fix: align scenario 2400 monthly parity

This commit is contained in:
2026-08-05 13:25:39 +00:00
parent f731f1f38e
commit 5d6923f11a
26 changed files with 564 additions and 89 deletions
+122 -19
View File
@@ -10,10 +10,11 @@ import type {
} from '@sammo-ts/logic';
import { evaluateConstraints } from '@sammo-ts/logic';
import type { ConstraintContext } from '@sammo-ts/logic';
import { LiteHashDRBG, RandUtil } from '@sammo-ts/common';
import { GAME_TICKS_PER_TURN, LiteHashDRBG, RandUtil } from '@sammo-ts/common';
import { simpleSerialize } from '@sammo-ts/logic/war/utils.js';
import { resolveStartYear, resolveTurnTermMinutes } from '@sammo-ts/logic/actions/turn/actionContextHelpers.js';
import { NATION_TRAIT_KEYS } from '@sammo-ts/logic/actionModules/traits/nation/index.js';
import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js';
import type { ReservedTurnEntry } from '../../reservedTurnStore.js';
import type { TurnGeneral, TurnWorldState } from '../../types.js';
@@ -50,6 +51,19 @@ const d징병 = 2;
const d직전 = 3;
const d전쟁 = 4;
export const calculateRecentWarTurn = (general: TurnGeneral, turnTermMinutes: number): number => {
if (general.recentWarTick !== null && general.recentWarTick !== undefined && general.turnTick !== undefined) {
const tickDiff = general.turnTick - general.recentWarTick;
return tickDiff <= 0 ? 0 : Math.floor(tickDiff / GAME_TICKS_PER_TURN);
}
const recent = general.recentWarTime;
if (!recent) return 12000;
const diffMs = general.turnTime.getTime() - recent.getTime();
if (diffMs <= 0) return 0;
const turnMs = turnTermMinutes * 60 * 1000;
return turnMs > 0 ? Math.floor(diffMs / turnMs) : 12000;
};
export const selectNpcMessageForTurn = (
message: unknown,
rng: Pick<RandUtil, 'nextBool'>,
@@ -86,6 +100,66 @@ export const resolveLegacyAiStats = (
};
};
export const resolveLegacyAiStatsWithModules = (
general: TurnGeneral,
nation: Nation | null | undefined,
maxStatLevel: number,
modules: TurnCommandEnv['generalActionModules'],
worldRef: AiWorldView | null,
world: TurnWorldState,
startYear: number
) => {
const maxLevel = Math.max(1, maxStatLevel);
const clampStat = (value: number): number => Math.max(0, Math.min(value, maxLevel));
const pipeline = new GeneralActionPipeline(modules ?? []);
const context = {
general,
nation,
...(worldRef
? {
worldView: {
listGenerals: () => worldRef.listGenerals(),
listGeneralsByCity: (cityId: number) =>
worldRef.listGenerals().filter((candidate) => candidate.cityId === cityId),
listNations: () => worldRef.listNations(),
},
}
: {}),
time: {
year: world.currentYear,
month: world.currentMonth,
startYear,
},
};
const rawStat = (statName: 'leadership' | 'strength' | 'intelligence'): number => general.stats[statName];
const calculate = (
statName: 'leadership' | 'strength' | 'intelligence',
withInjury: boolean,
withStatAdjust: boolean,
truncate: boolean
): number => {
const injuryRatio = withInjury ? (100 - Math.max(0, Math.min(general.injury, 100))) / 100 : 1;
let value = rawStat(statName) * injuryRatio;
if (withStatAdjust && statName === 'strength') {
value += Math.round(calculate('intelligence', withInjury, false, false) / 4);
} else if (withStatAdjust && statName === 'intelligence') {
value += Math.round(calculate('strength', withInjury, false, false) / 4);
}
value = clampStat(value);
value = clampStat(Number(pipeline.onCalcStat(context, statName, value)));
return truncate ? Math.trunc(value) : value;
};
return {
fullLeadership: calculate('leadership', false, true, true),
fullStrength: calculate('strength', false, true, true),
fullIntelligence: calculate('intelligence', false, true, true),
effectiveLeadership: calculate('leadership', true, true, true),
effectiveStrength: calculate('strength', true, true, true),
effectiveIntelligence: calculate('intelligence', true, true, true),
};
};
export class GeneralAI {
public general: TurnGeneral;
public city?: City;
@@ -560,6 +634,28 @@ export class GeneralAI {
return this.buildCandidate(this.nationDefinitions, this.nationFallback, action, args, reason);
}
getLastNationTurn(): Record<string, unknown> {
return asRecord(asRecord(this.nation?.meta)[`turn_last_${this.general.officerLevel}`]);
}
getLastCapitalMoveTrial(): [number, number] | null {
const raw = asRecord(this.nation?.meta).lastCapitalMoveTrial;
if (!Array.isArray(raw) || raw.length < 2) return null;
const officerLevel = Number(raw[0]);
const turnTick = Number(raw[1]);
return Number.isFinite(officerLevel) && Number.isFinite(turnTick) ? [officerLevel, turnTick] : null;
}
markCapitalMoveTrial(): void {
if (!this.nation || this.general.turnTick === undefined) return;
const nextMeta = {
...(this.promotionNationMeta ?? this.nation.meta),
lastCapitalMoveTrial: [this.general.officerLevel, this.general.turnTick],
};
this.nation = { ...this.nation, meta: nextMeta as Nation['meta'] };
this.promotionNationMeta = nextMeta;
}
getReservedTurn(generalId: number): ReservedTurnEntry {
return this.reservedTurnProvider.getGeneralTurn(generalId, 0);
}
@@ -930,11 +1026,21 @@ export class GeneralAI {
}
private refreshLegacyFullStats(): void {
const stats = resolveLegacyAiStats(
this.general,
this.nation,
this.commandEnv.maxStatLevel ?? this.scenarioConfig.stat.max
);
const stats = this.commandEnv.generalActionModules
? resolveLegacyAiStatsWithModules(
this.general,
this.nation,
this.commandEnv.maxStatLevel ?? this.scenarioConfig.stat.max,
this.commandEnv.generalActionModules,
this.worldRef,
this.world,
this.startYear
)
: resolveLegacyAiStats(
this.general,
this.nation,
this.commandEnv.maxStatLevel ?? this.scenarioConfig.stat.max
);
this.general.meta = {
...this.general.meta,
...stats,
@@ -1129,6 +1235,15 @@ export class GeneralAI {
lastAttackable = yearMonth;
worldLastAttackable.set(nationId, yearMonth);
this.nation!.meta = { ...this.nation!.meta, last_attackable: yearMonth };
// Ref writes nation_env.last_attackable while constructing each
// GeneralAI instance. Carry that side effect through the existing
// nation-meta patch channel even when no promotion was selected.
// Promotion runs first in quarter months, so preserve a chief_set
// patch already accumulated by choose*Promotion().
this.promotionNationMeta = {
...(this.promotionNationMeta ?? this.nation!.meta),
last_attackable: yearMonth,
};
};
if (minWarTerm === null) {
@@ -1163,19 +1278,7 @@ export class GeneralAI {
}
private calcRecentWarTurn(general: TurnGeneral): number {
const recent = general.recentWarTime;
if (!recent) {
return 12000;
}
const diffMs = general.turnTime.getTime() - recent.getTime();
if (diffMs <= 0) {
return 0;
}
const turnMs = this.turnTermMinutes * 60 * 1000;
if (turnMs <= 0) {
return 12000;
}
return Math.floor(diffMs / turnMs);
return calculateRecentWarTurn(general, this.turnTermMinutes);
}
}
@@ -121,12 +121,17 @@ export const doNPC구출발령 = (ai: GeneralAI) => {
if (lostCandidates.length === 0) {
return null;
}
const destCityId = pickRandomCityId(ai, ai.supplyCities);
if (destCityId === null) {
const candidates = lostCandidates.flatMap((general) => {
const destCityId = pickRandomCityId(ai, ai.supplyCities);
return destCityId === null ? [] : [{ general, destCityId }];
});
if (candidates.length === 0) {
return null;
}
const destGeneral = ai.rng.choice(lostCandidates);
return buildAssignmentCandidate(ai, destGeneral.id, destCityId, 'NPC구출발령');
// Ref draws one destination city for every lost general, then chooses one
// completed (general, city) pair. The unused pairs still consume RNG.
const picked = ai.rng.choice(candidates);
return buildAssignmentCandidate(ai, picked.general.id, picked.destCityId, 'NPC구출발령');
};
export const doNPC전방발령 = (ai: GeneralAI) => {
@@ -1,4 +1,5 @@
import type { GeneralAI } from '../core.js';
import { GAME_TICKS_PER_TURN } from '@sammo-ts/common';
import { calcCityDevRatio } from '../../aiUtils.js';
import { searchAllDistanceByCityList } from '../../distance.js';
@@ -9,6 +10,33 @@ export const do천도 = (ai: GeneralAI) => {
if (!ai.map) {
return null;
}
const lastTurn = ai.getLastNationTurn();
const lastArgs =
lastTurn.arg && typeof lastTurn.arg === 'object' ? (lastTurn.arg as Record<string, unknown>) : null;
const lastDestination = Number(lastArgs?.destCityID ?? lastArgs?.destCityId);
if (
lastTurn.command === '천도' &&
Number.isFinite(lastDestination) &&
lastDestination !== ai.nation.capitalCityId
) {
const continuing = ai.buildNationCandidate('che_천도', { destCityID: lastDestination }, '천도');
if (continuing) {
ai.markCapitalMoveTrial();
return continuing;
}
}
const lastTrial = ai.getLastCapitalMoveTrial();
const currentTurnTick = ai.general.turnTick;
if (
lastTrial &&
currentTurnTick !== undefined &&
Math.abs(currentTurnTick - lastTrial[1]) < Math.floor(GAME_TICKS_PER_TURN / 2) &&
lastTrial[0] !== ai.general.officerLevel
) {
return null;
}
const nationCities = Object.values(ai.nationCities);
if (nationCities.length <= 1) {
return null;
@@ -80,5 +108,7 @@ export const do천도 = (ai: GeneralAI) => {
}
}
return ai.buildNationCandidate('che_천도', { destCityID: targetCityId }, '천도');
const candidate = ai.buildNationCandidate('che_천도', { destCityID: targetCityId }, '천도');
if (candidate) ai.markCapitalMoveTrial();
return candidate;
};
+17 -2
View File
@@ -1236,11 +1236,26 @@ export class InMemoryTurnWorld {
const nextTurnAt = result.nextTurnAt ?? getNextTurnAt(currentGeneral.turnTime, this.schedule);
if (!result.deleted?.general) {
const resolvedGeneral = result.general ?? currentGeneral;
const clock = this.getGameClock();
const currentTurnTick = currentGeneral.turnTick ?? clock.dateToTick(currentGeneral.turnTime);
const nextTurnTick =
currentTurnTick + (clock.dateToTick(nextTurnAt) - clock.dateToTick(currentGeneral.turnTime));
const recentWarTimeChanged =
(resolvedGeneral.recentWarTime?.getTime() ?? null) !==
(currentGeneral.recentWarTime?.getTime() ?? null);
const recentWarTickChanged = resolvedGeneral.recentWarTick !== currentGeneral.recentWarTick;
const nextGeneral = this.normalizeGeneralClock(
normalizeGeneralDatabaseIntegers({
...(result.general ?? currentGeneral),
...resolvedGeneral,
turnTime: nextTurnAt,
turnTick: undefined,
// Ref advances the logical tick directly. Re-encoding the
// millisecond Date would discard its sub-millisecond tail.
turnTick: nextTurnTick,
// A loaded row always carries recentWarTick (often null).
// When battle logic changes recentWarTime, discard that
// stale tick so normalizeGeneralClock derives the new one.
...(recentWarTimeChanged && !recentWarTickChanged ? { recentWarTick: undefined } : {}),
})
);
this.generals.set(nextGeneral.id, nextGeneral);
@@ -1,4 +1,4 @@
import { LiteHashDRBG, RandUtil } from '@sammo-ts/common';
import { GAME_TICKS_PER_TURN, LiteHashDRBG, RandUtil } from '@sammo-ts/common';
import type { TurnCommandEnv } from '@sammo-ts/logic';
import { simpleSerialize } from '@sammo-ts/logic/war/utils.js';
@@ -25,18 +25,24 @@ const resolveHiddenSeed = (world: InMemoryTurnWorld): string | number => {
return typeof value === 'string' || typeof value === 'number' ? value : String(value);
};
const createTurnTime = (
const createTurnClock = (
rng: RandUtil,
environment: MonthlyEventEnvironment,
tickSeconds: number
): Date => {
world: InMemoryTurnWorld
): { turnTime: Date; turnTick: number } => {
const tickSeconds = world.getState().tickSeconds;
const turnMinutes = tickSeconds / 60;
if (!(turnMinutes > 0) || !Number.isInteger(turnMinutes)) {
throw new Error('ProvideNPCTroopLeader requires a positive integer turn term.');
}
const seconds = rng.nextRangeInt(0, turnMinutes * 60 - 1);
const fraction = rng.nextRangeInt(0, 999_999);
return new Date(environment.turnTime.getTime() + seconds * 1_000 + Math.floor(fraction / 1_000));
const ticksPerSecond = GAME_TICKS_PER_TURN / tickSeconds;
const turnTick =
world.dateToGameTick(environment.turnTime) +
seconds * ticksPerSecond +
Math.floor((fraction * ticksPerSecond) / 1_000_000);
return { turnTime: world.gameTickToDate(turnTick), turnTick };
};
export const createProvideNpcTroopLeaderHandler = (options: {
@@ -51,9 +57,7 @@ export const createProvideNpcTroopLeaderHandler = (options: {
}
const currentLastId = world.getState().meta.lastNPCTroopLeaderID;
let lastNpcTroopLeaderId =
typeof currentLastId === 'number' && Number.isFinite(currentLastId)
? Math.trunc(currentLastId)
: 0;
typeof currentLastId === 'number' && Number.isFinite(currentLastId) ? Math.trunc(currentLastId) : 0;
for (const nation of world.listNations().sort((left, right) => left.id - right.id)) {
const maximum = MAX_LEADERS_BY_NATION_LEVEL[nation.level] ?? 0;
@@ -85,6 +89,7 @@ export const createProvideNpcTroopLeaderHandler = (options: {
const city = rng.choice(cityPool);
const id = world.getNextGeneralId();
const age = 20;
const turnClock = createTurnClock(rng, environment, world);
const general: TurnGeneral = {
id,
userId: null,
@@ -117,7 +122,7 @@ export const createProvideNpcTroopLeaderHandler = (options: {
picture: 'default.jpg',
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
lastTurn: { command: '휴식' },
turnTime: createTurnTime(rng, environment, world.getState().tickSeconds),
...turnClock,
recentWarTime: null,
meta: {
killturn: 70,
@@ -149,13 +149,9 @@ export const createAssignGeneralSpecialityHandler = (options: {
const defaultWar = normalizeCode(world.getScenarioConfig().const.defaultSpecialWar);
const retirementYear = readRuntimeNumber(world, 'retirementYear', 80);
const scenarioStat = world.getScenarioConfig().stat;
// ref SQL에 ORDER BY가 없으므로 loader가 보존한 DB scan 순서를 두
// domestic/war pass에서 그대로 재사용한다.
const generals = world.listGenerals().sort((left, right) => {
const leftOrder = readFiniteNumber(left.meta, ['legacyScanOrder']) ?? left.id;
const rightOrder = readFiniteNumber(right.meta, ['legacyScanOrder']) ?? right.id;
return leftOrder - rightOrder;
});
// Ref explicitly orders both speciality passes by general.no. This
// avoids leaking Aria's deleted-page reuse order into gameplay RNG.
const generals = world.listGenerals().sort((left, right) => left.id - right.id);
for (const general of generals) {
if (
@@ -1760,6 +1760,18 @@ export const createReservedTurnHandler = async (options: {
nationFallback,
});
const candidate = ai.chooseGeneralTurn(generalCommand);
// Ref GeneralAI::calcDiplomacyState writes
// nation_env.last_attackable for ordinary generals too. The
// nation-turn path consumes this patch above, but most NPCs
// never execute a nation turn.
const generalAiNationState = ai.consumePromotionPatches();
if (generalAiNationState.nationMeta && currentNation) {
currentNation = {
...currentNation,
meta: generalAiNationState.nationMeta as Nation['meta'],
};
worldOverlay?.applyNationPatch(currentNation.id, { meta: currentNation.meta });
}
const npcMessage = ai.consumeNpcMessage();
if (npcMessage) {
const messageTarget = {