @@ const baseModule = createStatItemModule({
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export const itemModule: ItemModule = {
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...baseModule,
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getBattlePhaseTriggerList: (context) =>
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context.unit ? new WarTriggerCaller(new che_반계시도(context.unit, 0.1), new che_반계발동(context.unit)) : null,
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context.unit
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? new WarTriggerCaller(
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new che_반계시도(context.unit, BaseWarUnitTrigger.TYPE_ITEM, 0.1),
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new che_반계발동(context.unit)
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)
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: null,
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};
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@@ -2,6 +2,7 @@ import type { TraitModule } from '@sammo-ts/logic/actionModules/traits/types.js'
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import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import { che_의술발동, che_의술시도 } from '@sammo-ts/logic/war/triggers/che_의술.js';
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import { che_저격발동, che_저격시도 } from '@sammo-ts/logic/war/triggers/che_저격.js';
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import { che_반계발동, che_반계시도 } from '@sammo-ts/logic/war/triggers/che_반계.js';
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import type { ItemModule } from './types.js';
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export const createEventBattleTraitItemModule = (
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@@ -56,6 +57,14 @@ export const createEventBattleTraitItemModule = (
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new che_저격발동(context.unit, BaseWarUnitTrigger.TYPE_ITEM)
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)
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: null;
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} else if (traitModule.key === 'che_반계') {
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itemModule.getBattlePhaseTriggerList = (context) =>
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context.unit
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? new WarTriggerCaller(
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new che_반계시도(context.unit, BaseWarUnitTrigger.TYPE_ITEM),
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new che_반계발동(context.unit)
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)
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: null;
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} else if (traitModule.key === 'che_의술') {
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itemModule.getBattlePhaseTriggerList = (context) =>
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context.unit
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@@ -7,8 +7,9 @@ import type { WarUnit } from '@sammo-ts/logic/war/units.js';
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export class che_반계시도 extends BaseWarUnitTrigger {
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private readonly prob: number;
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constructor(unit: WarUnit, prob = 0.4) {
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super(unit, TriggerPriority.Body + 300);
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constructor(unit: WarUnit, raiseType = BaseWarUnitTrigger.TYPE_NONE, prob = 0.4) {
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// Ref는 특기와 아이템의 시도를 raiseType으로 구분하고 발동은 한 번만 합친다.
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super(unit, TriggerPriority.Body + 300, raiseType);
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this.prob = prob;
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}
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@@ -1,10 +1,11 @@
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import { describe, expect, it } from 'vitest';
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import { describe, expect, it, vi } from 'vitest';
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import { ConstantRNG, RandUtil } from '@sammo-ts/common';
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import type { City, General, Nation } from '../src/domain/entities.js';
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import type { UnitSetDefinition } from '../src/world/types.js';
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import { ActionLogger } from '../src/logging/actionLogger.js';
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import { traitModule as counterTrait } from '../src/actionModules/traits/war/che_반계.js';
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import { WarActionPipeline } from '../src/war/actions.js';
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import { resolveWarBattle } from '../src/war/engine.js';
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import { LegacyWarLogFlushSequence } from '../src/war/legacyFlushSequence.js';
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@@ -167,6 +168,74 @@ const buildGeneral = (strength: number): General => ({
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});
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describe('war triggers', () => {
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it.each([
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{ book: 'che_서적_07_사마법', item: null, trait: false, probabilities: [0.1] },
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{ book: 'che_서적_12_산해경', item: null, trait: false, probabilities: [0.1] },
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{ book: null, item: 'event_전투특기_반계', trait: false, probabilities: [0.4] },
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{ book: 'che_서적_07_사마법', item: null, trait: true, probabilities: [0.4, 0.1] },
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{ book: 'che_서적_12_산해경', item: null, trait: true, probabilities: [0.4, 0.1] },
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{ book: null, item: 'event_전투특기_반계', trait: true, probabilities: [0.4, 0.4] },
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{ book: 'che_서적_07_사마법', item: 'event_전투특기_반계', trait: true, probabilities: [0.4, 0.1, 0.4] },
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// 산해경과 비급은 Ref에서 같은 ITEM raiseType: 뒤의 비급 시도 하나만 남는다.
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{ book: 'che_서적_12_산해경', item: 'event_전투특기_반계', trait: true, probabilities: [0.4, 0.4] },
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] as const)(
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'preserves counter-stratagem attempts for $book / $item / trait=$trait',
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async ({ book, item, trait, probabilities }) => {
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const general = buildGeneral(80);
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general.role.items.book = book;
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general.role.items.item = item;
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const keys = [book, item].filter((key) => key !== null);
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const modules = createItemActionModules(createItemModuleRegistry(await loadItemModules(keys))).war;
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const pipeline = new WarActionPipeline([...(trait ? [counterTrait] : []), ...modules]);
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const rng = new RandUtil(new ConstantRNG(0));
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const attempt = vi.spyOn(rng, 'nextBool').mockReturnValue(false);
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const makeUnit = (attacker: boolean) =>
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new WarUnitGeneral(
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rng,
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buildConfig(),
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{ ...general, id: attacker ? 1 : 2 },
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buildCity(),
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buildNation(),
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attacker,
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new WarCrewType(buildUnitSet().crewTypes![0]!),
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new ActionLogger({ generalId: attacker ? 1 : 2 }),
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pipeline
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);
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const self = makeUnit(true);
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const oppose = makeUnit(false);
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const caller = pipeline.getBattlePhaseTriggerList(self.getActionContext());
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const fire = () =>
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caller.fire(
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{ rng, attacker: self, defender: oppose },
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{ e_attacker: {}, e_defender: { magic: ['화계', 1.5] } }
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);
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oppose.activateSkill('계략');
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fire();
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expect(attempt.mock.calls.map(([probability]) => probability)).toEqual(probabilities);
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expect(self.hasActivatedSkill('반계')).toBe(false);
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expect(oppose.hasActivatedSkill('계략')).toBe(true);
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attempt.mockClear().mockReturnValue(true);
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const multiply = vi.spyOn(self, 'multiplyWarPowerMultiply');
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fire();
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expect(attempt).toHaveBeenCalledTimes(1);
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expect(self.hasActivatedSkill('반계')).toBe(true);
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expect(oppose.hasActivatedSkill('계략')).toBe(false);
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expect(multiply).toHaveBeenCalledExactlyOnceWith(1.5);
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self.deactivateSkill('반계');
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attempt.mockClear();
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fire();
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expect(attempt).not.toHaveBeenCalled();
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oppose.activateSkill('계략');
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self.activateSkill('반계불가');
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fire();
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expect(attempt).not.toHaveBeenCalled();
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expect(self.hasActivatedSkill('반계')).toBe(false);
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expect(oppose.hasActivatedSkill('계략')).toBe(true);
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}
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);
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it('applies the legacy talisman immunity to self and snipe restriction to the opponent', async () => {
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const attacker = buildGeneral(80);
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attacker.role.items.item = 'che_부적_태현청생부';
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@@ -2151,6 +2151,127 @@ describeWithReference('ref ↔ core2026 battle differential', () => {
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}
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);
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it('matches counter-stratagem items and stacked traits against wizards', { timeout: 180_000 }, () => {
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const unitSet = readJson<UnitSetDefinition>(
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path.resolve(process.cwd(), '../../resources/unitset/unitset_che.json')
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);
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const config: WarEngineConfig = {
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armPerPhase: 500,
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maxTrainByCommand: 100,
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maxAtmosByCommand: 100,
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maxTrainByWar: 110,
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maxAtmosByWar: 150,
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castleCrewTypeId: 1000,
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armTypes: { footman: 1, archer: 2, cavalry: 3, wizard: 4, siege: 5, misc: 6, castle: 0 },
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};
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// Ref의 raiseType별 시도 중복 제거와 단일 반사 발동을 실제 귀병 전투로 검증한다.
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const variants = [
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{ name: 'sima', book: 'che_서적_07_사마법' },
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{ name: 'shanhai', book: 'che_서적_12_산해경' },
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{ name: 'manual', item: 'event_전투특기_반계' },
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{ name: 'trait', special2: 'che_반계' },
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{ name: 'domestic', special: 'che_event_반계' },
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{ name: 'sima-trait', book: 'che_서적_07_사마법', special2: 'che_반계' },
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{ name: 'shanhai-trait', book: 'che_서적_12_산해경', special2: 'che_반계' },
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{ name: 'manual-trait', item: 'event_전투특기_반계', special2: 'che_반계' },
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{ name: 'sima-manual', book: 'che_서적_07_사마법', item: 'event_전투특기_반계' },
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{ name: 'shanhai-manual', book: 'che_서적_12_산해경', item: 'event_전투특기_반계' },
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{
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name: 'all',
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book: 'che_서적_07_사마법',
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item: 'event_전투특기_반계',
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special2: 'che_반계',
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special: 'che_event_반계',
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},
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{ name: 'suppressed', book: 'che_서적_07_사마법', item: 'event_전투특기_반계', special2: 'che_반계' },
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{ name: 'no-magic', book: 'che_서적_07_사마법', item: 'event_전투특기_반계', special2: 'che_반계' },
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];
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const cases = [];
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for (const variant of variants) {
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for (const side of ['attacker', 'defender'] as const) {
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for (let seed = 0; seed < 8; seed += 1) {
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const base = readJson<BattleSimRequestPayload & { startYear: number }>(
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path.resolve(process.cwd(), 'fixtures/battle/basic-infantry.json')
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);
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base.seed = `counter-stratagem-${seed}`;
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for (const general of [base.attackerGeneral, ...base.defenderGenerals]) {
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Object.assign(general, {
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personal: 'None',
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special: 'None',
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special2: 'None',
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crew: 10000,
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leadership: 100,
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strength: 70,
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intel: 100,
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dex1: 12000,
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dex4: 12000,
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});
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}
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const self = side === 'attacker' ? base.attackerGeneral : base.defenderGenerals[0]!;
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const oppose = side === 'attacker' ? base.defenderGenerals[0]! : base.attackerGeneral;
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const { name, ...equipment } = variant;
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Object.assign(self, equipment);
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oppose.crewtype = name === 'no-magic' ? 1100 : 1400;
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if (name === 'suppressed') oppose.item = 'che_진압_박혁론';
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const events: WarBattleTraceEvent[] = [];
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const logs = createCoreLogCapture();
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let rng: TracingRng | null = null;
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let outcome: WarBattleOutcome | null = null;
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processBattleSimJob(
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{
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...base,
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unitSet,
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config,
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time: { year: base.year, month: base.month, startYear: base.startYear },
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},
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{
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trace: (event) => events.push(event),
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loggerFactory: logs.loggerFactory,
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onBattleResolved: (value) => {
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outcome = value;
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},
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rngFactory: (value) => {
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rng = new TracingRng(LiteHashDRBG.build(value));
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return rng.createRandUtil();
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},
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}
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);
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cases.push({ name, side, base, events, logs, rng, outcome });
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}
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}
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}
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const references = runReferenceTraceBatch(
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workspaceRoot!,
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cases.map(({ base }) => JSON.stringify(base))
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);
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const failures: string[] = [];
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const activated = new Set<string>();
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cases.forEach((entry, index) => {
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const reference = references[index]!;
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const label = `${entry.name}/${entry.side}/${entry.base.seed}`;
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try {
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assertTraceParity(entry.events, reference, entry.rng, entry.outcome);
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assertAllLogBucketsParity(entry.logs, reference, entry.base, label);
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const reflected = reference.events.some((event) => event[entry.side]?.activatedSkills['반계']);
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if (entry.name === 'suppressed' || entry.name === 'no-magic') {
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expect(reflected, label).toBe(false);
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} else if (reflected) {
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activated.add(`${entry.name}/${entry.side}`);
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}
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} catch (error) {
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failures.push(`${label}: ${error instanceof Error ? error.message : String(error)}`);
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}
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});
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expect(failures, failures.join('\n')).toEqual([]);
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for (const variant of variants.filter(({ name }) => !['suppressed', 'no-magic'].includes(name))) {
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for (const side of ['attacker', 'defender']) {
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expect(activated.has(`${variant.name}/${side}`), `${variant.name}/${side} actually reflects`).toBe(
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true
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);
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}
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}
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});
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it('matches wizard strategy attempts, outcomes, and RNG consumption', () => {
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const base = readJson<BattleSimRequestPayload & { startYear: number }>(
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path.resolve(process.cwd(), 'fixtures/battle/basic-infantry.json')
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