feat(engine): migrate monthly nation statistics

This commit is contained in:
2026-07-25 21:57:10 +00:00
parent 6adb5aa52b
commit 3aa0163755
7 changed files with 765 additions and 27 deletions
@@ -0,0 +1,222 @@
import { asRecord, LiteHashDRBG, RandUtil } from '@sammo-ts/common';
import { simpleSerialize } from '@sammo-ts/logic/war/utils.js';
import type { InMemoryTurnWorld, TurnCalendarHandler } from './inMemoryWorld.js';
const MAX_AVAILABLE_WAR_SETTING_COUNT = 10;
const MONTHLY_AVAILABLE_WAR_SETTING_INCREMENT = 2;
const readNumber = (value: unknown, fallback = 0): number => {
if (typeof value === 'number' && Number.isFinite(value)) {
return value;
}
if (typeof value === 'string') {
const parsed = Number(value);
if (Number.isFinite(parsed)) {
return parsed;
}
}
return fallback;
};
const resolveHiddenSeed = (world: InMemoryTurnWorld): string | number => {
const state = world.getState();
const value = state.meta.hiddenSeed ?? state.meta.seed ?? state.id;
return typeof value === 'string' || typeof value === 'number' ? value : String(value);
};
const calculateNationPower = (
world: InMemoryTurnWorld,
nationId: number
): {
power: number;
totalCrew: number;
} => {
const nation = world.getNationById(nationId);
if (!nation) {
return { power: 0, totalCrew: 0 };
}
const generals = world.listGenerals().filter((general) => general.nationId === nationId);
const suppliedCities = world.listCities().filter((city) => city.nationId === nationId && city.supplyState === 1);
const generalResources = generals.reduce((sum, general) => sum + general.gold + general.rice, 0);
const resourcePower = Math.round((nation.gold + nation.rice + generalResources) / 100);
const techPower = readNumber(asRecord(nation.meta).tech);
let cityPower = 0;
if (nation.level !== 0 && suppliedCities.length > 0) {
const population = suppliedCities.reduce((sum, city) => sum + city.population, 0);
const current = suppliedCities.reduce(
(sum, city) =>
sum + city.population + city.agriculture + city.commerce + city.security + city.wall + city.defence,
0
);
const maximum = suppliedCities.reduce(
(sum, city) =>
sum +
city.populationMax +
city.agricultureMax +
city.commerceMax +
city.securityMax +
city.wallMax +
city.defenceMax,
0
);
cityPower = maximum > 0 ? Math.round((population * current) / maximum / 100) : 0;
}
let generalPower = 0;
let dexterityPower = 0;
let experiencePower = 0;
let totalCrew = 0;
for (const general of generals) {
const meta = asRecord(general.meta);
const killCrew = readNumber(meta.rank_killcrew_person);
const deathCrew = readNumber(meta.rank_deathcrew_person);
const ratio = (killCrew + 1000) / (deathCrew + 1000);
const npcMultiplier = general.npcState < 2 ? 1.2 : 1;
const leadership = general.stats.leadership;
const leaderCore = leadership >= 40 ? leadership : 0;
generalPower +=
ratio * npcMultiplier * leaderCore * 2 +
(Math.sqrt(general.stats.intelligence * general.stats.strength) * 2 + leadership / 2) / 2;
dexterityPower +=
readNumber(meta.dex1) +
readNumber(meta.dex2) +
readNumber(meta.dex3) +
readNumber(meta.dex4) +
readNumber(meta.dex5);
experiencePower += general.experience + general.dedication;
totalCrew += general.crew;
}
const power = Math.round(
(resourcePower +
techPower +
cityPower +
generalPower +
Math.round(dexterityPower / 1000) +
Math.round(experiencePower / 100)) /
10
);
return { power, totalCrew };
};
const updateNationPower = (world: InMemoryTurnWorld, rng: RandUtil): void => {
const citiesByNation = new Map<number, string[]>();
for (const city of world.listCities().sort((left, right) => left.id - right.id)) {
const names = citiesByNation.get(city.nationId) ?? [];
names.push(city.name);
citiesByNation.set(city.nationId, names);
}
for (const nation of world.listNations().sort((left, right) => left.id - right.id)) {
const calculated = calculateNationPower(world, nation.id);
const power = Math.round(calculated.power * rng.nextRange(0.95, 1.05));
const meta = asRecord(nation.meta);
const previousMax = asRecord(meta.max_power);
const previousCities = Array.isArray(previousMax.maxCities)
? previousMax.maxCities.filter((name): name is string => typeof name === 'string')
: [];
const currentCities = citiesByNation.get(nation.id) ?? [];
const maxPower = {
...previousMax,
maxPower: Math.max(readNumber(previousMax.maxPower), power),
maxCrew: Math.max(readNumber(previousMax.maxCrew), Math.trunc(calculated.totalCrew)),
maxCities: currentCities.length > previousCities.length ? currentCities : previousCities,
};
world.updateNation(nation.id, {
power,
meta: {
...nation.meta,
power,
max_power: maxPower,
},
});
}
};
export const createMonthlyNationStatsHandler = (options: {
getWorld: () => InMemoryTurnWorld | null;
}): TurnCalendarHandler => ({
onMonthChanged: (context) => {
const world = options.getWorld();
if (!world) {
return;
}
const rng = new RandUtil(
new LiteHashDRBG(
simpleSerialize(resolveHiddenSeed(world), 'monthly', context.previousYear, context.previousMonth)
)
);
updateNationPower(world, rng);
},
});
export const createMonthlyDiplomacyHandler = (options: {
getWorld: () => InMemoryTurnWorld | null;
}): TurnCalendarHandler => ({
onMonthChanged: () => {
const world = options.getWorld();
if (!world) {
return;
}
const cachedGeneralCounts = new Map(
world.listNations().map((nation) => [nation.id, Math.max(1, Math.floor(readNumber(nation.meta.gennum, 1)))])
);
world.advanceDiplomacyMonth(cachedGeneralCounts);
},
});
export const createMonthlyWarSettingHandler = (options: {
getWorld: () => InMemoryTurnWorld | null;
}): TurnCalendarHandler => ({
onMonthChanged: () => {
const world = options.getWorld();
if (!world) {
return;
}
for (const nation of world.listNations()) {
const availableCount = Math.min(
MAX_AVAILABLE_WAR_SETTING_COUNT,
Math.max(0, Math.floor(readNumber(nation.meta.available_war_setting_cnt))) +
MONTHLY_AVAILABLE_WAR_SETTING_INCREMENT
);
world.updateNation(nation.id, {
meta: {
...nation.meta,
available_war_setting_cnt: availableCount,
},
});
}
},
});
export const createMonthlyNationCountHandler = (options: {
getWorld: () => InMemoryTurnWorld | null;
}): TurnCalendarHandler => ({
onMonthChanged: () => {
const world = options.getWorld();
if (!world) {
return;
}
const counts = new Map<number, number>();
for (const general of world.listGenerals()) {
if (general.nationId <= 0 || general.npcState === 5) {
continue;
}
counts.set(general.nationId, (counts.get(general.nationId) ?? 0) + 1);
}
for (const nation of world.listNations()) {
const count = counts.get(nation.id);
if (count === undefined) {
continue;
}
world.updateNation(nation.id, {
meta: {
...nation.meta,
gennum: count,
},
});
}
},
});