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