feat: implement war engine with unit types, battle mechanics, and logging
- Added types for war engine configuration, battle input, and outcomes. - Implemented core war unit classes for generals and cities, including combat logic. - Introduced utility functions for managing meta data and conflict resolution. - Developed tests for war triggers and battle resolution scenarios.
This commit is contained in:
@@ -0,0 +1,645 @@
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import {
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JosaUtil,
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LiteHashDRBG,
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RandUtil,
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} from '@sammo-ts/common';
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import type {
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City,
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General,
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GeneralTriggerState,
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} from '../domain/entities.js';
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import { ActionLogger } from '../logging/actionLogger.js';
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import { LogFormat } from '../logging/types.js';
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import { buildCrewTypeIndex as buildCrewTypeDefinitionIndex } from '../world/unitSet.js';
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import { WarActionPipeline } from './actions.js';
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import { WarCrewType } from './crewType.js';
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import {
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ChePilsalActivateTrigger,
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ChePilsalAttemptTrigger,
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} from './triggersChePilsal.js';
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import {
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WarTriggerCaller,
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createWarTriggerEnv,
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type WarTriggerRegistry,
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} from './triggers.js';
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import type {
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WarBattleInput,
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WarBattleOutcome,
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WarGeneralInput,
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WarUnitReport,
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} from './types.js';
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import { getMetaNumber } from './utils.js';
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import { WarUnitCity, WarUnitGeneral, type WarUnit } from './units.js';
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const META_FULL_LEADERSHIP = 'fullLeadership';
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const META_FULL_STRENGTH = 'fullStrength';
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const META_FULL_INTELLIGENCE = 'fullIntelligence';
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const META_DEFENCE_TRAIN = 'defenceTrain';
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const defaultLoggerFactory = (options: {
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generalId?: number;
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nationId?: number;
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}): ActionLogger => new ActionLogger(options);
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const resolveCrewType = (
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crewTypeIndex: Map<number, WarCrewType>,
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crewTypeId: number
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): WarCrewType => {
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const crewType = crewTypeIndex.get(crewTypeId);
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if (!crewType) {
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throw new Error(`Invalid crew type: ${crewTypeId}`);
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}
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return crewType;
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};
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const buildWarCrewTypeIndex = (
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unitSet: WarBattleInput['unitSet']
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): Map<number, WarCrewType> => {
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const index = new Map<number, WarCrewType>();
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const crewTypes = buildCrewTypeDefinitionIndex(unitSet);
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for (const [id, crewType] of crewTypes) {
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index.set(id, new WarCrewType(crewType));
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}
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return index;
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};
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const createPipeline = <TriggerState extends GeneralTriggerState>(
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input: WarGeneralInput<TriggerState>
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): WarActionPipeline<TriggerState> =>
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new WarActionPipeline(input.modules ?? []);
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const appendCrewTypeTriggers = (
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caller: WarTriggerCaller,
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unit: WarUnit,
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names: string[],
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registry: WarTriggerRegistry | undefined
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): void => {
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if (!registry) {
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return;
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}
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for (const name of names) {
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const factory = registry[name];
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if (!factory) {
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continue;
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}
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const trigger = factory(unit);
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if (trigger) {
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caller.append(trigger);
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}
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}
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};
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const buildBattleInitTriggers = (
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unit: WarUnit,
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registry: WarTriggerRegistry | undefined
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): WarTriggerCaller => {
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const caller = new WarTriggerCaller();
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if (unit instanceof WarUnitGeneral) {
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const context = unit.getActionContext();
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caller.merge(unit.getActionPipeline().getBattleInitTriggerList(context));
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}
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appendCrewTypeTriggers(caller, unit, unit.getCrewType().initSkillTrigger, registry);
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return caller;
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};
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const buildBattlePhaseTriggers = (
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unit: WarUnit,
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registry: WarTriggerRegistry | undefined
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): WarTriggerCaller => {
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const caller = new WarTriggerCaller();
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if (unit instanceof WarUnitGeneral) {
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caller.append(new ChePilsalAttemptTrigger(unit));
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caller.append(new ChePilsalActivateTrigger(unit));
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const context = unit.getActionContext();
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caller.merge(unit.getActionPipeline().getBattlePhaseTriggerList(context));
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}
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appendCrewTypeTriggers(caller, unit, unit.getCrewType().phaseSkillTrigger, registry);
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return caller;
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};
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const resolveFullStats = (general: General): {
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leadership: number;
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strength: number;
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intelligence: number;
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} => ({
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leadership: getMetaNumber(general.meta, META_FULL_LEADERSHIP, general.stats.leadership),
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strength: getMetaNumber(general.meta, META_FULL_STRENGTH, general.stats.strength),
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intelligence: getMetaNumber(
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general.meta,
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META_FULL_INTELLIGENCE,
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general.stats.intelligence
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),
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});
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const isSupplyCity = (city: City): boolean => {
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const supply = city.meta.supply;
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if (typeof supply === 'boolean') {
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return supply;
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}
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if (typeof supply === 'number') {
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return supply > 0;
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}
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return city.supplyState > 0;
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};
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const extractBattleOrder = (
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defender: WarUnit,
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attacker: WarUnitGeneral
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): number => {
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if (defender instanceof WarUnitCity) {
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const context = attacker.getActionContext();
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return attacker
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.getActionPipeline()
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.onCalcOpposeStat(context, 'cityBattleOrder', -1);
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}
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if (!(defender instanceof WarUnitGeneral)) {
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return 0;
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}
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const general = defender.getGeneral();
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if (general.crew <= 0) {
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return 0;
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}
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if (general.rice <= general.crew / 100) {
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return 0;
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}
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const defenceTrain = getMetaNumber(general.meta, META_DEFENCE_TRAIN, 0);
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if (general.train < defenceTrain) {
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return 0;
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}
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if (general.atmos < defenceTrain) {
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return 0;
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}
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const realStat =
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general.stats.leadership +
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general.stats.strength +
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general.stats.intelligence;
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const fullStats = resolveFullStats(general);
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const fullStat =
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fullStats.leadership + fullStats.strength + fullStats.intelligence;
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const totalStat = (realStat + fullStat) / 2;
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const totalCrew =
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(general.crew / 1_000_000) *
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Math.pow(general.train * general.atmos, 1.5);
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return totalStat + totalCrew / 100;
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};
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const resolveUnitReport = (unit: WarUnit): WarUnitReport => {
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if (unit instanceof WarUnitGeneral) {
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return {
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id: unit.getGeneral().id,
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type: 'general',
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name: unit.getName(),
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isAttacker: unit.isAttacker(),
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killed: unit.getKilled(),
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dead: unit.getDead(),
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};
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}
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if (unit instanceof WarUnitCity) {
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return {
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id: unit.getCityId(),
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type: 'city',
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name: unit.getName(),
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isAttacker: unit.isAttacker(),
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killed: unit.getKilled(),
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dead: unit.getDead(),
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};
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}
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return {
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id: null,
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type: 'city',
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name: unit.getName(),
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isAttacker: unit.isAttacker(),
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killed: unit.getKilled(),
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dead: unit.getDead(),
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};
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};
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const flushLoggers = (loggers: ActionLogger[]): Array<ReturnType<ActionLogger['flush']>[number]> => {
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const logs: Array<ReturnType<ActionLogger['flush']>[number]> = [];
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for (const logger of loggers) {
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logs.push(...logger.flush());
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}
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return logs;
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};
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export const resolveWarBattle = <
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TriggerState extends GeneralTriggerState = GeneralTriggerState
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>(
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input: WarBattleInput<TriggerState>
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): WarBattleOutcome<TriggerState> => {
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// process_war.php 전투 루프를 순수 로직으로 이식한다.
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const rng =
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input.rng ??
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new RandUtil(
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LiteHashDRBG.build(input.seed ?? '')
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);
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const loggerFactory = input.loggerFactory ?? defaultLoggerFactory;
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const triggerRegistry = input.triggerRegistry;
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const crewTypeIndex = buildWarCrewTypeIndex(input.unitSet);
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const attackerPipeline = createPipeline(input.attacker);
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const attackerLogger =
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input.attacker.logger ??
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loggerFactory({
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generalId: input.attacker.general.id,
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nationId: input.attacker.general.nationId,
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});
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const attackerUnit = new WarUnitGeneral(
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rng,
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input.config,
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input.attacker.general,
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input.attacker.city,
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input.attacker.nation,
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true,
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resolveCrewType(crewTypeIndex, input.attacker.general.crewTypeId),
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attackerLogger,
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attackerPipeline
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);
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const cityLogger = loggerFactory({
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nationId: input.defenderCity.nationId,
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});
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const cityUnit = new WarUnitCity(
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rng,
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input.config,
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input.defenderCity,
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input.defenderNation,
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resolveCrewType(crewTypeIndex, input.config.castleCrewTypeId),
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cityLogger,
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input.time.year,
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input.time.startYear
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);
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const defenderUnits: WarUnit<TriggerState>[] = [];
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const defenderGenerals: WarUnitGeneral<TriggerState>[] = [];
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for (const defender of input.defenders) {
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const defenderLogger =
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defender.logger ??
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loggerFactory({
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generalId: defender.general.id,
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nationId: defender.general.nationId,
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});
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const unit = new WarUnitGeneral(
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rng,
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input.config,
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defender.general,
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input.defenderCity,
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defender.nation,
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false,
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resolveCrewType(crewTypeIndex, defender.general.crewTypeId),
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defenderLogger,
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createPipeline(defender)
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);
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if (extractBattleOrder(unit, attackerUnit) <= 0) {
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continue;
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}
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defenderUnits.push(unit);
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defenderGenerals.push(unit);
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}
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if (
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defenderGenerals.length > 0 &&
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extractBattleOrder(cityUnit, attackerUnit) > 0
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) {
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defenderUnits.push(cityUnit);
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}
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defenderUnits.sort(
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(lhs, rhs) =>
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extractBattleOrder(rhs, attackerUnit) -
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extractBattleOrder(lhs, attackerUnit)
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);
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const iter = defenderUnits.values();
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let defender: WarUnit<TriggerState> | null = null;
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const getNextDefender = (
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_prevDefender: WarUnit<TriggerState> | null,
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reqNext: boolean
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): WarUnit<TriggerState> | null => {
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if (!reqNext) {
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return null;
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}
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const next = iter.next();
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if (next.done) {
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return null;
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}
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const candidate = next.value as WarUnit<TriggerState>;
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if (extractBattleOrder(candidate, attackerUnit) <= 0) {
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return null;
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}
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return candidate;
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};
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defender = getNextDefender(null, true);
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let conquerCity = false;
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let logWritten = false;
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const attackerNationName =
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(attackerUnit.getNationVar('name') as string | null) ?? 'UNKNOWN';
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const attackerName = attackerUnit.getName();
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const cityName = cityUnit.getName();
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const seedText = input.seed ? `(전투시드: ${input.seed})` : '';
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const josaRo = JosaUtil.pick(cityName, '로');
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const josaYi = JosaUtil.pick(attackerName, '이');
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attackerLogger.pushGlobalActionLog(
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`<D><b>${attackerNationName}</b></>의 <Y>${attackerName}</>${josaYi} <G><b>${cityName}</b></>${josaRo} 진격합니다.${seedText}`,
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LogFormat.MONTH
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);
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attackerLogger.pushGeneralActionLog(
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`<G><b>${cityName}</b></>${josaRo} <M>진격</>합니다.${seedText}`,
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LogFormat.MONTH
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);
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while (attackerUnit.getPhase() < attackerUnit.getMaxPhase()) {
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logWritten = false;
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if (!defender) {
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defender = cityUnit;
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cityUnit.setSiege();
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const defenderRice = input.defenderNation?.rice ?? 0;
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if (isSupplyCity(input.defenderCity) && defenderRice <= 0) {
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attackerUnit.setOppose(defender);
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defender.setOppose(attackerUnit);
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attackerUnit.addTrain(1);
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attackerUnit.addWin();
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defender.addLose();
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cityUnit.heavyDecreaseWealth();
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attackerLogger.pushGlobalActionLog(
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`병량 부족으로 <G><b>${cityName}</b></>의 수비병들이 <R>패퇴</>합니다.`,
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LogFormat.MONTH
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);
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conquerCity = true;
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break;
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}
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}
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if (defender.getPhase() === 0 && !defender.getOppose()) {
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defender.setPrePhase(attackerUnit.getPhase());
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attackerUnit.addTrain(1);
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defender.addTrain(1);
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const attackerName = attackerUnit.getName();
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const attackerCrewName = attackerUnit.getCrewTypeName();
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if (defender instanceof WarUnitGeneral) {
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const defenderName = defender.getName();
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const defenderCrewName = defender.getCrewTypeName();
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const josaWa = JosaUtil.pick(attackerCrewName, '와');
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const josaYiDef = JosaUtil.pick(defenderCrewName, '이');
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attackerLogger.pushGlobalActionLog(
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`<Y>${attackerName}</>의 ${attackerCrewName}${josaWa} <Y>${defenderName}</>의 ${defenderCrewName}${josaYiDef} 대결합니다.`,
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LogFormat.MONTH
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);
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const josaRo = JosaUtil.pick(attackerCrewName, '로');
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const josaUl = JosaUtil.pick(defenderCrewName, '을');
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attackerUnit.getLogger().pushGeneralActionLog(
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`${attackerCrewName}${josaRo} <Y>${defenderName}</>의 ${defenderCrewName}${josaUl} <M>공격</>합니다.`,
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LogFormat.MONTH
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);
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const defJosaRo = JosaUtil.pick(defenderCrewName, '로');
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const defJosaUl = JosaUtil.pick(attackerCrewName, '을');
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defender.getLogger().pushGeneralActionLog(
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`${defenderCrewName}${defJosaRo} <Y>${attackerName}</>의 ${attackerCrewName}${defJosaUl} <M>수비</>합니다.`,
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LogFormat.MONTH
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);
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} else {
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const josaYiName = JosaUtil.pick(attackerName, '이');
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const josaRoCrew = JosaUtil.pick(attackerCrewName, '로');
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attackerLogger.pushGlobalActionLog(
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`<Y>${attackerName}</>${josaYiName} ${attackerCrewName}${josaRoCrew} 성벽을 공격합니다.`,
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LogFormat.MONTH
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);
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attackerLogger.pushGeneralActionLog(
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`${attackerCrewName}${josaRoCrew} 성벽을 <M>공격</>합니다.`,
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LogFormat.PLAIN
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);
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}
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attackerUnit.setOppose(defender);
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defender.setOppose(attackerUnit);
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const initCaller = buildBattleInitTriggers(attackerUnit, triggerRegistry);
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initCaller.merge(buildBattleInitTriggers(defender, triggerRegistry));
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initCaller.fire(
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{ rng, attacker: attackerUnit, defender },
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createWarTriggerEnv()
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);
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}
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attackerUnit.beginPhase();
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defender.beginPhase();
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const battleCaller = buildBattlePhaseTriggers(attackerUnit, triggerRegistry);
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battleCaller.merge(buildBattlePhaseTriggers(defender, triggerRegistry));
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battleCaller.fire(
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{ rng, attacker: attackerUnit, defender },
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createWarTriggerEnv()
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);
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let deadDefender = attackerUnit.calcDamage();
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let deadAttacker = defender.calcDamage();
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const attackerHP = attackerUnit.getHP();
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const defenderHP = defender.getHP();
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if (deadAttacker > attackerHP || deadDefender > defenderHP) {
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const deadAttackerRatio = deadAttacker / Math.max(1, attackerHP);
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const deadDefenderRatio = deadDefender / Math.max(1, defenderHP);
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if (deadDefenderRatio > deadAttackerRatio) {
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deadAttacker /= deadDefenderRatio;
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deadDefender = defenderHP;
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} else {
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deadDefender /= deadAttackerRatio;
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deadAttacker = attackerHP;
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}
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}
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deadAttacker = Math.min(Math.ceil(deadAttacker), attackerHP);
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deadDefender = Math.min(Math.ceil(deadDefender), defenderHP);
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attackerUnit.decreaseHP(deadAttacker);
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defender.decreaseHP(deadDefender);
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attackerUnit.increaseKilled(deadDefender);
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defender.increaseKilled(deadAttacker);
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const phaseNickname = defender.getPhase() < 0
|
||||
? '先'
|
||||
: `${attackerUnit.getPhase() + 1} `;
|
||||
|
||||
if (deadAttacker > 0 || deadDefender > 0) {
|
||||
attackerUnit.getLogger().pushGeneralBattleDetailLog(
|
||||
`${phaseNickname}: <Y1>【${attackerUnit.getName()}】</> <C>${attackerUnit.getHP()} (-${deadAttacker})</> VS <C>${defender.getHP()} (-${deadDefender})</> <Y1>【${defender.getName()}】</>`
|
||||
);
|
||||
|
||||
defender.getLogger().pushGeneralBattleDetailLog(
|
||||
`${phaseNickname}: <Y1>【${defender.getName()}】</> <C>${defender.getHP()} (-${deadDefender})</> VS <C>${attackerUnit.getHP()} (-${deadAttacker})</> <Y1>【${attackerUnit.getName()}】</>`
|
||||
);
|
||||
}
|
||||
|
||||
attackerUnit.addPhase();
|
||||
defender.addPhase();
|
||||
|
||||
const attackerState = attackerUnit.continueWar();
|
||||
if (!attackerState.canContinue) {
|
||||
logWritten = true;
|
||||
|
||||
attackerUnit.logBattleResult();
|
||||
defender.logBattleResult();
|
||||
|
||||
attackerUnit.addLose();
|
||||
defender.addWin();
|
||||
|
||||
attackerUnit.tryWound();
|
||||
defender.tryWound();
|
||||
|
||||
const josaYiCrew = JosaUtil.pick(attackerUnit.getCrewTypeName(), '이');
|
||||
attackerLogger.pushGlobalActionLog(
|
||||
`<Y>${attackerUnit.getName()}</>의 ${attackerUnit.getCrewTypeName()}${josaYiCrew} 퇴각했습니다.`,
|
||||
LogFormat.MONTH
|
||||
);
|
||||
attackerUnit.getLogger().pushGeneralActionLog(
|
||||
attackerState.noRice ? '군량 부족으로 퇴각합니다.' : '퇴각했습니다.',
|
||||
LogFormat.PLAIN
|
||||
);
|
||||
defender.getLogger().pushGeneralActionLog(
|
||||
`<Y>${attackerUnit.getName()}</>의 ${attackerUnit.getCrewTypeName()}${josaYiCrew} 퇴각했습니다.`,
|
||||
LogFormat.PLAIN
|
||||
);
|
||||
break;
|
||||
}
|
||||
|
||||
const defenderState = defender.continueWar();
|
||||
if (!defenderState.canContinue) {
|
||||
logWritten = true;
|
||||
|
||||
attackerUnit.logBattleResult();
|
||||
defender.logBattleResult();
|
||||
|
||||
if (!(defender instanceof WarUnitCity) || defender.isSiege()) {
|
||||
attackerUnit.addWin();
|
||||
defender.addLose();
|
||||
|
||||
attackerUnit.tryWound();
|
||||
defender.tryWound();
|
||||
|
||||
if (defender === cityUnit) {
|
||||
attackerUnit.addLevelExp(1000);
|
||||
conquerCity = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const josaYiDefCrew = JosaUtil.pick(defender.getCrewTypeName(), '이');
|
||||
|
||||
if (defender instanceof WarUnitCity && !defender.isSiege()) {
|
||||
defender.setOppose(null);
|
||||
} else if (defenderState.noRice) {
|
||||
attackerLogger.pushGlobalActionLog(
|
||||
`<Y>${defender.getName()}</>의 ${defender.getCrewTypeName()}${josaYiDefCrew} 패퇴했습니다.`,
|
||||
LogFormat.MONTH
|
||||
);
|
||||
attackerUnit.getLogger().pushGeneralActionLog(
|
||||
`<Y>${defender.getName()}</>의 ${defender.getCrewTypeName()}${josaYiDefCrew} 패퇴했습니다.`,
|
||||
LogFormat.PLAIN
|
||||
);
|
||||
defender.getLogger().pushGeneralActionLog(
|
||||
'군량 부족으로 패퇴합니다.',
|
||||
LogFormat.PLAIN
|
||||
);
|
||||
} else {
|
||||
attackerLogger.pushGlobalActionLog(
|
||||
`<Y>${defender.getName()}</>의 ${defender.getCrewTypeName()}${josaYiDefCrew} 전멸했습니다.`,
|
||||
LogFormat.MONTH
|
||||
);
|
||||
attackerUnit.getLogger().pushGeneralActionLog(
|
||||
`<Y>${defender.getName()}</>의 ${defender.getCrewTypeName()}${josaYiDefCrew} 전멸했습니다.`,
|
||||
LogFormat.PLAIN
|
||||
);
|
||||
defender.getLogger().pushGeneralActionLog(
|
||||
'전멸했습니다.',
|
||||
LogFormat.PLAIN
|
||||
);
|
||||
}
|
||||
|
||||
if (attackerUnit.getPhase() >= attackerUnit.getMaxPhase()) {
|
||||
break;
|
||||
}
|
||||
|
||||
defender.finishBattle();
|
||||
defender = getNextDefender(defender, true);
|
||||
}
|
||||
}
|
||||
|
||||
if (!logWritten && defender) {
|
||||
attackerUnit.logBattleResult();
|
||||
defender.logBattleResult();
|
||||
|
||||
attackerUnit.tryWound();
|
||||
defender.tryWound();
|
||||
}
|
||||
|
||||
attackerUnit.finishBattle();
|
||||
defender?.finishBattle();
|
||||
|
||||
if (cityUnit.getDead() > 0 || defender instanceof WarUnitCity) {
|
||||
if (cityUnit !== defender) {
|
||||
cityUnit.setOppose(attackerUnit);
|
||||
cityUnit.setSiege();
|
||||
cityUnit.finishBattle();
|
||||
}
|
||||
|
||||
const newConflict = cityUnit.addConflict();
|
||||
if (newConflict) {
|
||||
const nationName = attackerUnit.getNationVar('name') as string;
|
||||
const josaYiNation = JosaUtil.pick(nationName, '이');
|
||||
attackerLogger.pushGlobalHistoryLog(
|
||||
`<M><b>【분쟁】</b></><D><b>${nationName}</b></>${josaYiNation} <G><b>${cityName}</b></> 공략에 가담하여 분쟁이 발생하고 있습니다.`,
|
||||
LogFormat.YEAR_MONTH
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
const logs = flushLoggers([
|
||||
attackerLogger,
|
||||
...defenderGenerals.map((unit) => unit.getLogger()),
|
||||
]);
|
||||
|
||||
const reports: WarUnitReport[] = [
|
||||
resolveUnitReport(attackerUnit),
|
||||
...defenderUnits.map(resolveUnitReport),
|
||||
resolveUnitReport(cityUnit),
|
||||
];
|
||||
|
||||
return {
|
||||
attacker: attackerUnit.getGeneral(),
|
||||
defenders: defenderGenerals.map((unit) => unit.getGeneral()),
|
||||
defenderCity: input.defenderCity,
|
||||
logs,
|
||||
conquered: conquerCity,
|
||||
reports,
|
||||
};
|
||||
};
|
||||
Reference in New Issue
Block a user