Files
core2026/app/game-api/src/battleSim/processor.ts
T

428 lines
14 KiB
TypeScript

import crypto from 'node:crypto';
import {
formatLogText,
getTechCost,
LogCategory,
LogFormat,
LogScope,
resolveDefenderOrder,
resolveWarBattle,
type City,
type General,
type Nation,
type UnitSetDefinition,
type WarBattleOutcome,
} from '@sammo-ts/logic';
import {
type BattleSimJobPayload,
type BattleSimLogBuckets,
type BattleSimResultPayload,
} from './types.js';
import { convertLog } from './logFormatter.js';
const DEFAULT_GENERAL_AGE = 20;
const normalizeItemCode = (value: string | null): string | null =>
value === 'None' ? null : value;
const mapNationPayload = (payload: BattleSimJobPayload['attackerNation']): Nation => ({
id: payload.nation,
name: payload.name,
color: '#000000',
capitalCityId: payload.capital,
chiefGeneralId: null,
gold: payload.gold,
rice: payload.rice,
power: 0,
level: payload.level,
typeCode: payload.type,
meta: {
tech: payload.tech,
gennum: payload.gennum,
},
});
const mapCityPayload = (payload: BattleSimJobPayload['attackerCity']): City => ({
id: payload.city,
name: payload.name,
nationId: payload.nation,
level: payload.level,
state: payload.state,
population: payload.pop,
populationMax: payload.pop_max,
agriculture: payload.agri,
agricultureMax: payload.agri_max,
commerce: payload.comm,
commerceMax: payload.comm_max,
security: payload.secu,
securityMax: payload.secu_max,
supplyState: payload.supply,
frontState: payload.state,
defence: payload.def,
defenceMax: payload.def_max,
wall: payload.wall,
wallMax: payload.wall_max,
meta: {
trust: payload.trust,
dead: payload.dead,
conflict: payload.conflict,
supply: payload.supply,
},
});
const mapGeneralPayload = (
payload: BattleSimJobPayload['attackerGeneral']
): General => ({
id: payload.no,
name: payload.name,
nationId: payload.nation,
cityId: payload.officer_city,
troopId: 0,
stats: {
leadership: payload.leadership,
strength: payload.strength,
intelligence: payload.intel,
},
experience: payload.experience,
dedication: payload.dedication,
officerLevel: payload.officer_level,
role: {
personality: payload.personal,
specialDomestic: null,
specialWar: payload.special2,
items: {
horse: normalizeItemCode(payload.horse),
weapon: normalizeItemCode(payload.weapon),
book: normalizeItemCode(payload.book),
item: normalizeItemCode(payload.item),
},
},
injury: payload.injury,
gold: payload.gold,
rice: payload.rice,
crew: payload.crew,
crewTypeId: payload.crewtype,
train: payload.train,
atmos: payload.atmos,
age: DEFAULT_GENERAL_AGE,
npcState: 0,
triggerState: {
flags: {},
counters: {},
modifiers: {},
meta: payload.inheritBuff
? { inheritBuff: JSON.stringify(payload.inheritBuff) }
: {},
},
meta: {
explevel: payload.explevel,
turnTime: payload.turntime,
recentWar: payload.recent_war ?? '',
dex1: payload.dex1,
dex2: payload.dex2,
dex3: payload.dex3,
dex4: payload.dex4,
dex5: payload.dex5,
intelExp: payload.intel_exp,
strengthExp: payload.strength_exp,
leadershipExp: payload.leadership_exp,
rank_warnum: payload.warnum,
rank_killnum: payload.killnum,
rank_killcrew: payload.killcrew,
},
});
const buildLogBuckets = (options: {
logs: WarBattleOutcome['logs'];
year: number;
month: number;
attackerId: number;
attackerNationId: number;
}): BattleSimLogBuckets => {
const buckets = {
generalHistoryLog: [] as string[],
generalActionLog: [] as string[],
generalBattleResultLog: [] as string[],
generalBattleDetailLog: [] as string[],
nationalHistoryLog: [] as string[],
globalHistoryLog: [] as string[],
globalActionLog: [] as string[],
};
for (const entry of options.logs) {
const format = entry.format ?? LogFormat.RAWTEXT;
const text = formatLogText(entry.text, format, options.year, options.month);
if (entry.scope === LogScope.GENERAL && entry.generalId === options.attackerId) {
switch (entry.category) {
case LogCategory.HISTORY:
buckets.generalHistoryLog.push(text);
break;
case LogCategory.ACTION:
buckets.generalActionLog.push(text);
break;
case LogCategory.BATTLE_BRIEF:
buckets.generalBattleResultLog.push(text);
break;
case LogCategory.BATTLE_DETAIL:
buckets.generalBattleDetailLog.push(text);
break;
default:
break;
}
continue;
}
if (
entry.scope === LogScope.NATION &&
entry.nationId === options.attackerNationId &&
entry.category === LogCategory.HISTORY
) {
buckets.nationalHistoryLog.push(text);
continue;
}
if (entry.scope === LogScope.SYSTEM) {
if (entry.category === LogCategory.HISTORY) {
buckets.globalHistoryLog.push(text);
} else if (entry.category === LogCategory.SUMMARY) {
buckets.globalActionLog.push(text);
}
}
}
return {
generalHistoryLog: convertLog(buckets.generalHistoryLog.join('<br>')),
generalActionLog: convertLog(buckets.generalActionLog.join('<br>')),
generalBattleResultLog: convertLog(buckets.generalBattleResultLog.join('<br>')),
generalBattleDetailLog: convertLog(buckets.generalBattleDetailLog.join('<br>')),
nationalHistoryLog: convertLog(buckets.nationalHistoryLog.join('<br>')),
globalHistoryLog: convertLog(buckets.globalHistoryLog.join('<br>')),
globalActionLog: convertLog(buckets.globalActionLog.join('<br>')),
};
};
const resolveRandomSeed = (): string => crypto.randomUUID();
const resolveCityTrainAtmos = (year: number, startYear: number): number =>
Math.min(110, Math.max(60, year - startYear + 59));
const resolveCityRiceConsumption = (options: {
battle: WarBattleOutcome;
defenderNation: Nation;
unitSet: UnitSetDefinition;
castleCrewTypeId: number;
year: number;
startYear: number;
}): number => {
const cityReport = options.battle.reports.find(
(report) => report.type === 'city'
);
if (!cityReport) {
return 0;
}
if (cityReport.killed <= 0 && cityReport.dead <= 0) {
return 0;
}
const crewType = options.unitSet.crewTypes?.find(
(item) => item.id === options.castleCrewTypeId
);
const riceCoef = crewType?.rice ?? 1;
const tech = Number(options.defenderNation.meta.tech ?? 0);
const trainAtmos = resolveCityTrainAtmos(options.year, options.startYear);
let rice = (cityReport.killed / 100) * 0.8;
rice *= riceCoef;
rice *= getTechCost(tech);
rice *= trainAtmos / 100 - 0.2;
return Math.round(rice);
};
const resolveDefenderOrderPayload = (payload: BattleSimJobPayload): number[] => {
const attackerNation = mapNationPayload(payload.attackerNation);
const defenderNation = mapNationPayload(payload.defenderNation);
const attackerCity = mapCityPayload(payload.attackerCity);
const defenderCity = mapCityPayload(payload.defenderCity);
const attacker = mapGeneralPayload(payload.attackerGeneral);
const defenders = payload.defenderGenerals.map(mapGeneralPayload);
return resolveDefenderOrder({
unitSet: payload.unitSet,
config: payload.config,
time: payload.time,
seed: 'order',
attacker: {
general: attacker,
city: attackerCity,
nation: attackerNation,
},
defenders: defenders.map((general) => ({
general,
city: defenderCity,
nation: defenderNation,
})),
defenderCity,
defenderNation,
});
};
export const processBattleSimJob = (payload: BattleSimJobPayload): BattleSimResultPayload => {
if (payload.action === 'reorder') {
return {
result: true,
reason: 'success',
order: resolveDefenderOrderPayload(payload),
};
}
let repeatCnt = payload.repeatCnt;
const baseSeed = payload.seed ?? '';
if (baseSeed) {
repeatCnt = 1;
}
let lastBattle: WarBattleOutcome | null = null;
let attackerKilled = 0;
let attackerDead = 0;
let attackerMaxKilled = 0;
let attackerMinKilled = Number.POSITIVE_INFINITY;
let attackerMaxDead = 0;
let attackerMinDead = Number.POSITIVE_INFINITY;
let attackerAvgRice = 0;
let defenderAvgRice = 0;
let avgPhase = 0;
let avgWar = 0;
const attackerSkills: Record<string, number> = {};
const defendersSkills: Array<Record<string, number>> = [];
const weight = 1 / Math.max(1, repeatCnt);
for (let idx = 0; idx < repeatCnt; idx += 1) {
const seed = idx === 0 ? baseSeed || resolveRandomSeed() : resolveRandomSeed();
const attackerNation = mapNationPayload(payload.attackerNation);
const defenderNation = mapNationPayload(payload.defenderNation);
const attackerCity = mapCityPayload(payload.attackerCity);
const defenderCity = mapCityPayload(payload.defenderCity);
const attackerGeneral = mapGeneralPayload(payload.attackerGeneral);
const defenderGenerals = payload.defenderGenerals.map(mapGeneralPayload);
const initialRice = new Map<number, number>();
initialRice.set(attackerGeneral.id, attackerGeneral.rice);
for (const defender of defenderGenerals) {
initialRice.set(defender.id, defender.rice);
}
const outcome = resolveWarBattle({
seed,
unitSet: payload.unitSet,
config: payload.config,
time: payload.time,
attacker: {
general: attackerGeneral,
city: attackerCity,
nation: attackerNation,
},
defenders: defenderGenerals.map((general) => ({
general,
city: defenderCity,
nation: defenderNation,
})),
defenderCity,
defenderNation,
});
lastBattle = outcome;
const attackerReport = outcome.reports.find(
(report) => report.type === 'general' && report.isAttacker
);
const killed = attackerReport?.killed ?? 0;
const dead = attackerReport?.dead ?? 0;
attackerKilled += killed * weight;
attackerDead += dead * weight;
attackerMaxKilled = Math.max(attackerMaxKilled, killed);
attackerMinKilled = Math.min(attackerMinKilled, killed);
attackerMaxDead = Math.max(attackerMaxDead, dead);
attackerMinDead = Math.min(attackerMinDead, dead);
const phase = outcome.metrics?.attackerPhase ?? 0;
avgPhase += phase * weight;
const defenderCount = outcome.metrics?.defenderActivatedSkills.length ?? 0;
avgWar += defenderCount * weight;
const attackerRiceInit = initialRice.get(attackerGeneral.id) ?? attackerGeneral.rice;
attackerAvgRice += (attackerRiceInit - outcome.attacker.rice) * weight;
let defenderRiceInit = 0;
let defenderRiceAfter = 0;
for (const defender of outcome.defenders) {
defenderRiceInit += initialRice.get(defender.id) ?? defender.rice;
defenderRiceAfter += defender.rice;
}
const cityRice = resolveCityRiceConsumption({
battle: outcome,
defenderNation,
unitSet: payload.unitSet,
castleCrewTypeId: payload.config.castleCrewTypeId,
year: payload.time.year,
startYear: payload.time.startYear,
});
defenderAvgRice += (defenderRiceInit - defenderRiceAfter + cityRice) * weight;
const attackerActivated = outcome.metrics?.attackerActivatedSkills ?? {};
for (const [skillName, value] of Object.entries(attackerActivated)) {
attackerSkills[skillName] =
(attackerSkills[skillName] ?? 0) + value * weight;
}
const defenderActivated = outcome.metrics?.defenderActivatedSkills ?? [];
for (let defIdx = 0; defIdx < defenderActivated.length; defIdx += 1) {
while (defIdx >= defendersSkills.length) {
defendersSkills.push({});
}
const bucket = defendersSkills[defIdx]!;
for (const [skillName, value] of Object.entries(defenderActivated[defIdx]!)) {
bucket[skillName] = (bucket[skillName] ?? 0) + value * weight;
}
}
}
if (!lastBattle) {
return {
result: false,
reason: '전투 결과를 생성하지 못했습니다.',
};
}
const logBuckets = buildLogBuckets({
logs: lastBattle.logs,
year: payload.time.year,
month: payload.time.month,
attackerId: lastBattle.attacker.id,
attackerNationId: payload.attackerNation.nation,
});
return {
result: true,
reason: 'success',
datetime: payload.attackerGeneral.turntime,
lastWarLog: logBuckets,
avgWar,
phase: avgPhase,
killed: attackerKilled,
maxKilled: attackerMaxKilled,
minKilled: attackerMinKilled === Number.POSITIVE_INFINITY ? 0 : attackerMinKilled,
dead: attackerDead,
maxDead: attackerMaxDead,
minDead: attackerMinDead === Number.POSITIVE_INFINITY ? 0 : attackerMinDead,
attackerRice: attackerAvgRice,
defenderRice: defenderAvgRice,
attackerSkills,
defendersSkills,
};
};