feat: align battle simulator with legacy handlers

This commit is contained in:
2026-07-25 05:57:05 +00:00
parent 5040691d7c
commit 4b13c6d4f5
11 changed files with 977 additions and 21 deletions
@@ -99,6 +99,7 @@ export const buildBattleSimEnvironment = async (
maxAtmosByCommand: resolveNumber(constValues, ['maxAtmosByCommand'], DEFAULT_WAR_CONFIG.maxAtmosByCommand),
maxTrainByWar: resolveNumber(constValues, ['maxTrainByWar'], DEFAULT_WAR_CONFIG.maxTrainByWar),
maxAtmosByWar: resolveNumber(constValues, ['maxAtmosByWar'], DEFAULT_WAR_CONFIG.maxAtmosByWar),
maxGeneralStat: resolveNumber(constValues, ['maxLevel'], 255),
castleCrewTypeId,
armTypes: {
footman: 1,
+65 -2
View File
@@ -1,5 +1,6 @@
import crypto from 'node:crypto';
import type { RandUtil } from '@sammo-ts/common';
import {
formatLogText,
getTechCost,
@@ -13,6 +14,16 @@ import {
ITEM_KEYS,
loadItemModules,
createInheritBuffModules,
createTraitModuleRegistry,
DOMESTIC_TRAIT_KEYS,
loadDomesticTraitModules,
loadNationTraitModules,
loadPersonalityTraitModules,
loadWarTraitModules,
NATION_TRAIT_KEYS,
PERSONALITY_TRAIT_KEYS,
TraitWarActionRouter,
WAR_TRAIT_KEYS,
compileCrewTypeCatalog,
createCrewTypeWarTriggerRegistry,
type City,
@@ -21,7 +32,9 @@ import {
type UnitSetDefinition,
type WarBattleOutcome,
type WarActionModule,
type WarActionContext,
type WarUnitReport,
type WarBattleTraceEvent,
type CrewTypeDefinition,
} from '@sammo-ts/logic';
@@ -35,10 +48,50 @@ const itemWarModules: WarActionModule[] = createItemActionModules(
createItemModuleRegistry(await loadItemModules([...ITEM_KEYS]))
).war;
const crewTypeWarTriggerRegistry = createCrewTypeWarTriggerRegistry();
const traitRegistry = createTraitModuleRegistry({
domestic: await loadDomesticTraitModules([...DOMESTIC_TRAIT_KEYS]),
war: await loadWarTraitModules([...WAR_TRAIT_KEYS]),
personality: await loadPersonalityTraitModules([...PERSONALITY_TRAIT_KEYS]),
nation: await loadNationTraitModules([...NATION_TRAIT_KEYS]),
});
const traitWarModules: WarActionModule[] = [
new TraitWarActionRouter('nation', traitRegistry),
{
onCalcStat: (context: WarActionContext, statName, value) => {
if (statName !== 'leadership' || typeof value !== 'number') {
return value;
}
let officerLevel = context.general.officerLevel;
// Legacy simulator payload omits general.city, so low city offices are
// always downgraded by TriggerOfficerLevel's officer_city comparison.
if (officerLevel >= 2 && officerLevel <= 4) {
officerLevel = 1;
}
const nationLevel = context.nation?.level ?? 0;
const leadershipBonus = officerLevel === 12 ? nationLevel * 2 : officerLevel >= 5 ? nationLevel : 0;
return value + leadershipBonus;
},
getWarPowerMultiplier: (context: WarActionContext) => {
let officerLevel = context.general.officerLevel;
if (officerLevel >= 2 && officerLevel <= 4) {
officerLevel = 1;
}
if (officerLevel === 12) return [1.07, 0.93];
if (officerLevel === 11) return [1.05, 0.95];
if ([10, 8, 6].includes(officerLevel)) return [1.1, 1];
if ([9, 7, 5].includes(officerLevel)) return [1, 0.9];
if ([4, 3, 2].includes(officerLevel)) return [1.05, 0.95];
return [1, 1];
},
},
new TraitWarActionRouter('domestic', traitRegistry),
new TraitWarActionRouter('war', traitRegistry),
new TraitWarActionRouter('personality', traitRegistry),
];
const buildWarActionModules = (unitSet: UnitSetDefinition): WarActionModule[] => {
const crewTypeCatalog = compileCrewTypeCatalog(unitSet, crewTypeWarTriggerRegistry);
return [crewTypeCatalog.warActionModule, inheritBuffModules.war, ...itemWarModules];
return [...traitWarModules, crewTypeCatalog.warActionModule, inheritBuffModules.war, ...itemWarModules];
};
const normalizeItemCode = (value: string | null): string | null => (value === 'None' ? null : value);
@@ -284,7 +337,15 @@ const resolveDefenderOrderPayload = (payload: BattleSimJobPayload): number[] =>
});
};
export const processBattleSimJob = (payload: BattleSimJobPayload): BattleSimResultPayload => {
export interface BattleSimProcessorOptions {
trace?: (event: WarBattleTraceEvent) => void;
rngFactory?: (seed: string) => RandUtil;
}
export const processBattleSimJob = (
payload: BattleSimJobPayload,
options: BattleSimProcessorOptions = {}
): BattleSimResultPayload => {
if (payload.action === 'reorder') {
return {
result: true,
@@ -333,6 +394,7 @@ export const processBattleSimJob = (payload: BattleSimJobPayload): BattleSimResu
const outcome = resolveWarBattle({
seed,
rng: options.rngFactory?.(seed),
unitSet: payload.unitSet,
config: payload.config,
time: payload.time,
@@ -350,6 +412,7 @@ export const processBattleSimJob = (payload: BattleSimJobPayload): BattleSimResu
})),
defenderCity,
defenderNation,
trace: options.trace,
});
lastBattle = outcome;
+1
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@@ -48,6 +48,7 @@ export type WarStatName =
| 'killRice'
| 'criticalDamageRange'
| 'warMagicSuccessDamage'
| 'warMagicFailDamage'
| 'warMagicTrialProb'
| 'warMagicSuccessProb'
| 'addDex'
+11 -1
View File
@@ -1,9 +1,12 @@
import type { WarTriggerRegistry } from './triggers.js';
import { WarTriggerCaller, type WarTriggerRegistry } from './triggers.js';
import { che_기병병종전투 } from './triggers/che_기병병종전투.js';
import { che_방어력증가5p } from './triggers/che_방어력증가5p.js';
import { che_선제사격발동, che_선제사격시도 } from './triggers/che_선제사격.js';
import { che_성벽부상무효 } from './triggers/che_성벽부상무효.js';
import { che_저지, che_저지_시도 } from './triggers/che_저지.js';
import { che_필살발동, che_필살시도 } from './triggers/che_필살.js';
import { che_회피발동, che_회피시도 } from './triggers/che_회피.js';
import { che_계략발동, che_계략실패, che_계략시도 } from './triggers/che_계략.js';
export const CREW_TYPE_WAR_TRIGGER_KEYS = [
'che_성벽부상무효',
@@ -13,6 +16,9 @@ export const CREW_TYPE_WAR_TRIGGER_KEYS = [
'che_선제사격발동',
'che_저지시도',
'che_저지발동',
'che_필살',
'che_회피',
'che_계략',
] as const;
export const createCrewTypeWarTriggerRegistry = (): WarTriggerRegistry => ({
@@ -23,4 +29,8 @@ export const createCrewTypeWarTriggerRegistry = (): WarTriggerRegistry => ({
che_선제사격발동: (unit) => new che_선제사격발동(unit),
che_저지시도: (unit) => new che_저지_시도(unit),
che_저지발동: (unit) => new che_저지(unit),
che_필살: (unit) => new WarTriggerCaller(new che_필살시도(unit), new che_필살발동(unit)),
che_회피: (unit) => new WarTriggerCaller(new che_회피시도(unit), new che_회피발동(unit)),
che_계략: (unit) =>
new WarTriggerCaller(new che_계략시도(unit), new che_계략발동(unit), new che_계략실패(unit)),
});
+105 -6
View File
@@ -9,7 +9,13 @@ import { WarActionPipeline, type WarActionModule } from './actions.js';
import { createCrewTypeWarTriggerRegistry } from './crewTypeTriggers.js';
import { WarCrewType } from './crewType.js';
import { WarTriggerCaller, createWarTriggerEnv, type WarTriggerRegistry } from './triggers.js';
import type { WarBattleInput, WarBattleOutcome, WarGeneralInput, WarUnitReport } from './types.js';
import type {
WarBattleInput,
WarBattleOutcome,
WarBattleTraceUnitSnapshot,
WarGeneralInput,
WarUnitReport,
} from './types.js';
import { getMetaNumber } from './utils.js';
import { WarUnitCity, WarUnitGeneral, type WarUnit } from './units.js';
@@ -77,7 +83,7 @@ const buildBattleInitTriggers = (unit: WarUnit, registry: WarTriggerRegistry): W
if (unit instanceof WarUnitGeneral) {
const context = unit.getActionContext();
caller.merge(unit.getActionPipeline().getBattleInitTriggerList(context));
} else {
} else if (!(unit instanceof WarUnitCity && unit.isSiege())) {
appendCrewTypeTriggers(caller, unit, unit.getCrewType().initSkillTrigger, registry);
}
return caller;
@@ -86,12 +92,10 @@ const buildBattleInitTriggers = (unit: WarUnit, registry: WarTriggerRegistry): W
const buildBattlePhaseTriggers = (unit: WarUnit, registry: WarTriggerRegistry): WarTriggerCaller => {
const caller = new WarTriggerCaller();
if (unit instanceof WarUnitGeneral) {
if (registry['che_필살']) {
appendCrewTypeTriggers(caller, unit, ['che_필살'], registry);
}
appendCrewTypeTriggers(caller, unit, ['che_필살', 'che_회피', 'che_계략'], registry);
const context = unit.getActionContext();
caller.merge(unit.getActionPipeline().getBattlePhaseTriggerList(context));
} else {
} else if (!(unit instanceof WarUnitCity && unit.isSiege())) {
appendCrewTypeTriggers(caller, unit, unit.getCrewType().phaseSkillTrigger, registry);
}
return caller;
@@ -192,6 +196,57 @@ const resolveUnitReport = (unit: WarUnit): WarUnitReport => {
};
};
const buildTraceUnitSnapshot = (
unit: WarUnit,
defenderCity: City
): WarBattleTraceUnitSnapshot => {
const common = {
kind: unit instanceof WarUnitGeneral ? ('general' as const) : ('city' as const),
id: unit instanceof WarUnitGeneral ? unit.getGeneral().id : (unit as WarUnitCity).getCityId(),
name: unit.getName(),
isAttacker: unit.isAttacker(),
crewTypeId: unit.getCrewType().id,
phase: unit.getPhase(),
realPhase: unit.getRealPhase(),
maxPhase: unit.getMaxPhase(),
hp: unit.getHP(),
rawWarPower: unit.getRawWarPower(),
warPower: unit.getWarPower(),
warPowerMultiplier: unit.getWarPowerMultiply(),
killed: unit.getKilled(),
dead: unit.getDead(),
activatedSkills: unit.getActivatedSkillLog(),
};
if (unit instanceof WarUnitGeneral) {
const general = unit.getGeneral();
return {
...common,
general: {
crew: general.crew,
rice: general.rice,
train: general.train,
atmos: general.atmos,
injury: general.injury,
experience: general.experience,
dedication: general.dedication,
dex1: getMetaNumber(general.meta, 'dex1'),
dex2: getMetaNumber(general.meta, 'dex2'),
dex3: getMetaNumber(general.meta, 'dex3'),
dex4: getMetaNumber(general.meta, 'dex4'),
dex5: getMetaNumber(general.meta, 'dex5'),
},
};
}
return {
...common,
cityState: {
defence: defenderCity.defence,
wall: defenderCity.wall,
population: defenderCity.population,
},
};
};
const flushLoggers = (loggers: ActionLogger[]): Array<ReturnType<ActionLogger['flush']>[number]> => {
const logs: Array<ReturnType<ActionLogger['flush']>[number]> = [];
for (const logger of loggers) {
@@ -307,6 +362,22 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
defender = getNextDefender(null, true);
let conquerCity = false;
let logWritten = false;
let traceSeq = 0;
const emitTrace = (
event: string,
currentDefender: WarUnit<TriggerState> | null,
details: Record<string, unknown> = {}
): void => {
input.trace?.({
seq: traceSeq++,
event,
attacker: buildTraceUnitSnapshot(attackerUnit, input.defenderCity),
defender: currentDefender ? buildTraceUnitSnapshot(currentDefender, input.defenderCity) : null,
city: buildTraceUnitSnapshot(cityUnit, input.defenderCity),
details,
});
};
emitTrace('battle_start', defender, { seed: input.seed ?? '' });
const attackerNationName = (attackerUnit.getNationVar('name') as string | null) ?? 'UNKNOWN';
const attackerName = attackerUnit.getName();
@@ -349,6 +420,7 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
);
conquerCity = true;
emitTrace('supply_retreat', defender);
break;
}
}
@@ -409,17 +481,31 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
const initCaller = buildBattleInitTriggers(attackerUnit, triggerRegistry);
initCaller.merge(buildBattleInitTriggers(defender, triggerRegistry));
initCaller.fire({ rng, attacker: attackerUnit, defender }, createWarTriggerEnv());
emitTrace('opponent_initialized', defender);
}
attackerUnit.beginPhase();
defender.beginPhase();
emitTrace('phase_power', defender, {
attackerAttack: attackerUnit.getComputedAttack(),
attackerDefence: attackerUnit.getComputedDefence(),
attackerTrain: attackerUnit.getComputedTrain(),
attackerAtmos: attackerUnit.getComputedAtmos(),
defenderAttack: defender.getComputedAttack(),
defenderDefence: defender.getComputedDefence(),
defenderTrain: defender.getComputedTrain(),
defenderAtmos: defender.getComputedAtmos(),
});
const battleCaller = buildBattlePhaseTriggers(attackerUnit, triggerRegistry);
battleCaller.merge(buildBattlePhaseTriggers(defender, triggerRegistry));
battleCaller.fire({ rng, attacker: attackerUnit, defender }, createWarTriggerEnv());
emitTrace('phase_triggered', defender);
let deadDefender = attackerUnit.calcDamage();
let deadAttacker = defender.calcDamage();
const rawDeadAttacker = deadAttacker;
const rawDeadDefender = deadDefender;
const attackerHP = attackerUnit.getHP();
const defenderHP = defender.getHP();
@@ -445,6 +531,14 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
attackerUnit.increaseKilled(deadDefender);
defender.increaseKilled(deadAttacker);
emitTrace('phase_damage', defender, {
rawDeadAttacker,
rawDeadDefender,
deadAttacker,
deadDefender,
attackerHpBefore: attackerHP,
defenderHpBefore: defenderHP,
});
const phaseNickname = defender.getPhase() < 0 ? '先' : `${attackerUnit.getPhase() + 1} `;
@@ -464,9 +558,11 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
attackerUnit.addPhase();
defender.addPhase();
emitTrace('phase_end', defender);
const attackerState = attackerUnit.continueWar();
if (!attackerState.canContinue) {
emitTrace('attacker_stopped', defender, { noRice: attackerState.noRice });
logWritten = true;
attackerUnit.logBattleResult();
@@ -500,6 +596,7 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
const defenderState = defender.continueWar();
if (!defenderState.canContinue) {
emitTrace('defender_stopped', defender, { noRice: defenderState.noRice });
logWritten = true;
attackerUnit.logBattleResult();
@@ -555,6 +652,7 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
defender.finishBattle();
defender = getNextDefender(defender, true);
emitTrace('opponent_switched', defender);
}
}
@@ -586,6 +684,7 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
);
}
}
emitTrace('battle_end', defender, { conquered: conquerCity });
const logs = flushLoggers([attackerLogger, ...defenderGenerals.map((unit) => unit.getLogger())]);
@@ -0,0 +1,169 @@
import { JosaUtil } from '@sammo-ts/common';
import { LogFormat } from '@sammo-ts/logic/logging/types.js';
import { TriggerPriority } from '@sammo-ts/logic/triggers/core.js';
import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
import { WarUnitCity, WarUnitGeneral, type WarUnit } from '@sammo-ts/logic/war/units.js';
import type { WarTriggerModule } from './types.js';
const MAGIC_TO_GENERAL = {
: [1.2, 1.1],
: [1.4, 1.2],
: [1.6, 1.3],
: [1.8, 1.4],
: [2.0, 1.5],
} as const;
const MAGIC_TO_CITY = {
: [1.2, 1.1],
: [1.4, 1.2],
: [1.6, 1.3],
} as const;
type MagicState = [name: string, damage: number];
const applyMagicDamageModifiers = (
self: WarUnitGeneral,
oppose: WarUnit,
statName: 'warMagicSuccessDamage' | 'warMagicFailDamage',
damage: number,
magic: string
): number => {
let result = self.getActionPipeline().onCalcStat(self.getActionContext(), statName, damage, magic);
if (oppose instanceof WarUnitGeneral) {
result = oppose.getActionPipeline().onCalcOpposeStat(oppose.getActionContext(), statName, result, magic);
}
return result;
};
export class che_계략시도 extends BaseWarUnitTrigger {
constructor(unit: WarUnit) {
super(unit, TriggerPriority.Pre + 300);
}
protected actionWar(
self: WarUnit,
oppose: WarUnit,
selfEnv: Record<string, unknown>,
_opposeEnv: Record<string, unknown>
): boolean {
if (!(self instanceof WarUnitGeneral) || self.hasActivatedSkill('계략불가')) return true;
const general = self.getGeneral();
let trialProbability =
(self.getComputedStat('intelligence', general.stats.intelligence) / 100) *
self.getCrewType().magicCoef;
trialProbability = self
.getActionPipeline()
.onCalcStat(self.getActionContext(), 'warMagicTrialProb', trialProbability);
if (oppose instanceof WarUnitGeneral) {
trialProbability = oppose
.getActionPipeline()
.onCalcOpposeStat(oppose.getActionContext(), 'warMagicTrialProb', trialProbability);
}
if (trialProbability <= 0) return true;
const rawIntelligence = general.stats.intelligence;
const allRawStats = general.stats.leadership + general.stats.strength + rawIntelligence;
if (self.getPhase() === 0 && rawIntelligence * 3 >= allRawStats) {
trialProbability *= 3;
}
if (!self.rng.nextBool(trialProbability)) return true;
let successProbability = 0.7;
successProbability = self
.getActionPipeline()
.onCalcStat(self.getActionContext(), 'warMagicSuccessProb', successProbability);
if (oppose instanceof WarUnitGeneral) {
successProbability = oppose
.getActionPipeline()
.onCalcOpposeStat(oppose.getActionContext(), 'warMagicSuccessProb', successProbability);
}
const table = oppose instanceof WarUnitCity ? MAGIC_TO_CITY : MAGIC_TO_GENERAL;
const magic = self.rng.choice(Object.keys(table));
const [rawSuccessDamage, failDamage] = table[magic as keyof typeof table];
const successDamage = applyMagicDamageModifiers(
self,
oppose,
'warMagicSuccessDamage',
rawSuccessDamage,
magic
);
self.activateSkill('계략시도', magic);
if (self.rng.nextBool(successProbability)) {
self.activateSkill('계략');
selfEnv['magic'] = [magic, successDamage] satisfies MagicState;
} else {
self.activateSkill('계략실패');
selfEnv['magic'] = [magic, failDamage] satisfies MagicState;
}
return true;
}
}
const readMagic = (env: Record<string, unknown>): MagicState | null => {
const value = env['magic'];
if (!Array.isArray(value) || typeof value[0] !== 'string' || typeof value[1] !== 'number') return null;
return [value[0], value[1]];
};
export class che_계략발동 extends BaseWarUnitTrigger {
constructor(unit: WarUnit) {
super(unit, TriggerPriority.Post + 300);
}
protected actionWar(
self: WarUnit,
oppose: WarUnit,
selfEnv: Record<string, unknown>,
_opposeEnv: Record<string, unknown>
): boolean {
if (!(self instanceof WarUnitGeneral) || !self.hasActivatedSkill('계략') || selfEnv['계략발동']) return true;
const magicState = readMagic(selfEnv);
if (!magicState) return true;
selfEnv['계략발동'] = true;
const [magic, rawDamage] = magicState;
const damage = applyMagicDamageModifiers(self, oppose, 'warMagicFailDamage', rawDamage, magic);
const particle = JosaUtil.pick(magic, '을');
self.getLogger().pushGeneralBattleDetailLog(`<D>${magic}</>${particle} <C>성공</>했다!`, LogFormat.PLAIN);
oppose.getLogger().pushGeneralBattleDetailLog(`<D>${magic}</>에 당했다!`, LogFormat.PLAIN);
self.multiplyWarPowerMultiply(damage);
return true;
}
}
export class che_계략실패 extends BaseWarUnitTrigger {
constructor(unit: WarUnit) {
super(unit, TriggerPriority.Post + 300);
}
protected actionWar(
self: WarUnit,
oppose: WarUnit,
selfEnv: Record<string, unknown>,
_opposeEnv: Record<string, unknown>
): boolean {
if (!(self instanceof WarUnitGeneral) || !self.hasActivatedSkill('계략실패') || selfEnv['계략실패']) return true;
const magicState = readMagic(selfEnv);
if (!magicState) return true;
selfEnv['계략실패'] = true;
const [magic, rawDamage] = magicState;
const damage = applyMagicDamageModifiers(self, oppose, 'warMagicFailDamage', rawDamage, magic);
const particle = JosaUtil.pick(magic, '을');
self.getLogger().pushGeneralBattleDetailLog(`<D>${magic}</>${particle} <R>실패</>했다!`, LogFormat.PLAIN);
oppose.getLogger().pushGeneralBattleDetailLog(`<D>${magic}</>${particle} 간파했다!`, LogFormat.PLAIN);
self.multiplyWarPowerMultiply(1 / damage);
oppose.multiplyWarPowerMultiply(damage);
return true;
}
}
export const triggerModule: WarTriggerModule = {
key: 'che_계략',
name: '계략',
info: '[전투] 귀병의 계략 시도/성공/실패',
createTriggerList: (unit) =>
new WarTriggerCaller(new che_계략시도(unit), new che_계략발동(unit), new che_계략실패(unit)),
};
@@ -0,0 +1,50 @@
import { LogFormat } from '@sammo-ts/logic/logging/types.js';
import { TriggerPriority } from '@sammo-ts/logic/triggers/core.js';
import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
import { WarUnitGeneral, type WarUnit } from '@sammo-ts/logic/war/units.js';
import type { WarTriggerModule } from './types.js';
export class che_회피시도 extends BaseWarUnitTrigger {
constructor(unit: WarUnit) {
super(unit, TriggerPriority.Pre + 200);
}
protected actionWar(
self: WarUnit,
_oppose: WarUnit,
_selfEnv: Record<string, unknown>,
_opposeEnv: Record<string, unknown>
): boolean {
if (!(self instanceof WarUnitGeneral)) return true;
if (self.hasActivatedSkill('특수') || self.hasActivatedSkill('회피불가')) return true;
if (!self.rng.nextBool(self.getComputedAvoidRatio())) return true;
self.activateSkill('회피시도', '회피');
return true;
}
}
export class che_회피발동 extends BaseWarUnitTrigger {
constructor(unit: WarUnit) {
super(unit, TriggerPriority.Post + 500);
}
protected actionWar(
self: WarUnit,
oppose: WarUnit,
_selfEnv: Record<string, unknown>,
_opposeEnv: Record<string, unknown>
): boolean {
if (!self.hasActivatedSkill('회피')) return true;
oppose.getLogger().pushGeneralBattleDetailLog('상대가 <R>회피</>했다!</>', LogFormat.PLAIN);
self.getLogger().pushGeneralBattleDetailLog('<C>회피</>했다!</>', LogFormat.PLAIN);
oppose.multiplyWarPowerMultiply(1 / 6);
return true;
}
}
export const triggerModule: WarTriggerModule = {
key: 'che_회피',
name: '회피',
info: '[전투] 페이즈마다 확률로 회피 발동',
createTriggerList: (unit) => new WarTriggerCaller(new che_회피시도(unit), new che_회피발동(unit)),
};
+48
View File
@@ -23,6 +23,7 @@ export interface WarEngineConfig {
maxAtmosByCommand: number;
maxTrainByWar: number;
maxAtmosByWar: number;
maxGeneralStat?: number;
castleCrewTypeId: number;
armTypes: WarArmTypes;
}
@@ -53,6 +54,53 @@ export interface WarBattleInput<TriggerState extends GeneralTriggerState = Gener
defenderNation: Nation | null;
triggerRegistry?: WarTriggerRegistry;
loggerFactory?: (options: { generalId?: number; nationId?: number }) => ActionLogger;
trace?: (event: WarBattleTraceEvent) => void;
}
export interface WarBattleTraceUnitSnapshot {
kind: 'general' | 'city';
id: number;
name: string;
isAttacker: boolean;
crewTypeId: number;
phase: number;
realPhase: number;
maxPhase: number;
hp: number;
rawWarPower: number;
warPower: number;
warPowerMultiplier: number;
killed: number;
dead: number;
activatedSkills: Record<string, number>;
general?: {
crew: number;
rice: number;
train: number;
atmos: number;
injury: number;
experience: number;
dedication: number;
dex1: number;
dex2: number;
dex3: number;
dex4: number;
dex5: number;
};
cityState?: {
defence: number;
wall: number;
population: number;
};
}
export interface WarBattleTraceEvent {
seq: number;
event: string;
attacker: WarBattleTraceUnitSnapshot;
defender: WarBattleTraceUnitSnapshot | null;
city: WarBattleTraceUnitSnapshot;
details: Record<string, unknown>;
}
export interface WarUnitReport {
+36 -12
View File
@@ -147,14 +147,33 @@ export class WarUnitGeneral<
return phase + this.bonusPhase;
}
private resolveStatValue(statName: keyof StatBlock, base: number): number {
return this.actionPipeline.onCalcStat(this.getActionContext(), statName, base);
public getComputedStat(
statName: keyof StatBlock,
base: number,
options: { withInjury?: boolean; withStatAdjust?: boolean; withActions?: boolean } = {}
): number {
const withInjury = options.withInjury ?? true;
const withStatAdjust = options.withStatAdjust ?? true;
const withActions = options.withActions ?? true;
const injuryRatio = withInjury ? (100 - this.general.injury) / 100 : 1;
let value = base * injuryRatio;
if (withStatAdjust && statName === 'strength') {
value += round((this.general.stats.intelligence * injuryRatio) / 4);
} else if (withStatAdjust && statName === 'intelligence') {
value += round((this.general.stats.strength * injuryRatio) / 4);
}
const maxGeneralStat = this.config.maxGeneralStat ?? 255;
value = clamp(value, 0, maxGeneralStat);
if (withActions) {
value = this.actionPipeline.onCalcStat(this.getActionContext(), statName, value);
}
return clamp(value, 0, maxGeneralStat);
}
private resolveMainStat(armType: number): number {
const leadership = this.resolveStatValue('leadership', this.general.stats.leadership);
const strength = this.resolveStatValue('strength', this.general.stats.strength);
const intelligence = this.resolveStatValue('intelligence', this.general.stats.intelligence);
private resolveMainStat(armType: number, withInjury = true): number {
const leadership = this.getComputedStat('leadership', this.general.stats.leadership, { withInjury });
const strength = this.getComputedStat('strength', this.general.stats.strength, { withInjury });
const intelligence = this.getComputedStat('intelligence', this.general.stats.intelligence, { withInjury });
if (armType === this.config.armTypes.wizard) {
return intelligence;
@@ -173,20 +192,22 @@ export class WarUnitGeneral<
if (!(oppose instanceof WarUnitGeneral)) {
return value;
}
return oppose.getActionPipeline().onCalcOpposeStat(this.getActionContext(), statName, value, aux);
return oppose.getActionPipeline().onCalcOpposeStat(oppose.getActionContext(), statName, value, aux);
}
public override getDex(crewType: WarCrewType): number {
const armType =
const storedArmType =
crewType.armType === this.config.armTypes.castle
? (this.config.armTypes.siege ?? crewType.armType)
: crewType.armType;
const base = getMetaNumber(this.general.meta, `${META_DEX_PREFIX}${armType}`);
const base = getMetaNumber(this.general.meta, `${META_DEX_PREFIX}${storedArmType}`);
const aux = {
isAttacker: this.isAttacker(),
opposeType: this.oppose?.getCrewType() ?? null,
};
const statName = toDexStatName(armType);
// Legacy stores castle dexterity in the siege column, but still exposes
// the requested castle arm type to trait handlers as `dex0`.
const statName = toDexStatName(crewType.armType);
let dex = this.actionPipeline.onCalcStat(this.getActionContext(), statName, base, aux);
dex = this.resolveOpposeStatValue(statName, dex, aux);
return dex;
@@ -236,7 +257,7 @@ export class WarUnitGeneral<
return 0;
}
const mainStat = this.resolveMainStat(armType);
const mainStat = this.resolveMainStat(armType, false);
const coef =
armType === this.config.armTypes.wizard ||
armType === this.config.armTypes.siege ||
@@ -318,7 +339,10 @@ export class WarUnitGeneral<
}
public addDex(crewType: WarCrewType, exp: number): void {
const armType = crewType.armType;
const armType =
crewType.armType === this.config.armTypes.castle
? (this.config.armTypes.siege ?? crewType.armType)
: crewType.armType;
const key = `${META_DEX_PREFIX}${armType}`;
const base = getMetaNumber(this.general.meta, key);
this.general.meta[key] = round(base + exp);
@@ -0,0 +1,52 @@
{
"seed": "battle-differential-basic-v1",
"year": 200,
"month": 1,
"startYear": 180,
"repeatCnt": 1,
"action": "battle",
"attackerGeneral": {
"no": 1, "name": "공격자", "nation": 1, "turntime": "2026-01-01 00:00:00",
"personal": "che_안전", "special2": "che_징병", "crew": 1000, "crewtype": 1100,
"atmos": 100, "train": 100, "intel": 70, "intel_exp": 0, "book": "None",
"strength": 70, "strength_exp": 0, "weapon": "None", "injury": 0,
"leadership": 70, "leadership_exp": 0, "horse": "None", "item": "None",
"explevel": 0, "experience": 100, "dedication": 100, "officer_level": 3,
"officer_city": 1, "gold": 1000, "rice": 10000, "dex1": 0, "dex2": 0,
"dex3": 0, "dex4": 0, "dex5": 0, "defence_train": 0, "recent_war": null,
"warnum": 0, "killnum": 0, "killcrew": 0
},
"attackerCity": {
"city": 1, "nation": 1, "supply": 1, "name": "공격도시", "pop": 10000,
"agri": 1000, "comm": 1000, "secu": 1000, "def": 100, "wall": 100,
"trust": 100, "level": 2, "pop_max": 10000, "agri_max": 1000,
"comm_max": 1000, "secu_max": 1000, "def_max": 200, "wall_max": 200,
"dead": 0, "state": 0, "conflict": "{}"
},
"attackerNation": {
"type": "che_유가", "tech": 1000, "level": 1, "capital": 1, "nation": 1,
"name": "공격국", "gold": 1000, "rice": 10000, "gennum": 1
},
"defenderGenerals": [{
"no": 2, "name": "수비자", "nation": 2, "turntime": "2026-01-01 00:00:00",
"personal": "che_안전", "special2": "che_징병", "crew": 1000, "crewtype": 1100,
"atmos": 100, "train": 100, "intel": 60, "intel_exp": 0, "book": "None",
"strength": 60, "strength_exp": 0, "weapon": "None", "injury": 0,
"leadership": 60, "leadership_exp": 0, "horse": "None", "item": "None",
"explevel": 0, "experience": 100, "dedication": 100, "officer_level": 3,
"officer_city": 2, "gold": 1000, "rice": 10000, "dex1": 0, "dex2": 0,
"dex3": 0, "dex4": 0, "dex5": 0, "defence_train": 0, "recent_war": null,
"warnum": 0, "killnum": 0, "killcrew": 0
}],
"defenderCity": {
"city": 2, "nation": 2, "supply": 1, "name": "수비도시", "pop": 10000,
"agri": 1000, "comm": 1000, "secu": 1000, "def": 100, "wall": 100,
"trust": 100, "level": 2, "pop_max": 10000, "agri_max": 1000,
"comm_max": 1000, "secu_max": 1000, "def_max": 200, "wall_max": 200,
"dead": 0, "state": 0, "conflict": "{}"
},
"defenderNation": {
"type": "che_유가", "tech": 1000, "level": 1, "capital": 2, "nation": 2,
"name": "수비국", "gold": 1000, "rice": 10000, "gennum": 1
}
}
@@ -0,0 +1,439 @@
import { execFileSync } from 'node:child_process';
import fs from 'node:fs';
import path from 'node:path';
import { LiteHashDRBG, RandUtil, type RNG } from '@sammo-ts/common';
import type { UnitSetDefinition, WarBattleTraceEvent, WarEngineConfig } from '@sammo-ts/logic';
import { describe, expect, it } from 'vitest';
import { processBattleSimJob } from '../../../app/game-api/src/battleSim/processor.js';
import type { BattleSimJobPayload, BattleSimRequestPayload } from '../../../app/game-api/src/battleSim/types.js';
interface ReferenceTrace {
engine: 'ref';
conquered: boolean;
events: WarBattleTraceEvent[];
rng: RandomCall[];
}
interface RandomCall {
seq: number;
operation: string;
arguments: Record<string, unknown>;
result: unknown;
}
class TracingRng implements RNG {
public readonly calls: RandomCall[] = [];
public constructor(private readonly inner: RNG) {}
public getMaxInt(): number {
return this.inner.getMaxInt();
}
public nextBytes(bytes: number): Uint8Array<ArrayBuffer> {
const result = this.inner.nextBytes(bytes);
this.record('nextBytes', { bytes }, Buffer.from(result).toString('hex'));
return result;
}
public nextBits(bits: number): Uint8Array<ArrayBuffer> {
const result = this.inner.nextBits(bits);
this.record('nextBits', { bits }, Buffer.from(result).toString('hex'));
return result;
}
public nextInt(max?: number): number {
const result = this.inner.nextInt(max);
this.record('nextInt', { maxInclusive: max ?? null }, result);
return result;
}
public nextFloat1(): number {
const result = this.inner.nextFloat1();
this.record('nextFloat1', {}, result);
return result;
}
private record(operation: string, args: Record<string, unknown>, result: unknown): void {
this.calls.push({ seq: this.calls.length, operation, arguments: args, result });
}
}
const findWorkspaceRoot = (start: string): string | null => {
let current = path.resolve(start);
while (true) {
if (
fs.existsSync(path.join(current, 'docker_compose_files/reference/compose.yml')) &&
fs.existsSync(path.join(current, 'ref/sam/hwe/compare/battle_trace.php'))
) {
return current;
}
const parent = path.dirname(current);
if (parent === current) {
return null;
}
current = parent;
}
};
const readJson = <T>(filePath: string): T => JSON.parse(fs.readFileSync(filePath, 'utf8')) as T;
const runReferenceTrace = (workspaceRoot: string, fixtureJson: string): ReferenceTrace => {
const stdout = execFileSync(
'docker',
[
'compose',
'exec',
'-T',
'php',
'php',
'/var/www/html/hwe/compare/battle_trace.php',
'-',
],
{
cwd: path.join(workspaceRoot, 'docker_compose_files/reference'),
input: fixtureJson,
encoding: 'utf8',
stdio: ['pipe', 'pipe', 'pipe'],
}
);
return JSON.parse(stdout) as ReferenceTrace;
};
const expectNearlyEqual = (actual: unknown, expected: unknown, label: string): void => {
expect(typeof actual, `${label}: actual type`).toBe('number');
expect(typeof expected, `${label}: reference type`).toBe('number');
const reference = expected as number;
const tolerance = Math.max(1, Math.abs(reference) * 0.01);
expect(
Math.abs((actual as number) - reference),
`${label}: core=${String(actual)}, ref=${String(expected)}, tolerance=${tolerance}`
).toBeLessThanOrEqual(tolerance);
};
const assertTraceParity = (
coreEvents: WarBattleTraceEvent[],
reference: ReferenceTrace,
coreRng: TracingRng | null
): void => {
expect(coreEvents.map((event) => event.event)).toEqual(reference.events.map((event) => event.event));
expect(coreRng?.calls.map(({ operation, result }) => ({ operation, result }))).toEqual(
reference.rng.map(({ operation, result }) => ({ operation, result }))
);
for (let index = 0; index < reference.events.length; index += 1) {
const core = coreEvents[index]!;
const ref = reference.events[index]!;
expectNearlyEqual(core.attacker.hp, ref.attacker.hp, `event ${index} attacker.hp`);
expectNearlyEqual(core.attacker.warPower, ref.attacker.warPower, `event ${index} attacker.warPower`);
if (core.defender && ref.defender) {
expect(core.defender.kind, `event ${index} defender.kind`).toBe(ref.defender.kind);
expectNearlyEqual(core.defender.hp, ref.defender.hp, `event ${index} defender.hp`);
expectNearlyEqual(core.defender.warPower, ref.defender.warPower, `event ${index} defender.warPower`);
} else {
expect(core.defender, `event ${index} defender presence`).toBe(ref.defender);
}
if (core.event === 'phase_damage') {
for (const key of ['rawDeadAttacker', 'rawDeadDefender', 'deadAttacker', 'deadDefender']) {
expectNearlyEqual(core.details[key], ref.details[key], `event ${index} ${key}`);
}
}
}
};
const workspaceRoot = findWorkspaceRoot(process.cwd());
const describeWithReference = workspaceRoot ? describe : describe.skip;
describeWithReference('ref ↔ core2026 battle differential', () => {
it('keeps the detailed event sequence and phase values within 1%', () => {
const fixturePath = path.resolve(process.cwd(), 'fixtures/battle/basic-infantry.json');
const fixtureJson = fs.readFileSync(fixturePath, 'utf8');
const request = JSON.parse(fixtureJson) as BattleSimRequestPayload & { startYear: number };
const unitSet = readJson<UnitSetDefinition>(
path.resolve(process.cwd(), '../../resources/unitset/unitset_che.json')
);
const castleCrewTypeId = 1000;
const config: WarEngineConfig = {
armPerPhase: 500,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
maxTrainByWar: 110,
maxAtmosByWar: 150,
castleCrewTypeId,
armTypes: {
footman: 1,
archer: 2,
cavalry: 3,
wizard: 4,
siege: 5,
misc: 6,
castle: unitSet.crewTypes?.find((crewType) => crewType.id === castleCrewTypeId)?.armType ?? 0,
},
};
const payload: BattleSimJobPayload = {
...request,
unitSet,
config,
time: { year: request.year, month: request.month, startYear: request.startYear },
};
const coreEvents: WarBattleTraceEvent[] = [];
let coreRng: TracingRng | null = null;
const coreResult = processBattleSimJob(payload, {
trace: (event) => coreEvents.push(event),
rngFactory: (seed) => {
coreRng = new TracingRng(LiteHashDRBG.build(seed));
return new RandUtil(coreRng);
},
});
const reference = runReferenceTrace(workspaceRoot!, fixtureJson);
expect(coreResult.result).toBe(true);
assertTraceParity(coreEvents, reference, coreRng);
});
it('matches wizard strategy attempts, outcomes, and RNG consumption', () => {
const base = readJson<BattleSimRequestPayload & { startYear: number }>(
path.resolve(process.cwd(), 'fixtures/battle/basic-infantry.json')
);
base.seed = 'battle-differential-magic-v1';
base.attackerGeneral.crew = 4000;
base.attackerGeneral.crewtype = 1400;
base.attackerGeneral.leadership = 60;
base.attackerGeneral.strength = 30;
base.attackerGeneral.intel = 95;
base.attackerGeneral.special2 = 'che_신산';
base.attackerGeneral.personal = 'che_재간';
base.attackerGeneral.dex4 = 12000;
base.defenderGenerals[0]!.crew = 4000;
base.defenderGenerals[0]!.crewtype = 1100;
base.defenderGenerals[0]!.leadership = 65;
base.defenderGenerals[0]!.strength = 75;
base.defenderGenerals[0]!.intel = 35;
base.defenderGenerals[0]!.special2 = 'che_견고';
base.defenderGenerals[0]!.personal = 'che_유지';
const fixtureJson = JSON.stringify(base);
const unitSet = readJson<UnitSetDefinition>(
path.resolve(process.cwd(), '../../resources/unitset/unitset_che.json')
);
const config: WarEngineConfig = {
armPerPhase: 500,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
maxTrainByWar: 110,
maxAtmosByWar: 150,
castleCrewTypeId: 1000,
armTypes: { footman: 1, archer: 2, cavalry: 3, wizard: 4, siege: 5, misc: 6, castle: 0 },
};
const payload: BattleSimJobPayload = {
...base,
unitSet,
config,
time: { year: base.year, month: base.month, startYear: base.startYear },
};
const coreEvents: WarBattleTraceEvent[] = [];
let coreRng: TracingRng | null = null;
const result = processBattleSimJob(payload, {
trace: (event) => coreEvents.push(event),
rngFactory: (seed) => {
coreRng = new TracingRng(LiteHashDRBG.build(seed));
return new RandUtil(coreRng);
},
});
const reference = runReferenceTrace(workspaceRoot!, fixtureJson);
expect(result.result).toBe(true);
expect(
reference.events.some((event) =>
Object.keys(event.attacker.activatedSkills).some((skill) => ['계략', '계략실패'].includes(skill))
)
).toBe(true);
assertTraceParity(coreEvents, reference, coreRng);
});
it('matches cavalry, item, inherit-buff, and multiple-defender handling', () => {
const base = readJson<BattleSimRequestPayload & { startYear: number }>(
path.resolve(process.cwd(), 'fixtures/battle/basic-infantry.json')
);
base.seed = 'battle-differential-cavalry-items-v1';
base.attackerGeneral.crew = 7000;
base.attackerGeneral.crewtype = 1300;
base.attackerGeneral.leadership = 88;
base.attackerGeneral.strength = 92;
base.attackerGeneral.intel = 55;
base.attackerGeneral.special2 = 'che_기병';
base.attackerGeneral.personal = 'che_패권';
base.attackerGeneral.horse = 'che_명마_07_백상';
base.attackerGeneral.dex3 = 18000;
base.attackerGeneral.inheritBuff = {
warAvoidRatio: 2,
warCriticalRatio: 3,
warCriticalRatioOppose: 2,
};
const firstDefender = base.defenderGenerals[0]!;
firstDefender.crew = 900;
firstDefender.crewtype = 1200;
firstDefender.leadership = 58;
firstDefender.strength = 55;
firstDefender.intel = 62;
firstDefender.dex2 = 6000;
firstDefender.inheritBuff = { warAvoidRatioOppose: 2 };
base.defenderGenerals.push({
...firstDefender,
no: 3,
name: '수비자2',
crew: 1100,
crewtype: 1300,
leadership: 64,
strength: 72,
intel: 48,
dex2: 0,
dex3: 8000,
special2: 'che_기병',
personal: 'che_패권',
horse: 'che_명마_07_백상',
inheritBuff: {
warAvoidRatio: 1,
warCriticalRatioOppose: 1,
},
});
const fixtureJson = JSON.stringify(base);
const unitSet = readJson<UnitSetDefinition>(
path.resolve(process.cwd(), '../../resources/unitset/unitset_che.json')
);
const config: WarEngineConfig = {
armPerPhase: 500,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
maxTrainByWar: 110,
maxAtmosByWar: 150,
castleCrewTypeId: 1000,
armTypes: { footman: 1, archer: 2, cavalry: 3, wizard: 4, siege: 5, misc: 6, castle: 0 },
};
const payload: BattleSimJobPayload = {
...base,
unitSet,
config,
time: { year: base.year, month: base.month, startYear: base.startYear },
};
const coreEvents: WarBattleTraceEvent[] = [];
let coreRng: TracingRng | null = null;
const result = processBattleSimJob(payload, {
trace: (event) => coreEvents.push(event),
rngFactory: (seed) => {
coreRng = new TracingRng(LiteHashDRBG.build(seed));
return new RandUtil(coreRng);
},
});
const reference = runReferenceTrace(workspaceRoot!, fixtureJson);
expect(result.result).toBe(true);
expect(reference.events.filter((event) => event.event === 'opponent_switched')).toHaveLength(2);
assertTraceParity(coreEvents, reference, coreRng);
});
it('matches siege dexterity and castle damage handling', () => {
const base = readJson<BattleSimRequestPayload & { startYear: number }>(
path.resolve(process.cwd(), 'fixtures/battle/basic-infantry.json')
);
base.seed = 'battle-differential-siege-v1';
base.attackerGeneral.crew = 5000;
base.attackerGeneral.crewtype = 1501;
base.attackerGeneral.leadership = 90;
base.attackerGeneral.strength = 65;
base.attackerGeneral.intel = 55;
base.attackerGeneral.dex5 = 16000;
base.defenderGenerals[0]!.crew = 300;
base.defenderGenerals[0]!.crewtype = 1200;
base.defenderGenerals[0]!.leadership = 65;
base.defenderGenerals[0]!.strength = 72;
base.defenderGenerals[0]!.intel = 50;
base.defenderGenerals[0]!.dex2 = 10000;
const fixtureJson = JSON.stringify(base);
const unitSet = readJson<UnitSetDefinition>(
path.resolve(process.cwd(), '../../resources/unitset/unitset_che.json')
);
const config: WarEngineConfig = {
armPerPhase: 500,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
maxTrainByWar: 110,
maxAtmosByWar: 150,
castleCrewTypeId: 1000,
armTypes: { footman: 1, archer: 2, cavalry: 3, wizard: 4, siege: 5, misc: 6, castle: 0 },
};
const payload: BattleSimJobPayload = {
...base,
unitSet,
config,
time: { year: base.year, month: base.month, startYear: base.startYear },
};
const coreEvents: WarBattleTraceEvent[] = [];
let coreRng: TracingRng | null = null;
const result = processBattleSimJob(payload, {
trace: (event) => coreEvents.push(event),
rngFactory: (seed) => {
coreRng = new TracingRng(LiteHashDRBG.build(seed));
return new RandUtil(coreRng);
},
});
const reference = runReferenceTrace(workspaceRoot!, fixtureJson);
expect(result.result).toBe(true);
expect(reference.events.some((event) => event.defender?.kind === 'city')).toBe(true);
assertTraceParity(coreEvents, reference, coreRng);
});
it('matches the no-defender supply-retreat branch without consuming RNG', () => {
const base = readJson<BattleSimRequestPayload & { startYear: number }>(
path.resolve(process.cwd(), 'fixtures/battle/basic-infantry.json')
);
base.seed = 'battle-differential-supply-v1';
base.defenderGenerals = [];
base.defenderNation.rice = 0;
const fixtureJson = JSON.stringify(base);
const unitSet = readJson<UnitSetDefinition>(
path.resolve(process.cwd(), '../../resources/unitset/unitset_che.json')
);
const config: WarEngineConfig = {
armPerPhase: 500,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
maxTrainByWar: 110,
maxAtmosByWar: 150,
castleCrewTypeId: 1000,
armTypes: { footman: 1, archer: 2, cavalry: 3, wizard: 4, siege: 5, misc: 6, castle: 0 },
};
const payload: BattleSimJobPayload = {
...base,
unitSet,
config,
time: { year: base.year, month: base.month, startYear: base.startYear },
};
const coreEvents: WarBattleTraceEvent[] = [];
let coreRng: TracingRng | null = null;
const result = processBattleSimJob(payload, {
trace: (event) => coreEvents.push(event),
rngFactory: (seed) => {
coreRng = new TracingRng(LiteHashDRBG.build(seed));
return new RandUtil(coreRng);
},
});
const reference = runReferenceTrace(workspaceRoot!, fixtureJson);
expect(result.result).toBe(true);
expect(reference.events.map((event) => event.event)).toEqual([
'battle_start',
'supply_retreat',
'battle_end',
]);
assertTraceParity(coreEvents, reference, coreRng);
});
});