반계 아이템 발동 누락과 특기 중첩 처리 수정

This commit is contained in:
2026-09-19 08:02:36 +00:00
parent d89bdc439f
commit e542a9beea
6 changed files with 228 additions and 6 deletions
@@ -1,7 +1,9 @@
import { createStatItemModule } from './base.js'; import { createStatItemModule } from './base.js';
import type { ItemModule } from './types.js'; import type { ItemModule } from './types.js';
import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
import { che_반계발동, che_반계시도 } from '@sammo-ts/logic/war/triggers/che_반계.js';
export const itemModule: ItemModule = createStatItemModule({ const baseModule = createStatItemModule({
key: 'che_서적_07_사마법', key: 'che_서적_07_사마법',
rawName: '사마법', rawName: '사마법',
slot: 'book', slot: 'book',
@@ -13,3 +15,18 @@ export const itemModule: ItemModule = createStatItemModule({
unique: true, unique: true,
extraInfo: '[전투] 상대의 계략을 10% 확률로 되돌림', extraInfo: '[전투] 상대의 계략을 10% 확률로 되돌림',
}); });
export const itemModule: ItemModule = {
...baseModule,
getBattlePhaseTriggerList: (context) =>
context.unit
? new WarTriggerCaller(
new che_반계시도(
context.unit,
BaseWarUnitTrigger.TYPE_ITEM + BaseWarUnitTrigger.TYPE_DEDUP_TYPE_BASE * 207,
0.1
),
new che_반계발동(context.unit)
)
: null,
};
@@ -1,6 +1,6 @@
import { createStatItemModule } from './base.js'; import { createStatItemModule } from './base.js';
import type { ItemModule } from './types.js'; import type { ItemModule } from './types.js';
import { WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js'; import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
import { che_반계발동, che_반계시도 } from '@sammo-ts/logic/war/triggers/che_반계.js'; import { che_반계발동, che_반계시도 } from '@sammo-ts/logic/war/triggers/che_반계.js';
const baseModule = createStatItemModule({ const baseModule = createStatItemModule({
@@ -19,5 +19,10 @@ const baseModule = createStatItemModule({
export const itemModule: ItemModule = { export const itemModule: ItemModule = {
...baseModule, ...baseModule,
getBattlePhaseTriggerList: (context) => getBattlePhaseTriggerList: (context) =>
context.unit ? new WarTriggerCaller(new che_반계시도(context.unit, 0.1), new che_반계발동(context.unit)) : null, context.unit
? new WarTriggerCaller(
new che_반계시도(context.unit, BaseWarUnitTrigger.TYPE_ITEM, 0.1),
new che_반계발동(context.unit)
)
: null,
}; };
@@ -2,6 +2,7 @@ import type { TraitModule } from '@sammo-ts/logic/actionModules/traits/types.js'
import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js'; import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
import { che_의술발동, che_의술시도 } from '@sammo-ts/logic/war/triggers/che_의술.js'; import { che_의술발동, che_의술시도 } from '@sammo-ts/logic/war/triggers/che_의술.js';
import { che_저격발동, che_저격시도 } from '@sammo-ts/logic/war/triggers/che_저격.js'; import { che_저격발동, che_저격시도 } from '@sammo-ts/logic/war/triggers/che_저격.js';
import { che_반계발동, che_반계시도 } from '@sammo-ts/logic/war/triggers/che_반계.js';
import type { ItemModule } from './types.js'; import type { ItemModule } from './types.js';
export const createEventBattleTraitItemModule = ( export const createEventBattleTraitItemModule = (
@@ -56,6 +57,14 @@ export const createEventBattleTraitItemModule = (
new che_저격발동(context.unit, BaseWarUnitTrigger.TYPE_ITEM) new che_저격발동(context.unit, BaseWarUnitTrigger.TYPE_ITEM)
) )
: null; : null;
} else if (traitModule.key === 'che_반계') {
itemModule.getBattlePhaseTriggerList = (context) =>
context.unit
? new WarTriggerCaller(
new che_반계시도(context.unit, BaseWarUnitTrigger.TYPE_ITEM),
new che_반계발동(context.unit)
)
: null;
} else if (traitModule.key === 'che_의술') { } else if (traitModule.key === 'che_의술') {
itemModule.getBattlePhaseTriggerList = (context) => itemModule.getBattlePhaseTriggerList = (context) =>
context.unit context.unit
@@ -7,8 +7,9 @@ import type { WarUnit } from '@sammo-ts/logic/war/units.js';
export class che_반계시도 extends BaseWarUnitTrigger { export class che_반계시도 extends BaseWarUnitTrigger {
private readonly prob: number; private readonly prob: number;
constructor(unit: WarUnit, prob = 0.4) { constructor(unit: WarUnit, raiseType = BaseWarUnitTrigger.TYPE_NONE, prob = 0.4) {
super(unit, TriggerPriority.Body + 300); // Ref는 특기와 아이템의 시도를 raiseType으로 구분하고 발동은 한 번만 합친다.
super(unit, TriggerPriority.Body + 300, raiseType);
this.prob = prob; this.prob = prob;
} }
+70 -1
View File
@@ -1,10 +1,11 @@
import { describe, expect, it } from 'vitest'; import { describe, expect, it, vi } from 'vitest';
import { ConstantRNG, RandUtil } from '@sammo-ts/common'; import { ConstantRNG, RandUtil } from '@sammo-ts/common';
import type { City, General, Nation } from '../src/domain/entities.js'; import type { City, General, Nation } from '../src/domain/entities.js';
import type { UnitSetDefinition } from '../src/world/types.js'; import type { UnitSetDefinition } from '../src/world/types.js';
import { ActionLogger } from '../src/logging/actionLogger.js'; import { ActionLogger } from '../src/logging/actionLogger.js';
import { traitModule as counterTrait } from '../src/actionModules/traits/war/che_반계.js';
import { WarActionPipeline } from '../src/war/actions.js'; import { WarActionPipeline } from '../src/war/actions.js';
import { resolveWarBattle } from '../src/war/engine.js'; import { resolveWarBattle } from '../src/war/engine.js';
import { LegacyWarLogFlushSequence } from '../src/war/legacyFlushSequence.js'; import { LegacyWarLogFlushSequence } from '../src/war/legacyFlushSequence.js';
@@ -167,6 +168,74 @@ const buildGeneral = (strength: number): General => ({
}); });
describe('war triggers', () => { describe('war triggers', () => {
it.each([
{ book: 'che_서적_07_사마법', item: null, trait: false, probabilities: [0.1] },
{ book: 'che_서적_12_산해경', item: null, trait: false, probabilities: [0.1] },
{ book: null, item: 'event_전투특기_반계', trait: false, probabilities: [0.4] },
{ book: 'che_서적_07_사마법', item: null, trait: true, probabilities: [0.4, 0.1] },
{ book: 'che_서적_12_산해경', item: null, trait: true, probabilities: [0.4, 0.1] },
{ book: null, item: 'event_전투특기_반계', trait: true, probabilities: [0.4, 0.4] },
{ book: 'che_서적_07_사마법', item: 'event_전투특기_반계', trait: true, probabilities: [0.4, 0.1, 0.4] },
// 산해경과 비급은 Ref에서 같은 ITEM raiseType: 뒤의 비급 시도 하나만 남는다.
{ book: 'che_서적_12_산해경', item: 'event_전투특기_반계', trait: true, probabilities: [0.4, 0.4] },
] as const)(
'preserves counter-stratagem attempts for $book / $item / trait=$trait',
async ({ book, item, trait, probabilities }) => {
const general = buildGeneral(80);
general.role.items.book = book;
general.role.items.item = item;
const keys = [book, item].filter((key) => key !== null);
const modules = createItemActionModules(createItemModuleRegistry(await loadItemModules(keys))).war;
const pipeline = new WarActionPipeline([...(trait ? [counterTrait] : []), ...modules]);
const rng = new RandUtil(new ConstantRNG(0));
const attempt = vi.spyOn(rng, 'nextBool').mockReturnValue(false);
const makeUnit = (attacker: boolean) =>
new WarUnitGeneral(
rng,
buildConfig(),
{ ...general, id: attacker ? 1 : 2 },
buildCity(),
buildNation(),
attacker,
new WarCrewType(buildUnitSet().crewTypes![0]!),
new ActionLogger({ generalId: attacker ? 1 : 2 }),
pipeline
);
const self = makeUnit(true);
const oppose = makeUnit(false);
const caller = pipeline.getBattlePhaseTriggerList(self.getActionContext());
const fire = () =>
caller.fire(
{ rng, attacker: self, defender: oppose },
{ e_attacker: {}, e_defender: { magic: ['화계', 1.5] } }
);
oppose.activateSkill('계략');
fire();
expect(attempt.mock.calls.map(([probability]) => probability)).toEqual(probabilities);
expect(self.hasActivatedSkill('반계')).toBe(false);
expect(oppose.hasActivatedSkill('계략')).toBe(true);
attempt.mockClear().mockReturnValue(true);
const multiply = vi.spyOn(self, 'multiplyWarPowerMultiply');
fire();
expect(attempt).toHaveBeenCalledTimes(1);
expect(self.hasActivatedSkill('반계')).toBe(true);
expect(oppose.hasActivatedSkill('계략')).toBe(false);
expect(multiply).toHaveBeenCalledExactlyOnceWith(1.5);
self.deactivateSkill('반계');
attempt.mockClear();
fire();
expect(attempt).not.toHaveBeenCalled();
oppose.activateSkill('계략');
self.activateSkill('반계불가');
fire();
expect(attempt).not.toHaveBeenCalled();
expect(self.hasActivatedSkill('반계')).toBe(false);
expect(oppose.hasActivatedSkill('계략')).toBe(true);
}
);
it('applies the legacy talisman immunity to self and snipe restriction to the opponent', async () => { it('applies the legacy talisman immunity to self and snipe restriction to the opponent', async () => {
const attacker = buildGeneral(80); const attacker = buildGeneral(80);
attacker.role.items.item = 'che_부적_태현청생부'; attacker.role.items.item = 'che_부적_태현청생부';
@@ -2151,6 +2151,127 @@ describeWithReference('ref ↔ core2026 battle differential', () => {
} }
); );
it('matches counter-stratagem items and stacked traits against wizards', { timeout: 180_000 }, () => {
const unitSet = readJson<UnitSetDefinition>(
path.resolve(process.cwd(), '../../resources/unitset/unitset_che.json')
);
const config: WarEngineConfig = {
armPerPhase: 500,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
maxTrainByWar: 110,
maxAtmosByWar: 150,
castleCrewTypeId: 1000,
armTypes: { footman: 1, archer: 2, cavalry: 3, wizard: 4, siege: 5, misc: 6, castle: 0 },
};
// Ref의 raiseType별 시도 중복 제거와 단일 반사 발동을 실제 귀병 전투로 검증한다.
const variants = [
{ name: 'sima', book: 'che_서적_07_사마법' },
{ name: 'shanhai', book: 'che_서적_12_산해경' },
{ name: 'manual', item: 'event_전투특기_반계' },
{ name: 'trait', special2: 'che_반계' },
{ name: 'domestic', special: 'che_event_반계' },
{ name: 'sima-trait', book: 'che_서적_07_사마법', special2: 'che_반계' },
{ name: 'shanhai-trait', book: 'che_서적_12_산해경', special2: 'che_반계' },
{ name: 'manual-trait', item: 'event_전투특기_반계', special2: 'che_반계' },
{ name: 'sima-manual', book: 'che_서적_07_사마법', item: 'event_전투특기_반계' },
{ name: 'shanhai-manual', book: 'che_서적_12_산해경', item: 'event_전투특기_반계' },
{
name: 'all',
book: 'che_서적_07_사마법',
item: 'event_전투특기_반계',
special2: 'che_반계',
special: 'che_event_반계',
},
{ name: 'suppressed', book: 'che_서적_07_사마법', item: 'event_전투특기_반계', special2: 'che_반계' },
{ name: 'no-magic', book: 'che_서적_07_사마법', item: 'event_전투특기_반계', special2: 'che_반계' },
];
const cases = [];
for (const variant of variants) {
for (const side of ['attacker', 'defender'] as const) {
for (let seed = 0; seed < 8; seed += 1) {
const base = readJson<BattleSimRequestPayload & { startYear: number }>(
path.resolve(process.cwd(), 'fixtures/battle/basic-infantry.json')
);
base.seed = `counter-stratagem-${seed}`;
for (const general of [base.attackerGeneral, ...base.defenderGenerals]) {
Object.assign(general, {
personal: 'None',
special: 'None',
special2: 'None',
crew: 10000,
leadership: 100,
strength: 70,
intel: 100,
dex1: 12000,
dex4: 12000,
});
}
const self = side === 'attacker' ? base.attackerGeneral : base.defenderGenerals[0]!;
const oppose = side === 'attacker' ? base.defenderGenerals[0]! : base.attackerGeneral;
const { name, ...equipment } = variant;
Object.assign(self, equipment);
oppose.crewtype = name === 'no-magic' ? 1100 : 1400;
if (name === 'suppressed') oppose.item = 'che_진압_박혁론';
const events: WarBattleTraceEvent[] = [];
const logs = createCoreLogCapture();
let rng: TracingRng | null = null;
let outcome: WarBattleOutcome | null = null;
processBattleSimJob(
{
...base,
unitSet,
config,
time: { year: base.year, month: base.month, startYear: base.startYear },
},
{
trace: (event) => events.push(event),
loggerFactory: logs.loggerFactory,
onBattleResolved: (value) => {
outcome = value;
},
rngFactory: (value) => {
rng = new TracingRng(LiteHashDRBG.build(value));
return rng.createRandUtil();
},
}
);
cases.push({ name, side, base, events, logs, rng, outcome });
}
}
}
const references = runReferenceTraceBatch(
workspaceRoot!,
cases.map(({ base }) => JSON.stringify(base))
);
const failures: string[] = [];
const activated = new Set<string>();
cases.forEach((entry, index) => {
const reference = references[index]!;
const label = `${entry.name}/${entry.side}/${entry.base.seed}`;
try {
assertTraceParity(entry.events, reference, entry.rng, entry.outcome);
assertAllLogBucketsParity(entry.logs, reference, entry.base, label);
const reflected = reference.events.some((event) => event[entry.side]?.activatedSkills['반계']);
if (entry.name === 'suppressed' || entry.name === 'no-magic') {
expect(reflected, label).toBe(false);
} else if (reflected) {
activated.add(`${entry.name}/${entry.side}`);
}
} catch (error) {
failures.push(`${label}: ${error instanceof Error ? error.message : String(error)}`);
}
});
expect(failures, failures.join('\n')).toEqual([]);
for (const variant of variants.filter(({ name }) => !['suppressed', 'no-magic'].includes(name))) {
for (const side of ['attacker', 'defender']) {
expect(activated.has(`${variant.name}/${side}`), `${variant.name}/${side} actually reflects`).toBe(
true
);
}
}
});
it('matches wizard strategy attempts, outcomes, and RNG consumption', () => { it('matches wizard strategy attempts, outcomes, and RNG consumption', () => {
const base = readJson<BattleSimRequestPayload & { startYear: number }>( const base = readJson<BattleSimRequestPayload & { startYear: number }>(
path.resolve(process.cwd(), 'fixtures/battle/basic-infantry.json') path.resolve(process.cwd(), 'fixtures/battle/basic-infantry.json')