fix: 긴급천도 후보를 지도 연결 거리로 선택한다
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@@ -59,7 +59,7 @@ export interface DispatchResolveContext<
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nations: Nation[];
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generals: General<TriggerState>[];
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unitSet: UnitSetDefinition;
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map?: MapDefinition;
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map: MapDefinition;
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diplomacy?: Array<{ fromNationId: number; toNationId: number; state: number; term: number }>;
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time: WarTimeContext;
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seedBase: string;
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@@ -647,6 +647,7 @@ export class ActionDefinition<
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cities,
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generals,
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unitSet,
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map: context.map,
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config: context.aftermathConfig,
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time,
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messageTime: context.messageTime,
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@@ -801,7 +802,7 @@ export class ActionDefinition<
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// 예약 턴 실행에 필요한 전투 컨텍스트를 구성한다.
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export const actionContextBuilder: ActionContextBuilder = (base, options) => {
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if (!options.unitSet || !options.worldRef) {
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if (!options.unitSet || !options.worldRef || !options.map) {
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return null;
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}
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const destCityId = options.actionArgs.destCityId;
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@@ -6,7 +6,9 @@ import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js'
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import { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
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import { LogFormat, type LogEntryDraft } from '@sammo-ts/logic/logging/types.js';
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import { buildScoutMessageDraft } from '@sammo-ts/logic/messages/scoutMessage.js';
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import { searchDistanceEntries } from '@sammo-ts/logic/world/distance.js';
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import { buildCrewTypeIndex, getTechCost, getTechLevel } from '@sammo-ts/logic/world/unitSet.js';
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import type { MapDefinition } from '@sammo-ts/logic/world/types.js';
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import { LEGACY_DEFAULT_MAX_LEVEL } from '@sammo-ts/logic/scenario/constants.js';
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import type { WarUnitReport } from './types.js';
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import type {
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@@ -197,43 +199,45 @@ const resolveConquerNation = (city: City, attackerNationId: number, nations: Nat
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return entries[0]![0];
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};
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const getCityPosition = (city: City): { x: number; y: number } | null => {
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const x = getMetaNumber(city.meta, 'positionX', Number.NaN);
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const y = getMetaNumber(city.meta, 'positionY', Number.NaN);
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if (!Number.isFinite(x) || !Number.isFinite(y)) {
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return null;
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}
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return { x, y };
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};
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const findNextCapital = (
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cities: City[],
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defenderNationId: number,
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capturedCityId: number,
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oldCapital: City
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): City | null => {
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map: MapDefinition
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): City => {
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const candidates = cities.filter((city) => city.nationId === defenderNationId && city.id !== capturedCityId);
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if (!candidates.length) {
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return null;
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throw new Error('도시가 남지 않았는데 긴천을 시도하고 있습니다');
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}
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const oldPos = getCityPosition(oldCapital);
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if (!oldPos) {
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return candidates.sort((lhs, rhs) => rhs.population - lhs.population)[0]!;
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const candidatesById = new Map(candidates.map((city) => [city.id, city] as const));
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let nearestDistance: number | null = null;
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let nextCapital: City | null = null;
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// Ref searchDistance(..., true)는 CityConst::path 순서의 BFS 결과를
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// 거리별로 훑는다. 첫 보유 거리만 보고, 같은 인구면 뒤 도시로
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// 교체하는 findNextCapital의 >= 동률 처리까지 그대로 보존한다.
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for (const [cityId, distance] of searchDistanceEntries(map, capturedCityId, 99)) {
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if (distance === 0) {
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continue;
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}
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if (nearestDistance !== null && distance > nearestDistance) {
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break;
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}
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const candidate = candidatesById.get(cityId);
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if (!candidate) {
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continue;
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}
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nearestDistance ??= distance;
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if (!nextCapital || candidate.population >= nextCapital.population) {
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nextCapital = candidate;
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}
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}
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return candidates
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.map((city) => {
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const pos = getCityPosition(city);
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const distance = pos ? Math.hypot(pos.x - oldPos.x, pos.y - oldPos.y) : Number.MAX_SAFE_INTEGER;
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return { city, distance };
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})
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.sort((lhs, rhs) => {
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if (lhs.distance !== rhs.distance) {
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return lhs.distance - rhs.distance;
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}
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return rhs.city.population - lhs.city.population;
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})[0]!.city;
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if (!nextCapital) {
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throw new Error('도시가 남지 않았는데 긴천을 시도하고 있습니다');
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}
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return nextCapital;
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};
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const pushLogger = (
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@@ -450,7 +454,7 @@ const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
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// 수도 함락 시 수도 이전 및 내부 사기/자원 페널티.
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if (!nationCollapsed && defenderNation && defenderNation.capitalCityId === defenderCity.id) {
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const nextCapital = findNextCapital(cities, defenderNationId, defenderCity.id, defenderCity);
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const nextCapital = findNextCapital(cities, defenderNationId, defenderCity.id, input.map);
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if (nextCapital) {
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const josaRo = JosaUtil.pick(nextCapital.name, '로');
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const josaYi = JosaUtil.pick(defenderNation.name, '이');
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@@ -6,7 +6,7 @@ import type { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
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import type { LogEntryDraft } from '@sammo-ts/logic/logging/types.js';
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import type { MessageDraft } from '@sammo-ts/logic/messages/message.js';
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import type { TracePort } from '@sammo-ts/logic/ports/trace.js';
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import type { UnitSetDefinition } from '@sammo-ts/logic/world/types.js';
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import type { MapDefinition, UnitSetDefinition } from '@sammo-ts/logic/world/types.js';
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import type { WarActionModule } from './actions.js';
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import type { WarTriggerRegistry } from './triggers.js';
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import type { LegacyWarLogFlushSequence } from './legacyFlushSequence.js';
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@@ -195,6 +195,8 @@ export interface WarAftermathInput<TriggerState extends GeneralTriggerState = Ge
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cities: City[];
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generals: General<TriggerState>[];
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unitSet: UnitSetDefinition;
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/** 긴급천도 BFS에 사용하는 Ref CityConst::path 대응 topology. */
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map: MapDefinition;
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config: WarAftermathConfig;
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time: WarTimeContext;
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/** Ref Message::gameNow() at the command transaction's logical tick. */
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