feat: add GeneralTurn and NationTurn models with CRUD operations

- Introduced GeneralTurn and NationTurn models in Prisma schema.
- Implemented reserved turns management in the game API, including loading, setting, and shifting turns for generals and nations.
- Created unit tests for reserved turns functionality to ensure correctness.
- Developed reserved turn handler to process actions based on reserved turns.
- Established in-memory storage for reserved turns with persistence to the database.
This commit is contained in:
2025-12-30 04:45:07 +00:00
parent e4c57e2467
commit 6fe6d54432
13 changed files with 1949 additions and 15 deletions
+50
View File
@@ -48,6 +48,23 @@ export interface GeneralRow {
meta: unknown;
}
export interface GeneralTurnRow {
id: number;
generalId: number;
turnIdx: number;
actionCode: string;
arg: unknown;
}
export interface NationTurnRow {
id: number;
nationId: number;
officerLevel: number;
turnIdx: number;
actionCode: string;
arg: unknown;
}
export interface CityRow {
id: number;
name: string;
@@ -95,6 +112,39 @@ export interface DatabaseClient {
nation: {
findUnique(args: { where: { id: number } }): Promise<NationRow | null>;
};
generalTurn: {
findMany(args: {
where: { generalId: number };
orderBy?: { turnIdx: 'asc' | 'desc' }[];
}): Promise<GeneralTurnRow[]>;
deleteMany(args: { where: { generalId: number } }): Promise<unknown>;
createMany(args: {
data: Array<{
generalId: number;
turnIdx: number;
actionCode: string;
arg: unknown;
}>;
}): Promise<unknown>;
};
nationTurn: {
findMany(args: {
where: { nationId: number; officerLevel: number };
orderBy?: { turnIdx: 'asc' | 'desc' }[];
}): Promise<NationTurnRow[]>;
deleteMany(args: {
where: { nationId: number; officerLevel: number };
}): Promise<unknown>;
createMany(args: {
data: Array<{
nationId: number;
officerLevel: number;
turnIdx: number;
actionCode: string;
arg: unknown;
}>;
}): Promise<unknown>;
};
}
export interface GameApiContext {
+159
View File
@@ -4,6 +4,14 @@ import { z } from 'zod';
import type { WorldStateRow } from './context.js';
import { authedProcedure, procedure, router } from './trpc.js';
import { buildTurnCommandTable } from './turns/commandTable.js';
import {
MAX_GENERAL_TURNS,
MAX_NATION_TURNS,
setGeneralTurn,
setNationTurn,
shiftGeneralTurns,
shiftNationTurns,
} from './turns/reservedTurns.js';
const zRunReason = z.enum(['schedule', 'manual', 'poke']);
@@ -13,6 +21,15 @@ const zTurnRunBudget = z.object({
catchUpCap: z.number().int().positive(),
});
const buildShiftAmountSchema = (maxTurns: number) =>
z.number()
.int()
.min(-(maxTurns - 1))
.max(maxTurns - 1)
.refine((value) => value !== 0, {
message: 'Amount must be non-zero.',
});
const toWorldStateSnapshot = (row: WorldStateRow) => ({
scenarioCode: row.scenarioCode,
currentYear: row.currentYear,
@@ -84,6 +101,148 @@ export const appRouter = router({
nation,
});
}),
reserved: router({
setGeneral: authedProcedure
.input(
z.object({
generalId: z.number().int().positive(),
turnIndex: z.number()
.int()
.min(0)
.max(MAX_GENERAL_TURNS - 1),
action: z.string().min(1),
args: z.unknown().optional(),
})
)
.mutation(async ({ ctx, input }) => {
const general = await ctx.db.general.findUnique({
where: { id: input.generalId },
});
if (!general) {
throw new TRPCError({
code: 'NOT_FOUND',
message: 'General not found.',
});
}
const turns = await setGeneralTurn(
ctx.db,
input.generalId,
input.turnIndex,
input.action,
input.args
);
return { ok: true, turns };
}),
shiftGeneral: authedProcedure
.input(
z.object({
generalId: z.number().int().positive(),
amount: buildShiftAmountSchema(MAX_GENERAL_TURNS),
})
)
.mutation(async ({ ctx, input }) => {
const general = await ctx.db.general.findUnique({
where: { id: input.generalId },
});
if (!general) {
throw new TRPCError({
code: 'NOT_FOUND',
message: 'General not found.',
});
}
const turns = await shiftGeneralTurns(
ctx.db,
input.generalId,
input.amount
);
return { ok: true, turns };
}),
setNation: authedProcedure
.input(
z.object({
generalId: z.number().int().positive(),
turnIndex: z.number()
.int()
.min(0)
.max(MAX_NATION_TURNS - 1),
action: z.string().min(1),
args: z.unknown().optional(),
})
)
.mutation(async ({ ctx, input }) => {
const general = await ctx.db.general.findUnique({
where: { id: input.generalId },
});
if (!general) {
throw new TRPCError({
code: 'NOT_FOUND',
message: 'General not found.',
});
}
if (general.nationId <= 0) {
throw new TRPCError({
code: 'PRECONDITION_FAILED',
message: 'General is not part of a nation.',
});
}
if (general.officerLevel < 5) {
throw new TRPCError({
code: 'FORBIDDEN',
message: 'General is not an officer.',
});
}
const turns = await setNationTurn(
ctx.db,
general.nationId,
general.officerLevel,
input.turnIndex,
input.action,
input.args
);
return { ok: true, turns };
}),
shiftNation: authedProcedure
.input(
z.object({
generalId: z.number().int().positive(),
amount: buildShiftAmountSchema(MAX_NATION_TURNS),
})
)
.mutation(async ({ ctx, input }) => {
const general = await ctx.db.general.findUnique({
where: { id: input.generalId },
});
if (!general) {
throw new TRPCError({
code: 'NOT_FOUND',
message: 'General not found.',
});
}
if (general.nationId <= 0) {
throw new TRPCError({
code: 'PRECONDITION_FAILED',
message: 'General is not part of a nation.',
});
}
if (general.officerLevel < 5) {
throw new TRPCError({
code: 'FORBIDDEN',
message: 'General is not an officer.',
});
}
const turns = await shiftNationTurns(
ctx.db,
general.nationId,
general.officerLevel,
input.amount
);
return { ok: true, turns };
}),
}),
}),
turnDaemon: router({
run: procedure
+2 -2
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@@ -9,7 +9,7 @@ import {
} from '@sammo-ts/infra';
import { resolveGameApiConfigFromEnv } from './config.js';
import { createGameApiContext } from './context.js';
import { createGameApiContext, type DatabaseClient } from './context.js';
import { buildTurnDaemonStreamKeys } from './daemon/streamKeys.js';
import { RedisTurnDaemonTransport } from './daemon/redisTransport.js';
import { InMemoryFlushStore, RedisGatewayFlushSubscriber } from './auth/flushStore.js';
@@ -75,7 +75,7 @@ export const createGameApiServer = async () => {
const token = extractBearerToken(req.headers.authorization);
const auth = token ? tokenVerifier.verify(token) : null;
return createGameApiContext({
db: postgres.prisma,
db: postgres.prisma as unknown as DatabaseClient,
turnDaemon,
profile: {
id: config.profile,
+192
View File
@@ -0,0 +1,192 @@
import type {
DatabaseClient,
GeneralTurnRow,
NationTurnRow,
} from '../context.js';
export const DEFAULT_TURN_ACTION = '휴식';
export const MAX_GENERAL_TURNS = 30;
export const MAX_NATION_TURNS = 12;
export interface ReservedTurnEntry {
action: string;
args: Record<string, unknown>;
}
export interface ReservedTurnView {
index: number;
action: string;
args: Record<string, unknown>;
}
const isRecord = (value: unknown): value is Record<string, unknown> =>
value !== null && typeof value === 'object' && !Array.isArray(value);
const normalizeAction = (action: string | null | undefined): string =>
action && action.length > 0 ? action : DEFAULT_TURN_ACTION;
const normalizeArgs = (args: unknown): Record<string, unknown> =>
isRecord(args) ? args : {};
const createDefaultEntry = (): ReservedTurnEntry => ({
action: DEFAULT_TURN_ACTION,
args: {},
});
const buildDefaultTurns = (length: number): ReservedTurnEntry[] =>
Array.from({ length }, () => createDefaultEntry());
const applyShift = (
turns: ReservedTurnEntry[],
amount: number
): ReservedTurnEntry[] => {
if (amount === 0) {
return turns.slice();
}
if (amount > 0) {
const padding = Array.from({ length: amount }, () => createDefaultEntry());
const sliced = turns.slice(0, Math.max(0, turns.length - amount));
return padding.concat(sliced);
}
const shift = Math.min(turns.length, Math.abs(amount));
const padding = Array.from({ length: shift }, () => createDefaultEntry());
const sliced = turns.slice(shift);
return sliced.concat(padding);
};
const buildTurnListFromRows = (
rows: Array<GeneralTurnRow | NationTurnRow>,
maxTurns: number
): ReservedTurnEntry[] => {
const result = buildDefaultTurns(maxTurns);
for (const row of rows) {
if (row.turnIdx < 0 || row.turnIdx >= maxTurns) {
continue;
}
result[row.turnIdx] = {
action: normalizeAction(row.actionCode),
args: normalizeArgs(row.arg),
};
}
return result;
};
const serializeTurnList = (turns: ReservedTurnEntry[]): ReservedTurnView[] =>
turns.map((entry, index) => ({
index,
action: entry.action,
args: entry.args,
}));
const persistGeneralTurns = async (
db: DatabaseClient,
generalId: number,
turns: ReservedTurnEntry[]
): Promise<void> => {
await db.generalTurn.deleteMany({ where: { generalId } });
await db.generalTurn.createMany({
data: turns.map((entry, turnIdx) => ({
generalId,
turnIdx,
actionCode: normalizeAction(entry.action),
arg: normalizeArgs(entry.args),
})),
});
};
const persistNationTurns = async (
db: DatabaseClient,
nationId: number,
officerLevel: number,
turns: ReservedTurnEntry[]
): Promise<void> => {
await db.nationTurn.deleteMany({ where: { nationId, officerLevel } });
await db.nationTurn.createMany({
data: turns.map((entry, turnIdx) => ({
nationId,
officerLevel,
turnIdx,
actionCode: normalizeAction(entry.action),
arg: normalizeArgs(entry.args),
})),
});
};
export const loadGeneralTurns = async (
db: DatabaseClient,
generalId: number
): Promise<ReservedTurnEntry[]> => {
const rows = await db.generalTurn.findMany({
where: { generalId },
orderBy: [{ turnIdx: 'asc' }],
});
return buildTurnListFromRows(rows, MAX_GENERAL_TURNS);
};
export const loadNationTurns = async (
db: DatabaseClient,
nationId: number,
officerLevel: number
): Promise<ReservedTurnEntry[]> => {
const rows = await db.nationTurn.findMany({
where: { nationId, officerLevel },
orderBy: [{ turnIdx: 'asc' }],
});
return buildTurnListFromRows(rows, MAX_NATION_TURNS);
};
export const setGeneralTurn = async (
db: DatabaseClient,
generalId: number,
turnIndex: number,
action: string,
args: unknown
): Promise<ReservedTurnView[]> => {
const turns = await loadGeneralTurns(db, generalId);
turns[turnIndex] = {
action: normalizeAction(action),
args: normalizeArgs(args),
};
await persistGeneralTurns(db, generalId, turns);
return serializeTurnList(turns);
};
export const shiftGeneralTurns = async (
db: DatabaseClient,
generalId: number,
amount: number
): Promise<ReservedTurnView[]> => {
const turns = await loadGeneralTurns(db, generalId);
const shifted = applyShift(turns, amount);
await persistGeneralTurns(db, generalId, shifted);
return serializeTurnList(shifted);
};
export const setNationTurn = async (
db: DatabaseClient,
nationId: number,
officerLevel: number,
turnIndex: number,
action: string,
args: unknown
): Promise<ReservedTurnView[]> => {
const turns = await loadNationTurns(db, nationId, officerLevel);
turns[turnIndex] = {
action: normalizeAction(action),
args: normalizeArgs(args),
};
await persistNationTurns(db, nationId, officerLevel, turns);
return serializeTurnList(turns);
};
export const shiftNationTurns = async (
db: DatabaseClient,
nationId: number,
officerLevel: number,
amount: number
): Promise<ReservedTurnView[]> => {
const turns = await loadNationTurns(db, nationId, officerLevel);
const shifted = applyShift(turns, amount);
await persistNationTurns(db, nationId, officerLevel, shifted);
return serializeTurnList(shifted);
};