This commit is contained in:
2026-01-11 10:05:42 +00:00
parent dc0b9271fb
commit 373ddd863d
8 changed files with 774 additions and 226 deletions
@@ -1,11 +1,6 @@
import type { GeneralTriggerState } from '@sammo-ts/logic/domain/entities.js';
import type { Constraint, ConstraintContext } from '@sammo-ts/logic/constraints/types.js';
import {
mustBeNPC,
reqGeneralGold,
unknownOrDeny,
existsDestCity,
} from '@sammo-ts/logic/constraints/presets.js';
import { mustBeNPC, reqGeneralGold, unknownOrDeny, existsDestCity } from '@sammo-ts/logic/constraints/presets.js';
import type { GeneralActionDefinition } from '@sammo-ts/logic/actions/definition.js';
import type {
GeneralActionOutcome,
@@ -25,17 +20,16 @@ export interface NPCSelfArgs {
destCityId?: number;
}
export type NPCSelfResolveContext<
TriggerState extends GeneralTriggerState = GeneralTriggerState
> = GeneralActionResolveContext<TriggerState> & {
map?: MapDefinition;
};
export type NPCSelfResolveContext<TriggerState extends GeneralTriggerState = GeneralTriggerState> =
GeneralActionResolveContext<TriggerState> & {
map?: MapDefinition;
};
const ACTION_NAME = 'NPC능동';
const ACTION_KEY = 'che_NPC능동';
export class ActionResolver<
TriggerState extends GeneralTriggerState = GeneralTriggerState
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> implements GeneralActionResolver<TriggerState, NPCSelfArgs> {
readonly key = ACTION_KEY;
@@ -85,7 +79,7 @@ export class ActionResolver<
}
export class ActionDefinition<
TriggerState extends GeneralTriggerState = GeneralTriggerState
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> implements GeneralActionDefinition<TriggerState, NPCSelfArgs, NPCSelfResolveContext<TriggerState>> {
public readonly key = ACTION_KEY;
public readonly name = ACTION_NAME;
@@ -111,9 +105,7 @@ export class ActionDefinition<
}
buildConstraints(ctx: ConstraintContext, args: NPCSelfArgs): Constraint[] {
const constraints = [
mustBeNPC()
];
const constraints = [mustBeNPC()];
if (args.optionText === '순간이동') {
constraints.push(existsDestCity());
@@ -28,7 +28,7 @@ export interface ForcedMoveArgs {
}
export interface ForcedMoveResolveContext<
TriggerState extends GeneralTriggerState = GeneralTriggerState
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> extends GeneralActionResolveContext<TriggerState> {
moveGenerals?: General<TriggerState>[]; // For roaming move
map?: MapDefinition;
@@ -39,7 +39,7 @@ const ACTION_NAME = '강행';
const ACTION_KEY = 'che_강행';
export class ActionResolver<
TriggerState extends GeneralTriggerState = GeneralTriggerState
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> implements GeneralActionResolver<TriggerState, ForcedMoveArgs> {
readonly key = ACTION_KEY;
@@ -97,7 +97,8 @@ export class ActionResolver<
const nextTrain = Math.max(20, general.train - 5);
const nextAtmos = Math.max(20, general.atmos - 5);
const nextExp = general.experience + 100;
const nextLeadershipExp = (typeof general.meta.leadership_exp === 'number' ? general.meta.leadership_exp : 0) + 1;
const nextLeadershipExp =
(typeof general.meta.leadership_exp === 'number' ? general.meta.leadership_exp : 0) + 1;
effects.push(
createGeneralPatchEffect(
@@ -128,14 +129,14 @@ export class ActionResolver<
// Currently addLog attaches provided logs to turnLog (which is for the actor).
// To log for OTHERS, we might need specific effect or handle it differently.
// For now, I will omit logs for others or use a special effect if available.
// The legacy TS porting pattern for "others" logs isn't fully standardized yet in shared snippets.
// The legacy TS porting pattern for "others" logs isn't fully standardized yet in shared snippets.
// Assuming createGeneralPatchEffect handles state. Logs for others might be missing in this iteration unless I find `createLogEffect`.
effects.push(
createGeneralPatchEffect(
{
...target,
cityId: destCityId
cityId: destCityId,
},
target.id
)
@@ -148,7 +149,7 @@ export class ActionResolver<
}
export class ActionDefinition<
TriggerState extends GeneralTriggerState = GeneralTriggerState
TriggerState extends GeneralTriggerState = GeneralTriggerState,
> implements GeneralActionDefinition<TriggerState, ForcedMoveArgs, ForcedMoveResolveContext<TriggerState>> {
public readonly key = ACTION_KEY;
public readonly name = ACTION_NAME;
@@ -173,7 +174,7 @@ export class ActionDefinition<
const cost = ctx.env.develCost as number;
return (cost ?? 0) * 5;
}),
reqGeneralRice(() => 0) // Legacy checks cost[1] which is 0, but included constraint.
reqGeneralRice(() => 0), // Legacy checks cost[1] which is 0, but included constraint.
];
}
@@ -1,4 +1,3 @@
import type { City, General, GeneralTriggerState, Nation } from '@sammo-ts/logic/domain/entities.js';
import type { Constraint, ConstraintContext } from '@sammo-ts/logic/constraints/types.js';
import {
@@ -23,7 +22,7 @@ import type { TurnCommandEnv } from '@sammo-ts/logic/actions/turn/commandEnv.js'
import type { ActionContextBuilder } from '@sammo-ts/logic/actions/turn/actionContext.js';
import type { GeneralTurnCommandSpec } from './index.js';
export interface ReturnArgs { }
export interface ReturnArgs {}
const ACTION_NAME = '귀환';
const ACTION_KEY = 'che_귀환';
@@ -71,7 +70,7 @@ export class ActionResolver<
throw new Error('Destination city not found (No capital?).');
}
// We need city name for log.
// We need city name for log.
// If we don't have city object in context, we can't log name easily unless we fetch it.
// We should add `getWorldCity(id)` to context or something.
// Or assume resolving involves looking up city.
@@ -83,8 +82,8 @@ export class ActionResolver<
// `GeneralActionResolveContext` usually doesn't have `worldRef`.
// We must rely on `contextBuilder` to populate necessary data.
// Let's iterate `nationCities` if provided.
// Or use `ActionContextBuilder` to fetch city by ID if we knew it?
// Let's iterate `nationCities` if provided.
// Or use `ActionContextBuilder` to fetch city by ID if we knew it?
// We don't know ID until we check logic.
// In `ActionContextBuilder`, we can just load all cities of the nation?
@@ -94,7 +93,7 @@ export class ActionResolver<
let foundDestCity: City | undefined;
if (context.nationCities) {
foundDestCity = context.nationCities.find(c => c.id === destCityId);
foundDestCity = context.nationCities.find((c) => c.id === destCityId);
if (foundDestCity) {
destCityName = foundDestCity.name;
}
@@ -108,7 +107,7 @@ export class ActionResolver<
context.addLog(`<G><b>${destCityName}</b></>${josaRo} 귀환했습니다.`, {
category: LogCategory.ACTION,
format: LogFormat.MONTH, // Or HM if we want HH:MM suffix?
format: LogFormat.MONTH, // Or HM if we want HH:MM suffix?
// Legacy uses explicit date at end.
// We can just use standard MONTH format for now.
});
@@ -116,27 +115,32 @@ export class ActionResolver<
const exp = 70;
const ded = 100;
effects.push(createGeneralPatchEffect({
...general,
cityId: destCityId,
experience: general.experience + exp,
dedication: general.dedication + ded,
stats: {
...general.stats,
leadership: general.stats.leadership, // Update not needed unless verified
},
// leadership_exp + 1 in legacy?
// "increaseVar('leadership_exp', 1)"
// General entity doesn't show leadership_exp in Interface?
// Checking `entities.ts`... `stats` is Leadership/Strength/Intel.
// `experience` is total exp?
// If `leadership_exp` is missing in Entity, we must use meta or omit.
// Default to meta if needed.
meta: {
...general.meta,
leadership_exp: (readMetaNumberFromUnknown(general.meta, 'leadership_exp') ?? 0) + 1
}
}, general.id));
effects.push(
createGeneralPatchEffect(
{
...general,
cityId: destCityId,
experience: general.experience + exp,
dedication: general.dedication + ded,
stats: {
...general.stats,
leadership: general.stats.leadership, // Update not needed unless verified
},
// leadership_exp + 1 in legacy?
// "increaseVar('leadership_exp', 1)"
// General entity doesn't show leadership_exp in Interface?
// Checking `entities.ts`... `stats` is Leadership/Strength/Intel.
// `experience` is total exp?
// If `leadership_exp` is missing in Entity, we must use meta or omit.
// Default to meta if needed.
meta: {
...general.meta,
leadership_exp: (readMetaNumberFromUnknown(general.meta, 'leadership_exp') ?? 0) + 1,
},
},
general.id
)
);
return { effects };
}
@@ -173,9 +177,9 @@ export class ActionDefinition<
export const actionContextBuilder: ActionContextBuilder = (base, options) => {
return {
...base,
// We effectively need all cities to find the destination name if it's not the capital.
// We effectively need all cities to find the destination name if it's not the capital.
// Or at least nation cities.
nationCities: options.worldRef?.listCities().filter(c => c.nationId === base.nation?.id) ?? [],
nationCities: options.worldRef?.listCities().filter((c) => c.nationId === base.nation?.id) ?? [],
};
};
@@ -1,4 +1,3 @@
import type { General, GeneralTriggerState, Nation } from '@sammo-ts/logic/domain/entities.js';
import type { Constraint, ConstraintContext } from '@sammo-ts/logic/constraints/types.js';
import {
@@ -45,7 +44,10 @@ export class ActionResolver<
> implements GeneralActionResolver<TriggerState, AcceptScoutArgs> {
readonly key = ACTION_KEY;
resolve(context: AcceptScoutResolveContext<TriggerState>, _args: AcceptScoutArgs): GeneralActionOutcome<TriggerState> {
resolve(
context: AcceptScoutResolveContext<TriggerState>,
_args: AcceptScoutArgs
): GeneralActionOutcome<TriggerState> {
const general = context.general;
const currentNation = context.nation;
const destNation = context.destNation;
@@ -64,7 +66,8 @@ export class ActionResolver<
const josaYi = JosaUtil.pick(generalName, '이');
// Self Log
context.addLog(`<D>${destNationName}</>${josaRo} 망명하여 수도로 이동합니다.`, { // Text says "Move to Capital", but logic might move to recruiter city.
context.addLog(`<D>${destNationName}</>${josaRo} 망명하여 수도로 이동합니다.`, {
// Text says "Move to Capital", but logic might move to recruiter city.
// Legacy log says "수도로 이동합니다", but implementation moves to destGeneral city if present!
// We should match implementation or text? Text is just flavor.
category: LogCategory.ACTION,
@@ -89,10 +92,15 @@ export class ActionResolver<
});
// 2. Recruiter Rewards
effects.push(createGeneralPatchEffect({
experience: destGeneral.experience + 100,
dedication: destGeneral.dedication + 100,
}, destGeneral.id));
effects.push(
createGeneralPatchEffect(
{
experience: destGeneral.experience + 100,
dedication: destGeneral.dedication + 100,
},
destGeneral.id
)
);
// 3. Betrayal Logic
// If currentNation exists (and > 0), handle betrayal return logic.
@@ -107,7 +115,7 @@ export class ActionResolver<
let newExp = general.experience;
let newDed = general.dedication;
const betrayCount = (readMetaNumberFromUnknown(general.meta, 'betray') ?? 0);
const betrayCount = readMetaNumberFromUnknown(general.meta, 'betray') ?? 0;
let newBetray = betrayCount;
if (currentNation && currentNation.id !== 0) {
@@ -125,16 +133,22 @@ export class ActionResolver<
}
if (returnGold > 0 || returnRice > 0) {
effects.push(createNationPatchEffect({
gold: currentNation.gold + returnGold,
rice: currentNation.rice + returnRice
}, currentNation.id));
effects.push(
createNationPatchEffect(
{
gold: currentNation.gold + returnGold,
rice: currentNation.rice + returnRice,
},
currentNation.id
)
);
}
// Penalty
// 10% * betray count deduction
const penaltyFactor = 1 - (0.1 * betrayCount);
if (penaltyFactor < 0) { // Should not be less than 0? capped at ?
const penaltyFactor = 1 - 0.1 * betrayCount;
if (penaltyFactor < 0) {
// Should not be less than 0? capped at ?
// Legacy: (1 - 0.1 * betray).
}
// Apply penalty
@@ -152,26 +166,31 @@ export class ActionResolver<
// If recruiter is not valid city?
if (!targetCityId) targetCityId = destNation.capitalCityId!;
effects.push(createGeneralPatchEffect({
nationId: destNation.id,
cityId: targetCityId,
experience: newExp,
dedication: newDed,
gold: newGold,
rice: newRice,
officerLevel: 1, // Reset rank
// officer_city: 0 via meta
crew: general.crew, // Keep crew? Legacy implies checking troop leader.
// If troop leader, disband troop.
// TS entity `troopId`.
troopId: 0, // Quit troop
meta: {
...general.meta,
officer_city: 0,
betray: newBetray,
// killturn logic?
}
}, general.id));
effects.push(
createGeneralPatchEffect(
{
nationId: destNation.id,
cityId: targetCityId,
experience: newExp,
dedication: newDed,
gold: newGold,
rice: newRice,
officerLevel: 1, // Reset rank
// officer_city: 0 via meta
crew: general.crew, // Keep crew? Legacy implies checking troop leader.
// If troop leader, disband troop.
// TS entity `troopId`.
troopId: 0, // Quit troop
meta: {
...general.meta,
officer_city: 0,
betray: newBetray,
// killturn logic?
},
},
general.id
)
);
// 5. Update Nations Gen Count (Visual only? or real count)
// Legacy updates `gennum`.
@@ -214,7 +233,10 @@ export class ActionDefinition<
];
}
resolve(context: AcceptScoutResolveContext<TriggerState>, args: AcceptScoutArgs): GeneralActionOutcome<TriggerState> {
resolve(
context: AcceptScoutResolveContext<TriggerState>,
args: AcceptScoutArgs
): GeneralActionOutcome<TriggerState> {
return this.resolver.resolve(context, args);
}
}