feat: implement Join UI for general creation and possession; add API integration for session management

This commit is contained in:
2026-01-16 17:59:58 +00:00
parent 3ea81e4532
commit 998035c66c
3 changed files with 897 additions and 7 deletions
+364
View File
@@ -21,6 +21,16 @@ import {
type MessageRecordDraft,
type MessageType,
} from '@sammo-ts/logic';
import {
isPersonalityTraitKey,
isWarTraitKey,
loadPersonalityTraitModules,
loadWarTraitModules,
PersonalityTraitLoader,
PERSONALITY_TRAIT_KEYS,
WarTraitLoader,
WAR_TRAIT_KEYS,
} from '@sammo-ts/logic';
import { buildNationTarget, buildTargetFromGeneral, resolveNationInfo } from './messages/targets.js';
import {
fetchMessagesFromMailbox,
@@ -82,6 +92,76 @@ const getMyGeneral = async (ctx: Pick<GameApiContext, 'db' | 'auth'>) => {
return general;
};
const DEFAULT_JOIN_STAT = {
total: 165,
min: 15,
max: 80,
bonusMin: 3,
bonusMax: 5,
};
const asRecord = (value: unknown): Record<string, unknown> =>
value && typeof value === 'object' && !Array.isArray(value) ? (value as Record<string, unknown>) : {};
const asNumber = (value: unknown, fallback: number): number =>
typeof value === 'number' && Number.isFinite(value) ? value : fallback;
const asStringArray = (value: unknown): string[] =>
Array.isArray(value) ? value.filter((item): item is string => typeof item === 'string') : [];
const resolveJoinStat = (worldState: WorldStateRow) => {
const config = asRecord(worldState.config);
const stat = asRecord(config.stat);
return {
total: asNumber(stat.total, DEFAULT_JOIN_STAT.total),
min: asNumber(stat.min, DEFAULT_JOIN_STAT.min),
max: asNumber(stat.max, DEFAULT_JOIN_STAT.max),
bonusMin: DEFAULT_JOIN_STAT.bonusMin,
bonusMax: DEFAULT_JOIN_STAT.bonusMax,
};
};
const hashString = (value: string): number => {
let hash = 0;
for (let i = 0; i < value.length; i += 1) {
hash = (hash * 31 + value.charCodeAt(i)) >>> 0;
}
return hash;
};
const pickFromList = (values: string[], seed: string): string | null => {
if (!values.length) {
return null;
}
const index = hashString(seed) % values.length;
return values[index] ?? null;
};
let cachedPersonalityOptions: Array<{ key: string; name: string; info: string }> | null = null;
const loadPersonalityOptions = async () => {
if (cachedPersonalityOptions) {
return cachedPersonalityOptions;
}
const modules = await loadPersonalityTraitModules([...PERSONALITY_TRAIT_KEYS], new PersonalityTraitLoader());
cachedPersonalityOptions = modules.map((trait) => ({
key: trait.key,
name: trait.name,
info: trait.info ?? '',
}));
return cachedPersonalityOptions;
};
const loadWarOptions = async (keys: string[]) => {
const unique = Array.from(new Set(keys.filter((key) => isWarTraitKey(key))));
const modules = await loadWarTraitModules(unique, new WarTraitLoader());
return modules.map((trait) => ({
key: trait.key,
name: trait.name,
info: trait.info ?? '',
}));
};
export const appRouter = router({
health: router({
ping: procedure.query(({ ctx }) => ({
@@ -143,6 +223,290 @@ export const appRouter = router({
};
}),
}),
join: router({
getConfig: authedProcedure.query(async ({ ctx }) => {
const worldState = await ctx.db.worldState.findFirst();
if (!worldState) {
throw new TRPCError({
code: 'PRECONDITION_FAILED',
message: 'World state is not initialized.',
});
}
const config = asRecord(worldState.config);
const configConst = asRecord(config.const);
const availableSpecialWar = asStringArray(configConst.availableSpecialWar);
const warKeys = availableSpecialWar.length > 0 ? availableSpecialWar : [...WAR_TRAIT_KEYS];
const [personalities, warSpecials, nationRows] = await Promise.all([
loadPersonalityOptions(),
loadWarOptions(warKeys),
ctx.db.nation.findMany({
select: {
id: true,
name: true,
color: true,
meta: true,
},
orderBy: { id: 'asc' },
}),
]);
const nations = nationRows.map((nation) => {
const meta = asRecord(nation.meta);
return {
id: nation.id,
name: nation.name,
color: nation.color,
scoutMessage: typeof meta.infoText === 'string' ? meta.infoText : null,
};
});
return {
rules: {
stat: resolveJoinStat(worldState),
allowCustomName: true,
},
user: {
id: ctx.auth?.user.id ?? '',
displayName: ctx.auth?.user.displayName ?? '',
},
personalities: [
{ key: 'Random', name: '???', info: '무작위 성격을 선택합니다.' },
...personalities,
],
warSpecials,
nations,
};
}),
createGeneral: authedProcedure
.input(
z.object({
name: z.string().min(1).max(18),
leadership: z.number().int(),
strength: z.number().int(),
intel: z.number().int(),
pic: z.boolean().optional(),
character: z.string(),
inheritSpecial: z.string().optional(),
inheritTurntimeZone: z.number().int().optional(),
inheritCity: z.number().int().optional(),
inheritBonusStat: z.tuple([z.number().int(), z.number().int(), z.number().int()]).optional(),
})
)
.mutation(async ({ ctx, input }) => {
const userId = ctx.auth?.user.id;
if (!userId) {
throw new TRPCError({ code: 'UNAUTHORIZED' });
}
const worldState = await ctx.db.worldState.findFirst();
if (!worldState) {
throw new TRPCError({
code: 'PRECONDITION_FAILED',
message: 'World state is not initialized.',
});
}
const statRule = resolveJoinStat(worldState);
const statTotal = input.leadership + input.strength + input.intel;
if (
input.leadership < statRule.min ||
input.strength < statRule.min ||
input.intel < statRule.min ||
input.leadership > statRule.max ||
input.strength > statRule.max ||
input.intel > statRule.max
) {
throw new TRPCError({
code: 'BAD_REQUEST',
message: '능력치 범위를 벗어났습니다.',
});
}
if (statTotal > statRule.total) {
throw new TRPCError({
code: 'BAD_REQUEST',
message: `능력치 합이 ${statRule.total}을 초과했습니다.`,
});
}
const personalityOptions = await loadPersonalityOptions();
const personalityKeys = personalityOptions.map((trait) => trait.key);
const chosenPersonality =
input.character === 'Random'
? pickFromList(personalityKeys, `${userId}:${input.name}`) ?? 'None'
: isPersonalityTraitKey(input.character)
? input.character
: 'None';
return ctx.db.$transaction(async (db) => {
const existing = await db.general.findFirst({ where: { userId } });
if (existing) {
throw new TRPCError({
code: 'PRECONDITION_FAILED',
message: '이미 장수가 생성되어 있습니다.',
});
}
const nameExists = await db.general.findFirst({ where: { name: input.name } });
if (nameExists) {
throw new TRPCError({
code: 'CONFLICT',
message: '이미 존재하는 장수명입니다.',
});
}
const maxId = await db.general.aggregate({ _max: { id: true } });
const nextId = (maxId._max.id ?? 0) + 1;
const cityList = await db.city.findMany({ select: { id: true }, orderBy: { id: 'asc' } });
if (!cityList.length) {
throw new TRPCError({
code: 'PRECONDITION_FAILED',
message: '도시 정보를 찾을 수 없습니다.',
});
}
const cityIndex = hashString(userId) % cityList.length;
const cityId = cityList[cityIndex]?.id ?? cityList[0].id;
const general = await db.general.create({
data: {
id: nextId,
userId,
name: input.name,
nationId: 0,
cityId,
troopId: 0,
npcState: 0,
leadership: input.leadership,
strength: input.strength,
intel: input.intel,
personalCode: chosenPersonality ?? 'None',
specialCode: 'None',
special2Code: 'None',
turnTime: new Date(),
meta: {
createdBy: 'join',
},
},
});
return { ok: true, generalId: general.id };
});
}),
listPossessCandidates: authedProcedure
.input(
z.object({
limit: z.number().int().min(1).max(50).optional(),
offset: z.number().int().min(0).optional(),
})
)
.query(async ({ ctx, input }) => {
const limit = input.limit ?? 20;
const offset = input.offset ?? 0;
const candidates = await ctx.db.general.findMany({
where: {
userId: null,
npcState: { gte: 2 },
},
orderBy: { id: 'asc' },
skip: offset,
take: limit,
select: {
id: true,
name: true,
npcState: true,
nationId: true,
cityId: true,
leadership: true,
strength: true,
intel: true,
age: true,
officerLevel: true,
personalCode: true,
specialCode: true,
special2Code: true,
picture: true,
imageServer: true,
},
});
const [nationRows, cityRows] = await Promise.all([
ctx.db.nation.findMany({ select: { id: true, name: true, color: true } }),
ctx.db.city.findMany({ select: { id: true, name: true } }),
]);
const nationMap = new Map(nationRows.map((nation) => [nation.id, nation]));
const cityMap = new Map(cityRows.map((city) => [city.id, city]));
return candidates.map((candidate) => {
const nation = nationMap.get(candidate.nationId);
const city = cityMap.get(candidate.cityId);
return {
id: candidate.id,
name: candidate.name,
npcState: candidate.npcState,
nation: nation
? { id: nation.id, name: nation.name, color: nation.color }
: { id: 0, name: '재야', color: '#666666' },
city: city ? { id: city.id, name: city.name } : null,
stats: {
leadership: candidate.leadership,
strength: candidate.strength,
intelligence: candidate.intel,
},
age: candidate.age,
officerLevel: candidate.officerLevel,
personality: candidate.personalCode,
special: candidate.specialCode,
specialWar: candidate.special2Code,
picture: candidate.picture,
imageServer: candidate.imageServer,
};
});
}),
possessGeneral: authedProcedure
.input(
z.object({
generalId: z.number().int().positive(),
})
)
.mutation(async ({ ctx, input }) => {
const userId = ctx.auth?.user.id;
if (!userId) {
throw new TRPCError({ code: 'UNAUTHORIZED' });
}
const existing = await ctx.db.general.findFirst({ where: { userId } });
if (existing) {
throw new TRPCError({
code: 'PRECONDITION_FAILED',
message: '이미 장수가 생성되어 있습니다.',
});
}
const updated = await ctx.db.general.updateMany({
where: {
id: input.generalId,
userId: null,
npcState: { gte: 2 },
},
data: {
userId,
npcState: 1,
updatedAt: new Date(),
},
});
if (updated.count === 0) {
throw new TRPCError({
code: 'NOT_FOUND',
message: '빙의 가능한 장수를 찾지 못했습니다.',
});
}
return { ok: true };
}),
}),
battle: router({
simulate: procedure.input(zBattleSimRequest).mutation(async ({ ctx, input }) => {
const worldState = await ctx.db.worldState.findFirst();
+530 -6
View File
@@ -1,10 +1,534 @@
<script setup lang="ts"></script>
<script setup lang="ts">
import { computed, onMounted, ref, watch } from 'vue';
import { useRouter } from 'vue-router';
import PanelCard from '../components/ui/PanelCard.vue';
import SkeletonLines from '../components/ui/SkeletonLines.vue';
import { trpc } from '../utils/trpc';
import { useSessionStore } from '../stores/session';
type JoinConfig = Awaited<ReturnType<typeof trpc.join.getConfig.query>>;
type JoinInput = Parameters<typeof trpc.join.createGeneral.mutate>[0];
type PossessCandidate = Awaited<ReturnType<typeof trpc.join.listPossessCandidates.query>>[0];
const router = useRouter();
const session = useSessionStore();
const loading = ref(true);
const error = ref<string | null>(null);
const submitting = ref(false);
const joinConfig = ref<JoinConfig | null>(null);
const activeTab = ref<'create' | 'possess'>('create');
const form = ref<JoinInput>({
name: '',
leadership: 0,
strength: 0,
intel: 0,
character: 'Random',
pic: true,
});
const npcCandidates = ref<PossessCandidate[]>([]);
const npcLoading = ref(false);
const npcError = ref<string | null>(null);
const npcOffset = ref(0);
const npcLimit = 20;
const statRules = computed(() => joinConfig.value?.rules.stat ?? null);
const statTotal = computed(() => form.value.leadership + form.value.strength + form.value.intel);
const statErrors = computed(() => {
const rules = statRules.value;
if (!rules) {
return [] as string[];
}
const errors: string[] = [];
const values = [form.value.leadership, form.value.strength, form.value.intel];
if (values.some((value) => value < rules.min || value > rules.max)) {
errors.push(`능력치는 ${rules.min} ~ ${rules.max} 범위여야 합니다.`);
}
if (statTotal.value > rules.total) {
errors.push(`능력치 합이 ${rules.total}을 넘을 수 없습니다.`);
}
return errors;
});
const canSubmit = computed(() => {
if (!statRules.value) {
return false;
}
if (!form.value.name.trim()) {
return false;
}
if (statErrors.value.length > 0) {
return false;
}
return true;
});
const nationList = computed(() => joinConfig.value?.nations ?? []);
const personalities = computed(() => joinConfig.value?.personalities ?? []);
const randomInt = (min: number, max: number) => Math.floor(Math.random() * (max - min + 1)) + min;
const applyBalancedStats = () => {
const rules = statRules.value;
if (!rules) {
return;
}
const base = Math.floor(rules.total / 3);
form.value.leadership = rules.total - base * 2;
form.value.strength = base;
form.value.intel = base;
};
const applyRandomStats = () => {
const rules = statRules.value;
if (!rules) {
return;
}
for (let i = 0; i < 40; i += 1) {
const leadership = randomInt(rules.min, rules.max);
const strength = randomInt(rules.min, rules.max);
const intel = rules.total - leadership - strength;
if (intel >= rules.min && intel <= rules.max) {
form.value.leadership = leadership;
form.value.strength = strength;
form.value.intel = intel;
return;
}
}
applyBalancedStats();
};
const applyFocusedStats = (focus: 'leadership' | 'strength' | 'intel') => {
const rules = statRules.value;
if (!rules) {
return;
}
const focusValue = Math.min(rules.max, rules.min + Math.floor(rules.total * 0.45));
const remain = rules.total - focusValue;
const side = Math.floor(remain / 2);
form.value.leadership = focus === 'leadership' ? focusValue : side;
form.value.strength = focus === 'strength' ? focusValue : side;
form.value.intel = focus === 'intel' ? focusValue : remain - side;
};
const loadConfig = async () => {
loading.value = true;
error.value = null;
try {
const config = await trpc.join.getConfig.query();
joinConfig.value = config;
form.value.name = config.user.displayName || '';
applyBalancedStats();
} catch (err) {
error.value = err instanceof Error ? err.message : 'join_config_failed';
} finally {
loading.value = false;
}
};
const loadNpcCandidates = async (reset = false) => {
npcLoading.value = true;
npcError.value = null;
try {
if (reset) {
npcOffset.value = 0;
}
const list = await trpc.join.listPossessCandidates.query({
limit: npcLimit,
offset: npcOffset.value,
});
npcCandidates.value = reset ? list : [...npcCandidates.value, ...list];
npcOffset.value += list.length;
} catch (err) {
npcError.value = err instanceof Error ? err.message : 'npc_list_failed';
} finally {
npcLoading.value = false;
}
};
const submitJoin = async () => {
if (!canSubmit.value || submitting.value) {
return;
}
submitting.value = true;
error.value = null;
try {
await trpc.join.createGeneral.mutate(form.value);
await session.refreshGeneralStatus();
if (session.hasGeneral) {
await router.push({ name: 'home' });
}
} catch (err) {
error.value = err instanceof Error ? err.message : 'join_failed';
} finally {
submitting.value = false;
}
};
const possessGeneral = async (generalId: number) => {
if (submitting.value) {
return;
}
submitting.value = true;
error.value = null;
try {
await trpc.join.possessGeneral.mutate({ generalId });
await session.refreshGeneralStatus();
if (session.hasGeneral) {
await router.push({ name: 'home' });
}
} catch (err) {
error.value = err instanceof Error ? err.message : 'possess_failed';
} finally {
submitting.value = false;
}
};
watch(activeTab, (value) => {
if (value === 'possess' && npcCandidates.value.length === 0) {
void loadNpcCandidates(true);
}
});
onMounted(() => {
void loadConfig();
});
</script>
<template>
<main class="min-h-screen px-6 py-8">
<h1 class="text-2xl font-semibold">Create or Possess General</h1>
<p class="mt-2 text-sm text-amber-200/80">
You are logged in but do not have a playable general yet.
</p>
<main class="join-page">
<header class="join-header">
<div>
<h1 class="join-title">장수 생성/빙의</h1>
<p class="join-subtitle">로그인 완료, 아직 장수가 없는 상태입니다.</p>
</div>
<div class="join-tabs">
<button :class="{ active: activeTab === 'create' }" @click="activeTab = 'create'">장수 생성</button>
<button :class="{ active: activeTab === 'possess' }" @click="activeTab = 'possess'">NPC 빙의</button>
</div>
</header>
<div v-if="error" class="join-error">{{ error }}</div>
<div v-if="loading">
<SkeletonLines :lines="4" />
</div>
<section v-else-if="activeTab === 'create'" class="join-grid">
<PanelCard title="국가 임관 권유">
<div v-if="nationList.length === 0" class="muted">국가 정보가 아직 준비되지 않았습니다.</div>
<div v-else class="nation-list">
<div v-for="nation in nationList" :key="nation.id" class="nation-card">
<div class="nation-name" :style="{ backgroundColor: nation.color }">{{ nation.name }}</div>
<div class="nation-message">
{{ nation.scoutMessage ?? '권유문 없음' }}
</div>
</div>
</div>
</PanelCard>
<PanelCard title="장수 기본 정보" subtitle="능력치와 성격을 지정합니다.">
<div class="form-grid">
<label class="form-field">
<span>장수명</span>
<input v-model="form.name" type="text" class="form-input" />
</label>
<label class="form-field">
<span>성격</span>
<select v-model="form.character" class="form-input">
<option v-for="option in personalities" :key="option.key" :value="option.key">
{{ option.name }}
</option>
</select>
<small class="muted">{{ personalities.find((p) => p.key === form.character)?.info }}</small>
</label>
</div>
<div class="stat-grid">
<label class="form-field">
<span>통솔</span>
<input v-model.number="form.leadership" type="number" class="form-input" />
</label>
<label class="form-field">
<span>무력</span>
<input v-model.number="form.strength" type="number" class="form-input" />
</label>
<label class="form-field">
<span>지력</span>
<input v-model.number="form.intel" type="number" class="form-input" />
</label>
</div>
<div class="stat-actions">
<button @click="applyRandomStats">랜덤형</button>
<button @click="applyFocusedStats('leadership')">통솔형</button>
<button @click="applyFocusedStats('strength')">무력형</button>
<button @click="applyFocusedStats('intel')">지력형</button>
<button @click="applyBalancedStats">균형형</button>
</div>
<div class="stat-summary">
<div>능력치 합계: {{ statTotal }} / {{ statRules?.total ?? '-' }}</div>
<div v-if="statErrors.length" class="stat-errors">
<div v-for="item in statErrors" :key="item">{{ item }}</div>
</div>
</div>
<div class="form-actions">
<button :disabled="!canSubmit || submitting" @click="submitJoin">장수 생성</button>
<button class="ghost" @click="applyBalancedStats">다시 입력</button>
</div>
</PanelCard>
<PanelCard title="유산/빙의 안내" subtitle="유산 포인트와 추가 옵션은 추후 이식 예정입니다.">
<div class="muted">특기/도시 선택, 시간 지정은 향후 UI와 함께 제공됩니다.</div>
</PanelCard>
</section>
<section v-else class="join-grid">
<PanelCard title="빙의 가능한 NPC 목록" subtitle="NPC 타입2 장수를 선택해 빙의합니다.">
<template #actions>
<button class="ghost" :disabled="npcLoading" @click="loadNpcCandidates(true)">
목록 새로고침
</button>
</template>
<div v-if="npcError" class="muted">{{ npcError }}</div>
<div v-if="npcLoading && npcCandidates.length === 0">
<SkeletonLines :lines="3" />
</div>
<div v-else-if="npcCandidates.length === 0" class="muted">
빙의 가능한 NPC가 없습니다.
</div>
<div v-else class="npc-list">
<div v-for="npc in npcCandidates" :key="npc.id" class="npc-card">
<div class="npc-header">
<div class="npc-name">{{ npc.name }}</div>
<div class="npc-nation" :style="{ color: npc.nation.color }">
{{ npc.nation.name }}
</div>
</div>
<div class="npc-meta">
<div>통솔 {{ npc.stats.leadership }}</div>
<div>무력 {{ npc.stats.strength }}</div>
<div>지력 {{ npc.stats.intelligence }}</div>
<div>나이 {{ npc.age }}</div>
<div>도시 {{ npc.city?.name ?? '-' }}</div>
</div>
<button class="npc-action" :disabled="submitting" @click="possessGeneral(npc.id)">
빙의
</button>
</div>
</div>
<div class="npc-footer">
<button class="ghost" :disabled="npcLoading" @click="loadNpcCandidates()"> 보기</button>
</div>
</PanelCard>
</section>
</main>
</template>
<style scoped>
.join-page {
min-height: 100vh;
padding: 24px;
display: flex;
flex-direction: column;
gap: 16px;
}
.join-header {
display: flex;
flex-wrap: wrap;
justify-content: space-between;
gap: 16px;
border-bottom: 1px solid rgba(201, 164, 90, 0.4);
padding-bottom: 12px;
}
.join-title {
font-size: 1.6rem;
font-weight: 600;
}
.join-subtitle {
font-size: 0.85rem;
color: rgba(232, 221, 196, 0.7);
}
.join-tabs {
display: flex;
gap: 8px;
}
.join-tabs button {
border: 1px solid rgba(201, 164, 90, 0.4);
padding: 6px 10px;
font-size: 0.8rem;
}
.join-tabs button.active {
background: rgba(201, 164, 90, 0.2);
}
.join-error {
border: 1px solid rgba(240, 90, 90, 0.6);
padding: 8px 10px;
color: rgba(240, 150, 150, 0.9);
}
.join-grid {
display: grid;
gap: 16px;
grid-template-columns: repeat(auto-fit, minmax(280px, 1fr));
}
.nation-list {
display: flex;
flex-direction: column;
gap: 8px;
}
.nation-card {
border: 1px solid rgba(201, 164, 90, 0.25);
padding: 8px;
display: grid;
grid-template-columns: 120px 1fr;
gap: 8px;
}
.nation-name {
font-weight: 600;
padding: 4px 6px;
color: #101010;
text-align: center;
}
.nation-message {
font-size: 0.75rem;
color: rgba(232, 221, 196, 0.7);
}
.form-grid {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(200px, 1fr));
gap: 12px;
}
.stat-grid {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(120px, 1fr));
gap: 12px;
margin-top: 12px;
}
.form-field {
display: flex;
flex-direction: column;
gap: 6px;
font-size: 0.75rem;
}
.form-input {
border: 1px solid rgba(201, 164, 90, 0.4);
background: rgba(10, 10, 10, 0.8);
padding: 6px 8px;
color: inherit;
}
.stat-actions {
display: flex;
flex-wrap: wrap;
gap: 6px;
margin-top: 12px;
}
.stat-actions button {
border: 1px solid rgba(201, 164, 90, 0.3);
padding: 4px 8px;
font-size: 0.75rem;
}
.stat-summary {
margin-top: 10px;
font-size: 0.75rem;
color: rgba(232, 221, 196, 0.7);
}
.stat-errors {
margin-top: 4px;
color: rgba(240, 150, 150, 0.9);
}
.form-actions {
margin-top: 12px;
display: flex;
gap: 8px;
}
.form-actions button {
border: 1px solid rgba(201, 164, 90, 0.4);
padding: 6px 12px;
font-size: 0.8rem;
}
.form-actions .ghost,
.join-tabs .ghost,
.npc-footer .ghost {
background: transparent;
}
.npc-list {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(220px, 1fr));
gap: 10px;
}
.npc-card {
border: 1px solid rgba(201, 164, 90, 0.3);
padding: 8px;
display: flex;
flex-direction: column;
gap: 8px;
}
.npc-header {
display: flex;
align-items: baseline;
justify-content: space-between;
gap: 6px;
}
.npc-name {
font-weight: 600;
}
.npc-meta {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(80px, 1fr));
gap: 4px;
font-size: 0.7rem;
color: rgba(232, 221, 196, 0.7);
}
.npc-action {
border: 1px solid rgba(201, 164, 90, 0.4);
padding: 4px 8px;
font-size: 0.75rem;
}
.npc-footer {
margin-top: 8px;
}
.muted {
color: rgba(232, 221, 196, 0.6);
font-size: 0.75rem;
}
.ghost {
background: transparent;
}
</style>
+3 -1
View File
@@ -131,6 +131,8 @@
- 지도 선택 연동: 클릭 시 선택 도시 패널/명령 패널에 연결
- 레거시 맵 렌더링 보강: 테마/계절 배경, 도로 레이어, 성/이벤트 아이콘, 상태색 로직 이식
- 지도 아이콘 베이스 경로: `VITE_GAME_ASSET_URL`로 레거시 이미지 경로 주입
- Join/빙의 UI 구현: 장수 생성/빙의 탭, NPC 목록 로딩, 생성/빙의 후 세션 상태 갱신 및 메인 이동
- 게임 API: `join.getConfig`, `join.createGeneral`, `join.listPossessCandidates`, `join.possessGeneral` 추가
## Next Frontend Tasks
@@ -140,7 +142,7 @@
- MapViewer 비주얼 보강: 레거시 테마/아이콘/맵 배경 스타일 상세 이식
- 레거시 이미지 서빙 위치 확정 및 SPA 배포 시 정적 경로 매핑
- CommandSelectForm/MessagePanel 이식 마무리(예약/전송 플로우 연결)
- Join/빙의 UI 구현 및 완료 후 상태 갱신(장수 생성 감지)
- 유산 포인트/추가 옵션(도시·특기·턴타임) 이식 및 서버 검증 규칙 합의
- 화면 라우트 매핑 표 및 데이터 계약 문서화
## Deliverables