등용장과 이민족 선택 응답을 turn daemon transaction으로 연결하고 Ref의 통일 이후 상태 전이와 수신자별 메시지 저장 규칙을 보존한다.\n\n유산 턴 시간 변경을 nextTurnTimeBase 기반 결정적 계산으로 바로잡고 API, 엔진, Chromium 회귀를 추가한다.
213 lines
6.8 KiB
TypeScript
213 lines
6.8 KiB
TypeScript
import { describe, expect, it, vi } from 'vitest';
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import type { GamePrisma } from '@sammo-ts/infra';
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import type { MessagePayload } from '@sammo-ts/logic';
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import { respondToActionableMessage } from '../src/turn/actionableMessageResponse.js';
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import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
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import type { ImmediateGeneralActionExecutor } from '../src/turn/reservedTurnHandler.js';
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import type { TurnGeneral, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
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const actor: TurnGeneral = {
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id: 7,
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userId: 'user-7',
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name: '수신자',
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nationId: 1,
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cityId: 1,
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troopId: 0,
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stats: { leadership: 70, strength: 60, intelligence: 50 },
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turnTime: new Date('0200-01-01T00:10:00.000Z'),
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role: {
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items: { horse: null, weapon: null, book: null, item: null },
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personality: null,
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specialDomestic: null,
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specialWar: null,
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},
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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meta: { killturn: 24 },
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penalty: {},
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officerLevel: 1,
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experience: 100,
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dedication: 100,
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injury: 0,
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gold: 1_000,
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rice: 1_000,
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crew: 0,
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crewTypeId: 0,
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train: 0,
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atmos: 0,
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age: 30,
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npcState: 0,
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};
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const buildWorld = (): InMemoryTurnWorld => {
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const state: TurnWorldState = {
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id: 1,
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currentYear: 200,
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currentMonth: 1,
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tickSeconds: 600,
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lastTurnTime: new Date('0200-01-01T00:00:00.000Z'),
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meta: { hiddenSeed: 'actionable-message-test', isunited: 2 },
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};
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const snapshot: TurnWorldSnapshot = {
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generals: [actor],
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cities: [],
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nations: [],
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troops: [],
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diplomacy: [],
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events: [],
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initialEvents: [],
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scenarioConfig: {
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stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
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iconPath: '',
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map: {},
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const: {},
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environment: { mapName: 'test', unitSet: 'default' },
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},
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map: { id: 'test', name: 'test', cities: [] },
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};
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return new InMemoryTurnWorld(state, snapshot, {
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schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
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});
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};
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const source = {
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generalId: 8,
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generalName: '제안자',
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nationId: 2,
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nationName: '촉',
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color: '#000000',
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icon: '',
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};
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const destination = {
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generalId: actor.id,
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generalName: actor.name,
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nationId: actor.nationId,
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nationName: '위',
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color: '#ffffff',
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icon: '',
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};
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const buildRow = (action: 'scout' | 'raiseInvader', overrides: Partial<MessagePayload> = {}) => ({
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id: 29,
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mailbox: actor.id,
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type: 'private',
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validUntil: new Date('9999-12-31T00:00:00.000Z'),
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message: {
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src: source,
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dest: destination,
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text: '응답할 메시지',
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option: { action, used: false, ...(action === 'raiseInvader' ? { args: [-2, -1.2, -1, -0.5] } : {}) },
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...overrides,
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} satisfies MessagePayload,
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});
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const buildDb = (rows: unknown[][]) => {
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const queryRaw = vi.fn(async () => rows.shift() ?? []);
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const updateMany = vi.fn(async () => ({ count: 1 }));
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return {
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db: { $queryRaw: queryRaw, message: { updateMany } } as unknown as GamePrisma.TransactionClient,
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queryRaw,
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updateMany,
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};
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};
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const buildExecutor = (ok = true): ImmediateGeneralActionExecutor => ({
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execute: vi.fn(async () => (ok ? { ok: true } : { ok: false, reason: '등용 수락 불가.' })),
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});
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describe('actionable message response', () => {
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it('accepts a recruitment letter, executes the legacy action, and invalidates linked prompts', async () => {
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const world = buildWorld();
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const row = buildRow('scout');
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const { db, updateMany } = buildDb([[row], [{ id: 31 }]]);
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const executor = buildExecutor();
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const result = await respondToActionableMessage({
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db,
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world,
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executor,
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userId: actor.userId!,
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generalId: actor.id,
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messageId: row.id,
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response: true,
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});
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expect(result).toEqual({ ok: true, action: 'scout', reason: 'success' });
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expect(executor.execute).toHaveBeenCalledWith(
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expect.objectContaining({
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actionKey: 'che_등용수락',
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generalId: actor.id,
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args: { destNationId: source.nationId, destGeneralId: source.generalId },
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})
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);
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expect(updateMany).toHaveBeenCalledWith(expect.objectContaining({ where: { id: { in: [row.id, 31] } } }));
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expect(world.peekDirtyState().messages).toEqual([
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expect.objectContaining({
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msgType: 'private',
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text: '촉으로 등용 제의 수락',
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sendDestOnly: true,
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option: { delete: row.id },
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}),
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]);
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});
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it('keeps a recruitment letter valid when the legacy accept constraints reject it', async () => {
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const world = buildWorld();
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const row = buildRow('scout');
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const { db, updateMany } = buildDb([[row]]);
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const result = await respondToActionableMessage({
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db,
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world,
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executor: buildExecutor(false),
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userId: actor.userId!,
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generalId: actor.id,
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messageId: row.id,
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response: true,
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});
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expect(result).toEqual({ ok: true, action: 'scout', reason: '등용 수락 불가.' });
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expect(updateMany).not.toHaveBeenCalled();
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expect(world.peekDirtyState().messages).toHaveLength(0);
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});
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it('does not invalidate an invader prompt before validating its receiver', async () => {
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const world = buildWorld();
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const row = { ...buildRow('raiseInvader'), mailbox: 99 };
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const { db, updateMany } = buildDb([[row]]);
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const result = await respondToActionableMessage({
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db,
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world,
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executor: buildExecutor(),
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userId: actor.userId!,
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generalId: actor.id,
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messageId: row.id,
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response: false,
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});
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expect(result).toEqual({ ok: false, action: 'raiseInvader', reason: '올바른 수신자가 아닙니다.' });
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expect(updateMany).not.toHaveBeenCalled();
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});
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it('invalidates a valid invader prompt when it is declined', async () => {
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const world = buildWorld();
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const row = buildRow('raiseInvader');
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const { db, updateMany } = buildDb([[row]]);
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const result = await respondToActionableMessage({
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db,
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world,
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executor: buildExecutor(),
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userId: actor.userId!,
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generalId: actor.id,
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messageId: row.id,
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response: false,
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});
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expect(result).toEqual({ ok: true, action: 'raiseInvader', reason: 'success' });
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expect(updateMany).toHaveBeenCalledOnce();
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});
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});
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