fix: align reserved turn commands with legacy

This commit is contained in:
2026-07-25 14:16:59 +00:00
parent 36d11acdfa
commit 1fef287b6b
23 changed files with 816 additions and 189 deletions
@@ -26,9 +26,11 @@ export const buildWorldSummary = (world: ActionContextWorldRef | null): WorldSum
if (generals.length === 0) {
return { totalGeneralCount: 0, totalNpcCount: 0 };
}
const total = generals.length;
const npcCount = generals.filter((general) => general.npcState > 0).length;
const statSum = generals.reduce(
const countedGenerals = generals.filter((general) => general.npcState < 4);
const total = countedGenerals.length;
const totalGeneralCount = generals.filter((general) => general.npcState <= 2).length;
const totalNpcCount = generals.filter((general) => general.npcState >= 3 && general.npcState <= 4).length;
const statSum = countedGenerals.reduce(
(acc, general) => ({
leadership: acc.leadership + general.stats.leadership,
strength: acc.strength + general.stats.strength,
@@ -37,8 +39,8 @@ export const buildWorldSummary = (world: ActionContextWorldRef | null): WorldSum
{ leadership: 0, strength: 0, intelligence: 0 }
);
return {
totalGeneralCount: total,
totalNpcCount: npcCount,
totalGeneralCount,
totalNpcCount,
averageStats: {
leadership: statSum.leadership / total,
strength: statSum.strength / total,
@@ -1,6 +1,7 @@
import type { GeneralActionModule } from '@sammo-ts/logic/triggers/general-action.js';
import type { WarActionModule } from '@sammo-ts/logic/war/actions.js';
import type { UnitSetDefinition } from '@sammo-ts/logic/world/types.js';
import type { NationTraitModule } from '@sammo-ts/logic/triggers/special/nation/index.js';
export interface TurnCommandItemCatalogEntry {
slot: 'horse' | 'weapon' | 'book' | 'item';
@@ -34,9 +35,18 @@ export interface TurnCommandEnv {
defaultCrewTypeId: number;
defaultSpecialDomestic: string | null;
defaultSpecialWar: string | null;
npcStatTotal?: number;
npcStatMin?: number;
npcStatMax?: number;
randomGeneralFirstNames?: string[];
randomGeneralMiddleNames?: string[];
randomGeneralLastNames?: string[];
availablePersonalities?: string[];
initialNationGenLimit: number;
maxTechLevel: number;
maxStatLevel?: number;
maxDedicationLevel?: number;
statUpgradeLimit?: number;
techLevelIncYear?: number;
initialAllowedTechLevel?: number;
baseGold: number;
@@ -45,4 +55,5 @@ export interface TurnCommandEnv {
itemCatalog?: Record<string, TurnCommandItemCatalogEntry>;
generalActionModules?: Array<GeneralActionModule>;
warActionModules?: Array<WarActionModule>;
nationTraitModules?: Array<NationTraitModule>;
}
@@ -24,6 +24,17 @@ const DecRice = 0x800;
const Wounded = 0x1000;
const HeavyWounded = 0x2000;
type InclusiveRandomGenerator = GeneralActionResolveContext['rng'] & {
nextIntInclusive?: (maxInclusive: number) => number;
};
const legacyChoiceIndex = (rng: GeneralActionResolveContext['rng'], length: number): number => {
const inclusive = rng as InclusiveRandomGenerator;
return inclusive.nextIntInclusive
? inclusive.nextIntInclusive(length - 1)
: rng.nextInt(0, length);
};
const SIGHTSEEING_MESSAGES: Array<{
flags: number;
texts: string[];
@@ -138,7 +149,7 @@ const pickByWeight = (rng: GeneralActionResolveContext['rng']): { flags: number;
const weight = Math.max(entry.weight, 0);
cursor -= weight;
if (cursor <= 0) {
const index = rng.nextInt(0, entry.texts.length);
const index = legacyChoiceIndex(rng, entry.texts.length);
const text = entry.texts[index] ?? entry.texts[0] ?? '';
return { flags: entry.flags, text };
}
@@ -147,7 +158,7 @@ const pickByWeight = (rng: GeneralActionResolveContext['rng']): { flags: number;
if (!fallback) {
return { flags: 0, text: '' };
}
const index = rng.nextInt(0, fallback.texts.length);
const index = legacyChoiceIndex(rng, fallback.texts.length);
const text = fallback.texts[index] ?? fallback.texts[0] ?? '';
return { flags: fallback.flags, text };
};
@@ -140,7 +140,7 @@ export class ActionDefinition<
setMetaNumber(general.meta, dexKey, nextDex);
const expGain = general.crew / 400;
general.experience += expGain;
general.experience = Math.round(general.experience + expGain);
const statKey = pickByWeight(context.rng, {
leadership_exp: general.stats.leadership,
@@ -49,7 +49,17 @@ export class ActionResolver<
const resKey = picked === 'gold' ? 'gold' : 'rice';
// 2. Base Score
let score = general.stats.leadership + general.stats.strength + general.stats.intelligence;
const injuryMultiplier = (100 - general.injury) / 100;
const rawLeadership = general.stats.leadership * injuryMultiplier;
const rawStrength = general.stats.strength * injuryMultiplier;
const rawIntelligence = general.stats.intelligence * injuryMultiplier;
const maxStat = 255;
const legacyStat = (stat: 'leadership' | 'strength' | 'intelligence', value: number): number =>
Math.trunc(Math.max(0, Math.min(maxStat, this.pipeline.onCalcStat(context, stat, value))));
let score =
legacyStat('leadership', rawLeadership) +
legacyStat('strength', rawStrength + Math.round(rawIntelligence / 4)) +
legacyStat('intelligence', rawIntelligence + Math.round(rawStrength / 4));
const expLevel = typeof general.meta.explevel === 'number' ? general.meta.explevel : 0;
score *= 1 + expLevel / 500;
score *= context.rng.nextFloat1() * 0.4 + 0.8;
@@ -29,7 +29,7 @@ export interface BoostMoraleEnvironment {
generalActionModules?: TurnCommandEnv['generalActionModules'];
}
const ACTION_NAME = '사기 진작';
const ACTION_NAME = '사기진작';
const DEFAULT_ATMOS_DELTA = 5;
const DEFAULT_MAX_ATMOS = 100;
@@ -43,6 +43,7 @@ export interface TalentScoutWorldSummary {
totalGeneralCount: number;
totalNpcCount: number;
averageStats?: StatBlock;
averageDex?: [number, number, number, number, number];
}
export interface TalentScoutResolveContext<
@@ -54,6 +55,7 @@ export interface TalentScoutResolveContext<
generalPool?: TalentScoutCandidate[];
cityPool?: City[];
createGeneralId: () => number;
turnTermMinutes: number;
}
export interface TalentScoutEnvironment {
@@ -76,6 +78,13 @@ export interface TalentScoutEnvironment {
rng: RandomGenerator,
candidate: TalentScoutCandidate
) => StatBlock;
npcStatTotal?: number;
npcStatMin?: number;
npcStatMax?: number;
randomGeneralFirstNames?: string[];
randomGeneralMiddleNames?: string[];
randomGeneralLastNames?: string[];
availablePersonalities?: string[];
}
type StatExpKey = 'leadership_exp' | 'strength_exp' | 'intel_exp';
@@ -88,20 +97,6 @@ const DEFAULT_MAX_AGE = 25;
const DEFAULT_DEATH_MIN = 10;
const DEFAULT_DEATH_MAX = 50;
const resolveKillturnFromDeathYear = (
currentYear: number,
currentMonth: number,
deathYear: number,
rng: RandomGenerator
): number => {
if (!Number.isFinite(deathYear) || deathYear <= 0) {
return 0;
}
const deathMonth = randomRangeInt(rng, 1, 12);
const diff = (deathYear - currentYear) * 12 + (deathMonth - currentMonth);
return Math.max(diff, 0);
};
const addMetaValue = (
meta: Record<string, TriggerValue>,
key: string,
@@ -158,7 +153,7 @@ const calcFoundProp = (maxGeneral: number, totalGeneralCount: number, totalNpcCo
if (maxGeneral <= 0) {
return 0;
}
const current = totalGeneralCount + totalNpcCount / 2;
const current = Math.trunc(totalGeneralCount + totalNpcCount / 2);
const remainSlot = Math.max(maxGeneral - current, 0);
const main = Math.pow(remainSlot / maxGeneral, 6);
const small = 1 / (totalNpcCount / 3 + 1);
@@ -171,6 +166,22 @@ const calcFoundProp = (maxGeneral: number, totalGeneralCount: number, totalNpcCo
const randomRangeInt = (rng: RandomGenerator, min: number, max: number): number => rng.nextInt(min, max + 1);
type InclusiveRandomGenerator = RandomGenerator & {
nextIntInclusive?: (maxInclusive: number) => number;
};
const legacyChoiceIndex = (rng: RandomGenerator, length: number): number => {
if (length <= 0) {
throw new Error('Empty items');
}
const inclusive = rng as InclusiveRandomGenerator;
return inclusive.nextIntInclusive
? inclusive.nextIntInclusive(length - 1)
: rng.nextInt(0, length);
};
const legacyChoice = <T>(rng: RandomGenerator, values: readonly T[]): T => values[legacyChoiceIndex(rng, values.length)]!;
const resolveCandidate = (
context: TalentScoutResolveContext,
rng: RandomGenerator,
@@ -183,7 +194,7 @@ const resolveCandidate = (
if (pool.length === 0) {
return null;
}
const idx = rng.nextInt(0, pool.length);
const idx = legacyChoiceIndex(rng, pool.length);
return pool[idx] ?? null;
};
@@ -200,7 +211,7 @@ const resolveSpawnCityId = (
}
const pool = context.cityPool ?? [];
if (pool.length > 0) {
const idx = rng.nextInt(0, pool.length);
const idx = legacyChoiceIndex(rng, pool.length);
return pool[idx]!.id;
}
return context.general.cityId;
@@ -273,13 +284,6 @@ export class ActionResolver<
const prop = this.command.calcFoundProp(context);
const found = context.rng.nextBool(prop);
const statKey = pickStatExpKey(context.rng, general);
const metaAfter = found ? addMetaNumber(general.meta, statKey, 3) : addMetaNumber(general.meta, statKey, 1);
if (found) {
const active = typeof metaAfter.inherit_active_action === 'number' ? metaAfter.inherit_active_action : 0;
metaAfter.inherit_active_action = active + Math.max(Math.sqrt(1 / prop), 1);
}
const nextGold = Math.max(0, general.gold - reqGold);
const nextRice = Math.max(0, general.rice - reqRice);
const expGain = found ? 200 : 100;
@@ -290,9 +294,10 @@ export class ActionResolver<
general.rice = nextRice;
general.experience += expGain;
general.dedication += dedGain;
general.meta = metaAfter;
if (!found) {
const statKey = pickStatExpKey(context.rng, general);
general.meta = addMetaNumber(general.meta, statKey, 1);
context.addLog('인재를 찾을 수 없었습니다.', {
category: LogCategory.ACTION,
format: LogFormat.MONTH,
@@ -301,10 +306,6 @@ export class ActionResolver<
return { effects: [] };
}
const candidate = resolveCandidate(context, context.rng, this.env);
const newGeneralId = context.createGeneralId();
const resolvedCandidate: TalentScoutCandidate = candidate ?? { name: `NPC_${newGeneralId}` };
const age = randomRangeInt(
context.rng,
this.env.minNpcAge ?? DEFAULT_MIN_AGE,
@@ -318,45 +319,108 @@ export class ActionResolver<
this.env.minDeathYears ?? DEFAULT_DEATH_MIN,
this.env.maxDeathYears ?? DEFAULT_DEATH_MAX
);
const stats = resolveStats(context, context.rng, this.env, resolvedCandidate);
const candidate = resolveCandidate(context, context.rng, this.env);
const firstNames = this.env.randomGeneralFirstNames ?? ['가'];
const middleNames = this.env.randomGeneralMiddleNames ?? [''];
const lastNames = this.env.randomGeneralLastNames ?? ['가'];
const generatedName = `${legacyChoice(context.rng, firstNames)}${legacyChoice(
context.rng,
middleNames
)}${legacyChoice(context.rng, lastNames)}`;
const newGeneralId = context.createGeneralId();
const resolvedCandidate: TalentScoutCandidate = candidate ?? { name: generatedName };
const affinity = randomRangeInt(context.rng, 1, 150);
const npcStatTotal = this.env.npcStatTotal ?? 150;
const npcStatMin = this.env.npcStatMin ?? 10;
const npcStatMax = this.env.npcStatMax ?? 50;
const pickType = pickByWeight(context.rng, { : 6, : 6, 무지: 3 });
const mainStat = npcStatMax - randomRangeInt(context.rng, 0, npcStatMin);
const otherStat = npcStatMin + randomRangeInt(context.rng, 0, Math.trunc(npcStatMin / 2));
const subStat = npcStatTotal - mainStat - otherStat;
let generatedStats: StatBlock;
if (pickType === '무') {
generatedStats = { leadership: subStat, strength: mainStat, intelligence: otherStat };
} else if (pickType === '지') {
generatedStats = { leadership: subStat, strength: otherStat, intelligence: mainStat };
} else {
generatedStats = { leadership: otherStat, strength: subStat, intelligence: mainStat };
}
const stats = candidate?.stats
? resolveStats(context, context.rng, this.env, resolvedCandidate)
: generatedStats;
const averageDex = context.worldSummary.averageDex ?? [0, 0, 0, 0, 0];
const dexTotal = averageDex[0] + averageDex[1] + averageDex[2] + averageDex[3];
let dex: [number, number, number, number, number];
if (pickType === '무') {
const distributions = [
[dexTotal * 5 / 8, dexTotal / 8, dexTotal / 8, dexTotal / 8],
[dexTotal / 8, dexTotal * 5 / 8, dexTotal / 8, dexTotal / 8],
[dexTotal / 8, dexTotal / 8, dexTotal * 5 / 8, dexTotal / 8],
] as const;
const picked = legacyChoice(context.rng, distributions);
dex = [picked[0], picked[1], picked[2], picked[3], averageDex[4]];
} else if (pickType === '지') {
dex = [dexTotal / 8, dexTotal / 8, dexTotal / 8, dexTotal * 5 / 8, averageDex[4]];
} else {
dex = [dexTotal / 4, dexTotal / 4, dexTotal / 4, dexTotal / 4, averageDex[4]];
}
const personality =
resolvedCandidate.personality ??
legacyChoice(context.rng, this.env.availablePersonalities ?? ['che_안전']);
const name = this.env.decorateName
? this.env.decorateName(resolvedCandidate.name, NPC_TYPE)
: resolvedCandidate.name;
: `${resolvedCandidate.name}`;
const cityId = resolveSpawnCityId(context, context.rng, this.env);
const turnSecond = randomRangeInt(context.rng, 0, context.turnTermMinutes * 60 - 1);
const turnFraction = randomRangeInt(context.rng, 0, 999_999);
const killturn =
(deathYear - context.currentYear) * 12 +
randomRangeInt(context.rng, 0, 11) +
context.currentMonth -
1;
const meta: GeneralMeta = {
killturn: resolveKillturnFromDeathYear(context.currentYear, context.currentMonth, deathYear, context.rng),
killturn,
npcType: NPC_TYPE,
crewTypeId: this.env.defaultCrewTypeId,
affinity,
birthYear,
deathYear,
dex1: dex[0],
dex2: dex[1],
dex3: dex[2],
dex4: dex[3],
dex5: dex[4],
turnSecond,
turnFraction,
};
addMetaValue(meta, 'affinity', resolvedCandidate.affinity ?? null);
addMetaValue(meta, 'picture', resolvedCandidate.picture ?? null);
addMetaValue(meta, 'birthYear', birthYear);
addMetaValue(meta, 'text', resolvedCandidate.text ?? null);
const newGeneral = buildRecruitmentGeneral<TriggerState>({
id: newGeneralId,
name,
nationId: 0,
cityId: resolveSpawnCityId(context, context.rng, this.env),
cityId,
stats,
officerLevel: 0,
age,
npcState: NPC_TYPE,
gold: this.env.defaultNpcGold,
rice: this.env.defaultNpcRice,
experience: 0,
dedication: 0,
experience: age * 100,
dedication: age * 100,
crewTypeId: this.env.defaultCrewTypeId,
role: {
personality: resolvedCandidate.personality ?? null,
specialDomestic: this.env.defaultSpecialDomestic,
specialWar: this.env.defaultSpecialWar,
personality,
specialDomestic: null,
specialWar: null,
},
meta,
});
const nameObjJosa = JosaUtil.pick(name, '을');
const nameSubjJosa = JosaUtil.pick(name, '이');
const recruitVerb = randomRangeInt(context.rng, 0, 1) === 0 ? '발견' : '등용';
const recruitVerb = '발견';
const nameRa = JosaUtil.pick(name, '라');
context.addLog(`<Y>${name}</>${nameRa}는 <C>인재</>를 ${recruitVerb}하였습니다!`, {
category: LogCategory.ACTION,
@@ -374,6 +438,12 @@ export class ActionResolver<
tryApplyUniqueLottery(context, { acquireType: '아이템', reason: ACTION_NAME });
const statKey = pickStatExpKey(context.rng, general);
const metaAfter = addMetaNumber(general.meta, statKey, 3);
const active = typeof metaAfter.inherit_active_action === 'number' ? metaAfter.inherit_active_action : 0;
metaAfter.inherit_active_action = active + Math.max(Math.sqrt(1 / prop), 1);
general.meta = metaAfter;
return {
effects: [createGeneralAddEffect(newGeneral)],
};
@@ -418,8 +488,25 @@ export const actionContextBuilder: ActionContextBuilder = (base, options) => ({
...base,
currentYear: options.world.currentYear,
currentMonth: options.world.currentMonth,
worldSummary: buildWorldSummary(options.worldRef),
worldSummary: {
...buildWorldSummary(options.worldRef),
averageDex: (() => {
const generals = options.worldRef?.listGenerals().filter((general) => general.npcState < 4) ?? [];
if (generals.length === 0) {
return [0, 0, 0, 0, 0] as [number, number, number, number, number];
}
return [1, 2, 3, 4, 5].map(
(armType) =>
generals.reduce((sum, general) => {
const value = general.meta[`dex${armType}`];
return sum + (typeof value === 'number' ? value : 0);
}, 0) / generals.length
) as [number, number, number, number, number];
})(),
},
cityPool: options.worldRef?.listCities() ?? [],
createGeneralId: options.createGeneralId,
turnTermMinutes: Math.max(1, Math.round(options.world.tickSeconds / 60)),
});
export const commandSpec: GeneralTurnCommandSpec = {
@@ -427,5 +514,6 @@ export const commandSpec: GeneralTurnCommandSpec = {
category: '인사',
reqArg: false,
createDefinition: (env: TurnCommandEnv) => new ActionDefinition(env.generalActionModules ?? [], env),
createDefinition: (env: TurnCommandEnv) =>
new ActionDefinition(env.generalActionModules ?? [], env),
};
@@ -31,6 +31,7 @@ import type { WarAftermathConfig, WarEngineConfig, WarTimeContext } from '@sammo
import { resolveWarAftermath } from '@sammo-ts/logic/war/aftermath.js';
import { resolveWarBattle } from '@sammo-ts/logic/war/engine.js';
import type { WarActionModule } from '@sammo-ts/logic/war/actions.js';
import type { NationTraitModule } from '@sammo-ts/logic/triggers/special/nation/index.js';
import { increaseMetaNumber, simpleSerialize } from '@sammo-ts/logic/war/utils.js';
import type { MapDefinition, UnitSetDefinition } from '@sammo-ts/logic/world/types.js';
import type { ActionContextBuilder } from '@sammo-ts/logic/actions/turn/actionContext.js';
@@ -157,6 +158,15 @@ const pickCandidateCity = (
distanceList: Map<number, Array<[number, number]>>,
attackerNationId: number
): { cityId: number; isEnemy: boolean; minDist: number } | null => {
const pickLegacyChoice = <T>(items: T[]): T => {
const legacyCompatibleRng = rng as typeof rng & {
nextIntInclusive?: (maxInclusive: number) => number;
};
const index =
legacyCompatibleRng.nextIntInclusive?.(items.length - 1) ??
rng.nextInt(0, items.length);
return items[index]!;
};
const distances = Array.from(distanceList.keys()).sort((a, b) => a - b);
const minDist = distances[0];
if (minDist === undefined) {
@@ -174,8 +184,9 @@ const pickCandidateCity = (
}
}
if (candidates.length > 0) {
const index = rng.nextInt(0, candidates.length);
const [cityId] = candidates[index] ?? candidates[0]!;
// Legacy RandUtil::choice() consumes nextInt(0) even when there is a
// single candidate. Keep that observable RNG step for seed parity.
const [cityId] = pickLegacyChoice(candidates);
return { cityId, isEnemy: true, minDist };
}
const fallback = distanceList.get(minDist) ?? [];
@@ -183,8 +194,7 @@ const pickCandidateCity = (
if (friendly.length === 0) {
return null;
}
const index = rng.nextInt(0, friendly.length);
const [cityId] = friendly[index] ?? friendly[0]!;
const [cityId] = pickLegacyChoice(friendly);
return { cityId, isEnemy: false, minDist };
};
@@ -245,9 +255,14 @@ export class ActionDefinition<
return 1;
}
private readonly warModules: Array<WarActionModule<TriggerState>>;
private readonly nationTraitModules: Map<string, NationTraitModule>;
constructor(modules: Array<WarActionModule<TriggerState> | null | undefined> = []) {
constructor(
modules: Array<WarActionModule<TriggerState> | null | undefined> = [],
nationTraitModules: NationTraitModule[] = []
) {
this.warModules = modules.filter(Boolean) as Array<WarActionModule<TriggerState>>;
this.nationTraitModules = new Map(nationTraitModules.map((module) => [module.key, module]));
}
parseArgs(raw: unknown): DispatchArgs | null {
@@ -400,6 +415,11 @@ export class ActionDefinition<
const nationMap = new Map(nations.map((nation) => [nation.id, nation]));
const defenderCity = cityMap.get(destCity.id) ?? cloneCity(destCity);
// Legacy marks the destination as an active battle for three turns
// before processWar(), including when the attack immediately conquers
// the city. ConquerCity resets term but intentionally leaves state 43.
defenderCity.state = 43;
defenderCity.meta.term = 3;
const defenderNation = defenderCity.nationId > 0 ? (nationMap.get(defenderCity.nationId) ?? null) : null;
const defenderGenerals = generals.filter(
@@ -444,6 +464,17 @@ export class ActionDefinition<
config: context.aftermathConfig,
time,
hiddenSeed: context.seedBase,
calcNationTechGain: ({ nation, baseGain }) => {
const module = this.nationTraitModules.get(nation.typeCode);
return (
module?.onCalcDomestic?.(
{ general: context.general, nation },
'기술',
'score',
baseGain
) ?? baseGain
);
},
});
const effects: Array<GeneralActionEffect<TriggerState>> = [];
@@ -559,5 +590,6 @@ export const commandSpec: GeneralTurnCommandSpec = {
reqArg: true,
availabilityArgs: { destCityId: 0 },
argsSchema: ARGS_SCHEMA,
createDefinition: (env: TurnCommandEnv) => new ActionDefinition(env.warActionModules ?? []),
createDefinition: (env: TurnCommandEnv) =>
new ActionDefinition(env.warActionModules ?? [], env.nationTraitModules ?? []),
};
@@ -15,6 +15,7 @@ import type { TurnCommandEnv } from '@sammo-ts/logic/actions/turn/commandEnv.js'
import { defaultActionContextBuilder } from '@sammo-ts/logic/actions/turn/actionContext.js';
import { tryApplyUniqueLottery } from '@sammo-ts/logic/rewards/uniqueLottery.js';
import type { GeneralTurnCommandSpec } from './index.js';
import { GeneralActionPipeline } from '@sammo-ts/logic/triggers/general-action.js';
const ACTION_NAME = '맹훈련';
const ACTION_KEY = 'cr_맹훈련';
@@ -36,8 +37,11 @@ export class ActionDefinition<
> implements GeneralActionDefinition<TriggerState, FierceTrainingArgs> {
public readonly key = ACTION_KEY;
public readonly name = ACTION_NAME;
private readonly pipeline: GeneralActionPipeline<TriggerState>;
constructor(private readonly env: TurnCommandEnv) {}
constructor(private readonly env: TurnCommandEnv) {
this.pipeline = new GeneralActionPipeline(env.generalActionModules ?? []);
}
parseArgs(_raw: unknown): FierceTrainingArgs | null {
return {};
@@ -67,7 +71,8 @@ export class ActionDefinition<
const maxTrain = this.env.maxTrainByCommand > 0 ? this.env.maxTrainByCommand : 100;
const maxAtmos = this.env.maxAtmosByCommand > 0 ? this.env.maxAtmosByCommand : 100;
const score = Math.round((general.stats.leadership * 100 * trainDelta * 2) / (Math.max(general.crew, 1) * 3));
const leadership = this.pipeline.onCalcStat(context, 'leadership', general.stats.leadership);
const score = Math.round((leadership * 100 * trainDelta * 2) / (Math.max(general.crew, 1) * 3));
const scoreText = score.toLocaleString('en-US');
context.addLog(`훈련, 사기치가 <C>${scoreText}</> 상승했습니다.`, {
@@ -81,11 +86,13 @@ export class ActionDefinition<
const nextTrain = clamp(general.train + score, 0, maxTrain);
const nextAtmos = clamp(general.atmos + score, 0, maxAtmos);
const leadershipExp = typeof general.meta.leadership_exp === 'number' ? general.meta.leadership_exp : 0;
const crewType = this.env.unitSet?.crewTypes?.find((entry) => entry.id === general.crewTypeId);
const dexKey = crewType ? `dex${crewType.armType}` : null;
const currentDex = dexKey && typeof general.meta[dexKey] === 'number' ? general.meta[dexKey] : 0;
return {
effects: [
createGeneralPatchEffect<TriggerState>({
rice: Math.max(0, general.rice - 500),
train: nextTrain,
atmos: nextAtmos,
experience: general.experience + 150,
@@ -93,6 +100,7 @@ export class ActionDefinition<
meta: {
...general.meta,
leadership_exp: leadershipExp + 1,
...(dexKey ? { [dexKey]: currentDex + score * 2 } : {}),
},
}),
],
@@ -93,7 +93,7 @@ export class ActionDefinition<
}
resolve(context: SeizureResolveContext<TriggerState>, args: SeizureArgs): GeneralActionOutcome<TriggerState> {
const { general, nation, destGeneral } = context;
const { nation, destGeneral } = context;
if (!nation) {
return { effects: [createLogEffect('국가 정보가 없습니다.', { scope: LogScope.GENERAL })] };
}
@@ -147,9 +147,6 @@ export class ActionDefinition<
}),
];
general.experience += 5;
general.dedication += 5;
return { effects };
}
}