fix: 사령부 모바일 현재 턴과 NPC 대상을 호환
daemon 진행 뒤 국가 명령을 현재 슬롯에 재기준화하고 Ref 명령별 장수 대상 필터를 적용한다. 모바일 고급 편집기 12턴과 500px 8수뇌 행렬을 실제 Chromium 기준으로 복원한다.
This commit is contained in:
@@ -28,13 +28,14 @@ import {
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repeatNationTurns,
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setGeneralTurn,
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setGeneralTurns,
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setNationTurn,
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setNationTurns,
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setNationTurnAtCurrentPosition,
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setNationTurnsAtCurrentPositions,
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shiftGeneralTurns,
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shiftNationTurns,
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} from '../../turns/reservedTurns.js';
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import { getOwnedGeneral } from '../shared/general.js';
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import type { GameApiContext, GeneralRow, WorldStateRow } from '../../context.js';
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import { buildRefGeneralTargetOptions } from '../../turns/commandTargets.js';
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const zPushAmount = z
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.number()
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@@ -181,9 +182,15 @@ export const getTurnCommandTable = async (ctx: GameApiContext, generalId: number
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orderBy: { id: 'asc' },
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}),
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ctx.db.general.findMany({
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where: { npcState: { lt: 2 } },
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select: { id: true, name: true, nationId: true, cityId: true },
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orderBy: { id: 'asc' },
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select: {
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id: true,
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name: true,
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nationId: true,
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cityId: true,
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npcState: true,
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officerLevel: true,
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},
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orderBy: [{ npcState: 'asc' }, { name: 'asc' }, { id: 'asc' }],
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}),
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environmentPromise,
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loadBattleSimTraitOptions(),
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@@ -192,7 +199,13 @@ export const getTurnCommandTable = async (ctx: GameApiContext, generalId: number
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]);
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const nationById = new Map(nations.map((entry) => [entry.id, entry]));
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const cityById = new Map(cities.map((entry) => [entry.id, entry]));
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const generalTargetOptions = buildRefGeneralTargetOptions({
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actorId: general.id,
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actorNationId: general.nationId,
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generals,
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nationNames: new Map(nations.map((entry) => [entry.id, entry.name])),
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cityNames: new Map(cities.map((entry) => [entry.id, entry.name])),
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});
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const items: TurnCommandInputOptions['items'] = {
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horse: [{ value: 'None', label: '판매/해제' }],
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weapon: [{ value: 'None', label: '판매/해제' }],
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@@ -226,12 +239,8 @@ export const getTurnCommandTable = async (ctx: GameApiContext, generalId: number
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label: entry.name,
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color: entry.color,
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})),
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generals: generals.map((entry) => ({
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value: entry.id,
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label: `${entry.name} (${nationById.get(entry.nationId)?.name ?? '무소속'} · ${
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cityById.get(entry.cityId)?.name ?? '재야'
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})`,
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})),
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generals: generalTargetOptions.generals,
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generalTargets: generalTargetOptions.generalTargets,
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crewTypes: (environment.unitSet.crewTypes ?? [])
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.filter((entry) => !entry.requirements.some((requirement) => requirement.type === 'Impossible'))
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.map((entry) => ({ value: entry.id, label: entry.name })),
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@@ -446,7 +455,7 @@ export const turnsRouter = router({
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await assertReservedTurnPermission(worldState, general, 'nation', input.action, args);
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const snapshot = await mutateReservedTurns(() =>
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setNationTurn(
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setNationTurnAtCurrentPosition(
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ctx.db,
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general.nationId,
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general.officerLevel,
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@@ -559,7 +568,13 @@ export const turnsRouter = router({
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await assertReservedTurnPermission(worldState, general, 'nation', update.action, update.args);
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}
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const snapshot = await mutateReservedTurns(() =>
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setNationTurns(ctx.db, general.nationId, general.officerLevel, updates, input.expectedRevision)
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setNationTurnsAtCurrentPositions(
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ctx.db,
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general.nationId,
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general.officerLevel,
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updates,
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input.expectedRevision
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)
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);
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return { ok: true, ...snapshot };
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}),
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@@ -71,6 +71,7 @@ export interface TurnCommandInputOptions {
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cities: TurnCommandOption[];
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nations: TurnCommandOption[];
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generals: TurnCommandOption[];
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generalTargets?: Record<string, TurnCommandOption[]>;
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crewTypes: TurnCommandOption[];
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armTypes: TurnCommandOption[];
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nationTypes: TurnCommandOption[];
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@@ -771,6 +771,7 @@ export const buildTurnCommandTable = async (options: {
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cities: [],
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nations: [],
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generals: [],
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generalTargets: {},
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crewTypes: [],
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armTypes: [],
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nationTypes: [],
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@@ -0,0 +1,55 @@
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import type { TurnCommandOption } from './commandInput.js';
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export interface GeneralTargetSource {
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id: number;
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name: string;
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nationId: number;
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cityId: number;
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npcState: number;
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officerLevel: number;
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}
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export interface RefGeneralTargetOptions {
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generals: TurnCommandOption[];
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generalTargets: Record<string, TurnCommandOption[]>;
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}
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const SAME_NATION_GENERAL_COMMANDS = ['che_증여'] as const;
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const SAME_NATION_NATION_COMMANDS = ['che_발령', 'che_포상', 'che_몰수', 'che_부대탈퇴지시'] as const;
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/** Ref 각 처리 화면의 SELECT 조건을 공통 command table의 명령별 option으로 투영한다. */
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export const buildRefGeneralTargetOptions = (options: {
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actorId: number;
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actorNationId: number;
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generals: readonly GeneralTargetSource[];
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nationNames: ReadonlyMap<number, string>;
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cityNames: ReadonlyMap<number, string>;
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}): RefGeneralTargetOptions => {
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const toOption = (entry: GeneralTargetSource): TurnCommandOption => ({
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value: entry.id,
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label: `${entry.name} (${options.nationNames.get(entry.nationId) ?? '무소속'} · ${
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options.cityNames.get(entry.cityId) ?? '재야'
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})`,
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});
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const project = (predicate: (entry: GeneralTargetSource) => boolean): TurnCommandOption[] =>
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options.generals.filter(predicate).map(toOption);
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const sameNation = project((entry) => entry.nationId === options.actorNationId);
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const generalTargets: Record<string, TurnCommandOption[]> = {};
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for (const action of SAME_NATION_GENERAL_COMMANDS) generalTargets[action] = sameNation;
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for (const action of SAME_NATION_NATION_COMMANDS) generalTargets[action] = sameNation;
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generalTargets.che_선양 = project(
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(entry) => entry.nationId !== 0 && entry.nationId === options.actorNationId && entry.id !== options.actorId
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);
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generalTargets.che_등용 = project(
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(entry) => entry.npcState < 2 && entry.officerLevel !== 12 && entry.id !== options.actorId
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);
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generalTargets.che_장수대상임관 = project((entry) => entry.id !== options.actorId);
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return {
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// 기존 profile의 공통 fallback은 유저장 목록을 유지한다.
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generals: project((entry) => entry.npcState < 2),
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generalTargets,
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};
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};
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@@ -396,6 +396,32 @@ export const setNationTurns = async (
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return { revision, turns: serializeTurnList(turns) };
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};
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/**
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* 국가 턴 입력은 화면을 연 뒤 daemon이 선두 턴을 소비했더라도 사용자가 고른
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* 슬롯 번호를 현재 큐에 적용한다. 큐 lease가 실제로 잡혀 있는 충돌은 그대로
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* 거절하고, revision이 앞으로 진행한 경우에만 새 revision으로 재기준화한다.
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*/
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export const setNationTurnsAtCurrentPositions = async (
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db: DatabaseClient,
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nationId: number,
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officerLevel: number,
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updates: readonly ReservedTurnUpdate[],
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expectedRevision: number
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): Promise<ReservedTurnSnapshot> => {
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let revision = expectedRevision;
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for (let attempt = 0; attempt < 8; attempt += 1) {
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try {
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return await setNationTurns(db, nationId, officerLevel, updates, revision);
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} catch (error) {
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if (!(error instanceof ReservedTurnRevisionConflictError) || error.currentRevision === revision) {
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throw error;
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}
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revision = error.currentRevision;
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}
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}
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throw new ReservedTurnRevisionConflictError(revision, revision);
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};
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export const setNationTurn = async (
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db: DatabaseClient,
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nationId: number,
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@@ -407,6 +433,23 @@ export const setNationTurn = async (
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): Promise<ReservedTurnSnapshot> =>
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setNationTurns(db, nationId, officerLevel, [{ turnIndices: [turnIndex], action, args }], expectedRevision);
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export const setNationTurnAtCurrentPosition = async (
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db: DatabaseClient,
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nationId: number,
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officerLevel: number,
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turnIndex: number,
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action: string,
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args: unknown,
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expectedRevision: number
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): Promise<ReservedTurnSnapshot> =>
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setNationTurnsAtCurrentPositions(
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db,
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nationId,
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officerLevel,
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[{ turnIndices: [turnIndex], action, args }],
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expectedRevision
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);
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export const shiftNationTurns = async (
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db: DatabaseClient,
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nationId: number,
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@@ -0,0 +1,51 @@
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import { describe, expect, it } from 'vitest';
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import { buildRefGeneralTargetOptions, type GeneralTargetSource } from '../src/turns/commandTargets.js';
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const general = (overrides: Partial<GeneralTargetSource>): GeneralTargetSource => ({
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id: 1,
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name: '본인',
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nationId: 1,
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cityId: 10,
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npcState: 0,
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officerLevel: 5,
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...overrides,
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});
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describe('Ref command general targets', () => {
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const sources = [
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general({}),
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general({ id: 2, name: '아국유저', officerLevel: 12 }),
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general({ id: 3, name: '아국NPC', npcState: 2, officerLevel: 0 }),
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general({ id: 4, name: '타국유저', nationId: 2, cityId: 20, officerLevel: 0 }),
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general({ id: 5, name: '타국NPC', nationId: 2, cityId: 20, npcState: 3, officerLevel: 0 }),
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];
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const result = buildRefGeneralTargetOptions({
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actorId: 1,
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actorNationId: 1,
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generals: sources,
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nationNames: new Map([
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[1, '아국'],
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[2, '타국'],
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]),
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cityNames: new Map([
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[10, '업'],
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[20, '허창'],
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]),
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});
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const ids = (action: string) => result.generalTargets[action]?.map((entry) => entry.value);
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it('includes user and NPC generals of the same nation for every Ref nation personnel command', () => {
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for (const action of ['che_발령', 'che_포상', 'che_몰수', 'che_부대탈퇴지시']) {
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expect(ids(action)).toEqual([1, 2, 3]);
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}
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});
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it('preserves the distinct Ref filters for gift, abdication, recruitment, and target-based joining', () => {
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expect(ids('che_증여')).toEqual([1, 2, 3]);
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expect(ids('che_선양')).toEqual([2, 3]);
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expect(ids('che_등용')).toEqual([4]);
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expect(ids('che_장수대상임관')).toEqual([2, 3, 4, 5]);
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expect(result.generals.map((entry) => entry.value)).toEqual([1, 2, 4]);
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});
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});
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@@ -11,6 +11,7 @@ import {
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setGeneralTurns,
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setNationTurn,
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setNationTurns,
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setNationTurnsAtCurrentPositions,
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shiftGeneralTurns,
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shiftNationTurns,
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ReservedTurnRevisionConflictError,
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@@ -195,7 +196,7 @@ const buildDb = () => {
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},
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} as unknown as DatabaseClient;
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return { db };
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return { db, nationTurns, nationRevisions };
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};
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describe('reservedTurns', () => {
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@@ -339,6 +340,61 @@ describe('reservedTurns', () => {
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expect(noOpPush).toEqual(repeated);
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});
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it('rebases stale nation slot input onto the current queue after a turn advances', async () => {
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const { db, nationTurns, nationRevisions } = buildDb();
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const seeded = await setNationTurns(
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db,
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6,
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12,
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[
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{ turnIndices: [0], action: 'che_증축', args: {} },
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{ turnIndices: [1], action: 'che_감축', args: {} },
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{ turnIndices: [2], action: 'che_천도', args: { destCityId: 3 } },
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],
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0
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);
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expect(seeded.revision).toBe(1);
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// daemon이 한 턴을 소비한 뒤의 현재 큐를 모사한다.
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nationRevisions.set('6:12', 2);
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nationTurns.set('6:12', [
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{
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id: 1,
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nationId: 6,
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officerLevel: 12,
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turnIdx: 0,
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actionCode: 'che_감축',
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arg: {},
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createdAt: new Date(),
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},
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{
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id: 2,
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nationId: 6,
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officerLevel: 12,
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turnIdx: 1,
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actionCode: 'che_천도',
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arg: { destCityId: 3 },
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createdAt: new Date(),
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},
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]);
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const result = await setNationTurnsAtCurrentPositions(
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db,
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6,
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12,
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[{ turnIndices: [2], action: 'che_포상', args: { destGeneralId: 77, amount: 100, isGold: true } }],
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1
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);
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expect(result.revision).toBe(3);
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expect(result.turns[0]?.action).toBe('che_감축');
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expect(result.turns[1]?.action).toBe('che_천도');
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expect(result.turns[2]).toMatchObject({
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action: 'che_포상',
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args: { destGeneralId: 77, amount: 100, isGold: true },
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});
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});
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it('rejects an API writer while the daemon holds the queue lease without touching turns', async () => {
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const deleteMany = vi.fn(async () => ({}));
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const createMany = vi.fn(async () => ({}));
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@@ -1020,7 +1020,22 @@ describe('appRouter', () => {
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expect(response.turns[0]?.args).toEqual({ isGold: true, amount: 1, destGeneralId: 7 });
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expect(response.turns[2]?.args).toEqual({ isGold: false, amount: 2, destGeneralId: 8 });
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expect(nationWrites).toHaveLength(1);
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const rebased = await caller.turns.reserved.setNationBulk({
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generalId: general.id,
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entries: [
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{
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turnList: [2],
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action: 'che_포상',
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args: { isGold: true, amount: 3, destGeneralId: 9 },
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},
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],
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// 첫 요청 뒤 턴이 진행한 화면의 stale revision을 그대로 보낸 상황입니다.
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expectedRevision: 0,
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});
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expect(rebased.revision).toBe(2);
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expect(rebased.turns[2]?.args).toEqual({ isGold: true, amount: 3, destGeneralId: 9 });
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expect(nationWrites).toHaveLength(2);
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});
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it('enforces only legacy reservation permissions without applying full execution constraints', async () => {
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