fix: preserve nation and recruit AI boundaries
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@@ -5,8 +5,8 @@ import {
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isCrewTypeAvailable,
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} from '@sammo-ts/logic/world/unitSet.js';
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import { buildWarConfig } from '@sammo-ts/logic/actions/turn/actionContextHelpers.js';
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import { CommandResolver as RecruitmentCommandResolver } from '@sammo-ts/logic/actions/turn/general/che_징병.js';
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import type { CrewTypeDefinition, General, WarArmTypes } from '@sammo-ts/logic';
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import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js';
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import type { GeneralAI } from '../core.js';
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import { asRecord, readMetaNumber, roundTo } from '../../aiUtils.js';
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@@ -106,19 +106,20 @@ export const do징병 = (ai: GeneralAI) => {
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}
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const armTypeWeights = forcedArmType > 0 ? [] : buildRecruitArmTypeWeights(ai.general, warConfig.armTypes);
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let armTypeDraw: number | null = null;
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const armType = forcedArmType > 0
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? forcedArmType
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: traceEnabled
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? (() => {
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armTypeDraw = ai.rng.nextFloat1();
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let cursor = armTypeDraw * armTypeWeights.reduce((sum, [, weight]) => sum + Math.max(0, weight), 0);
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for (const [candidate, weight] of armTypeWeights) {
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if (cursor <= weight) return candidate;
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cursor -= Math.max(0, weight);
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}
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return armTypeWeights.at(-1)![0];
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})()
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: ai.rng.choiceUsingWeightPair(armTypeWeights);
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const armType =
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forcedArmType > 0
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? forcedArmType
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: traceEnabled
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? (() => {
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armTypeDraw = ai.rng.nextFloat1();
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let cursor = armTypeDraw * armTypeWeights.reduce((sum, [, weight]) => sum + Math.max(0, weight), 0);
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for (const [candidate, weight] of armTypeWeights) {
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if (cursor <= weight) return candidate;
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cursor -= Math.max(0, weight);
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}
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return armTypeWeights.at(-1)![0];
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})()
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: ai.rng.choiceUsingWeightPair(armTypeWeights);
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trace('arm-type', { forcedArmType, armType, armTypeDraw, armTypeWeights });
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const candidates = (ai.unitSet?.crewTypes ?? [])
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@@ -170,39 +171,31 @@ export const do징병 = (ai: GeneralAI) => {
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const crewTypeId = picked.id;
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let crewAmount = crewAmountBase;
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const rawGoldCost = (picked.cost * getTechCost(tech) * crewAmount) / 100;
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// Ref asks the concrete che_징병 command for getCost() before deciding
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// whether to halve the requested crew. That path includes personality,
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// traits, items, and the final integer rounding; using the raw unit price
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// makes che_출세 (+20% cost) recruit a full stack incorrectly.
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const actionPipeline = new GeneralActionPipeline(ai.commandEnv.generalActionModules ?? []);
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const goldCost = Math.round(
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actionPipeline.onCalcDomestic(
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{
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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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'징병',
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'cost',
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rawGoldCost,
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{ armType: picked.armType }
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)
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);
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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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const expectedCrewLoss = Math.floor((crewAmount * killCrew * 1.2) / Math.max(deathCrew, 1));
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@@ -277,7 +277,7 @@ const normalizeGeneralMetaDatabaseIntegers = (meta: TurnGeneral['meta']): TurnGe
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// Keeping fractional action results in memory until the monthly flush changes
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// later aggregation (notably nation power), even if the eventual DB rows look
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// identical after they are rounded.
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const normalizeGeneralDatabaseIntegers = (general: TurnGeneral): TurnGeneral => ({
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export const normalizeGeneralDatabaseIntegers = (general: TurnGeneral): TurnGeneral => ({
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...general,
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nationId: toLegacyDatabaseInt(general.nationId),
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cityId: toLegacyDatabaseInt(general.cityId),
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@@ -44,6 +44,7 @@ import { asRecord, JosaUtil, LEGACY_RANK_DATA_TYPES, LiteHashDRBG, RandUtil } fr
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import type { ConstraintContext, StateView } from '@sammo-ts/logic';
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import type { GeneralTurnHandler, GeneralTurnResult } from './inMemoryWorld.js';
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import { normalizeGeneralDatabaseIntegers } from './inMemoryWorld.js';
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import type { InMemoryTurnWorld } from './inMemoryWorld.js';
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import type { TurnDiplomacy, TurnGeneral, TurnWorldState } from './types.js';
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import type { ReservedTurnEntry } from './reservedTurnStore.js';
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@@ -1691,6 +1692,12 @@ export const createReservedTurnHandler = async (options: {
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nationAiState = ai.getDebugState();
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}
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const nationResult = runAction('nation', nationDefinitions, nationFallback, nationCommand, false);
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// Ref persists a completed nation command before it chooses and
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// executes the general command for the same turn. Preserve that
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// MariaDB INT boundary so fractional rewards cannot leak into the
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// following command or its AI refresh.
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currentGeneral = normalizeGeneralDatabaseIntegers(currentGeneral);
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worldOverlay?.syncGeneral(currentGeneral);
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if (
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worldView &&
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(process.env.CORE_AI_TRACE_GENERAL_IDS?.split(',') ?? []).includes(String(currentGeneral.id))
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@@ -629,6 +629,35 @@ describe('legacy NPC AI final-decision parity', () => {
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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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general: {
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gold: 1_030,
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rice: 970,
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crew: 334,
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crewTypeId: 1,
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meta: {
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killturn: 100,
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fullLeadership: 70,
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rank_killcrew: 1_000,
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rank_deathcrew: 100,
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},
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},
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generalActionModules: singleActionModuleStack({
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eventHandlers: {},
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onCalcDomestic: (_context, turnType, varType, value) =>
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turnType === '징병' && varType === 'cost' ? value * 1.2 : value,
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}),
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rng: makeRng([], [0, 0]),
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});
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// Ref prices only the 6,666 refillable soldiers: 800 gold, below the
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// 820-gold reserve. It therefore keeps the full rice requirement and
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// rejects recruitment, instead of halving both crew and rice cost.
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expect(do징병(ai)).toBeNull();
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});
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it.each([
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[0, 0],
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[0, 2000],
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@@ -25,6 +25,7 @@ import type { NationTurnCommandSpec } from './index.js';
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import type { MapDefinition } from '@sammo-ts/logic/world/types.js';
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import { z } from 'zod';
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import { normalizeLegacyIntegerArg, parseArgsWithSchema } from '../parseArgs.js';
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import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js';
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const ARGS_SCHEMA = z.object({
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destCityID: z.preprocess(normalizeLegacyIntegerArg, z.number()),
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@@ -109,8 +110,11 @@ export class ActionDefinition<
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public readonly key = 'che_천도';
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public readonly name = ACTION_NAME;
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public readonly countsAsInheritanceActiveAction = true;
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private readonly pipeline: GeneralActionPipeline<TriggerState>;
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constructor(private readonly env: TurnCommandEnv) {}
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constructor(private readonly env: TurnCommandEnv) {
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this.pipeline = new GeneralActionPipeline(env.generalActionModules ?? []);
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}
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parseArgs(raw: unknown): MoveCapitalArgs | null {
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return parseArgsWithSchema(ARGS_SCHEMA, raw);
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@@ -256,8 +260,9 @@ export class ActionDefinition<
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}),
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];
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general.experience += 5 * (dist * 2 + 1);
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general.dedication += 5 * (dist * 2 + 1);
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const reward = 5 * (dist * 2 + 1);
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general.experience += this.pipeline.onCalcStat(context, 'experience', reward);
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general.dedication += this.pipeline.onCalcStat(context, 'dedication', reward);
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return { effects };
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}
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@@ -343,12 +343,22 @@ describe('Nation Actions', () => {
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});
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describe('che_천도 (Move Capital)', () => {
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it('changes nation capital city', () => {
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it('changes nation capital city and applies general reward modules', () => {
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const nation = buildNation(1);
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const city1 = buildCity(1, 1);
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const city2 = buildCity(2, 1);
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const general = buildGeneral(1, 1, 1);
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const env = { develCost: 100, baseGold: 100, baseRice: 100 };
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const env = {
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develCost: 100,
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baseGold: 100,
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baseRice: 100,
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generalActionModules: [
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{
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onCalcStat: (_context: unknown, statName: string, value: number) =>
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statName === 'experience' ? value * 0.9 : value,
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},
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],
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};
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const definition = new MoveCapitalAction(env as any);
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const context = {
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@@ -374,6 +384,8 @@ describe('Nation Actions', () => {
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patch: expect.objectContaining({ capitalCityId: 2 }),
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})
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);
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expect(general.experience).toBe(113.5);
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expect(general.dedication).toBe(115);
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});
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});
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