Refactor equipped items into persistent instances
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@@ -8,7 +8,16 @@ import {
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type TurnEngineNationRow,
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type TurnEngineTroopRow,
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} from '@sammo-ts/infra';
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import type { City, Nation, ScenarioConfig, ScenarioMeta, Troop, TriggerValue } from '@sammo-ts/logic';
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import type {
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City,
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GeneralItemSlots,
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Nation,
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ScenarioConfig,
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ScenarioMeta,
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Troop,
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TriggerValue,
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} from '@sammo-ts/logic';
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import { projectItemSlots, readItemInventoryFromMeta } from '@sammo-ts/logic/items/index.js';
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import { z } from 'zod';
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import { asRecord, isRecord } from '@sammo-ts/common';
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@@ -133,58 +142,64 @@ const mapScenarioConfig = (raw: JsonValue): ScenarioConfig => {
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return parsed.data;
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};
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const mapGeneralRow = (row: TurnEngineGeneralRow): TurnGeneral => ({
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...((): { meta: TurnGeneral['meta'] } => {
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const meta = asTriggerRecord(row.meta) as Record<string, unknown>;
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const killturn = readMetaNumber(meta, 'killturn');
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if (killturn === null) {
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throw new Error(`general.meta.killturn is required (generalId=${row.id}).`);
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}
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return { meta: { ...meta, killturn } as TurnGeneral['meta'] };
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})(),
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id: row.id,
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name: row.name,
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nationId: row.nationId,
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cityId: row.cityId,
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troopId: row.troopId,
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stats: {
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leadership: row.leadership,
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strength: row.strength,
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intelligence: row.intel,
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},
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experience: row.experience,
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dedication: row.dedication,
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officerLevel: row.officerLevel,
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role: {
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personality: normalizeCode(row.personalCode),
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specialDomestic: normalizeCode(row.specialCode),
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specialWar: normalizeCode(row.special2Code),
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items: {
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horse: normalizeCode(row.horseCode),
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weapon: normalizeCode(row.weaponCode),
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book: normalizeCode(row.bookCode),
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item: normalizeCode(row.itemCode),
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const mapGeneralRow = (row: TurnEngineGeneralRow): TurnGeneral => {
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const legacySlots: GeneralItemSlots = {
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horse: normalizeCode(row.horseCode),
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weapon: normalizeCode(row.weaponCode),
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book: normalizeCode(row.bookCode),
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item: normalizeCode(row.itemCode),
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};
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const rawMeta = asTriggerRecord(row.meta) as Record<string, unknown>;
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const itemInventory = readItemInventoryFromMeta(rawMeta, legacySlots);
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return {
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...((): { meta: TurnGeneral['meta'] } => {
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const meta = rawMeta;
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const killturn = readMetaNumber(meta, 'killturn');
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if (killturn === null) {
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throw new Error(`general.meta.killturn is required (generalId=${row.id}).`);
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}
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return { meta: { ...meta, killturn } as TurnGeneral['meta'] };
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})(),
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id: row.id,
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name: row.name,
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nationId: row.nationId,
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cityId: row.cityId,
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troopId: row.troopId,
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stats: {
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leadership: row.leadership,
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strength: row.strength,
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intelligence: row.intel,
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},
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},
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injury: row.injury,
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gold: row.gold,
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rice: row.rice,
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crew: row.crew,
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crewTypeId: row.crewTypeId,
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train: row.train,
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atmos: row.atmos,
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age: row.age,
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npcState: row.npcState,
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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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// meta는 상단에서 보장 처리됨.
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turnTime: row.turnTime,
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recentWarTime: row.recentWarTime ?? null,
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});
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experience: row.experience,
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dedication: row.dedication,
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officerLevel: row.officerLevel,
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role: {
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personality: normalizeCode(row.personalCode),
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specialDomestic: normalizeCode(row.specialCode),
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specialWar: normalizeCode(row.special2Code),
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items: projectItemSlots(itemInventory),
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},
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injury: row.injury,
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gold: row.gold,
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rice: row.rice,
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crew: row.crew,
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crewTypeId: row.crewTypeId,
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train: row.train,
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atmos: row.atmos,
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age: row.age,
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npcState: row.npcState,
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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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itemInventory,
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// meta는 상단에서 보장 처리됨.
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turnTime: row.turnTime,
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recentWarTime: row.recentWarTime ?? null,
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};
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};
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const mapCityRow = (row: TurnEngineCityRow): City => {
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const meta = asTriggerRecord(row.meta);
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