# Legacy Entities Overview This document summarizes the primary entities in the legacy engine, how they interact, and where their state lives. The active runtime lives in `legacy/hwe/sammo/` and uses the tables in `legacy/hwe/sql/schema.sql`. ## Data Sources - Table name map: `legacy/hwe/sammo/Enums/TableName.php` - Schema definitions: `legacy/hwe/sql/schema.sql` ## Coverage Notes - The legacy runtime mixes active, archived, and transitional tables. - Table relationships are mostly enforced in code; few explicit FK constraints. - Some tables are retained for history or migration and may not be touched in the current runtime path. ## Core Entities ### General (장수) - Class: `legacy/hwe/sammo/General.php` (base: `legacy/hwe/sammo/GeneralBase.php`) - Tables: `general`, `general_turn`, `rank_data`, `general_access_log` - Interaction highlights: - Command execution: `legacy/hwe/sammo/Command/*` and `legacy/hwe/sammo/TurnExecutionHelper.php` - Turn reservation: `legacy/hwe/sammo/LastTurn.php` - Combat adapter: `legacy/hwe/sammo/WarUnitGeneral.php` - Modifiers/triggers via `iAction` modules (items, specials, traits) - Logging: `legacy/hwe/sammo/ActionLogger.php` - DB fields (schema): - `general`: no, owner, npcmsg, npc, npc_org, affinity, bornyear, deadyear, newmsg, picture, imgsvr, name, owner_name, nation, city, troop, leadership, leadership_exp, strength, strength_exp, intel, intel_exp, injury, experience, dedication, dex1, dex2, dex3, dex4, dex5, officer_level, officer_city, permission, gold, rice, crew, crewtype, train, atmos, weapon, book, horse, item, turntime, recent_war, makelimit, killturn, block, dedlevel, explevel, age, startage, belong, betray, personal, special, specage, special2, specage2, defence_train, tnmt, myset, tournament, newvote, last_turn, aux, penalty - `general_turn`: id, general_id, turn_idx, action, arg, brief - `general_access_log`: id, general_id, user_id, last_refresh, refresh, refresh_total, refresh_score, refresh_score_total - `rank_data`: id, nation_id, general_id, type, value - JSON columns: `general.last_turn`, `general.aux`, `general.penalty` ### Nation (국가) - Data rows: `nation`, `nation_env`, `nation_turn` - Nation-type actions: `legacy/hwe/sammo/ActionNationType/*`, base in `legacy/hwe/sammo/BaseNation.php` - Interaction highlights: - Nation commands: `legacy/hwe/sammo/Command/Nation/*` - Diplomacy: `diplomacy`, `ng_diplomacy`, and `legacy/hwe/sammo/DiplomaticMessage.php` - Monthly economy updates: `legacy/hwe/sammo/Event/Action/*` - DB fields (schema): - `nation`: nation, name, color, capital, capset, gennum, gold, rice, bill, rate, rate_tmp, secretlimit, chief_set, scout, war, strategic_cmd_limit, surlimit, tech, power, spy, level, type, aux - `nation_turn`: id, nation_id, officer_level, turn_idx, action, arg, brief - `nation_env`: id, namespace, key, value - JSON columns: `nation.spy`, `nation.aux`, `nation_turn.arg`, `nation_env.value` ### City (도시) - Data rows: `city` - Static map data: `legacy/hwe/sammo/CityConstBase.php`, `legacy/hwe/sammo/CityInitialDetail.php` - Live cache: `legacy/hwe/sammo/CityHelper.php` - Interaction highlights: - Supply and isolation updates via `Event/Action/UpdateCitySupply` - Conquest/war defender: `legacy/hwe/sammo/WarUnitCity.php` - DB fields (schema): - `city`: city, name, level, nation, supply, front, pop, pop_max, agri, agri_max, comm, comm_max, secu, secu_max, trust, trade, dead, def, def_max, wall, wall_max, officer_set, state, region, term, conflict - JSON columns: `city.conflict` ### Troop (부대) - Data rows: `troop` - Interaction highlights: - Join/leave flows in `legacy/hwe/sammo/API/Troop/*` - Static event hooks from `legacy/hwe/sammo/StaticEvent/*` - DB fields (schema): - `troop`: troop_leader, nation, name ### Command / Turn (턴 예약과 실행) - Turn snapshots: `legacy/hwe/sammo/LastTurn.php` - General commands: `legacy/hwe/sammo/Command/General/*` - Nation commands: `legacy/hwe/sammo/Command/Nation/*` - Execution entry: `legacy/hwe/sammo/TurnExecutionHelper.php` and `legacy/hwe/proc.php` - DB fields (schema): - `general_turn`: id, general_id, turn_idx, action, arg, brief - `nation_turn`: id, nation_id, officer_level, turn_idx, action, arg, brief ### War Units (전투 단위) - Base: `legacy/hwe/sammo/WarUnit.php` - General combat: `legacy/hwe/sammo/WarUnitGeneral.php` - City combat: `legacy/hwe/sammo/WarUnitCity.php` - Interaction highlights: - Battle flow and resolution: `legacy/hwe/process_war.php` - Uses General/Nation/City snapshots for deterministic resolution ## Rule Modules and Modifiers ### iAction Modules - Interface: `legacy/hwe/sammo/iAction.php` - Modules: - Items: `legacy/hwe/sammo/ActionItem/*` - Domestic specials: `legacy/hwe/sammo/ActionSpecialDomestic/*` - War specials: `legacy/hwe/sammo/ActionSpecialWar/*` - Personalities: `legacy/hwe/sammo/ActionPersonality/*` - Nation types: `legacy/hwe/sammo/ActionNationType/*` - Crew types: `legacy/hwe/sammo/ActionCrewType/*` - Scenario effects: `legacy/hwe/sammo/ActionScenarioEffect/*` - Applied by `General::getActionList()` and used by triggers, stat calculation, and combat phases. ### Trigger System - Trigger callers: `legacy/hwe/sammo/TriggerCaller.php`, `legacy/hwe/sammo/GeneralTriggerCaller.php`, `legacy/hwe/sammo/WarUnitTriggerCaller.php` - Trigger definitions: `legacy/hwe/sammo/GeneralTrigger/*`, `legacy/hwe/sammo/WarUnitTrigger/*` - Used in pre-turn processing and battle phases. ### Constraints - Validation rules: `legacy/hwe/sammo/Constraint/*` - Command prechecks and selection logic use these constraints. ## System Entities ### Events - Dynamic events: `event` table, executed by `legacy/hwe/sammo/Event/*` - Static hooks: `legacy/hwe/sammo/StaticEvent/*`, wired via `GameConst::$staticEventHandlers` - DB fields (schema): - `event`: id, target, priority, condition, action - JSON columns: `event.condition`, `event.action` ### Messaging and Diplomacy - Messages: `legacy/hwe/sammo/Message.php` - Targets: `legacy/hwe/sammo/MessageTarget.php`, `legacy/hwe/sammo/Target.php` - Diplomacy wrapper: `legacy/hwe/sammo/DiplomaticMessage.php` - Table: `message` - DB fields (schema): - `message`: id, mailbox, type, src, dest, time, valid_until, message - `diplomacy`: no, me, you, state, term, dead, showing - `ng_diplomacy`: no, src_nation_id, dest_nation_id, prev_no, state, text_brief, text_detail, date, src_signer, dest_signer, aux - JSON columns: `message.message`, `ng_diplomacy.aux` ### Economy and World State - Monthly updates: `legacy/hwe/sammo/Event/Action/ProcessIncome`, `ProcessSemiAnnual`, `ProcessWarIncome` - Trade and supply: `RandomizeCityTradeRate`, `UpdateCitySupply`, `UpdateNationLevel` - DB fields (schema): - `nation_env`: id, namespace, key, value - `statistic`: no, year, month, nation_count, nation_name, nation_hist, gen_count, personal_hist, special_hist, power_hist, crewtype, etc, aux - JSON columns: `statistic.aux`, `nation_env.value` ### Auctions, Betting, and Votes - Auctions: `legacy/hwe/sammo/Auction.php` and `ng_auction*` tables - Betting: `legacy/hwe/sammo/Betting.php` and `ng_betting` - Votes and tournaments: `vote`, `vote_comment`, `tournament` - DB fields (schema): - `ng_auction`: id, type, finished, target, host_general_id, req_resource, open_date, close_date, detail - `ng_auction_bid`: no, auction_id, owner, general_id, amount, date, aux - `ng_betting`: id, betting_id, general_id, user_id, betting_type, amount - `vote`: id, vote_id, general_id, nation_id, selection - `vote_comment`: id, vote_id, general_id, nation_id, general_name, nation_name, text, date - `tournament`: seq, no, npc, name, w, b, h, leadership, strength, intel, lvl, grp, grp_no, win, draw, lose, gl, prmt - JSON columns: `ng_auction.detail`, `ng_auction_bid.aux`, `ng_betting.betting_type`, `vote.selection` ### Logs and Records - Action logs: `legacy/hwe/sammo/ActionLogger.php` - User logs: `legacy/hwe/sammo/UserLogger.php` - Tables: `ng_history`, `world_history`, `general_record`, `user_record`, `hall` - DB fields (schema): - `ng_history`: no, server_id, year, month, map, global_history, global_action, nations - `world_history`: id, nation_id, year, month, text - `general_record`: id, general_id, log_type, year, month, text - `user_record`: id, user_id, server_id, log_type, year, month, date, text - `hall`: id, server_id, season, scenario, general_no, type, value, owner, aux - JSON columns: `ng_history.map`, `ng_history.global_history`, `ng_history.global_action`, `ng_history.nations`, `hall.aux` ### Boards, Locks, and Storage - Boards/comments: `board`, `comment` - Locks: `plock` - KV stores: `storage`, `nation_env` - DB fields (schema): - `board`: no, nation_no, is_secret, date, general_no, author, author_icon, title, text - `comment`: no, nation_no, is_secret, date, document_no, general_no, author, text - `plock`: no, type, plock, locktime - `storage`: id, namespace, key, value - JSON columns: `storage.value` ### Archive and Lifecycle Tables - Archive/season data: `ng_games`, `ng_old_nations`, `ng_old_generals`, `emperior` - Scheduling: `reserved_open` - Selection pools: `select_npc_token`, `select_pool` - Inheritance: `inheritance_result` - DB fields (schema): - `ng_games`: id, server_id, date, winner_nation, map, season, scenario, scenario_name, env - `ng_old_nations`: id, server_id, nation, data, date - `ng_old_generals`: id, server_id, general_no, owner, name, last_yearmonth, turntime, data - `emperior`: no, server_id, phase, nation_count, nation_name, nation_hist, gen_count, personal_hist, special_hist, name, type, color, year, month, power, gennum, citynum, pop, poprate, gold, rice, l12name, l12pic, l11name, l11pic, l10name, l10pic, l9name, l9pic, l8name, l8pic, l7name, l7pic, l6name, l6pic, l5name, l5pic, tiger, eagle, gen, history, aux - `reserved_open`: id, options, date - `select_npc_token`: id, owner, valid_until, pick_more_from, pick_result, nonce - `select_pool`: id, unique_name, owner, general_id, reserved_until, info - `inheritance_result`: id, server_id, owner, general_id, year, month, value - JSON columns: `ng_games.env`, `ng_old_nations.data`, `ng_old_generals.data`, `emperior.history`, `emperior.aux`, `reserved_open.options`, `select_npc_token.pick_result`, `inheritance_result.value` ## Aux and JSON Payloads Legacy data uses many JSON fields with dynamic keys. Most are updated in code, not enforced by DB constraints. ### General `aux` - Storage layer: `legacy/hwe/sammo/LazyVarAndAuxUpdater.php` - Access pattern: `getAuxVar()` / `setAuxVar()` on `General` - Literal keys observed in code (not exhaustive): - `armType`, `autorun_limit`, `inheritBuff`, `inheritRandomUnique`, `inheritResetSpecialWar`, `inheritResetTurnTime`, `inheritSpecificSpecialWar`, `last발령`, `max_domestic_critical`, `movingTargetCityID`, `nextTurnTimeBase`, `pickYearMonth`, `use_auto_nation_turn`, `use_treatment` - Key sources: - Turn execution timing: `legacy/hwe/sammo/TurnExecutionHelper.php` - AI state and movement: `legacy/hwe/sammo/GeneralAI.php` - Inheritance actions: `legacy/hwe/sammo/API/InheritAction/*` - Domestic critical resets: `legacy/hwe/sammo/Command/General/*` - Troop dispatch markers: `legacy/hwe/sammo/Command/Nation/che_발령.php` - Item or trigger-specific keys are stored via constants (e.g. `ActionItem/event_충차.php`, `WarUnitTrigger/event_충차아이템소모.php`) and are not visible in literal scans. ### Nation `aux` - Enum keys: `legacy/hwe/sammo/Enums/NationAuxKey.php` - `can_국기변경`, `can_국호변경`, `did_특성초토화`, `can_무작위수도이전`, `can_대검병사용`, `can_극병사용`, `can_화시병사용`, `can_원융노병사용`, `can_산저병사용`, `can_상병사용`, `can_음귀병사용`, `can_무희사용`, `can_화륜차사용` - Used by constraints and nation commands, especially unit unlock logic. ### Other JSON Columns - `city.conflict`: siege contribution map keyed by nation id. - `message.message`: serialized message payload including targets/options. - `event.condition` / `event.action`: JSON DSL for event dispatch. - `storage.value` / `nation_env.value`: key-value JSON via `KVStorage` (`legacy/src/sammo/KVStorage.php`), used for `game_env`, `nation_env`, `betting`, `vote`, `inheritance_*`, and other namespaces. - Large history blobs: `ng_history.*`, `ng_old_nations.data`, `ng_old_generals.data`, `emperior.history`, `emperior.aux`. ### KVStorage `game_env` Namespace `game_env` is stored in `storage` with `namespace = 'game_env'` and is the primary server-wide runtime state store. Keys are read/written in core functions and APIs (e.g. `legacy/hwe/func.php`, `legacy/hwe/func_time_event.php`, `legacy/hwe/sammo/TurnExecutionHelper.php`). Observed literal keys (from code reads/writes, non-exhaustive): - Time and turn: `startyear`, `year`, `month`, `init_year`, `init_month`, `starttime`, `opentime`, `turntime`, `turnterm` - Scenario and season: `scenario`, `scenario_text`, `season` - Join and creation gates: `join_mode`, `maxgeneral`, `block_general_create`, `show_img_level`, `icon_path`, `extended_general` - Global flags and limits: `isunited`, `fiction`, `autorun_user`, `killturn`, `refresh`, `maxrefresh`, `refreshLimit`, `maxonline`, `recentTraffic`, `online_user_cnt`, `online_nation`, `server_cnt`, `msg` - NPC policy: `npcmode`, `npc_nation_policy`, `npc_general_policy` - Tournament and voting: `tournament`, `phase`, `tnmt_type`, `tnmt_time`, `tnmt_auto`, `tnmt_msg`, `tnmt_trig`, `tnmt_pattern`, `develcost`, `last_tournament_betting_id`, `lastVote` - Scout restrictions: `block_change_scout` - Auctions: `obfuscatedNamePool` Notes: - Some keys are used as feature toggles (e.g. `block_change_scout`, `block_general_create`) while others carry time/season state. - Additional keys may exist via dynamic or computed names outside literal scans, especially in admin or migration scripts. ## Table Usage Index (Partial) This index focuses on primary runtime touch points and omits view-only pages. - `general`: `legacy/hwe/sammo/General.php`, `legacy/hwe/sammo/GeneralAI.php`, `legacy/hwe/sammo/TurnExecutionHelper.php` - `general_turn`: `legacy/hwe/sammo/TurnExecutionHelper.php`, `legacy/hwe/sammo/API/Command/GetReservedCommand.php` - `general_access_log`: `legacy/hwe/sammo/General.php`, `legacy/hwe/sammo/API/General/GetFrontInfo.php` - `rank_data`: `legacy/hwe/sammo/General.php`, `legacy/hwe/sammo/WarUnitGeneral.php` - `nation`: `legacy/hwe/sammo/Command/Nation/*`, `legacy/hwe/sammo/Scenario/Nation.php` - `nation_turn`: `legacy/hwe/sammo/TurnExecutionHelper.php`, `legacy/hwe/sammo/API/NationCommand/GetReservedCommand.php` - `nation_env`: `legacy/src/sammo/KVStorage.php`, `legacy/hwe/sammo/Command/NationCommand.php` - `city`: `legacy/hwe/sammo/CityHelper.php`, `legacy/hwe/sammo/WarUnitCity.php`, `legacy/hwe/process_war.php` - `troop`: `legacy/hwe/sammo/API/Troop/*`, `legacy/hwe/sammo/StaticEvent/*` - `diplomacy`, `ng_diplomacy`: `legacy/hwe/sammo/DiplomaticMessage.php`, `legacy/hwe/sammo/API/Global/GetDiplomacy.php` - `message`: `legacy/hwe/sammo/Message.php`, `legacy/hwe/sammo/API/Message/*` - `event`: `legacy/hwe/sammo/TurnExecutionHelper.php`, `legacy/hwe/sammo/Event/*` - `board`, `comment`: `legacy/hwe/v_board.php`, `legacy/hwe/j_board_get_articles.php` - `ng_auction`, `ng_auction_bid`: `legacy/hwe/sammo/Auction.php`, `legacy/hwe/sammo/API/Auction/*` - `ng_betting`: `legacy/hwe/sammo/Betting.php`, `legacy/hwe/sammo/API/Betting/*` - `vote`, `vote_comment`: `legacy/hwe/sammo/API/Vote/*`, `legacy/hwe/v_vote.php` - `ng_history`, `world_history`: `legacy/hwe/sammo/ActionLogger.php`, `legacy/hwe/func_history.php` - `general_record`: `legacy/hwe/sammo/ActionLogger.php` - `user_record`: `legacy/hwe/sammo/UserLogger.php` - `storage`: `legacy/src/sammo/KVStorage.php`, `legacy/hwe/sammo/ResetHelper.php` - `ng_games`, `ng_old_nations`, `ng_old_generals`, `emperior`: `legacy/hwe/sammo/ResetHelper.php`, `legacy/hwe/a_emperior.php` ## Interaction Sketch - Turn execution (`TurnExecutionHelper`): - Reads `general_turn` / `nation_turn` - Builds General/Nation/City context - Applies constraints → runs command → triggers → logs - Runs monthly events and world updates - Battle (`process_war.php`): - Builds `WarUnitGeneral` and `WarUnitCity` - Resolves phases and damage with triggers - Applies city conquest and nation collapse rules - Diplomacy: - `Message` delivers a diplomacy request - `DiplomaticMessage` accepts/rejects - Nation command executes and updates diplomacy tables ## Entity Relationships (Mermaid ERD) Note: `message.src` / `message.dest` are polymorphic in practice (general or nation depending on message type). The diagram below treats them as general links for simplicity. ```mermaid erDiagram GENERAL ||--o{ GENERAL_TURN : reserves GENERAL ||--o{ GENERAL_ACCESS_LOG : logs GENERAL ||--o{ GENERAL_RECORD : records GENERAL ||--o{ RANK_DATA : ranks GENERAL ||--o{ MESSAGE : sends GENERAL ||--o{ MESSAGE : receives GENERAL ||--o{ VOTE : votes GENERAL ||--o{ VOTE_COMMENT : comments GENERAL ||--o{ NG_BETTING : bets GENERAL ||--o{ NG_AUCTION : hosts GENERAL ||--o{ NG_AUCTION_BID : bids GENERAL ||--o{ TROOP : leads NATION ||--o{ GENERAL : has NATION ||--o{ NATION_TURN : schedules NATION ||--o{ CITY : owns NATION ||--o{ DIPLOMACY : relates NATION ||--o{ NG_DIPLOMACY : documents NATION ||--o{ BOARD : boards NATION ||--o{ COMMENT : comments NATION ||--o{ WORLD_HISTORY : history CITY ||--o{ GENERAL : hosts BOARD ||--o{ COMMENT : comments NG_AUCTION ||--o{ NG_AUCTION_BID : bids ``` ## Related Docs - `docs/architecture/legacy-engine.md` - `docs/architecture/legacy-engine-general.md` - `docs/architecture/legacy-engine-war.md` - `docs/architecture/legacy-engine-economy.md` - `docs/architecture/legacy-engine-diplomacy.md` - `docs/architecture/legacy-engine-events.md`