fix: Ref 장수 기본 카드 표시를 보완

This commit is contained in:
2026-08-13 18:46:42 +00:00
parent 235db3eb04
commit 77b05bf1bc
10 changed files with 493 additions and 103 deletions
+133 -55
View File
@@ -42,6 +42,12 @@ import {
resolveMainNationTech,
splitNationTraitInfo,
} from '../../services/mainNationProjection.js';
import {
resolveGeneralTypeCall,
resolveLeadershipBonus,
resolveRefreshScoreText,
resolveRemainingMinutes,
} from '../../services/generalBasicCardProjection.js';
const zGeneralSettings = z.object({
tnmt: z.number().int().optional(),
@@ -268,63 +274,91 @@ export const getGeneralContext = async (ctx: GameApiContext) => {
return null;
}
const [city, queriedNation, worldState] = await Promise.all([
general.cityId > 0
? ctx.db.city.findUnique({
where: { id: general.cityId },
select: {
id: true,
name: true,
level: true,
nationId: true,
population: true,
populationMax: true,
agriculture: true,
agricultureMax: true,
commerce: true,
commerceMax: true,
security: true,
securityMax: true,
trust: true,
trade: true,
defence: true,
defenceMax: true,
wall: true,
wallMax: true,
region: true,
supplyState: true,
frontState: true,
},
})
: null,
general.nationId > 0
? ctx.db.nation.findUnique({
where: { id: general.nationId },
select: {
id: true,
name: true,
color: true,
level: true,
gold: true,
rice: true,
tech: true,
typeCode: true,
capitalCityId: true,
meta: true,
},
})
: Promise.resolve(NEUTRAL_NATION_CONTEXT),
ctx.db.worldState.findFirst({ select: { currentYear: true, currentMonth: true, config: true, meta: true } }),
]);
const metaRecord = asRecord(general.meta);
const officerCityId = readNumber(metaRecord.officerCity ?? metaRecord.officer_city ?? metaRecord.officerCityId, 0);
const [city, queriedNation, worldState, officerCity, troop, troopLeader, troopLeaderFirstTurn, accessLog] =
await Promise.all([
general.cityId > 0
? ctx.db.city.findUnique({
where: { id: general.cityId },
select: {
id: true,
name: true,
level: true,
nationId: true,
population: true,
populationMax: true,
agriculture: true,
agricultureMax: true,
commerce: true,
commerceMax: true,
security: true,
securityMax: true,
trust: true,
trade: true,
defence: true,
defenceMax: true,
wall: true,
wallMax: true,
region: true,
supplyState: true,
frontState: true,
},
})
: null,
general.nationId > 0
? ctx.db.nation.findUnique({
where: { id: general.nationId },
select: {
id: true,
name: true,
color: true,
level: true,
gold: true,
rice: true,
tech: true,
typeCode: true,
capitalCityId: true,
meta: true,
},
})
: Promise.resolve(NEUTRAL_NATION_CONTEXT),
ctx.db.worldState.findFirst({
select: { currentYear: true, currentMonth: true, tickSeconds: true, config: true, meta: true },
}),
officerCityId > 0
? ctx.db.city.findUnique({ where: { id: officerCityId }, select: { name: true } })
: Promise.resolve(null),
general.troopId > 0
? ctx.db.troop.findUnique({ where: { troopLeaderId: general.troopId }, select: { name: true } })
: Promise.resolve(null),
general.troopId > 0
? ctx.db.general.findUnique({ where: { id: general.troopId }, select: { cityId: true } })
: Promise.resolve(null),
general.troopId > 0
? ctx.db.generalTurn.findFirst({
where: { generalId: general.troopId },
orderBy: { turnIdx: 'asc' },
select: { actionCode: true },
})
: Promise.resolve(null),
ctx.db.generalAccessLog.findUnique({
where: { generalId: general.id },
select: { refreshScore: true, refreshScoreTotal: true },
}),
]);
const nation = queriedNation ?? NEUTRAL_NATION_CONTEXT;
const [capitalCity, cityNation, nationPopulation, nationCrew, topChiefRows] = await Promise.all([
const [capitalCity, cityNation, troopLeaderCity, nationPopulation, nationCrew, topChiefRows] = await Promise.all([
nation.capitalCityId
? ctx.db.city.findUnique({ where: { id: nation.capitalCityId }, select: { name: true } })
: Promise.resolve(null),
city && city.nationId > 0
? ctx.db.nation.findUnique({ where: { id: city.nationId }, select: { name: true } })
: Promise.resolve(null),
troopLeader && troopLeader.cityId > 0
? ctx.db.city.findUnique({ where: { id: troopLeader.cityId }, select: { name: true } })
: Promise.resolve(null),
nation.id > 0
? ctx.db.city.aggregate({
where: { nationId: nation.id },
@@ -356,9 +390,12 @@ export const getGeneralContext = async (ctx: GameApiContext) => {
loadItemDisplayNames([general.horseCode, general.weaponCode, general.bookCode, general.itemCode]),
]);
const metaRecord = asRecord(general.meta);
const worldConfig = asRecord(worldState?.config);
const constValues = asRecord(worldConfig.const ?? worldConfig.consts);
const scenarioStat = asRecord(worldConfig.stat);
const chiefStatMin = readNumber(scenarioStat.chiefMin, 70);
const statGradeLevel = readNumber(constValues.statGradeLevel, 5);
const retirementYear = readNumber(constValues.retirementYear, 70);
const maxDedicationLevel = readNumber(constValues.maxDedLevel, 30);
const settings = resolveUserSettings(metaRecord);
const penalties = resolvePenalty(general.penalty);
@@ -379,6 +416,27 @@ export const getGeneralContext = async (ctx: GameApiContext) => {
const normalized = normalizeItemCode(code);
return normalized ? (itemNames.get(normalized) ?? sanitizeInternalDisplayCode(normalized)) : null;
};
const worldMeta = asRecord(worldState?.meta);
const rawLastExecuted = worldMeta.lastTurnTime ?? worldMeta.turntime;
const parsedLastExecuted =
rawLastExecuted instanceof Date
? rawLastExecuted
: typeof rawLastExecuted === 'string'
? new Date(rawLastExecuted)
: null;
const stats = {
leadership: general.leadership,
strength: general.strength,
intelligence: general.intel,
};
const refreshScore = accessLog?.refreshScore ?? 0;
const refreshScoreTotal = accessLog?.refreshScoreTotal ?? 0;
const troopStatus: 'inactive' | 'present' | 'away' =
troopLeaderFirstTurn?.actionCode !== undefined && troopLeaderFirstTurn.actionCode !== 'che_집합'
? 'inactive'
: troopLeader?.cityId === general.cityId
? 'present'
: 'away';
return {
general: {
@@ -392,11 +450,11 @@ export const getGeneralContext = async (ctx: GameApiContext) => {
imageServer: general.imageServer,
officerLevel: general.officerLevel,
officerLevelText: resolveOfficerLevelName(general.officerLevel, nation.level),
stats: {
leadership: general.leadership,
strength: general.strength,
intelligence: general.intel,
},
officerCityName:
general.officerLevel >= 2 && general.officerLevel <= 4 ? (officerCity?.name ?? null) : null,
generalType: resolveGeneralTypeCall(stats, chiefStatMin, statGradeLevel),
leadershipBonus: resolveLeadershipBonus(general.officerLevel, nation.level),
stats,
gold: general.gold,
rice: general.rice,
crew: general.crew,
@@ -406,7 +464,15 @@ export const getGeneralContext = async (ctx: GameApiContext) => {
experience: general.experience,
dedication: general.dedication,
age: general.age,
retirementYear,
turnTime: general.turnTime.toISOString(),
defenceTrain: settings.defence_train,
killTurn: readNumber(metaRecord.killturn ?? metaRecord.killTurn, 0),
remainingMinutes: resolveRemainingMinutes(
general.turnTime,
parsedLastExecuted,
worldState?.tickSeconds ?? 0
),
crewTypeId: general.crewTypeId,
crewTypeName: crewTypeNames.get(general.crewTypeId) ?? '-',
traits: {
@@ -438,6 +504,18 @@ export const getGeneralContext = async (ctx: GameApiContext) => {
book: itemName(general.bookCode),
item: itemName(general.itemCode),
},
troop: troop
? {
name: troop.name,
status: troopStatus,
leaderCityName: troopLeaderCity?.name ?? null,
}
: null,
refreshScore: {
current: refreshScore,
total: refreshScoreTotal,
text: resolveRefreshScoreText(refreshScoreTotal),
},
},
iconChoices: ctx.auth?.user.canUseGeneralPicture === false ? [] : (ctx.auth?.user.icons ?? []),
canChangeIcon: general.npcState === 0 && ctx.auth?.user.canUseGeneralPicture !== false,
@@ -0,0 +1,55 @@
export interface GeneralBasicStats {
leadership: number;
strength: number;
intelligence: number;
}
export const resolveGeneralTypeCall = (stats: GeneralBasicStats, chiefStatMin: number, statGradeLevel = 5): string => {
const { leadership, strength, intelligence } = stats;
if (leadership < 40) {
if (strength + intelligence < 40) return '아둔';
if (intelligence >= chiefStatMin && strength < intelligence * 0.8) return '학자';
if (strength >= chiefStatMin && intelligence < strength * 0.8) return '장사';
return '명사';
}
const maxStat = Math.max(leadership, strength, intelligence);
const sumTwoStats = Math.min(leadership + strength, strength + intelligence, intelligence + leadership);
if (maxStat >= chiefStatMin + statGradeLevel && sumTwoStats >= maxStat * 1.7) return '만능';
if (strength >= chiefStatMin - statGradeLevel && intelligence < strength * 0.8) return '용장';
if (intelligence >= chiefStatMin - statGradeLevel && strength < intelligence * 0.8) return '명장';
if (leadership >= chiefStatMin - statGradeLevel && strength + intelligence < leadership) return '차장';
return '평범';
};
export const resolveLeadershipBonus = (officerLevel: number, nationLevel: number): number => {
if (officerLevel === 12) return nationLevel * 2;
if (officerLevel >= 5) return nationLevel;
return 0;
};
export const resolveRefreshScoreText = (score: number): string => {
if (score < 50) return '안함';
if (score < 100) return '무관심';
if (score < 200) return '보통';
if (score < 400) return '가끔';
if (score < 800) return '자주';
if (score < 1_600) return '열심';
if (score < 3_200) return '중독';
if (score < 6_400) return '폐인';
if (score < 12_800) return '경고';
return '헐...';
};
export const resolveRemainingMinutes = (
turnTime: Date,
lastExecuted: Date | null,
turnTermSeconds: number
): number | null => {
if (!lastExecuted || !Number.isFinite(lastExecuted.getTime()) || turnTermSeconds <= 0) return null;
let nextTurnMillis = turnTime.getTime();
if (nextTurnMillis < lastExecuted.getTime()) {
nextTurnMillis += turnTermSeconds * 1_000;
}
return Math.floor(Math.min(999, Math.max(0, (nextTurnMillis - lastExecuted.getTime()) / 60_000)));
};