장수 55종과 수뇌 35종의 상태, 로그, 메시지, 예약 턴 비교를 닫습니다. 실제 시나리오 프로필과 대표 PostgreSQL 수명주기, 즉시 외교와 출병 회귀를 추가하고 발견된 Ref 로그 및 생성 장수 저장 차이를 교정합니다.
425 lines
14 KiB
TypeScript
425 lines
14 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import type { City, General, Nation } from '../src/domain/entities.js';
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import { resolveGeneralAction } from '../src/actions/engine.js';
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import { ActionDefinition, orderDefenderGenerals } from '../src/actions/turn/general/che_출병.js';
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import type { DispatchResolveContext } from '../src/actions/turn/general/che_출병.js';
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import type { TurnSchedule } from '../src/turn/calendar.js';
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import type { WarAftermathConfig, WarEngineConfig } from '../src/war/types.js';
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import type { UnitSetDefinition } from '../src/world/types.js';
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import type { ItemModule } from '../src/items/types.js';
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import { orderLegacyActionLoggerFlush } from '../src/logging/actionLogger.js';
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import { LogCategory, LogFormat, LogScope } from '../src/logging/types.js';
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const buildGeneral = (id: number, nationId: number, cityId: number): General => ({
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id,
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name: `General${id}`,
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nationId,
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cityId,
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troopId: 0,
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stats: {
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leadership: 70,
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strength: 70,
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intelligence: 70,
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},
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experience: 100,
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dedication: 100,
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officerLevel: 3,
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role: {
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personality: null,
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specialDomestic: null,
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specialWar: null,
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items: {
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horse: null,
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weapon: null,
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book: null,
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item: null,
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},
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},
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injury: 0,
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gold: 1000,
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rice: 2000,
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crew: 1500,
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crewTypeId: 100,
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train: 80,
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atmos: 80,
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age: 25,
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npcState: 0,
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triggerState: {
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flags: {},
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counters: {},
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modifiers: {},
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meta: {},
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},
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meta: { killturn: 24 },
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});
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const buildCity = (id: number, nationId: number): City => ({
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id,
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name: `City${id}`,
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nationId,
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level: 2,
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state: 0,
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population: 10000,
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populationMax: 10000,
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agriculture: 1000,
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agricultureMax: 1000,
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commerce: 1000,
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commerceMax: 1000,
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security: 1000,
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securityMax: 1000,
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supplyState: 1,
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frontState: 0,
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defence: 200,
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defenceMax: 400,
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wall: 200,
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wallMax: 400,
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meta: {},
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});
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const buildNation = (id: number): Nation => ({
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id,
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name: `Nation${id}`,
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color: '#000000',
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capitalCityId: id,
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chiefGeneralId: null,
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gold: 5000,
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rice: 5000,
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power: 0,
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level: 1,
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typeCode: 'test',
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meta: {
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tech: 1000,
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},
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});
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const unitSet: UnitSetDefinition = {
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id: 'test',
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name: 'test',
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defaultCrewTypeId: 100,
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crewTypes: [
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{
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id: 100,
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armType: 1,
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name: 'Infantry',
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attack: 10,
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defence: 10,
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speed: 3,
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avoid: 5,
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magicCoef: 0,
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cost: 0,
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rice: 1,
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requirements: [],
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attackCoef: {},
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defenceCoef: {},
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info: [],
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initSkillTrigger: null,
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phaseSkillTrigger: null,
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iActionList: null,
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},
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{
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id: 999,
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armType: 5,
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name: 'Castle',
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attack: 0,
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defence: 0,
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speed: 1,
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avoid: 0,
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magicCoef: 0,
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cost: 0,
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rice: 10,
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requirements: [{ type: 'Impossible' }],
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attackCoef: {},
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defenceCoef: {},
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info: [],
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initSkillTrigger: null,
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phaseSkillTrigger: null,
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iActionList: null,
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},
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],
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};
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const warConfig: 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: 999,
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armTypes: {
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footman: 1,
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archer: 2,
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cavalry: 3,
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wizard: 4,
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siege: 5,
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misc: 6,
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castle: 5,
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},
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};
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const aftermathConfig: WarAftermathConfig = {
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initialNationGenLimit: 1,
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techLevelIncYear: 5,
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initialAllowedTechLevel: 1,
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maxTechLevel: 12,
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defaultCityWall: 1000,
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baseGold: 0,
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baseRice: 0,
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castleCrewTypeId: 999,
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};
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const rng = {
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nextFloat1: () => 0.1,
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nextBool: (probability: number) => probability >= 0.1,
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nextInt: (minInclusive: number, _maxExclusive: number) => minInclusive,
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};
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const schedule: TurnSchedule = {
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entries: [{ startMinute: 0, tickMinutes: 60 }],
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};
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const uniqueItem: ItemModule = {
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key: 'test_unique',
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name: '테스트 유니크',
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rawName: '테스트 유니크',
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info: 'test',
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slot: 'item',
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cost: null,
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buyable: false,
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consumable: false,
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reqSecu: 0,
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unique: true,
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};
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describe('che_출병', () => {
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it('runs war battle and emits patches/logs', () => {
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const attackerNation = buildNation(1);
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const defenderNation = buildNation(2);
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const attackerCity = buildCity(1, attackerNation.id);
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const defenderCity = buildCity(2, defenderNation.id);
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const neutralCity = buildCity(3, 0);
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const attacker = buildGeneral(1, attackerNation.id, attackerCity.id);
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attacker.officerLevel = 12;
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attacker.turnTime = new Date('2000-01-01T00:00:00Z');
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const defender = buildGeneral(2, defenderNation.id, defenderCity.id);
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defender.officerLevel = 12;
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defender.crew = 0;
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defenderCity.defence = 0;
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defenderCity.wall = 0;
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const definition = new ActionDefinition();
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const context: Omit<DispatchResolveContext, 'addLog'> & {
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uniqueLottery: () => ItemModule;
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} = {
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general: attacker,
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city: attackerCity,
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nation: attackerNation,
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rng,
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destCity: defenderCity,
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destNation: defenderNation,
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cities: [attackerCity, defenderCity, neutralCity],
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nations: [attackerNation, defenderNation],
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generals: [attacker, defender],
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unitSet,
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map: {
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id: 'test-map',
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name: 'test-map',
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cities: [
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{
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id: 1,
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name: 'City1',
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level: 2,
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region: 1,
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position: { x: 0, y: 0 },
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connections: [2, 3],
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max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
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initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
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},
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{
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id: 2,
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name: 'City2',
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level: 2,
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region: 1,
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position: { x: 1, y: 0 },
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connections: [1],
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max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
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initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
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},
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{
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id: 3,
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name: 'City3',
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level: 2,
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region: 1,
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position: { x: 0, y: 1 },
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connections: [1],
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max: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
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initial: { population: 1, agriculture: 1, commerce: 1, security: 1, defence: 1, wall: 1 },
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},
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],
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},
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diplomacy: [
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{ fromNationId: attackerNation.id, toNationId: defenderNation.id, state: 0, term: 0 },
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{ fromNationId: defenderNation.id, toNationId: attackerNation.id, state: 0, term: 0 },
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],
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time: {
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year: 200,
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month: 1,
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startYear: 180,
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},
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seedBase: 'test-seed-2',
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warConfig,
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aftermathConfig,
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messageTime: new Date('2000-01-01T00:00:00.000Z'),
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messageSharedIconBaseUrl: 'https://ref.example/image/icons',
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uniqueLottery: () => uniqueItem,
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};
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const resolution = resolveGeneralAction(
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definition,
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context,
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{
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now: new Date('2000-01-01T00:00:00Z'),
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schedule,
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},
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{
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destCityId: defenderCity.id,
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}
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);
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expect(resolution.logs.length).toBeGreaterThan(0);
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expect(resolution.destroyedNationIds).toEqual([defenderNation.id]);
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expect(resolution.general.recentWarTime?.toISOString()).toBe(attacker.turnTime.toISOString());
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expect(resolution.patches?.generals.some((patch) => patch.id === defender.id)).toBe(true);
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expect(resolution.patches?.cities.some((patch) => patch.id === defenderCity.id)).toBe(true);
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expect({ city: resolution.city, patches: resolution.patches?.cities }).toMatchObject({
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city: { frontState: 2 },
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});
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expect(
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resolution.effects.some(
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(effect) =>
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effect.type === 'diplomacy:patch' &&
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effect.srcNationId === attackerNation.id &&
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effect.destNationId === defenderNation.id
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)
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).toBe(true);
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expect(resolution.effects.find((effect) => effect.type === 'message:add')).toEqual({
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type: 'message:add',
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draft: expect.objectContaining({
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msgType: 'private',
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dest: expect.objectContaining({
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generalId: defender.id,
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nationId: 0,
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nationName: '재야',
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icon: 'https://ref.example/image/icons/default.jpg',
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}),
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text: 'Nation1로 망명 권유 서신',
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option: { action: 'scout' },
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sendDestOnly: true,
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}),
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});
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const uniqueGroups = new Set(resolution.postProgressionLogs.map((log) => log.legacyFlushGroup));
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expect(uniqueGroups.size).toBe(1);
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const [internalFinalGroup] = uniqueGroups;
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expect(internalFinalGroup).toBeTypeOf('number');
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expect(internalFinalGroup).toBeLessThan(0);
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expect(resolution.logs.find((log) => log.text.includes('정복으로 금'))?.legacyFlushGroup).toBe(
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internalFinalGroup
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);
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const outerProgressionLog = {
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scope: LogScope.GENERAL,
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category: LogCategory.ACTION,
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format: LogFormat.PLAIN,
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generalId: attacker.id,
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text: 'outer progression',
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} as const;
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const ordered = orderLegacyActionLoggerFlush([
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...resolution.logs,
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...resolution.postProgressionLogs,
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outerProgressionLog,
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]);
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expect(ordered.at(-1)?.text).toBe(outerProgressionLog.text);
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});
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it('orders equal-priority defender inputs by general number before the stable battle sort', () => {
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const defender2 = buildGeneral(2, 2, 2);
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const defender3 = buildGeneral(3, 2, 2);
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expect(orderDefenderGenerals([defender3, defender2]).map((general) => general.id)).toEqual([2, 3]);
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});
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it('prefers an enemy on the shortest route layer before considering the next layer', () => {
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const attackerNation = buildNation(1);
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const attackerCity = buildCity(1, attackerNation.id);
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const targetCity = buildCity(2, 0);
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const alternateCity = buildCity(3, 0);
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targetCity.defence = 0;
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targetCity.wall = 0;
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alternateCity.defence = 0;
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alternateCity.wall = 0;
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const attacker = buildGeneral(1, attackerNation.id, attackerCity.id);
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const pickLastRng = {
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...rng,
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nextInt: (_minInclusive: number, maxExclusive: number) => maxExclusive - 1,
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};
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const definition = new ActionDefinition();
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const mapCity = (id: number, connections: number[]) => ({
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id,
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name: `City${id}`,
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level: 2,
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region: 1,
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position: { x: id, y: 0 },
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connections,
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max: {
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population: 1,
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agriculture: 1,
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commerce: 1,
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security: 1,
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defence: 1,
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wall: 1,
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},
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initial: {
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population: 1,
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agriculture: 1,
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commerce: 1,
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security: 1,
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defence: 1,
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wall: 1,
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},
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});
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const context: Omit<DispatchResolveContext, 'addLog'> = {
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general: attacker,
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city: attackerCity,
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nation: attackerNation,
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rng: pickLastRng,
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destCity: targetCity,
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destNation: null,
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cities: [attackerCity, targetCity, alternateCity],
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nations: [attackerNation],
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generals: [attacker],
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unitSet,
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map: {
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id: 'triangle',
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name: 'triangle',
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cities: [mapCity(1, [2, 3]), mapCity(2, [1, 3]), mapCity(3, [1, 2])],
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},
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diplomacy: [],
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time: { year: 200, month: 1, startYear: 180 },
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seedBase: 'route-layer-seed',
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warConfig,
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aftermathConfig,
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messageTime: new Date('2000-01-01T00:00:00.000Z'),
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};
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const resolution = resolveGeneralAction(
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definition,
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context,
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{ now: new Date('2000-01-01T00:00:00Z'), schedule },
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{ destCityId: targetCity.id }
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);
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expect(resolution.patches?.cities.some((patch) => patch.id === targetCity.id)).toBe(true);
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expect(resolution.patches?.cities.some((patch) => patch.id === alternateCity.id)).toBe(false);
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});
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});
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