Files
core2026/app/game-engine/src/turn/reservedTurnHandler.ts
T

829 lines
33 KiB
TypeScript

import type {
ActionContextBase,
ActionContextBuilder,
City,
GeneralActionDefinition,
LogEntryDraft,
MapDefinition,
Nation,
ScenarioConfig,
ScenarioMeta,
Troop,
TurnCommandProfile,
TurnCommandEnv,
UnitSetDefinition,
} from '@sammo-ts/logic';
import {
DEFAULT_TURN_COMMAND_PROFILE,
GeneralTurnCommandLoader,
NationTurnCommandLoader,
defaultActionContextBuilder,
evaluateConstraints,
resolveGeneralAction,
} from '@sammo-ts/logic';
import { LogCategory, LogFormat, LogScope } from '@sammo-ts/logic';
import { asRecord, LiteHashDRBG } from '@sammo-ts/common';
import type { ConstraintContext, StateView } from '@sammo-ts/logic';
import type { GeneralTurnHandler, GeneralTurnResult } from './inMemoryWorld.js';
import type { InMemoryTurnWorld } from './inMemoryWorld.js';
import type { TurnDiplomacy, TurnGeneral, TurnWorldState } from './types.js';
import type { ReservedTurnEntry } from './reservedTurnStore.js';
import type { InMemoryReservedTurnStore } from './reservedTurnStore.js';
import {
applyDiplomacyPatch as applyDiplomacyPatchToEntry,
buildDefaultDiplomacy,
buildDiplomacyKey,
type DiplomacyPatch,
} from '@sammo-ts/logic';
import { buildCommandEnv, buildReservedTurnDefinitions } from './reservedTurnCommands.js';
import { buildFrontStatePatches } from './frontStateHandler.js';
import { buildActionContext } from './reservedTurnActionContext.js';
import { GeneralAI, shouldUseAi } from './ai/generalAi.js';
import type { AiReservedTurnProvider } from './ai/types.js';
const DEFAULT_ACTION = '휴식';
const resolveConstraintEnv = (
world: TurnWorldState,
scenarioMeta: ScenarioMeta | undefined,
env: TurnCommandEnv
): Record<string, unknown> => {
const startYear = typeof scenarioMeta?.startYear === 'number' ? scenarioMeta.startYear : undefined;
const relYear = typeof startYear === 'number' ? world.currentYear - startYear : undefined;
return {
currentYear: world.currentYear,
currentMonth: world.currentMonth,
year: world.currentYear,
month: world.currentMonth,
startYear,
relYear,
openingPartYear: env.openingPartYear,
minAvailableRecruitPop: env.minAvailableRecruitPop,
};
};
const buildSeedBase = (world: TurnWorldState): string => {
const meta = asRecord(world.meta);
const rawSeed = meta.hiddenSeed ?? meta.seed ?? world.id;
return String(rawSeed);
};
const serializeSeed = (...values: Array<string | number>): string =>
values
.map((value) => (typeof value === 'string' ? `str(${value.length},${value})` : `int(${Math.floor(value)})`))
.join('|');
class DeterministicRandom {
constructor(private readonly rng: LiteHashDRBG) {}
nextFloat(): number {
return this.rng.nextFloat1();
}
nextBool(probability: number): boolean {
if (probability >= 1) {
return true;
}
if (probability <= 0) {
return false;
}
return this.nextFloat() < probability;
}
nextInt(minInclusive: number, maxExclusive: number): number {
const span = maxExclusive - minInclusive;
if (span <= 1) {
return minInclusive;
}
return minInclusive + this.rng.nextInt(span - 1);
}
}
type WorldView = {
getGeneralById(id: number): TurnGeneral | null;
getCityById(id: number): City | null;
getNationById(id: number): Nation | null;
getTroopById(id: number): Troop | null;
getDiplomacyEntry(srcNationId: number, destNationId: number): TurnDiplomacy | null;
listGenerals(): TurnGeneral[];
listCities(): City[];
listNations(): Nation[];
listTroops(): Troop[];
listDiplomacy(): TurnDiplomacy[];
};
const mergeStats = (base: TurnGeneral['stats'], patch: Partial<TurnGeneral['stats']>): TurnGeneral['stats'] => ({
leadership: patch.leadership ?? base.leadership,
strength: patch.strength ?? base.strength,
intelligence: patch.intelligence ?? base.intelligence,
});
const mergeRole = (base: TurnGeneral['role'], patch: Partial<TurnGeneral['role']>): TurnGeneral['role'] => ({
...base,
...patch,
items: {
...base.items,
...(patch.items ?? {}),
},
});
const mergeTriggerState = (
base: TurnGeneral['triggerState'],
patch: Partial<TurnGeneral['triggerState']>
): TurnGeneral['triggerState'] => ({
...base,
...patch,
flags: { ...base.flags, ...(patch.flags ?? {}) },
counters: { ...base.counters, ...(patch.counters ?? {}) },
modifiers: { ...base.modifiers, ...(patch.modifiers ?? {}) },
meta: { ...base.meta, ...(patch.meta ?? {}) },
});
const applyGeneralPatch = (base: TurnGeneral, patch: Partial<TurnGeneral>): TurnGeneral => ({
...base,
...patch,
stats: patch.stats ? mergeStats(base.stats, patch.stats) : base.stats,
role: patch.role ? mergeRole(base.role, patch.role) : base.role,
triggerState: patch.triggerState ? mergeTriggerState(base.triggerState, patch.triggerState) : base.triggerState,
meta: patch.meta ? { ...base.meta, ...patch.meta } : base.meta,
});
const applyCityPatch = (base: City, patch: Partial<City>): City => ({
...base,
...patch,
meta: patch.meta ? { ...base.meta, ...patch.meta } : base.meta,
});
const applyNationPatch = (base: Nation, patch: Partial<Nation>): Nation => ({
...base,
...patch,
meta: patch.meta ? { ...base.meta, ...patch.meta } : base.meta,
});
const mergeDiplomacyList = (base: TurnDiplomacy[], overrides: Map<string, TurnDiplomacy>): TurnDiplomacy[] => {
const merged = new Map<string, TurnDiplomacy>();
for (const entry of base) {
merged.set(buildDiplomacyKey(entry.fromNationId, entry.toNationId), entry);
}
for (const [key, entry] of overrides) {
merged.set(key, entry);
}
return Array.from(merged.values());
};
// 예약 턴 내에서 패치를 즉시 반영하기 위한 로컬 오버레이.
const createWorldOverlay = (world: InMemoryTurnWorld) => {
const generalOverrides = new Map<number, TurnGeneral>();
const cityOverrides = new Map<number, City>();
const nationOverrides = new Map<number, Nation>();
const diplomacyOverrides = new Map<string, TurnDiplomacy>();
const mergeList = <T extends { id: number }>(base: T[], overrides: Map<number, T>): T[] => {
const merged = new Map<number, T>();
for (const entry of base) {
merged.set(entry.id, entry);
}
for (const [id, entry] of overrides) {
merged.set(id, entry);
}
return Array.from(merged.values());
};
const view: WorldView = {
getGeneralById: (id) => generalOverrides.get(id) ?? world.getGeneralById(id),
getCityById: (id) => cityOverrides.get(id) ?? world.getCityById(id),
getNationById: (id) => nationOverrides.get(id) ?? world.getNationById(id),
getTroopById: (id) => world.getTroopById(id),
getDiplomacyEntry: (srcNationId, destNationId) =>
diplomacyOverrides.get(buildDiplomacyKey(srcNationId, destNationId)) ??
world.getDiplomacyEntry(srcNationId, destNationId),
listGenerals: () =>
mergeList(world.listGenerals(), generalOverrides).map((general) => ({
...general,
})),
listCities: () =>
mergeList(world.listCities(), cityOverrides).map((city) => ({
...city,
})),
listNations: () =>
mergeList(world.listNations(), nationOverrides).map((nation) => ({
...nation,
})),
listTroops: () => world.listTroops().map((troop) => ({ ...troop })),
listDiplomacy: () =>
mergeDiplomacyList(world.listDiplomacy(), diplomacyOverrides).map((entry) => ({
...entry,
meta: { ...entry.meta },
})),
};
return {
view,
syncGeneral: (general: TurnGeneral) => {
generalOverrides.set(general.id, general);
},
syncCity: (city: City) => {
cityOverrides.set(city.id, city);
},
syncNation: (nation: Nation) => {
nationOverrides.set(nation.id, nation);
},
applyGeneralPatch: (id: number, patch: Partial<TurnGeneral>) => {
const base = generalOverrides.get(id) ?? world.getGeneralById(id);
if (!base) {
return;
}
generalOverrides.set(id, applyGeneralPatch(base, patch));
},
applyCityPatch: (id: number, patch: Partial<City>) => {
const base = cityOverrides.get(id) ?? world.getCityById(id);
if (!base) {
return;
}
cityOverrides.set(id, applyCityPatch(base, patch));
},
applyNationPatch: (id: number, patch: Partial<Nation>) => {
const base = nationOverrides.get(id) ?? world.getNationById(id);
if (!base) {
return;
}
nationOverrides.set(id, applyNationPatch(base, patch));
},
applyDiplomacyPatch: (srcNationId: number, destNationId: number, patch: DiplomacyPatch) => {
const key = buildDiplomacyKey(srcNationId, destNationId);
const base =
diplomacyOverrides.get(key) ??
world.getDiplomacyEntry(srcNationId, destNationId) ??
buildDefaultDiplomacy(srcNationId, destNationId);
diplomacyOverrides.set(key, applyDiplomacyPatchToEntry(base, patch));
},
};
};
class WorldStateView implements StateView {
constructor(
private readonly world: WorldView | null,
private readonly env: Record<string, unknown>,
private readonly args: Record<string, unknown>,
private readonly overrides?: {
general?: TurnGeneral;
city?: City;
nation?: Nation | null;
}
) {}
has(req: Parameters<StateView['has']>[0]): boolean {
return this.get(req) !== null;
}
get(req: Parameters<StateView['get']>[0]): unknown | null {
if (!this.world) {
return null;
}
switch (req.kind) {
case 'general':
if (this.overrides?.general && this.overrides.general.id === req.id) {
return this.overrides.general;
}
return this.world.getGeneralById(req.id);
case 'generalList':
return this.world.listGenerals();
case 'destGeneral':
return this.world.getGeneralById(req.id);
case 'city':
if (this.overrides?.city && this.overrides.city.id === req.id) {
return this.overrides.city;
}
return this.world.getCityById(req.id);
case 'destCity':
return this.world.getCityById(req.id);
case 'nation':
if (this.overrides?.nation && this.overrides.nation.id === req.id) {
return this.overrides.nation;
}
return this.world.getNationById(req.id);
case 'nationList':
return this.world.listNations();
case 'destNation':
return this.world.getNationById(req.id);
case 'diplomacy':
return this.world.getDiplomacyEntry(req.srcNationId, req.destNationId);
case 'diplomacyList':
return this.world.listDiplomacy();
case 'arg':
return this.args[req.key] ?? null;
case 'env':
return this.env[req.key] ?? null;
default:
return null;
}
}
}
const extractArgsRecord = (value: unknown): Record<string, unknown> => asRecord(value);
const buildConstraintContext = (
general: TurnGeneral,
city: City | undefined,
nation: Nation | null | undefined,
args: Record<string, unknown>,
env: Record<string, unknown>
): ConstraintContext => ({
actorId: general.id,
cityId: city?.id,
nationId: nation?.id,
args,
env,
mode: 'full',
});
const createActionLog = (message: string, meta?: Record<string, unknown>): LogEntryDraft => ({
scope: LogScope.GENERAL,
category: LogCategory.ACTION,
format: LogFormat.MONTH,
text: message,
meta,
});
const resolveDefinition = (
actionKey: string,
definitions: Map<string, GeneralActionDefinition>,
fallback: GeneralActionDefinition
): GeneralActionDefinition => definitions.get(actionKey) ?? fallback;
export const createReservedTurnHandler = async (options: {
reservedTurns: InMemoryReservedTurnStore;
scenarioConfig: ScenarioConfig;
scenarioMeta?: ScenarioMeta;
map?: MapDefinition;
unitSet?: UnitSetDefinition;
getWorld: () => InMemoryTurnWorld | null;
commandProfile?: TurnCommandProfile;
onActionResolved?: (payload: {
kind: 'nation' | 'general';
generalId: number;
nationId: number | null;
requestedAction: string;
actionKey: string;
usedFallback: boolean;
blockedReason?: string;
aiState?: ReturnType<GeneralAI['getDebugState']>;
}) => void;
}): Promise<GeneralTurnHandler> => {
const env = buildCommandEnv(options.scenarioConfig, options.unitSet);
const commandProfile = options.commandProfile ?? DEFAULT_TURN_COMMAND_PROFILE;
const { general: generalDefinitions, nation: nationDefinitions } = await buildReservedTurnDefinitions({
env,
commandProfile,
defaultActionKey: DEFAULT_ACTION,
});
const generalFallback = generalDefinitions.get(DEFAULT_ACTION)!;
const nationFallback = nationDefinitions.get(DEFAULT_ACTION)!;
const actionContextBuilders = new Map<string, ActionContextBuilder>();
const seenActionKeys = new Set<string>();
const applyActionContextBuilder = (module: {
commandSpec: { key: string };
actionContextBuilder?: ActionContextBuilder;
}): void => {
actionContextBuilders.set(module.commandSpec.key, module.actionContextBuilder ?? defaultActionContextBuilder);
};
const generalModuleLoader = new GeneralTurnCommandLoader();
const nationModuleLoader = new NationTurnCommandLoader();
for (const key of commandProfile.general) {
if (seenActionKeys.has(key)) {
continue;
}
seenActionKeys.add(key);
const module = await generalModuleLoader.load(key);
applyActionContextBuilder(module);
}
for (const key of commandProfile.nation) {
if (seenActionKeys.has(key)) {
continue;
}
seenActionKeys.add(key);
const module = await nationModuleLoader.load(key);
applyActionContextBuilder(module);
}
if (!actionContextBuilders.has(DEFAULT_ACTION)) {
applyActionContextBuilder(await generalModuleLoader.load(DEFAULT_ACTION));
}
let nextGeneralId: number | null = null;
const createGeneralId = (): number => {
const world = options.getWorld();
if (world) {
return world.getNextGeneralId();
}
if (nextGeneralId === null) {
nextGeneralId = 1;
}
const result = nextGeneralId;
nextGeneralId += 1;
return result;
};
let nextNationId: number | null = null;
const createNationId = (): number => {
const world = options.getWorld();
if (world) {
return world.getNextNationId();
}
if (nextNationId === null) {
nextNationId = 1;
}
const result = nextNationId;
nextNationId += 1;
return result;
};
const reservedTurnProvider: AiReservedTurnProvider = {
getGeneralTurn: (generalId, turnIdx) => options.reservedTurns.getGeneralTurn(generalId, turnIdx),
};
return {
execute(context): GeneralTurnResult {
const worldRef = options.getWorld();
const worldOverlay = worldRef ? createWorldOverlay(worldRef) : null;
const worldView = worldOverlay?.view ?? worldRef;
const baseConstraintEnv = {
...resolveConstraintEnv(context.world, options.scenarioMeta, env),
...(options.map ? { map: options.map } : {}),
...(options.unitSet ? { unitSet: options.unitSet } : {}),
};
const logs: LogEntryDraft[] = [];
const patches = {
generals: [] as Array<{ id: number; patch: Partial<TurnGeneral> }>,
cities: [] as Array<{ id: number; patch: Partial<City> }>,
nations: [] as Array<{ id: number; patch: Partial<Nation> }>,
troops: [] as Array<{ id: number; patch: Partial<Troop> }>,
};
const diplomacyPatches: Array<{
srcNationId: number;
destNationId: number;
patch: DiplomacyPatch;
}> = [];
const createdGenerals: TurnGeneral[] = [];
const createdNations: Nation[] = [];
let currentGeneral = context.general;
let currentCity = context.city;
let currentNation = context.nation ?? null;
const runAction = (
definitionMap: Map<string, GeneralActionDefinition>,
fallbackDefinition: GeneralActionDefinition,
command: ReservedTurnEntry,
applyNextTurnAt: boolean
): { nextTurnAt?: Date; actionKey: string; usedFallback: boolean; blockedReason?: string } => {
const resolvedDefinition = resolveDefinition(command.action, definitionMap, fallbackDefinition);
const rawArgs = extractArgsRecord(command.args);
const parsedArgs = resolvedDefinition.parseArgs(rawArgs);
let definition = resolvedDefinition;
let actionArgs = parsedArgs ?? {};
let actionKey = definition.key;
let usedFallback = false;
let blockedReason: string | undefined = undefined;
if (parsedArgs === null) {
definition = fallbackDefinition;
actionArgs = definition.parseArgs({}) ?? {};
actionKey = definition.key;
usedFallback = true;
blockedReason = '예약된 명령을 실행하지 못했습니다.';
logs.push(createActionLog('예약된 명령을 실행하지 못했습니다.'));
}
const actionConstraintEnv = {
...baseConstraintEnv,
cities: worldView?.listCities() ?? [],
nations: worldView?.listNations() ?? [],
};
const constraintCtx = buildConstraintContext(
currentGeneral,
currentCity,
currentNation,
actionArgs as Record<string, unknown>,
actionConstraintEnv
);
const view = new WorldStateView(worldView, actionConstraintEnv, actionArgs as Record<string, unknown>, {
general: currentGeneral,
city: currentCity,
nation: currentNation,
});
const constraints = definition.buildConstraints(constraintCtx, actionArgs);
const result = evaluateConstraints(constraints, constraintCtx, view);
if (result.kind !== 'allow') {
definition = fallbackDefinition;
actionArgs = definition.parseArgs({}) ?? {};
actionKey = definition.key;
usedFallback = true;
const reason = result.kind === 'deny' ? result.reason : '조건을 확인할 수 없습니다.';
blockedReason = reason;
const meta = result.kind === 'deny' ? { constraintName: result.constraintName } : undefined;
logs.push(createActionLog(reason, meta));
}
const seedBase = buildSeedBase(context.world);
const buildRng = (key: string) => {
const rngSeed = serializeSeed(
seedBase,
key,
context.world.currentYear,
context.world.currentMonth,
currentGeneral.id
);
return new DeterministicRandom(new LiteHashDRBG(rngSeed));
};
const actionArgsRecord = extractArgsRecord(actionArgs);
let baseContext: ActionContextBase = {
general: currentGeneral,
city: currentCity,
nation: currentNation,
rng: buildRng(actionKey),
};
let specificContext = buildActionContext(
actionKey,
baseContext,
{
world: context.world,
scenarioConfig: options.scenarioConfig,
scenarioMeta: options.scenarioMeta,
map: options.map,
unitSet: options.unitSet,
worldRef: worldView,
actionArgs: actionArgsRecord,
createGeneralId,
createNationId,
seedBase,
},
actionContextBuilders
);
if (!specificContext && actionKey !== fallbackDefinition.key) {
definition = fallbackDefinition;
actionArgs = definition.parseArgs({}) ?? {};
actionKey = definition.key;
logs.push(createActionLog('예약된 명령을 실행하지 못했습니다.'));
baseContext = {
general: currentGeneral,
city: currentCity,
nation: currentNation,
rng: buildRng(actionKey),
};
specificContext = baseContext;
}
const actionContext = specificContext ?? baseContext;
const resolution = resolveGeneralAction(
definition,
actionContext,
{
now: currentGeneral.turnTime,
schedule: context.schedule,
},
actionArgs
);
currentGeneral = resolution.general as TurnGeneral;
currentCity = resolution.city ?? currentCity;
currentNation = resolution.nation ?? currentNation;
if (!currentNation && resolution.created?.nations) {
currentNation =
(resolution.created.nations as Nation[]).find((n) => n.id === currentGeneral.nationId) ??
currentNation;
}
logs.push(...resolution.logs);
if (worldOverlay) {
worldOverlay.syncGeneral(currentGeneral);
if (currentCity) {
worldOverlay.syncCity(currentCity);
}
if (currentNation) {
worldOverlay.syncNation(currentNation);
}
}
if (resolution.effects.length > 0) {
for (const effect of resolution.effects) {
if (effect.type !== 'diplomacy:patch') {
continue;
}
diplomacyPatches.push({
srcNationId: effect.srcNationId,
destNationId: effect.destNationId,
patch: effect.patch,
});
worldOverlay?.applyDiplomacyPatch(effect.srcNationId, effect.destNationId, effect.patch);
}
}
if (resolution.patches) {
patches.generals.push(
...(resolution.patches.generals as Array<{
id: number;
patch: Partial<TurnGeneral>;
}>)
);
patches.cities.push(
...(resolution.patches.cities as Array<{
id: number;
patch: Partial<City>;
}>)
);
patches.nations.push(
...(resolution.patches.nations as Array<{
id: number;
patch: Partial<Nation>;
}>)
);
if (worldOverlay) {
for (const patch of resolution.patches.generals) {
worldOverlay.applyGeneralPatch(patch.id, patch.patch as Partial<TurnGeneral>);
}
for (const patch of resolution.patches.cities) {
worldOverlay.applyCityPatch(patch.id, patch.patch);
}
for (const patch of resolution.patches.nations) {
worldOverlay.applyNationPatch(patch.id, patch.patch);
}
}
}
if (resolution.created?.generals) {
const newGenerals = resolution.created.generals as TurnGeneral[];
createdGenerals.push(...newGenerals);
if (worldOverlay) {
for (const general of newGenerals) {
worldOverlay.syncGeneral(general);
}
}
}
if (resolution.created?.nations) {
const newNations = resolution.created.nations as Nation[];
createdNations.push(...newNations);
if (worldOverlay) {
for (const nation of newNations) {
worldOverlay.syncNation(nation);
}
}
}
const hasDiplomacyChange = diplomacyPatches.length > 0;
const hasNationChange = (resolution.patches?.cities ?? []).some((patch) =>
Object.prototype.hasOwnProperty.call(patch.patch ?? {}, 'nationId')
);
if (hasDiplomacyChange || hasNationChange) {
const worldView = worldOverlay?.view ?? worldRef;
if (worldView && options.map) {
const frontPatches = buildFrontStatePatches({
worldView,
map: options.map,
});
if (frontPatches.length > 0) {
for (const patch of frontPatches) {
const existing = patches.cities.find((entry) => entry.id === patch.id);
if (existing) {
existing.patch = { ...existing.patch, ...patch.patch };
} else {
patches.cities.push({ id: patch.id, patch: patch.patch });
}
worldOverlay?.applyCityPatch(patch.id, patch.patch);
}
}
}
}
return { nextTurnAt: applyNextTurnAt ? resolution.nextTurnAt : undefined, actionKey, usedFallback, blockedReason };
};
if (currentNation && currentGeneral.officerLevel >= 5) {
let nationCommand = options.reservedTurns.getNationTurn(
currentNation.id,
currentGeneral.officerLevel,
0
);
let nationAiState: ReturnType<GeneralAI['getDebugState']> | undefined;
if (worldView && shouldUseAi(currentGeneral, context.world)) {
const ai = new GeneralAI({
general: currentGeneral,
city: currentCity,
nation: currentNation,
world: context.world,
worldRef: worldView,
reservedTurnProvider,
scenarioConfig: options.scenarioConfig,
scenarioMeta: options.scenarioMeta,
map: options.map,
unitSet: options.unitSet,
commandEnv: env,
generalDefinitions,
nationDefinitions,
generalFallback,
nationFallback,
});
const candidate = ai.chooseNationTurn(nationCommand);
if (candidate) {
nationCommand = { action: candidate.action, args: candidate.args };
}
nationAiState = ai.getDebugState();
}
const nationResult = runAction(nationDefinitions, nationFallback, nationCommand, false);
options.onActionResolved?.({
kind: 'nation',
generalId: currentGeneral.id,
nationId: currentNation?.id ?? null,
requestedAction: nationCommand.action,
actionKey: nationResult.actionKey,
usedFallback: nationResult.usedFallback,
...(nationResult.blockedReason ? { blockedReason: nationResult.blockedReason } : {}),
...(nationAiState ? { aiState: nationAiState } : {}),
});
options.reservedTurns.shiftNationTurns(currentNation.id, currentGeneral.officerLevel, -1);
}
let generalCommand = options.reservedTurns.getGeneralTurn(currentGeneral.id, 0);
let generalAiState: ReturnType<GeneralAI['getDebugState']> | undefined;
if (worldView && shouldUseAi(currentGeneral, context.world)) {
const ai = new GeneralAI({
general: currentGeneral,
city: currentCity,
nation: currentNation,
world: context.world,
worldRef: worldView,
reservedTurnProvider,
scenarioConfig: options.scenarioConfig,
scenarioMeta: options.scenarioMeta,
map: options.map,
unitSet: options.unitSet,
commandEnv: env,
generalDefinitions,
nationDefinitions,
generalFallback,
nationFallback,
});
const candidate = ai.chooseGeneralTurn(generalCommand);
if (candidate) {
generalCommand = { action: candidate.action, args: candidate.args };
}
generalAiState = ai.getDebugState();
}
const generalResult = runAction(generalDefinitions, generalFallback, generalCommand, true);
options.onActionResolved?.({
kind: 'general',
generalId: currentGeneral.id,
nationId: currentNation?.id ?? null,
requestedAction: generalCommand.action,
actionKey: generalResult.actionKey,
usedFallback: generalResult.usedFallback,
...(generalResult.blockedReason ? { blockedReason: generalResult.blockedReason } : {}),
...(generalAiState ? { aiState: generalAiState } : {}),
});
const nextTurnAt = generalResult.nextTurnAt;
options.reservedTurns.shiftGeneralTurns(currentGeneral.id, -1);
const worldMeta = asRecord(context.world.meta);
if (currentGeneral.npcState < 2 && !(typeof worldMeta.isUnited === 'number' && worldMeta.isUnited !== 0)) {
const meta = { ...currentGeneral.meta };
const lived = typeof meta.inherit_lived_month === 'number' ? meta.inherit_lived_month : 0;
const active = typeof meta.inherit_active_action === 'number' ? meta.inherit_active_action : 0;
meta.inherit_lived_month = lived + 1;
if (generalResult.actionKey !== DEFAULT_ACTION) {
meta.inherit_active_action = active + 1;
} else {
meta.inherit_active_action = active;
}
currentGeneral = { ...currentGeneral, meta };
worldOverlay?.syncGeneral(currentGeneral);
}
const result: GeneralTurnResult = {
general: currentGeneral,
city: currentCity,
nation: currentNation,
nextTurnAt,
logs,
patches,
...(diplomacyPatches.length > 0 ? { diplomacyPatches } : undefined),
created:
createdGenerals.length > 0 || createdNations.length > 0
? {
generals: createdGenerals,
...(createdNations.length > 0 ? { nations: createdNations } : {}),
}
: undefined,
};
return result;
},
};
};