feat: align battle simulator with legacy handlers
This commit is contained in:
@@ -48,6 +48,7 @@ export type WarStatName =
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| 'killRice'
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| 'criticalDamageRange'
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| 'warMagicSuccessDamage'
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| 'warMagicFailDamage'
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| 'warMagicTrialProb'
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| 'warMagicSuccessProb'
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| 'addDex'
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@@ -1,9 +1,12 @@
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import type { WarTriggerRegistry } from './triggers.js';
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import { WarTriggerCaller, type WarTriggerRegistry } from './triggers.js';
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import { che_기병병종전투 } from './triggers/che_기병병종전투.js';
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import { che_방어력증가5p } from './triggers/che_방어력증가5p.js';
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import { che_선제사격발동, che_선제사격시도 } from './triggers/che_선제사격.js';
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import { che_성벽부상무효 } from './triggers/che_성벽부상무효.js';
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import { che_저지, che_저지_시도 } from './triggers/che_저지.js';
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import { che_필살발동, che_필살시도 } from './triggers/che_필살.js';
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import { che_회피발동, che_회피시도 } from './triggers/che_회피.js';
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import { che_계략발동, che_계략실패, che_계략시도 } from './triggers/che_계략.js';
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export const CREW_TYPE_WAR_TRIGGER_KEYS = [
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'che_성벽부상무효',
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@@ -13,6 +16,9 @@ export const CREW_TYPE_WAR_TRIGGER_KEYS = [
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'che_선제사격발동',
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'che_저지시도',
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'che_저지발동',
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'che_필살',
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'che_회피',
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'che_계략',
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] as const;
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export const createCrewTypeWarTriggerRegistry = (): WarTriggerRegistry => ({
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@@ -23,4 +29,8 @@ export const createCrewTypeWarTriggerRegistry = (): WarTriggerRegistry => ({
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che_선제사격발동: (unit) => new che_선제사격발동(unit),
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che_저지시도: (unit) => new che_저지_시도(unit),
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che_저지발동: (unit) => new che_저지(unit),
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che_필살: (unit) => new WarTriggerCaller(new che_필살시도(unit), new che_필살발동(unit)),
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che_회피: (unit) => new WarTriggerCaller(new che_회피시도(unit), new che_회피발동(unit)),
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che_계략: (unit) =>
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new WarTriggerCaller(new che_계략시도(unit), new che_계략발동(unit), new che_계략실패(unit)),
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});
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@@ -9,7 +9,13 @@ import { WarActionPipeline, type WarActionModule } from './actions.js';
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import { createCrewTypeWarTriggerRegistry } from './crewTypeTriggers.js';
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import { WarCrewType } from './crewType.js';
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import { WarTriggerCaller, createWarTriggerEnv, type WarTriggerRegistry } from './triggers.js';
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import type { WarBattleInput, WarBattleOutcome, WarGeneralInput, WarUnitReport } from './types.js';
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import type {
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WarBattleInput,
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WarBattleOutcome,
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WarBattleTraceUnitSnapshot,
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WarGeneralInput,
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WarUnitReport,
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} from './types.js';
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import { getMetaNumber } from './utils.js';
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import { WarUnitCity, WarUnitGeneral, type WarUnit } from './units.js';
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@@ -77,7 +83,7 @@ const buildBattleInitTriggers = (unit: WarUnit, registry: WarTriggerRegistry): W
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if (unit instanceof WarUnitGeneral) {
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const context = unit.getActionContext();
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caller.merge(unit.getActionPipeline().getBattleInitTriggerList(context));
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} else {
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} else if (!(unit instanceof WarUnitCity && unit.isSiege())) {
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appendCrewTypeTriggers(caller, unit, unit.getCrewType().initSkillTrigger, registry);
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}
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return caller;
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@@ -86,12 +92,10 @@ const buildBattleInitTriggers = (unit: WarUnit, registry: WarTriggerRegistry): W
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const buildBattlePhaseTriggers = (unit: WarUnit, registry: WarTriggerRegistry): WarTriggerCaller => {
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const caller = new WarTriggerCaller();
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if (unit instanceof WarUnitGeneral) {
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if (registry['che_필살']) {
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appendCrewTypeTriggers(caller, unit, ['che_필살'], registry);
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}
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appendCrewTypeTriggers(caller, unit, ['che_필살', 'che_회피', 'che_계략'], registry);
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const context = unit.getActionContext();
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caller.merge(unit.getActionPipeline().getBattlePhaseTriggerList(context));
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} else {
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} else if (!(unit instanceof WarUnitCity && unit.isSiege())) {
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appendCrewTypeTriggers(caller, unit, unit.getCrewType().phaseSkillTrigger, registry);
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}
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return caller;
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@@ -192,6 +196,57 @@ const resolveUnitReport = (unit: WarUnit): WarUnitReport => {
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};
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};
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const buildTraceUnitSnapshot = (
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unit: WarUnit,
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defenderCity: City
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): WarBattleTraceUnitSnapshot => {
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const common = {
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kind: unit instanceof WarUnitGeneral ? ('general' as const) : ('city' as const),
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id: unit instanceof WarUnitGeneral ? unit.getGeneral().id : (unit as WarUnitCity).getCityId(),
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name: unit.getName(),
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isAttacker: unit.isAttacker(),
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crewTypeId: unit.getCrewType().id,
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phase: unit.getPhase(),
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realPhase: unit.getRealPhase(),
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maxPhase: unit.getMaxPhase(),
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hp: unit.getHP(),
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rawWarPower: unit.getRawWarPower(),
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warPower: unit.getWarPower(),
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warPowerMultiplier: unit.getWarPowerMultiply(),
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killed: unit.getKilled(),
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dead: unit.getDead(),
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activatedSkills: unit.getActivatedSkillLog(),
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};
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if (unit instanceof WarUnitGeneral) {
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const general = unit.getGeneral();
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return {
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...common,
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general: {
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crew: general.crew,
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rice: general.rice,
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train: general.train,
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atmos: general.atmos,
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injury: general.injury,
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experience: general.experience,
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dedication: general.dedication,
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dex1: getMetaNumber(general.meta, 'dex1'),
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dex2: getMetaNumber(general.meta, 'dex2'),
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dex3: getMetaNumber(general.meta, 'dex3'),
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dex4: getMetaNumber(general.meta, 'dex4'),
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dex5: getMetaNumber(general.meta, 'dex5'),
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},
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};
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}
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return {
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...common,
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cityState: {
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defence: defenderCity.defence,
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wall: defenderCity.wall,
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population: defenderCity.population,
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},
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};
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};
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const flushLoggers = (loggers: ActionLogger[]): Array<ReturnType<ActionLogger['flush']>[number]> => {
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const logs: Array<ReturnType<ActionLogger['flush']>[number]> = [];
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for (const logger of loggers) {
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@@ -307,6 +362,22 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
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defender = getNextDefender(null, true);
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let conquerCity = false;
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let logWritten = false;
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let traceSeq = 0;
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const emitTrace = (
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event: string,
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currentDefender: WarUnit<TriggerState> | null,
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details: Record<string, unknown> = {}
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): void => {
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input.trace?.({
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seq: traceSeq++,
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event,
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attacker: buildTraceUnitSnapshot(attackerUnit, input.defenderCity),
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defender: currentDefender ? buildTraceUnitSnapshot(currentDefender, input.defenderCity) : null,
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city: buildTraceUnitSnapshot(cityUnit, input.defenderCity),
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details,
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});
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};
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emitTrace('battle_start', defender, { seed: input.seed ?? '' });
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const attackerNationName = (attackerUnit.getNationVar('name') as string | null) ?? 'UNKNOWN';
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const attackerName = attackerUnit.getName();
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@@ -349,6 +420,7 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
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);
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conquerCity = true;
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emitTrace('supply_retreat', defender);
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break;
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}
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}
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@@ -409,17 +481,31 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
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const initCaller = buildBattleInitTriggers(attackerUnit, triggerRegistry);
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initCaller.merge(buildBattleInitTriggers(defender, triggerRegistry));
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initCaller.fire({ rng, attacker: attackerUnit, defender }, createWarTriggerEnv());
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emitTrace('opponent_initialized', defender);
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}
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attackerUnit.beginPhase();
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defender.beginPhase();
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emitTrace('phase_power', defender, {
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attackerAttack: attackerUnit.getComputedAttack(),
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attackerDefence: attackerUnit.getComputedDefence(),
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attackerTrain: attackerUnit.getComputedTrain(),
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attackerAtmos: attackerUnit.getComputedAtmos(),
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defenderAttack: defender.getComputedAttack(),
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defenderDefence: defender.getComputedDefence(),
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defenderTrain: defender.getComputedTrain(),
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defenderAtmos: defender.getComputedAtmos(),
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});
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const battleCaller = buildBattlePhaseTriggers(attackerUnit, triggerRegistry);
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battleCaller.merge(buildBattlePhaseTriggers(defender, triggerRegistry));
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battleCaller.fire({ rng, attacker: attackerUnit, defender }, createWarTriggerEnv());
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emitTrace('phase_triggered', defender);
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let deadDefender = attackerUnit.calcDamage();
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let deadAttacker = defender.calcDamage();
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const rawDeadAttacker = deadAttacker;
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const rawDeadDefender = deadDefender;
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const attackerHP = attackerUnit.getHP();
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const defenderHP = defender.getHP();
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@@ -445,6 +531,14 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
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attackerUnit.increaseKilled(deadDefender);
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defender.increaseKilled(deadAttacker);
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emitTrace('phase_damage', defender, {
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rawDeadAttacker,
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rawDeadDefender,
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deadAttacker,
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deadDefender,
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attackerHpBefore: attackerHP,
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defenderHpBefore: defenderHP,
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});
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const phaseNickname = defender.getPhase() < 0 ? '先' : `${attackerUnit.getPhase() + 1} `;
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@@ -464,9 +558,11 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
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attackerUnit.addPhase();
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defender.addPhase();
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emitTrace('phase_end', defender);
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const attackerState = attackerUnit.continueWar();
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if (!attackerState.canContinue) {
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emitTrace('attacker_stopped', defender, { noRice: attackerState.noRice });
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logWritten = true;
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attackerUnit.logBattleResult();
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@@ -500,6 +596,7 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
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const defenderState = defender.continueWar();
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if (!defenderState.canContinue) {
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emitTrace('defender_stopped', defender, { noRice: defenderState.noRice });
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logWritten = true;
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attackerUnit.logBattleResult();
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@@ -555,6 +652,7 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
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defender.finishBattle();
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defender = getNextDefender(defender, true);
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emitTrace('opponent_switched', defender);
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}
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}
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@@ -586,6 +684,7 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
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);
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}
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}
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emitTrace('battle_end', defender, { conquered: conquerCity });
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const logs = flushLoggers([attackerLogger, ...defenderGenerals.map((unit) => unit.getLogger())]);
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@@ -0,0 +1,169 @@
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import { JosaUtil } from '@sammo-ts/common';
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import { LogFormat } from '@sammo-ts/logic/logging/types.js';
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import { TriggerPriority } from '@sammo-ts/logic/triggers/core.js';
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import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import { WarUnitCity, WarUnitGeneral, type WarUnit } from '@sammo-ts/logic/war/units.js';
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import type { WarTriggerModule } from './types.js';
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const MAGIC_TO_GENERAL = {
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위보: [1.2, 1.1],
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매복: [1.4, 1.2],
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반목: [1.6, 1.3],
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화계: [1.8, 1.4],
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혼란: [2.0, 1.5],
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} as const;
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const MAGIC_TO_CITY = {
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급습: [1.2, 1.1],
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위보: [1.4, 1.2],
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혼란: [1.6, 1.3],
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} as const;
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type MagicState = [name: string, damage: number];
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const applyMagicDamageModifiers = (
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self: WarUnitGeneral,
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oppose: WarUnit,
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statName: 'warMagicSuccessDamage' | 'warMagicFailDamage',
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damage: number,
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magic: string
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): number => {
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let result = self.getActionPipeline().onCalcStat(self.getActionContext(), statName, damage, magic);
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if (oppose instanceof WarUnitGeneral) {
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result = oppose.getActionPipeline().onCalcOpposeStat(oppose.getActionContext(), statName, result, magic);
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}
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return result;
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};
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export class che_계략시도 extends BaseWarUnitTrigger {
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constructor(unit: WarUnit) {
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super(unit, TriggerPriority.Pre + 300);
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}
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protected actionWar(
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self: WarUnit,
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oppose: WarUnit,
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selfEnv: Record<string, unknown>,
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_opposeEnv: Record<string, unknown>
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): boolean {
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if (!(self instanceof WarUnitGeneral) || self.hasActivatedSkill('계략불가')) return true;
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const general = self.getGeneral();
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let trialProbability =
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(self.getComputedStat('intelligence', general.stats.intelligence) / 100) *
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self.getCrewType().magicCoef;
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trialProbability = self
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.getActionPipeline()
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.onCalcStat(self.getActionContext(), 'warMagicTrialProb', trialProbability);
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if (oppose instanceof WarUnitGeneral) {
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trialProbability = oppose
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.getActionPipeline()
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.onCalcOpposeStat(oppose.getActionContext(), 'warMagicTrialProb', trialProbability);
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}
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if (trialProbability <= 0) return true;
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const rawIntelligence = general.stats.intelligence;
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const allRawStats = general.stats.leadership + general.stats.strength + rawIntelligence;
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if (self.getPhase() === 0 && rawIntelligence * 3 >= allRawStats) {
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trialProbability *= 3;
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}
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if (!self.rng.nextBool(trialProbability)) return true;
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let successProbability = 0.7;
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successProbability = self
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.getActionPipeline()
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.onCalcStat(self.getActionContext(), 'warMagicSuccessProb', successProbability);
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if (oppose instanceof WarUnitGeneral) {
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successProbability = oppose
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.getActionPipeline()
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.onCalcOpposeStat(oppose.getActionContext(), 'warMagicSuccessProb', successProbability);
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}
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const table = oppose instanceof WarUnitCity ? MAGIC_TO_CITY : MAGIC_TO_GENERAL;
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const magic = self.rng.choice(Object.keys(table));
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const [rawSuccessDamage, failDamage] = table[magic as keyof typeof table];
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const successDamage = applyMagicDamageModifiers(
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self,
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oppose,
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'warMagicSuccessDamage',
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rawSuccessDamage,
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magic
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);
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self.activateSkill('계략시도', magic);
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if (self.rng.nextBool(successProbability)) {
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self.activateSkill('계략');
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selfEnv['magic'] = [magic, successDamage] satisfies MagicState;
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} else {
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self.activateSkill('계략실패');
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selfEnv['magic'] = [magic, failDamage] satisfies MagicState;
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}
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return true;
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}
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}
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const readMagic = (env: Record<string, unknown>): MagicState | null => {
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const value = env['magic'];
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if (!Array.isArray(value) || typeof value[0] !== 'string' || typeof value[1] !== 'number') return null;
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return [value[0], value[1]];
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};
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export class che_계략발동 extends BaseWarUnitTrigger {
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constructor(unit: WarUnit) {
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super(unit, TriggerPriority.Post + 300);
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}
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protected actionWar(
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self: WarUnit,
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oppose: WarUnit,
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selfEnv: Record<string, unknown>,
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_opposeEnv: Record<string, unknown>
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): boolean {
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if (!(self instanceof WarUnitGeneral) || !self.hasActivatedSkill('계략') || selfEnv['계략발동']) return true;
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const magicState = readMagic(selfEnv);
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if (!magicState) return true;
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selfEnv['계략발동'] = true;
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const [magic, rawDamage] = magicState;
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const damage = applyMagicDamageModifiers(self, oppose, 'warMagicFailDamage', rawDamage, magic);
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const particle = JosaUtil.pick(magic, '을');
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self.getLogger().pushGeneralBattleDetailLog(`<D>${magic}</>${particle} <C>성공</>했다!`, LogFormat.PLAIN);
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oppose.getLogger().pushGeneralBattleDetailLog(`<D>${magic}</>에 당했다!`, LogFormat.PLAIN);
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self.multiplyWarPowerMultiply(damage);
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return true;
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}
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}
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export class che_계략실패 extends BaseWarUnitTrigger {
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constructor(unit: WarUnit) {
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super(unit, TriggerPriority.Post + 300);
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}
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protected actionWar(
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self: WarUnit,
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oppose: WarUnit,
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selfEnv: Record<string, unknown>,
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_opposeEnv: Record<string, unknown>
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): boolean {
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if (!(self instanceof WarUnitGeneral) || !self.hasActivatedSkill('계략실패') || selfEnv['계략실패']) return true;
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const magicState = readMagic(selfEnv);
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if (!magicState) return true;
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selfEnv['계략실패'] = true;
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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)),
|
||||
};
|
||||
@@ -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 {
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user