fix: 전투 이펙트와 차등 하네스 호환성을 복원한다
Ref 기준의 판정 순서, 난수 소비, 아이템·특기 이펙트와 로그 형식을 맞춘다. 전체 전투 결과와 이벤트·상태·난수 trace를 엄격 비교하고 fixture 및 출병 예약 회귀를 보강한다.
This commit is contained in:
@@ -1,11 +1,13 @@
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import type { GeneralActionContext } from '@sammo-ts/logic/triggers/general.js';
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import type { GeneralStatName, WarStatName } from '@sammo-ts/logic/actionModules/types.js';
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import type { WarActionContext } from '@sammo-ts/logic/war/actions.js';
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import { WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import { che_부적 } from '@sammo-ts/logic/war/triggers/che_부적.js';
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import { che_부상무효 } from '@sammo-ts/logic/war/triggers/che_견고.js';
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import type { ItemModule } from './types.js';
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const ITEM_KEY = 'che_부적_태현청생부';
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const RAISE_TYPE = BaseWarUnitTrigger.TYPE_ITEM + BaseWarUnitTrigger.TYPE_DEDUP_TYPE_BASE * 303;
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export const itemModule: ItemModule = {
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key: ITEM_KEY,
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@@ -28,8 +30,12 @@ export const itemModule: ItemModule = {
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}
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return value;
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} as NonNullable<ItemModule['onCalcStat']>,
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getBattleInitTriggerList: (context) => {
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if (!context.unit) return null;
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return new WarTriggerCaller(new che_부상무효(context.unit, RAISE_TYPE), new che_부적(context.unit, RAISE_TYPE));
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},
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getBattlePhaseTriggerList: (context) => {
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if (!context.unit) return null;
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return new WarTriggerCaller(new che_부적(context.unit));
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return new WarTriggerCaller(new che_부적(context.unit, RAISE_TYPE));
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},
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};
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@@ -1,9 +1,10 @@
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import { che_진압 } from '@sammo-ts/logic/war/triggers/che_진압.js';
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import { WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import type { ItemModule } from './types.js';
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const ITEM_KEY = 'che_진압_박혁론';
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const RAISE_TYPE = BaseWarUnitTrigger.TYPE_NONE;
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export const itemModule: ItemModule = {
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key: ITEM_KEY,
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@@ -18,6 +19,6 @@ export const itemModule: ItemModule = {
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unique: false,
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getBattlePhaseTriggerList: (context) => {
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if (!context.unit) return null;
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return new WarTriggerCaller(new che_진압(context.unit));
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return new WarTriggerCaller(new che_진압(context.unit, RAISE_TYPE));
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},
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};
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@@ -1,11 +1,19 @@
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import { GeneralTriggerCaller } from '@sammo-ts/logic/triggers/general.js';
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import { CheUisulCityHealTrigger } from '@sammo-ts/logic/triggers/generalTriggers/che_도시치료.js';
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import { triggerModule as medicalWarTriggerModule } from '@sammo-ts/logic/war/triggers/che_의술.js';
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import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import { che_의술발동, che_의술시도 } from '@sammo-ts/logic/war/triggers/che_의술.js';
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import type { ItemModule } from './types.js';
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const INFO =
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'[군사] 매 턴마다 자신(100%)과 소속 도시 장수(적 포함 50%) 부상 회복<br>[전투] 페이즈마다 40% 확률로 치료 발동(아군 피해 30% 감소, 부상 회복)';
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const ATTEMPT_DEDUP_TYPE: Record<string, number> = {
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che_의술_상한잡병론: 301,
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che_의술_정력견혈산: 302,
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che_의술_청낭서: 302,
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che_의술_태평청령: 303,
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};
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export const createMedicalItem = (key: string, rawName: string): ItemModule => ({
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key,
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rawName,
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@@ -18,6 +26,15 @@ export const createMedicalItem = (key: string, rawName: string): ItemModule => (
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reqSecu: 0,
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unique: true,
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getPreTurnExecuteTriggerList: (context) => new GeneralTriggerCaller(new CheUisulCityHealTrigger(context.general)),
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getBattlePhaseTriggerList: (context) =>
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context.unit ? medicalWarTriggerModule.createTriggerList(context.unit) : null,
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getBattlePhaseTriggerList: (context) => {
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if (!context.unit) {
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return null;
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}
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const attemptRaiseType =
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BaseWarUnitTrigger.TYPE_ITEM + BaseWarUnitTrigger.TYPE_DEDUP_TYPE_BASE * (ATTEMPT_DEDUP_TYPE[key] ?? 0);
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return new WarTriggerCaller(
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new che_의술시도(context.unit, attemptRaiseType),
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new che_의술발동(context.unit, BaseWarUnitTrigger.TYPE_ITEM)
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);
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},
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});
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@@ -1,4 +1,7 @@
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import type { TraitModule } from '@sammo-ts/logic/actionModules/traits/types.js';
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import { BaseWarUnitTrigger, WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import { che_의술발동, che_의술시도 } from '@sammo-ts/logic/war/triggers/che_의술.js';
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import { che_저격발동, che_저격시도 } from '@sammo-ts/logic/war/triggers/che_저격.js';
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import type { ItemModule } from './types.js';
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export const createEventBattleTraitItemModule = (
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@@ -45,7 +48,25 @@ export const createEventBattleTraitItemModule = (
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itemModule.getBattleInitTriggerList = traitModule.getBattleInitTriggerList;
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}
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if (traitModule.getBattlePhaseTriggerList) {
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itemModule.getBattlePhaseTriggerList = traitModule.getBattlePhaseTriggerList;
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if (traitModule.key === 'che_저격') {
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itemModule.getBattlePhaseTriggerList = (context) =>
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context.unit
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? new WarTriggerCaller(
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new che_저격시도(context.unit, BaseWarUnitTrigger.TYPE_ITEM, 0.5, 20, 40),
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new che_저격발동(context.unit, BaseWarUnitTrigger.TYPE_ITEM)
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)
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: null;
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} else if (traitModule.key === 'che_의술') {
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itemModule.getBattlePhaseTriggerList = (context) =>
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context.unit
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? new WarTriggerCaller(
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new che_의술시도(context.unit, BaseWarUnitTrigger.TYPE_ITEM),
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new che_의술발동(context.unit)
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)
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: null;
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} else {
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itemModule.getBattlePhaseTriggerList = traitModule.getBattlePhaseTriggerList;
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}
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}
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if (traitModule.getWarPowerMultiplier) {
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itemModule.getWarPowerMultiplier =
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@@ -1,5 +1,5 @@
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import { TriggerPriority } from '@sammo-ts/logic/triggers/core.js';
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import { consumeEquippedItemCharge, getEquippedItemInstance } from './inventory.js';
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import { getEquippedItemInstance } from './inventory.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 { ItemModule } from './types.js';
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@@ -17,6 +17,15 @@ class EventRamConsumptionTrigger extends BaseWarUnitTrigger {
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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.hasActivatedSkillOnLog('충차공격') > 0 && self.getPhase() === self.getMaxPhase() - 1) {
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if (self instanceof WarUnitGeneral) {
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const equipped = getEquippedItemInstance(self.getGeneral(), 'item');
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if (equipped?.itemKey === ITEM_KEY && (equipped.state.charges ?? 0) <= 0) {
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this.processConsumableItem();
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}
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}
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return true;
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}
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if (!(self instanceof WarUnitGeneral) || !(oppose instanceof WarUnitCity)) {
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return true;
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}
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@@ -28,9 +37,15 @@ class EventRamConsumptionTrigger extends BaseWarUnitTrigger {
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return true;
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}
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self.activateSkill('충차공격', '아이템사용');
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self.getLogger().pushGeneralBattleDetailLog('<C>충차</>로 성벽을 공격합니다.');
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consumeEquippedItemCharge(general, 'item', ITEM_KEY, 2);
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self.activateSkill('충차공격');
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const equipped = getEquippedItemInstance(general, 'item');
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if (equipped?.itemKey === ITEM_KEY) {
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const remaining = equipped.state.charges ?? 2;
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// Ref decrements the purchase-time remain값 at first city contact,
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// but only deletes the item in the last battle phase.
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equipped.state.charges = remaining - 1;
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}
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return true;
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}
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}
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@@ -22,7 +22,7 @@ import { WarTriggerCaller } from '@sammo-ts/logic/war/triggers.js';
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import type { WarUnit } from '@sammo-ts/logic/war/units.js';
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import type { ItemModule, ItemModuleExport } from './types.js';
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import { listEquippedItemKeys } from './utils.js';
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import { removeEquippedItem } from './inventory.js';
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import { registerLegacyBattleItemIdentity, removeEquippedItem } from './inventory.js';
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export const ITEM_KEYS = [
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'che_간파_노군입산부',
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@@ -664,12 +664,17 @@ class ItemWarActionRouter<
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private resolveModules(context: WarActionContext<TriggerState>): Array<ItemModule<TriggerState>> {
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const keys = listEquippedItemKeys(context.general);
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const modules: Array<ItemModule<TriggerState>> = [];
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let itemIdentity = { name: '-', rawName: '-' };
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for (const key of keys) {
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const module = this.registry.get(key);
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if (module) {
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modules.push(module);
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if (module.slot === 'item') {
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itemIdentity = { name: module.name, rawName: module.rawName };
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}
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}
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}
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registerLegacyBattleItemIdentity(context.general, itemIdentity);
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return modules;
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}
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@@ -12,6 +12,27 @@ import type {
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const ITEM_SLOTS: GeneralItemSlot[] = ['horse', 'weapon', 'book', 'item'];
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const INVENTORY_META_KEY = 'itemInventory';
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export interface LegacyBattleItemIdentity {
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name: string;
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rawName: string;
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}
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// Ref's BaseWarUnitTrigger::processConsumableItem() asks General::getItem()
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// for the *item-slot* display name even when a weapon trigger raised the
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// shared item flag. Keep that transient lookup out of persisted General meta.
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const legacyBattleItemIdentities = new WeakMap<object, LegacyBattleItemIdentity>();
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export const registerLegacyBattleItemIdentity = <TriggerState extends GeneralTriggerState>(
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general: General<TriggerState>,
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identity: LegacyBattleItemIdentity
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): void => {
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legacyBattleItemIdentities.set(general, identity);
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};
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export const getLegacyBattleItemIdentity = <TriggerState extends GeneralTriggerState>(
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general: General<TriggerState>
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): LegacyBattleItemIdentity => legacyBattleItemIdentities.get(general) ?? { name: '-', rawName: '-' };
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const emptyState = (): GeneralItemInstanceState => ({ values: {} });
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const cloneState = (state: GeneralItemInstanceState): GeneralItemInstanceState => ({
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@@ -57,9 +78,7 @@ const readState = (value: unknown): GeneralItemInstanceState | null => {
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return null;
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}
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const charges =
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typeof record['charges'] === 'number' && Number.isInteger(record['charges']) && record['charges'] >= 0
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? record['charges']
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: undefined;
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typeof record['charges'] === 'number' && Number.isInteger(record['charges']) ? record['charges'] : undefined;
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const valuesRecord = asRecord(record['values']) ?? {};
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const values: Record<string, TriggerValue> = {};
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for (const [key, entry] of Object.entries(valuesRecord)) {
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