feat: add NationGeneralsView and NationPersonnelView components for managing generals and personnel in the nation

This commit is contained in:
2026-01-17 15:11:46 +00:00
parent 70c7c0b039
commit 1a03252782
7 changed files with 2578 additions and 0 deletions
+864
View File
@@ -1,10 +1,874 @@
import { TRPCError } from '@trpc/server';
import { z } from 'zod';
import { asNumber, asRecord } from '@sammo-ts/common';
import {
DomesticTraitLoader,
loadDomesticTraitModules,
isDomesticTraitKey,
loadNationTraitModules,
NationTraitLoader,
isNationTraitKey,
loadPersonalityTraitModules,
PersonalityTraitLoader,
isPersonalityTraitKey,
loadWarTraitModules,
WarTraitLoader,
isWarTraitKey,
type GeneralActionContext,
type General as LogicGeneral,
type Nation as LogicNation,
type TriggerValue,
} from '@sammo-ts/logic';
import type { WorldStateRow } from '../../context.js';
import { authedProcedure, router } from '../../trpc.js';
import { getMyGeneral } from '../shared/general.js';
type PermissionKind = 'normal' | 'ambassador' | 'auditor';
type TraitNameMap = Map<string, { name: string; info: string }>;
type TraitCache = {
domestic: TraitNameMap;
war: TraitNameMap;
personality: TraitNameMap;
nation: TraitNameMap;
};
type NationTraitModule = Awaited<ReturnType<typeof loadNationTraitModules>>[number] | null;
type NationIncomeContext = {
trait: NationTraitModule;
context: GeneralActionContext;
rate: number;
};
type NationIncomeRow = {
id: number;
name: string;
color: string;
capitalCityId: number | null;
level: number;
typeCode: string;
meta: unknown;
gold?: number;
rice?: number;
};
type CityIncomeRow = {
id: number;
name: string;
level: number;
nationId: number;
region: number;
population: number;
populationMax: number;
agriculture: number;
agricultureMax: number;
commerce: number;
commerceMax: number;
security: number;
securityMax: number;
trust: number;
trade: number;
defence: number;
defenceMax: number;
wall: number;
wallMax: number;
supplyState: number;
frontState: number;
meta: unknown;
};
type GeneralListRow = {
id: number;
name: string;
npcState: number;
nationId: number;
cityId: number;
troopId: number;
officerLevel: number;
leadership: number;
strength: number;
intel: number;
experience: number;
dedication: number;
injury: number;
gold: number;
rice: number;
crew: number;
personalCode: string;
specialCode: string;
special2Code: string;
meta: unknown;
penalty: unknown;
};
type GeneralOfficerRow = {
id: number;
name: string;
npcState: number;
officerLevel: number;
cityId: number;
leadership: number;
strength: number;
intel: number;
meta: unknown;
};
const traitCache: TraitCache = {
domestic: new Map(),
war: new Map(),
personality: new Map(),
nation: new Map(),
};
const DEFAULT_CHIEF_STAT_MIN = 65;
const normalizeTraitKey = (value: string | null | undefined): string | null => {
if (!value || value === 'None') {
return null;
}
return value;
};
const readMetaNumber = (meta: Record<string, unknown>, key: string, fallback: number): number => {
const raw = meta[key];
return typeof raw === 'number' && Number.isFinite(raw) ? raw : fallback;
};
const resolveOfficerCity = (meta: Record<string, unknown>): number => {
const camel = readMetaNumber(meta, 'officerCity', 0);
if (camel > 0) {
return camel;
}
return readMetaNumber(meta, 'officer_city', 0);
};
const resolveBelong = (meta: Record<string, unknown>): number => readMetaNumber(meta, 'belong', 0);
const resolvePermission = (meta: Record<string, unknown>): PermissionKind => {
const value = meta.permission;
if (value === 'ambassador' || value === 'auditor') {
return value;
}
return 'normal';
};
const resolveChiefStatMin = (worldState: WorldStateRow | null): number => {
if (!worldState) {
return DEFAULT_CHIEF_STAT_MIN;
}
const config = asRecord(worldState.config);
const stat = asRecord(config.stat);
return asNumber(stat.chiefMin, DEFAULT_CHIEF_STAT_MIN);
};
const resolveNationRate = (nation: NationIncomeRow): number => {
const meta = asRecord(nation.meta);
return asNumber(meta.rate, 20);
};
const checkSecretMaxPermission = (penalty: Record<string, unknown>): number => {
if (penalty.noTopSecret) {
return 1;
}
if (penalty.noChief) {
return 1;
}
if (penalty.noAmbassador) {
return 2;
}
return 4;
};
const loadTraitNames = async (
keys: Array<string | null>,
kind: keyof TraitCache
): Promise<TraitNameMap> => {
const cache = traitCache[kind];
const unique = Array.from(new Set(keys.filter((key): key is string => Boolean(key))));
const missing = unique.filter((key) => !cache.has(key));
if (!missing.length) {
return cache;
}
if (kind === 'domestic') {
const filtered = missing.filter((key) => isDomesticTraitKey(key));
if (filtered.length) {
const modules = await loadDomesticTraitModules(filtered, new DomesticTraitLoader());
for (const module of modules) {
cache.set(module.key, { name: module.name, info: module.info ?? '' });
}
}
} else if (kind === 'war') {
const filtered = missing.filter((key) => isWarTraitKey(key));
if (filtered.length) {
const modules = await loadWarTraitModules(filtered, new WarTraitLoader());
for (const module of modules) {
cache.set(module.key, { name: module.name, info: module.info ?? '' });
}
}
} else if (kind === 'personality') {
const filtered = missing.filter((key) => isPersonalityTraitKey(key));
if (filtered.length) {
const modules = await loadPersonalityTraitModules(filtered, new PersonalityTraitLoader());
for (const module of modules) {
cache.set(module.key, { name: module.name, info: module.info ?? '' });
}
}
} else if (kind === 'nation') {
const filtered = missing.filter((key) => isNationTraitKey(key));
if (filtered.length) {
const modules = await loadNationTraitModules(filtered, new NationTraitLoader());
for (const module of modules) {
cache.set(module.key, { name: module.name, info: module.info ?? '' });
}
}
}
return cache;
};
const buildIncomeContext = (nation: NationIncomeRow): GeneralActionContext => {
const nationMeta = asRecord(nation.meta) as Record<string, TriggerValue>;
const general: LogicGeneral = {
id: 0,
name: 'SYSTEM',
nationId: nation.id,
cityId: 0,
troopId: 0,
stats: { leadership: 0, strength: 0, intelligence: 0 },
experience: 0,
dedication: 0,
officerLevel: 0,
role: {
personality: null,
specialDomestic: null,
specialWar: null,
items: {
horse: null,
weapon: null,
book: null,
item: null,
},
},
injury: 0,
gold: 0,
rice: 0,
crew: 0,
crewTypeId: 0,
train: 0,
atmos: 0,
age: 0,
npcState: 0,
triggerState: {
flags: {},
counters: {},
modifiers: {},
meta: {},
},
meta: {},
};
const logicNation: LogicNation = {
id: nation.id,
name: nation.name,
color: nation.color,
capitalCityId: nation.capitalCityId,
chiefGeneralId: null,
gold: nation.gold ?? 0,
rice: nation.rice ?? 0,
power: 0,
level: nation.level,
typeCode: nation.typeCode,
meta: nationMeta,
};
return { general, nation: logicNation };
};
const buildNationIncomeContext = async (nation: NationIncomeRow): Promise<NationIncomeContext> => {
let trait: NationTraitModule = null;
if (isNationTraitKey(nation.typeCode)) {
[trait] = await loadNationTraitModules([nation.typeCode], new NationTraitLoader());
}
return {
trait,
context: buildIncomeContext(nation),
rate: resolveNationRate(nation),
};
};
const applyNationIncome = (
incomeContext: NationIncomeContext,
type: 'gold' | 'rice' | 'pop',
amount: number
): number => {
if (!incomeContext.trait?.onCalcNationalIncome) {
return amount;
}
return incomeContext.trait.onCalcNationalIncome(incomeContext.context, type, amount);
};
const calcCityGoldIncome = (
incomeContext: NationIncomeContext,
city: CityIncomeRow,
officerCnt: number,
isCapital: boolean,
nationLevel: number
): number => {
if (city.supplyState === 0) {
return 0;
}
const trustRatio = city.trust / 200 + 0.5;
const commMax = Math.max(1, city.commerceMax);
const secuMax = Math.max(1, city.securityMax);
let income = (city.population * city.commerce * trustRatio) / commMax / 30;
income *= 1 + city.security / secuMax / 10;
income *= Math.pow(1.05, officerCnt);
if (isCapital && nationLevel > 0) {
income *= 1 + 1 / (3 * nationLevel);
}
const adjusted = applyNationIncome(incomeContext, 'gold', income);
return Math.round(adjusted * (incomeContext.rate / 20));
};
const calcCityRiceIncome = (
incomeContext: NationIncomeContext,
city: CityIncomeRow,
officerCnt: number,
isCapital: boolean,
nationLevel: number
): number => {
if (city.supplyState === 0) {
return 0;
}
const trustRatio = city.trust / 200 + 0.5;
const agriMax = Math.max(1, city.agricultureMax);
const secuMax = Math.max(1, city.securityMax);
let income = (city.population * city.agriculture * trustRatio) / agriMax / 30;
income *= 1 + city.security / secuMax / 10;
income *= Math.pow(1.05, officerCnt);
if (isCapital && nationLevel > 0) {
income *= 1 + 1 / (3 * nationLevel);
}
const adjusted = applyNationIncome(incomeContext, 'rice', income);
return Math.round(adjusted * (incomeContext.rate / 20));
};
const calcCityWallIncome = (
incomeContext: NationIncomeContext,
city: CityIncomeRow,
officerCnt: number,
isCapital: boolean,
nationLevel: number
): number => {
if (city.supplyState === 0) {
return 0;
}
const wallMax = Math.max(1, city.wallMax);
const secuMax = Math.max(1, city.securityMax);
let income = (city.defence * city.wall) / wallMax / 3;
income *= 1 + city.security / secuMax / 10;
income *= Math.pow(1.05, officerCnt);
if (isCapital && nationLevel > 0) {
income *= 1 + 1 / (3 * nationLevel);
}
const adjusted = applyNationIncome(incomeContext, 'rice', income);
return Math.round(adjusted * (incomeContext.rate / 20));
};
const assertNationAccess = (general: { nationId: number; officerLevel: number }) => {
if (general.nationId <= 0 || general.officerLevel <= 0) {
throw new TRPCError({ code: 'PRECONDITION_FAILED', message: 'Nation membership required.' });
}
};
const mapGeneralList = async (
generals: GeneralListRow[],
cityNameMap: Map<number, string>,
troopNameMap: Map<number, string>
) => {
const personalityKeys = generals.map((general) => normalizeTraitKey(general.personalCode));
const domesticKeys = generals.map((general) => normalizeTraitKey(general.specialCode));
const warKeys = generals.map((general) => normalizeTraitKey(general.special2Code));
const [personalityMap, domesticMap, warMap] = await Promise.all([
loadTraitNames(personalityKeys, 'personality'),
loadTraitNames(domesticKeys, 'domestic'),
loadTraitNames(warKeys, 'war'),
]);
return generals.map((general) => {
const meta = asRecord(general.meta);
const officerCity = resolveOfficerCity(meta);
const permission = resolvePermission(meta);
const belong = resolveBelong(meta);
const personalityKey = normalizeTraitKey(general.personalCode);
const domesticKey = normalizeTraitKey(general.specialCode);
const warKey = normalizeTraitKey(general.special2Code);
return {
id: general.id,
name: general.name,
npcState: general.npcState,
officerLevel: general.officerLevel,
cityId: general.cityId,
cityName: cityNameMap.get(general.cityId) ?? null,
troopId: general.troopId,
troopName: troopNameMap.get(general.troopId) ?? null,
officerCity,
officerCityName: officerCity > 0 ? cityNameMap.get(officerCity) ?? null : null,
stats: {
leadership: general.leadership,
strength: general.strength,
intelligence: general.intel,
},
experience: general.experience,
dedication: general.dedication,
injury: general.injury,
gold: general.gold,
rice: general.rice,
crew: general.crew,
personality: personalityKey
? {
key: personalityKey,
name: personalityMap.get(personalityKey)?.name ?? personalityKey,
}
: null,
specialDomestic: domesticKey
? {
key: domesticKey,
name: domesticMap.get(domesticKey)?.name ?? domesticKey,
}
: null,
specialWar: warKey
? {
key: warKey,
name: warMap.get(warKey)?.name ?? warKey,
}
: null,
belong,
permission,
};
});
};
export const nationRouter = router({
getGeneralList: authedProcedure.query(async ({ ctx }) => {
const general = await getMyGeneral(ctx);
assertNationAccess(general);
const [nation, cityRows, troopRows, generalRows, worldState] = await Promise.all([
ctx.db.nation.findUnique({
where: { id: general.nationId },
select: {
id: true,
name: true,
color: true,
level: true,
typeCode: true,
capitalCityId: true,
meta: true,
},
}),
ctx.db.city.findMany({ select: { id: true, name: true } }),
ctx.db.troop.findMany({ select: { troopLeaderId: true, name: true } }),
ctx.db.general.findMany({
where: { nationId: general.nationId },
select: {
id: true,
name: true,
npcState: true,
nationId: true,
cityId: true,
troopId: true,
picture: true,
imageServer: true,
officerLevel: true,
leadership: true,
strength: true,
intel: true,
experience: true,
dedication: true,
injury: true,
gold: true,
rice: true,
crew: true,
personalCode: true,
specialCode: true,
special2Code: true,
meta: true,
penalty: true,
},
orderBy: { id: 'asc' },
}),
ctx.db.worldState.findFirst(),
]);
if (!nation) {
throw new TRPCError({ code: 'NOT_FOUND', message: 'Nation not found' });
}
const cityNameMap = new Map(cityRows.map((city) => [city.id, city.name]));
const troopNameMap = new Map(troopRows.map((troop) => [troop.troopLeaderId, troop.name]));
const list = await mapGeneralList(generalRows, cityNameMap, troopNameMap);
return {
nation: {
id: nation.id,
name: nation.name,
color: nation.color,
level: nation.level,
typeCode: nation.typeCode,
capitalCityId: nation.capitalCityId ?? 0,
},
chiefStatMin: resolveChiefStatMin(worldState),
generals: list,
};
}),
getCityOverview: authedProcedure.query(async ({ ctx }) => {
const me = await getMyGeneral(ctx);
assertNationAccess(me);
const [nation, cityRows, generalRows, worldState] = await Promise.all([
ctx.db.nation.findUnique({
where: { id: me.nationId },
select: {
id: true,
name: true,
color: true,
level: true,
typeCode: true,
capitalCityId: true,
meta: true,
},
}),
ctx.db.city.findMany({
where: { nationId: me.nationId },
select: {
id: true,
name: true,
level: true,
nationId: true,
region: true,
population: true,
populationMax: true,
agriculture: true,
agricultureMax: true,
commerce: true,
commerceMax: true,
security: true,
securityMax: true,
trust: true,
trade: true,
defence: true,
defenceMax: true,
wall: true,
wallMax: true,
supplyState: true,
frontState: true,
meta: true,
},
orderBy: { id: 'asc' },
}),
ctx.db.general.findMany({
where: { nationId: me.nationId },
select: {
id: true,
name: true,
npcState: true,
officerLevel: true,
cityId: true,
leadership: true,
strength: true,
intel: true,
meta: true,
},
orderBy: { id: 'asc' },
}),
ctx.db.worldState.findFirst(),
]);
if (!nation) {
throw new TRPCError({ code: 'NOT_FOUND', message: 'Nation not found' });
}
const cityNameMap = new Map(cityRows.map((city) => [city.id, city.name]));
const officerByCity = new Map<number, Record<number, GeneralOfficerRow>>();
const officerCntByCity = new Map<number, number>();
for (const general of generalRows) {
if (general.officerLevel < 2 || general.officerLevel > 4) {
continue;
}
const meta = asRecord(general.meta);
const officerCity = resolveOfficerCity(meta);
if (!officerCity) {
continue;
}
const entry = officerByCity.get(officerCity) ?? {};
entry[general.officerLevel] = general;
officerByCity.set(officerCity, entry);
if (general.cityId === officerCity) {
officerCntByCity.set(officerCity, (officerCntByCity.get(officerCity) ?? 0) + 1);
}
}
const incomeContext = await buildNationIncomeContext(nation);
const cities = cityRows.map((city) => {
const officers = officerByCity.get(city.id) ?? {};
const officerCnt = officerCntByCity.get(city.id) ?? 0;
const isCapital = nation.capitalCityId === city.id;
const incomes = {
gold: calcCityGoldIncome(incomeContext, city, officerCnt, isCapital, nation.level),
rice: calcCityRiceIncome(incomeContext, city, officerCnt, isCapital, nation.level),
wall: calcCityWallIncome(incomeContext, city, officerCnt, isCapital, nation.level),
};
return {
id: city.id,
name: city.name,
level: city.level,
region: city.region,
population: city.population,
populationMax: city.populationMax,
agriculture: city.agriculture,
agricultureMax: city.agricultureMax,
commerce: city.commerce,
commerceMax: city.commerceMax,
security: city.security,
securityMax: city.securityMax,
trust: city.trust,
trade: city.trade,
defence: city.defence,
defenceMax: city.defenceMax,
wall: city.wall,
wallMax: city.wallMax,
supplyState: city.supplyState,
frontState: city.frontState,
incomes,
officers: {
4: officers[4]
? {
id: officers[4].id,
name: officers[4].name,
npcState: officers[4].npcState,
officerLevel: officers[4].officerLevel,
cityId: officers[4].cityId,
cityName: cityNameMap.get(officers[4].cityId) ?? null,
}
: null,
3: officers[3]
? {
id: officers[3].id,
name: officers[3].name,
npcState: officers[3].npcState,
officerLevel: officers[3].officerLevel,
cityId: officers[3].cityId,
cityName: cityNameMap.get(officers[3].cityId) ?? null,
}
: null,
2: officers[2]
? {
id: officers[2].id,
name: officers[2].name,
npcState: officers[2].npcState,
officerLevel: officers[2].officerLevel,
cityId: officers[2].cityId,
cityName: cityNameMap.get(officers[2].cityId) ?? null,
}
: null,
},
};
});
const generals = generalRows.map((general) => {
const meta = asRecord(general.meta);
return {
id: general.id,
name: general.name,
npcState: general.npcState,
officerLevel: general.officerLevel,
cityId: general.cityId,
officerCity: resolveOfficerCity(meta),
stats: {
leadership: general.leadership,
strength: general.strength,
intelligence: general.intel,
},
};
});
return {
me: {
id: me.id,
officerLevel: me.officerLevel,
},
nation: {
id: nation.id,
name: nation.name,
color: nation.color,
level: nation.level,
typeCode: nation.typeCode,
capitalCityId: nation.capitalCityId ?? 0,
rate: resolveNationRate(nation),
},
chiefStatMin: resolveChiefStatMin(worldState),
cities,
generals,
};
}),
getPersonnelInfo: authedProcedure.query(async ({ ctx }) => {
const me = await getMyGeneral(ctx);
assertNationAccess(me);
const [nation, cityRows, troopRows, generalRows, worldState] = await Promise.all([
ctx.db.nation.findUnique({
where: { id: me.nationId },
select: {
id: true,
name: true,
color: true,
level: true,
typeCode: true,
capitalCityId: true,
meta: true,
},
}),
ctx.db.city.findMany({
where: { nationId: me.nationId },
select: { id: true, name: true, level: true, region: true },
orderBy: { id: 'asc' },
}),
ctx.db.troop.findMany({ select: { troopLeaderId: true, name: true } }),
ctx.db.general.findMany({
where: { nationId: me.nationId },
select: {
id: true,
name: true,
npcState: true,
nationId: true,
cityId: true,
troopId: true,
officerLevel: true,
leadership: true,
strength: true,
intel: true,
experience: true,
dedication: true,
injury: true,
gold: true,
rice: true,
crew: true,
personalCode: true,
specialCode: true,
special2Code: true,
meta: true,
penalty: true,
},
orderBy: { id: 'asc' },
}),
ctx.db.worldState.findFirst(),
]);
if (!nation) {
throw new TRPCError({ code: 'NOT_FOUND', message: 'Nation not found' });
}
const cityNameMap = new Map(cityRows.map((city) => [city.id, city.name]));
const troopNameMap = new Map(troopRows.map((troop) => [troop.troopLeaderId, troop.name]));
const mappedGenerals = await mapGeneralList(generalRows, cityNameMap, troopNameMap);
const chiefAssignments = mappedGenerals
.filter((general) => general.officerLevel >= 5)
.reduce<Record<number, typeof mappedGenerals[number]>>((acc, general) => {
acc[general.officerLevel] = general;
return acc;
}, {});
const cityAssignments = cityRows.map((city) => {
const officers = mappedGenerals.filter(
(general) => general.officerLevel >= 2 && general.officerLevel <= 4 && general.officerCity === city.id
);
const officerMap: Record<number, typeof mappedGenerals[number] | null> = {
4: null,
3: null,
2: null,
};
for (const officer of officers) {
officerMap[officer.officerLevel] = officer;
}
return {
id: city.id,
name: city.name,
level: city.level,
region: city.region,
officers: officerMap,
};
});
const penaltyMap = new Map<number, Record<string, unknown>>(
generalRows.map((row) => [row.id, asRecord(row.penalty)])
);
const permissionCandidates = mappedGenerals
.filter((general) => general.officerLevel !== 12)
.map((general) => {
const penalty = penaltyMap.get(general.id) ?? {};
const maxPermission = checkSecretMaxPermission(penalty);
return {
id: general.id,
name: general.name,
npcState: general.npcState,
permission: general.permission,
maxPermission,
};
});
const ambassadors = permissionCandidates.filter(
(candidate) => candidate.permission === 'ambassador' || candidate.maxPermission === 4
);
const auditors = permissionCandidates.filter(
(candidate) => candidate.permission === 'auditor' || candidate.maxPermission >= 3
);
return {
me: {
id: me.id,
officerLevel: me.officerLevel,
},
nation: {
id: nation.id,
name: nation.name,
color: nation.color,
level: nation.level,
typeCode: nation.typeCode,
capitalCityId: nation.capitalCityId ?? 0,
},
chiefStatMin: resolveChiefStatMin(worldState),
generals: mappedGenerals,
chiefAssignments,
cityAssignments,
permissionCandidates: {
ambassadors,
auditors,
},
};
}),
changePermission: authedProcedure
.input(
z.object({