feat: enhance war action handling with new configurations and context management
This commit is contained in:
@@ -3,7 +3,11 @@ import type {
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General,
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MapDefinition,
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Nation,
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ScenarioConfig,
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ScenarioMeta,
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WarAftermathConfig,
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WarEngineConfig,
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WarTimeContext,
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UnitSetDefinition,
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} from '@sammo-ts/logic';
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@@ -39,12 +43,14 @@ export type ActionResolveContext = ActionContextBase & Record<string, unknown>;
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export interface ActionContextOptions {
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world: TurnWorldState;
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scenarioConfig: ScenarioConfig;
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scenarioMeta?: ScenarioMeta;
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map?: MapDefinition;
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unitSet?: UnitSetDefinition;
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worldRef: InMemoryTurnWorld | null;
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actionArgs: Record<string, unknown>;
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createGeneralId: () => number;
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seedBase: string;
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}
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type ActionContextBuilder = (
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@@ -141,6 +147,166 @@ const resolveStartYear = (
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const resolveTurnTermMinutes = (world: TurnWorldState): number =>
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Math.max(1, Math.round(world.tickSeconds / 60));
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const DEFAULT_WAR_CONFIG = {
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armPerPhase: 500,
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maxTrainByCommand: 100,
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maxAtmosByCommand: 100,
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maxTrainByWar: 110,
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maxAtmosByWar: 150,
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};
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const DEFAULT_AFTER_CONFIG = {
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techLevelIncYear: 5,
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initialAllowedTechLevel: 1,
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defaultCityWall: 1000,
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};
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const asRecord = (value: unknown): Record<string, unknown> =>
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value && typeof value === 'object' && !Array.isArray(value)
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? (value as Record<string, unknown>)
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: {};
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const resolveNumber = (
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record: Record<string, unknown>,
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keys: string[],
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fallback: number
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): number => {
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for (const key of keys) {
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const value = record[key];
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if (typeof value === 'number' && Number.isFinite(value)) {
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return value;
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}
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}
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return fallback;
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};
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const resolveCastleCrewTypeId = (
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unitSet: UnitSetDefinition,
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fallback: number
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): number => {
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const crewTypes = unitSet.crewTypes ?? [];
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const byName = crewTypes.find((crewType) => crewType.name.includes('성벽'));
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if (byName) {
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return byName.id;
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}
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const byRequirement = crewTypes.find((crewType) =>
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crewType.requirements.some(
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(requirement) => requirement.type === 'Impossible'
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)
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);
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if (byRequirement) {
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return byRequirement.id;
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}
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if (typeof unitSet.defaultCrewTypeId === 'number') {
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return unitSet.defaultCrewTypeId;
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}
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return crewTypes[0]?.id ?? fallback;
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};
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const resolveCastleArmType = (
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unitSet: UnitSetDefinition,
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castleCrewTypeId: number
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): number => {
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const crewTypes = unitSet.crewTypes ?? [];
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return (
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crewTypes.find((crewType) => crewType.id === castleCrewTypeId)?.armType ??
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0
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);
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};
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const buildWarConfig = (
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scenarioConfig: ScenarioConfig,
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unitSet: UnitSetDefinition
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): WarEngineConfig => {
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const constValues = asRecord(scenarioConfig.const);
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const castleCrewTypeId = resolveNumber(
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constValues,
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['castleCrewTypeId'],
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resolveCastleCrewTypeId(unitSet, 0)
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);
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const castleArmType = resolveCastleArmType(unitSet, castleCrewTypeId);
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return {
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armPerPhase: resolveNumber(
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constValues,
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['armPerPhase', 'armperphase'],
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DEFAULT_WAR_CONFIG.armPerPhase
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),
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maxTrainByCommand: resolveNumber(
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constValues,
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['maxTrainByCommand'],
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DEFAULT_WAR_CONFIG.maxTrainByCommand
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),
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maxAtmosByCommand: resolveNumber(
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constValues,
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['maxAtmosByCommand'],
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DEFAULT_WAR_CONFIG.maxAtmosByCommand
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),
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maxTrainByWar: resolveNumber(
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constValues,
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['maxTrainByWar'],
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DEFAULT_WAR_CONFIG.maxTrainByWar
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),
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maxAtmosByWar: resolveNumber(
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constValues,
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['maxAtmosByWar'],
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DEFAULT_WAR_CONFIG.maxAtmosByWar
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),
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castleCrewTypeId,
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armTypes: {
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footman: 1,
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archer: 2,
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cavalry: 3,
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wizard: 4,
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siege: 5,
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misc: 6,
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castle: castleArmType,
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},
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};
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};
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const buildWarAftermathConfig = (
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scenarioConfig: ScenarioConfig,
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castleCrewTypeId: number
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): WarAftermathConfig => {
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const constValues = asRecord(scenarioConfig.const);
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return {
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initialNationGenLimit: resolveNumber(
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constValues,
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['initialNationGenLimit'],
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0
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),
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techLevelIncYear: resolveNumber(
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constValues,
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['techLevelIncYear'],
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DEFAULT_AFTER_CONFIG.techLevelIncYear
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),
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initialAllowedTechLevel: resolveNumber(
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constValues,
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['initialAllowedTechLevel'],
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DEFAULT_AFTER_CONFIG.initialAllowedTechLevel
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),
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maxTechLevel: resolveNumber(constValues, ['maxTechLevel'], 0),
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defaultCityWall: resolveNumber(
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constValues,
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['defaultCityWall'],
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DEFAULT_AFTER_CONFIG.defaultCityWall
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),
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baseGold: resolveNumber(constValues, ['baseGold', 'basegold'], 0),
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baseRice: resolveNumber(constValues, ['baseRice', 'baserice'], 0),
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castleCrewTypeId,
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};
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};
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const buildWarTime = (
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world: TurnWorldState,
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scenarioMeta?: ScenarioMeta
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): WarTimeContext => ({
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year: world.currentYear,
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month: world.currentMonth,
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startYear: resolveStartYear(world, scenarioMeta),
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});
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// 커맨드별로 필요한 컨텍스트 확장 데이터를 구성한다.
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const ACTION_CONTEXT_BUILDERS: Record<string, ActionContextBuilder> = {
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che_인재탐색: (base, options) => ({
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@@ -221,6 +387,41 @@ const ACTION_CONTEXT_BUILDERS: Record<string, ActionContextBuilder> = {
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currentYear: options.world.currentYear,
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currentMonth: options.world.currentMonth,
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}),
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che_출병: (base, options) => {
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if (!options.unitSet || !options.worldRef) {
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return null;
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}
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const destCityId = options.actionArgs.destCityId;
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if (typeof destCityId !== 'number') {
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return null;
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}
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const destCity = options.worldRef.getCityById(destCityId);
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if (!destCity) {
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return null;
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}
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const destNation =
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destCity.nationId > 0
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? options.worldRef.getNationById(destCity.nationId)
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: null;
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const warConfig = buildWarConfig(options.scenarioConfig, options.unitSet);
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const aftermathConfig = buildWarAftermathConfig(
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options.scenarioConfig,
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warConfig.castleCrewTypeId
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);
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return {
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...base,
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destCity,
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destNation,
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cities: options.worldRef.listCities(),
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nations: options.worldRef.listNations(),
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generals: options.worldRef.listGenerals(),
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unitSet: options.unitSet,
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time: buildWarTime(options.world, options.scenarioMeta),
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seedBase: options.seedBase,
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warConfig,
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aftermathConfig,
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};
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},
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};
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export const buildActionContext = (
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@@ -329,12 +329,14 @@ export const createReservedTurnHandler = async (options: {
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};
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let specificContext = buildActionContext(actionKey, baseContext, {
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world: context.world,
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scenarioConfig: options.scenarioConfig,
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scenarioMeta: options.scenarioMeta,
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map: options.map,
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unitSet: options.unitSet,
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worldRef,
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actionArgs: actionArgsRecord,
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createGeneralId,
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seedBase,
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});
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if (!specificContext && actionKey !== fallbackDefinition.key) {
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definition = fallbackDefinition;
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@@ -1,4 +1,9 @@
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import type { GeneralTriggerState } from '../../../domain/entities.js';
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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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Nation,
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} from '../../../domain/entities.js';
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import type { Constraint, ConstraintContext } from '../../../constraints/types.js';
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import {
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existsDestCity,
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@@ -9,17 +14,47 @@ import {
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} from '../../../constraints/presets.js';
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import type { GeneralActionDefinition } from '../../definition.js';
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import type {
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GeneralActionEffect,
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GeneralActionOutcome,
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GeneralActionResolveContext,
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} from '../../engine.js';
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import { LogCategory, LogFormat } from '../../../logging/types.js';
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import {
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createCityPatchEffect,
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createDiplomacyPatchEffect,
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createGeneralPatchEffect,
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createNationPatchEffect,
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} from '../../engine.js';
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import type { TurnCommandEnv } from '../commandEnv.js';
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import type { GeneralTurnCommandSpec } from './index.js';
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import type {
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WarAftermathConfig,
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WarEngineConfig,
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WarTimeContext,
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} from '../../../war/types.js';
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import { resolveWarAftermath } from '../../../war/aftermath.js';
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import { resolveWarBattle } from '../../../war/engine.js';
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import { simpleSerialize } from '../../../war/utils.js';
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import type { UnitSetDefinition } from '../../../world/types.js';
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export interface DispatchArgs {
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destCityId: number;
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}
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export interface DispatchResolveContext<
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TriggerState extends GeneralTriggerState = GeneralTriggerState
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> extends GeneralActionResolveContext<TriggerState> {
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destCity: City;
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destNation?: Nation | null;
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cities: City[];
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nations: Nation[];
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generals: General<TriggerState>[];
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unitSet: UnitSetDefinition;
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time: WarTimeContext;
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seedBase: string;
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warConfig: WarEngineConfig;
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aftermathConfig: WarAftermathConfig;
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}
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const ACTION_NAME = '출병';
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const parseCityId = (raw: unknown): number | null => {
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@@ -29,9 +64,45 @@ const parseCityId = (raw: unknown): number | null => {
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return raw > 0 ? Math.floor(raw) : null;
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};
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const cloneGeneral = <TriggerState extends GeneralTriggerState>(
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general: General<TriggerState>
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): General<TriggerState> => ({
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...general,
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stats: { ...general.stats },
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role: {
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...general.role,
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items: {
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...general.role.items,
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},
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},
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triggerState: {
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...general.triggerState,
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flags: { ...general.triggerState.flags },
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counters: { ...general.triggerState.counters },
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modifiers: { ...general.triggerState.modifiers },
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meta: { ...general.triggerState.meta },
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},
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meta: { ...general.meta },
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});
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const cloneCity = (city: City): City => ({
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...city,
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meta: { ...city.meta },
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});
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const cloneNation = (nation: Nation): Nation => ({
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...nation,
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meta: { ...nation.meta },
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});
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export class ActionDefinition<
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TriggerState extends GeneralTriggerState = GeneralTriggerState
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> implements GeneralActionDefinition<TriggerState, DispatchArgs> {
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> implements
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GeneralActionDefinition<
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TriggerState,
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DispatchArgs,
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DispatchResolveContext<TriggerState>
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> {
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public readonly key = 'che_출병';
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public readonly name = ACTION_NAME;
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@@ -55,14 +126,152 @@ export class ActionDefinition<
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}
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resolve(
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context: GeneralActionResolveContext<TriggerState>,
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context: DispatchResolveContext<TriggerState>,
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args: DispatchArgs
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): GeneralActionOutcome<TriggerState> {
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context.addLog(`${ACTION_NAME}을 준비했습니다. (목표 도시 ${args.destCityId})`, {
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category: LogCategory.ACTION,
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format: LogFormat.MONTH,
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void args;
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const attackerCity = context.city;
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if (!attackerCity) {
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throw new Error('Dispatch requires a city context.');
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}
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const attackerNation = context.nation;
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if (!attackerNation) {
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throw new Error('Dispatch requires a nation context.');
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}
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const destCity = context.destCity;
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const unitSet = context.unitSet;
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const time = context.time;
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const seed = simpleSerialize(
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context.seedBase,
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this.key,
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time.year,
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time.month,
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context.general.id,
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destCity.id
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);
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const cities = context.cities.map(cloneCity);
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const nations = context.nations.map(cloneNation);
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const generals = context.generals.map(cloneGeneral);
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const cityMap = new Map(cities.map((city) => [city.id, city]));
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const nationMap = new Map(nations.map((nation) => [nation.id, nation]));
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const defenderCity = cityMap.get(destCity.id) ?? cloneCity(destCity);
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const defenderNation =
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defenderCity.nationId > 0
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? nationMap.get(defenderCity.nationId) ?? null
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: null;
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const defenderGenerals = generals.filter(
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(general) =>
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general.cityId === defenderCity.id &&
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general.nationId === defenderCity.nationId
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);
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const battle = resolveWarBattle({
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seed,
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unitSet,
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config: context.warConfig,
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time,
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attacker: {
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general: context.general,
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city: attackerCity,
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nation: attackerNation,
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},
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defenders: defenderGenerals.map((general) => ({
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general,
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city: defenderCity,
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nation: defenderNation,
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})),
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defenderCity,
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defenderNation,
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});
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return { effects: [] };
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const aftermath = resolveWarAftermath({
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battle,
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attackerNation,
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defenderNation,
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attackerCity,
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defenderCity,
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nations,
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cities,
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generals,
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unitSet,
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config: context.aftermathConfig,
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time,
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hiddenSeed: context.seedBase,
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});
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const effects: Array<GeneralActionEffect<TriggerState>> = [];
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for (const entry of battle.logs) {
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effects.push({ type: 'log', entry });
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}
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for (const entry of aftermath.logs) {
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effects.push({ type: 'log', entry });
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}
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const generalPatches = new Map<number, General<TriggerState>>();
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const cityPatches = new Map<number, City>();
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const nationPatches = new Map<number, Nation>();
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const addGeneralPatch = (general: General<TriggerState>): void => {
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if (general.id === context.general.id) {
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return;
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}
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generalPatches.set(general.id, cloneGeneral(general));
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};
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const addCityPatch = (city: City): void => {
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if (context.city && city.id === context.city.id) {
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return;
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}
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cityPatches.set(city.id, cloneCity(city));
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};
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const addNationPatch = (nation: Nation): void => {
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if (context.nation && nation.id === context.nation.id) {
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return;
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}
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nationPatches.set(nation.id, cloneNation(nation));
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};
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for (const defender of battle.defenders) {
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addGeneralPatch(defender);
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}
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for (const general of aftermath.generals) {
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addGeneralPatch(general);
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}
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addCityPatch(defenderCity);
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for (const city of aftermath.cities) {
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addCityPatch(city);
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}
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if (defenderNation) {
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addNationPatch(defenderNation);
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}
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for (const nation of aftermath.nations) {
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addNationPatch(nation);
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}
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for (const [id, patch] of generalPatches) {
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effects.push(createGeneralPatchEffect(patch, id));
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}
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for (const [id, patch] of cityPatches) {
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effects.push(createCityPatchEffect(patch, id));
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}
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for (const [id, patch] of nationPatches) {
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effects.push(createNationPatchEffect(patch, id));
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}
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|
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for (const delta of aftermath.diplomacyDeltas) {
|
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effects.push(
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createDiplomacyPatchEffect(delta.fromNationId, delta.toNationId, {
|
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deadDelta: delta.deadDelta,
|
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})
|
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);
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}
|
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|
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return { effects };
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||||
}
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}
|
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|
||||
|
||||
@@ -0,0 +1,233 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
import type { City, General, Nation } from '../src/domain/entities.js';
|
||||
import { resolveGeneralAction } from '../src/actions/engine.js';
|
||||
import { ActionDefinition } from '../src/actions/turn/general/che_출병.js';
|
||||
import type { TurnSchedule } from '../src/turn/calendar.js';
|
||||
import type { WarAftermathConfig, WarEngineConfig } from '../src/war/types.js';
|
||||
import type { UnitSetDefinition } from '../src/world/types.js';
|
||||
|
||||
const buildGeneral = (id: number, nationId: number, cityId: number): General => ({
|
||||
id,
|
||||
name: `General${id}`,
|
||||
nationId,
|
||||
cityId,
|
||||
troopId: 0,
|
||||
stats: {
|
||||
leadership: 70,
|
||||
strength: 70,
|
||||
intelligence: 70,
|
||||
},
|
||||
experience: 100,
|
||||
dedication: 100,
|
||||
officerLevel: 3,
|
||||
role: {
|
||||
personality: null,
|
||||
specialDomestic: null,
|
||||
specialWar: null,
|
||||
items: {
|
||||
horse: null,
|
||||
weapon: null,
|
||||
book: null,
|
||||
item: null,
|
||||
},
|
||||
},
|
||||
injury: 0,
|
||||
gold: 1000,
|
||||
rice: 2000,
|
||||
crew: 1500,
|
||||
crewTypeId: 100,
|
||||
train: 80,
|
||||
atmos: 80,
|
||||
age: 25,
|
||||
npcState: 0,
|
||||
triggerState: {
|
||||
flags: {},
|
||||
counters: {},
|
||||
modifiers: {},
|
||||
meta: {},
|
||||
},
|
||||
meta: {},
|
||||
});
|
||||
|
||||
const buildCity = (id: number, nationId: number): City => ({
|
||||
id,
|
||||
name: `City${id}`,
|
||||
nationId,
|
||||
level: 2,
|
||||
population: 10000,
|
||||
populationMax: 10000,
|
||||
agriculture: 1000,
|
||||
agricultureMax: 1000,
|
||||
commerce: 1000,
|
||||
commerceMax: 1000,
|
||||
security: 1000,
|
||||
securityMax: 1000,
|
||||
supplyState: 1,
|
||||
frontState: 0,
|
||||
defence: 200,
|
||||
defenceMax: 400,
|
||||
wall: 200,
|
||||
wallMax: 400,
|
||||
meta: {},
|
||||
});
|
||||
|
||||
const buildNation = (id: number): Nation => ({
|
||||
id,
|
||||
name: `Nation${id}`,
|
||||
color: '#000000',
|
||||
capitalCityId: id,
|
||||
chiefGeneralId: null,
|
||||
gold: 5000,
|
||||
rice: 5000,
|
||||
power: 0,
|
||||
level: 1,
|
||||
typeCode: 'test',
|
||||
meta: {
|
||||
tech: 1000,
|
||||
},
|
||||
});
|
||||
|
||||
const unitSet: UnitSetDefinition = {
|
||||
id: 'test',
|
||||
name: 'test',
|
||||
defaultCrewTypeId: 100,
|
||||
crewTypes: [
|
||||
{
|
||||
id: 100,
|
||||
armType: 1,
|
||||
name: 'Infantry',
|
||||
attack: 10,
|
||||
defence: 10,
|
||||
speed: 3,
|
||||
avoid: 5,
|
||||
magicCoef: 0,
|
||||
cost: 0,
|
||||
rice: 1,
|
||||
requirements: [],
|
||||
attackCoef: {},
|
||||
defenceCoef: {},
|
||||
info: [],
|
||||
initSkillTrigger: null,
|
||||
phaseSkillTrigger: null,
|
||||
iActionList: null,
|
||||
},
|
||||
{
|
||||
id: 999,
|
||||
armType: 5,
|
||||
name: 'Castle',
|
||||
attack: 0,
|
||||
defence: 0,
|
||||
speed: 1,
|
||||
avoid: 0,
|
||||
magicCoef: 0,
|
||||
cost: 0,
|
||||
rice: 10,
|
||||
requirements: [{ type: 'Impossible' }],
|
||||
attackCoef: {},
|
||||
defenceCoef: {},
|
||||
info: [],
|
||||
initSkillTrigger: null,
|
||||
phaseSkillTrigger: null,
|
||||
iActionList: null,
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
const warConfig: WarEngineConfig = {
|
||||
armPerPhase: 500,
|
||||
maxTrainByCommand: 100,
|
||||
maxAtmosByCommand: 100,
|
||||
maxTrainByWar: 110,
|
||||
maxAtmosByWar: 150,
|
||||
castleCrewTypeId: 999,
|
||||
armTypes: {
|
||||
footman: 1,
|
||||
archer: 2,
|
||||
cavalry: 3,
|
||||
wizard: 4,
|
||||
siege: 5,
|
||||
misc: 6,
|
||||
castle: 5,
|
||||
},
|
||||
};
|
||||
|
||||
const aftermathConfig: WarAftermathConfig = {
|
||||
initialNationGenLimit: 1,
|
||||
techLevelIncYear: 5,
|
||||
initialAllowedTechLevel: 1,
|
||||
maxTechLevel: 12,
|
||||
defaultCityWall: 1000,
|
||||
baseGold: 0,
|
||||
baseRice: 0,
|
||||
castleCrewTypeId: 999,
|
||||
};
|
||||
|
||||
const rng = {
|
||||
nextFloat: () => 0.1,
|
||||
nextBool: (probability: number) => probability >= 0.1,
|
||||
nextInt: (minInclusive: number, _maxExclusive: number) => minInclusive,
|
||||
};
|
||||
|
||||
const schedule: TurnSchedule = {
|
||||
entries: [{ startMinute: 0, tickMinutes: 60 }],
|
||||
};
|
||||
|
||||
describe('che_출병', () => {
|
||||
it('runs war battle and emits patches/logs', () => {
|
||||
const attackerNation = buildNation(1);
|
||||
const defenderNation = buildNation(2);
|
||||
const attackerCity = buildCity(1, attackerNation.id);
|
||||
const defenderCity = buildCity(2, defenderNation.id);
|
||||
const attacker = buildGeneral(1, attackerNation.id, attackerCity.id);
|
||||
const defender = buildGeneral(2, defenderNation.id, defenderCity.id);
|
||||
|
||||
const definition = new ActionDefinition();
|
||||
const resolution = resolveGeneralAction(
|
||||
definition,
|
||||
{
|
||||
general: attacker,
|
||||
city: attackerCity,
|
||||
nation: attackerNation,
|
||||
rng,
|
||||
destCity: defenderCity,
|
||||
destNation: defenderNation,
|
||||
cities: [attackerCity, defenderCity],
|
||||
nations: [attackerNation, defenderNation],
|
||||
generals: [attacker, defender],
|
||||
unitSet,
|
||||
time: {
|
||||
year: 200,
|
||||
month: 1,
|
||||
startYear: 180,
|
||||
},
|
||||
seedBase: 'test-seed',
|
||||
warConfig,
|
||||
aftermathConfig,
|
||||
},
|
||||
{
|
||||
now: new Date('2000-01-01T00:00:00Z'),
|
||||
schedule,
|
||||
},
|
||||
{
|
||||
destCityId: defenderCity.id,
|
||||
}
|
||||
);
|
||||
|
||||
expect(resolution.logs.length).toBeGreaterThan(0);
|
||||
expect(resolution.patches?.generals.some((patch) => patch.id === defender.id)).toBe(
|
||||
true
|
||||
);
|
||||
expect(resolution.patches?.cities.some((patch) => patch.id === defenderCity.id)).toBe(
|
||||
true
|
||||
);
|
||||
expect(
|
||||
resolution.effects.some(
|
||||
(effect) =>
|
||||
effect.type === 'diplomacy:patch' &&
|
||||
effect.srcNationId === attackerNation.id &&
|
||||
effect.destNationId === defenderNation.id
|
||||
)
|
||||
).toBe(true);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user