feat: 군대 관련 기능 추가 및 명령어 정의 업데이트
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@@ -106,13 +106,20 @@ export interface NationRow {
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meta: unknown;
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}
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export interface TroopRow {
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troopLeaderId: number;
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nationId: number;
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name: string;
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}
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export type DatabaseClient = InfraDatabaseClient<
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WorldStateRow,
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GeneralRow,
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CityRow,
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NationRow,
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GeneralTurnRow,
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NationTurnRow
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NationTurnRow,
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TroopRow
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>;
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export interface GameApiContext {
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@@ -196,7 +196,7 @@ export const appRouter = router({
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});
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}
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const [city, nation] = await Promise.all([
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const [city, nation, nationGenerals] = await Promise.all([
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general.cityId > 0
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? ctx.db.city.findUnique({
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where: { id: general.cityId },
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@@ -207,6 +207,11 @@ export const appRouter = router({
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where: { id: general.nationId },
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})
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: null,
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general.nationId > 0
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? ctx.db.general.findMany({
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where: { nationId: general.nationId },
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})
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: Promise.resolve(null),
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]);
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return buildTurnCommandTable({
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@@ -214,6 +219,7 @@ export const appRouter = router({
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general,
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city,
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nation,
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nationGenerals,
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});
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}),
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reserved: router({
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@@ -619,6 +625,98 @@ export const appRouter = router({
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return { msgType, msgId: result.receiverId };
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}),
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}),
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troop: router({
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join: authedProcedure
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.input(
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z.object({
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generalId: z.number().int().positive(),
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troopId: z.number().int().positive(),
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})
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)
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.mutation(async ({ ctx, input }) => {
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const general = await ctx.db.general.findUnique({
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where: { id: input.generalId },
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});
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if (!general) {
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throw new TRPCError({
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code: 'NOT_FOUND',
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message: 'General not found.',
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});
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}
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if (general.troopId !== 0) {
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throw new TRPCError({
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code: 'PRECONDITION_FAILED',
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message: 'Already in a troop.',
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});
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}
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if (general.nationId <= 0) {
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throw new TRPCError({
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code: 'PRECONDITION_FAILED',
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message: 'General is not part of a nation.',
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});
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}
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const troop = await ctx.db.troop.findUnique({
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where: { troopLeaderId: input.troopId },
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});
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if (!troop || troop.nationId !== general.nationId) {
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throw new TRPCError({
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code: 'PRECONDITION_FAILED',
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message: 'Troop is invalid.',
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});
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}
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await ctx.db.general.update({
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where: { id: general.id },
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data: { troopId: input.troopId },
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});
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return { ok: true };
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}),
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exit: authedProcedure
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.input(
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z.object({
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generalId: z.number().int().positive(),
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})
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)
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.mutation(async ({ ctx, input }) => {
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const general = await ctx.db.general.findUnique({
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where: { id: input.generalId },
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});
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if (!general) {
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throw new TRPCError({
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code: 'NOT_FOUND',
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message: 'General not found.',
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});
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}
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if (general.troopId === 0) {
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throw new TRPCError({
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code: 'PRECONDITION_FAILED',
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message: 'Not in a troop.',
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});
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}
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if (general.troopId !== general.id) {
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await ctx.db.general.update({
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where: { id: general.id },
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data: { troopId: 0 },
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});
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return { ok: true, wasLeader: false };
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}
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await ctx.db.$transaction([
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ctx.db.general.updateMany({
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where: { troopId: general.troopId },
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data: { troopId: 0 },
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}),
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ctx.db.troop.deleteMany({
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where: { troopLeaderId: general.troopId },
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}),
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]);
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return { ok: true, wasLeader: true };
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}),
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}),
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turnDaemon: router({
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run: procedure
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.input(
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@@ -117,6 +117,8 @@ class MemoryStateView implements StateView {
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switch (req.kind) {
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case 'general':
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return `general:${req.id}`;
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case 'generalList':
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return 'general:list';
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case 'city':
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return `city:${req.id}`;
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case 'nation':
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@@ -382,7 +384,8 @@ const mapNationRow = (row: NationRow): Nation => ({
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const buildStateView = (
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general: General,
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city: City | null,
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nation: Nation | null
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nation: Nation | null,
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generalList: General[] | null
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): StateView => {
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const view = new MemoryStateView();
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view.set({ kind: 'general', id: general.id }, general);
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@@ -392,6 +395,9 @@ const buildStateView = (
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if (nation) {
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view.set({ kind: 'nation', id: nation.id }, nation);
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}
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if (generalList) {
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view.set({ kind: 'generalList' }, generalList);
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}
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return view;
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};
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@@ -538,12 +544,16 @@ export const buildTurnCommandTable = async (options: {
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general: GeneralRow;
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city: CityRow | null;
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nation: NationRow | null;
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nationGenerals: GeneralRow[] | null;
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}): Promise<TurnCommandTable> => {
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// 턴 입력 화면에서 쓰는 사전 판단이므로 최소 정보로 가능/불가만 계산한다.
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const general = mapGeneralRow(options.general);
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const city = options.city ? mapCityRow(options.city) : null;
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const nation = options.nation ? mapNationRow(options.nation) : null;
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const view = buildStateView(general, city, nation);
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const generalList = options.nationGenerals
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? options.nationGenerals.map(mapGeneralRow)
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: null;
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const view = buildStateView(general, city, nation, generalList);
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const ctx: ConstraintContext = {
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actorId: general.id,
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