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

400 lines
15 KiB
TypeScript

import { LiteHashDRBG, RandUtil, asRecord } from '@sammo-ts/common';
import {
LogCategory,
LogFormat,
LogScope,
NATION_TRAIT_KEYS,
getCityDistance,
type City,
type MapDefinition,
type Nation,
type TurnCommandEnv,
} from '@sammo-ts/logic';
import { simpleSerialize } from '@sammo-ts/logic/war/utils.js';
import type { InMemoryTurnWorld } from './inMemoryWorld.js';
import { buildNpcStats, pickNpcNames } from './monthlyCreateManyNpcAction.js';
import type { MonthlyEventActionHandler, MonthlyEventEnvironment } from './monthlyEventHandler.js';
import type { InMemoryReservedTurnStore } from './reservedTurnStore.js';
import type { TurnGeneral } from './types.js';
const CITY_KEYS = ['population', 'agriculture', 'commerce', 'security', 'defence', 'wall'] as const;
const NATION_COLORS = [
'#FF0000',
'#800000',
'#A0522D',
'#FF6347',
'#FFA500',
'#FFDAB9',
'#FFD700',
'#FFFF00',
'#7CFC00',
'#00FF00',
'#808000',
'#008000',
'#2E8B57',
'#008080',
'#20B2AA',
'#6495ED',
'#7FFFD4',
'#AFEEEE',
'#87CEEB',
'#00FFFF',
'#00BFFF',
'#0000FF',
'#000080',
'#483D8B',
'#7B68EE',
'#BA55D3',
'#800080',
'#FF00FF',
'#FFC0CB',
'#F5F5DC',
'#E0FFFF',
'#FFFFFF',
'#A9A9A9',
] as const;
const AVAILABLE_NATION_TYPES = NATION_TRAIT_KEYS.filter((key) => key !== 'che_중립');
const NPC_TYPE = 6;
const NPC_PREFIX = 'ⓤ';
const STAT_TYPE_WEIGHTS = { : 1, : 1 } as const;
type CityValues = Record<(typeof CITY_KEYS)[number], number>;
const resolveHiddenSeed = (world: InMemoryTurnWorld): string | number => {
const state = world.getState();
const value = state.meta.hiddenSeed ?? state.meta.seed ?? state.id;
return typeof value === 'string' || typeof value === 'number' ? value : String(value);
};
const trimAverage = (values: number[]): number => {
if (values.length === 0) {
return 0;
}
const sorted = [...values].sort((left, right) => left - right);
if (sorted.length >= 3) {
const reduceCount = Math.max(Math.round(sorted.length / 6), 1);
sorted.splice(sorted.length - reduceCount, reduceCount);
sorted.splice(0, reduceCount);
}
return Math.round(sorted.reduce((sum, value) => sum + value, 0) / sorted.length);
};
const calculateAverageCity = (rng: RandUtil, cities: City[]): CityValues => {
if (cities.length === 0) {
throw new Error('RaiseNPCNation requires at least one level 5 or 6 city.');
}
const occupied = cities.filter((city) => city.nationId !== 0);
if (occupied.length === 0) {
const selected = rng.choice(cities);
return {
population: selected.populationMax,
agriculture: selected.agricultureMax,
commerce: selected.commerceMax,
security: selected.securityMax,
defence: selected.defenceMax,
wall: selected.wallMax,
};
}
const sorted = [...occupied].sort((left, right) => {
const leftSum = left.agriculture + left.commerce + left.security + left.defence + left.wall;
const rightSum = right.agriculture + right.commerce + right.security + right.defence + right.wall;
return leftSum - rightSum;
});
if (sorted.length >= 3) {
const reduceCount = Math.max(Math.round(sorted.length / 6), 1);
sorted.splice(sorted.length - reduceCount, reduceCount);
sorted.splice(0, reduceCount);
}
return Object.fromEntries(
CITY_KEYS.map((key) => [key, Math.trunc(sorted.reduce((sum, city) => sum + city[key], 0) / sorted.length)])
) as CityValues;
};
const shuffleLegacy = <T>(values: T[]): T[] => {
const result = [...values];
// ref Util::shuffle_assoc()도 action DRBG가 아닌 PHP의 process-global
// shuffle()을 사용한다.
for (let index = result.length - 1; index > 0; index -= 1) {
const target = Math.floor(Math.random() * (index + 1));
[result[index], result[target]] = [result[target]!, result[index]!];
}
return result;
};
const buildSpecialityAge = (retirementYear: number, age: number, relativeYear: number, divisor: number): number =>
Math.max(Math.round((retirementYear - age) / divisor - relativeYear / 2), 3) + age;
const createNpcGeneral = (options: {
world: InMemoryTurnWorld;
reservedTurns: InMemoryReservedTurnStore;
rng: RandUtil;
env: TurnCommandEnv;
environment: MonthlyEventEnvironment;
baseName: string;
nationId: number;
cityId: number;
officerLevel: number;
bornYear: number;
deadYear: number;
killturn?: number;
}): TurnGeneral => {
const { world, reservedTurns, rng, env, environment } = options;
const stats = buildNpcStats(rng, env, STAT_TYPE_WEIGHTS);
const affinity = rng.nextRangeInt(1, 150);
const personality = rng.choice(env.availablePersonalities ?? ['che_안전']);
const age = environment.year - options.bornYear;
const relativeYear = Math.max(environment.year - environment.startyear, 0);
const constValues = asRecord(world.getScenarioConfig().const);
const retirementYear =
typeof constValues.retirementYear === 'number' && Number.isFinite(constValues.retirementYear)
? constValues.retirementYear
: 80;
const turnMinutes = world.getState().tickSeconds / 60;
if (!(turnMinutes > 0) || !Number.isInteger(turnMinutes)) {
throw new Error('RaiseNPCNation requires a positive integer turn term.');
}
const turnSecond = rng.nextRangeInt(0, turnMinutes * 60 - 1);
const turnFraction = rng.nextRangeInt(0, 999_999);
const turnTime = new Date(
environment.turnTime.getTime() + turnSecond * 1_000 + Math.floor(turnFraction / 1_000)
);
const killturn =
options.killturn ??
(options.deadYear - environment.year) * 12 +
rng.nextRangeInt(0, 11) +
environment.month -
1;
const id = world.getNextGeneralId();
const general: TurnGeneral = {
id,
userId: null,
name: `${NPC_PREFIX}${options.baseName}`,
nationId: options.nationId,
cityId: options.cityId,
troopId: 0,
stats,
experience: age * 100,
dedication: age * 100,
officerLevel: options.officerLevel,
role: {
personality,
specialDomestic: env.defaultSpecialDomestic,
specialWar: env.defaultSpecialWar,
items: { horse: null, weapon: null, book: null, item: null },
},
injury: 0,
gold: 1_000,
rice: 1_000,
crew: 0,
crewTypeId: env.defaultCrewTypeId,
train: 0,
atmos: 0,
age,
npcState: NPC_TYPE,
bornYear: options.bornYear,
deadYear: options.deadYear,
affinity,
picture: 'default.jpg',
triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
lastTurn: { command: '휴식' },
turnTime,
recentWarTime: null,
meta: {
killturn,
npcType: NPC_TYPE,
npc_org: NPC_TYPE,
belong: 0,
dedlevel: 1,
specage: buildSpecialityAge(retirementYear, age, relativeYear, 12),
specage2: buildSpecialityAge(retirementYear, age, relativeYear, 6),
dex1: 0,
dex2: 0,
dex3: 0,
dex4: 0,
dex5: 0,
},
};
if (!world.addGeneral(general)) {
throw new Error(`RaiseNPCNation generated duplicate general id ${id}.`);
}
reservedTurns.ensureGeneralTurns(id);
return general;
};
const resolveServerId = (world: InMemoryTurnWorld): string | null => {
const value = world.getState().meta.serverId;
return typeof value === 'string' && value !== '' ? value : null;
};
export const createRaiseNpcNationHandler = (options: {
getWorld: () => InMemoryTurnWorld | null;
reservedTurns: InMemoryReservedTurnStore;
env: TurnCommandEnv;
map: MapDefinition;
loadArchivedNationMaxId?: (serverId: string) => Promise<number>;
}): MonthlyEventActionHandler => {
return async (_args, environment) => {
const world = options.getWorld();
if (!world) {
return;
}
const targetCities = world.listCities().filter((city) => city.level >= 5 && city.level <= 6);
const rng = new RandUtil(
new LiteHashDRBG(
simpleSerialize(resolveHiddenSeed(world), 'RaiseNPCNation', environment.year, environment.month)
)
);
const averageCity = calculateAverageCity(rng, targetCities);
const occupiedCityIds = targetCities.filter((city) => city.nationId !== 0).map((city) => city.id);
const emptyCities = shuffleLegacy(targetCities.filter((city) => city.nationId === 0));
const activeNations = world.listNations().filter((nation) => nation.id !== 0 && nation.level > 0);
const generalCounts = activeNations.map(
(nation) => world.listGenerals().filter((general) => general.nationId === nation.id).length
);
const averageGeneralCount =
generalCounts.length === 0 ? options.env.initialNationGenLimit : trimAverage(generalCounts);
const averageTech =
activeNations.length === 0
? 0
: Math.trunc(
activeNations.reduce((sum, nation) => {
const tech = nation.meta.tech;
return sum + (typeof tech === 'number' && Number.isFinite(tech) ? tech : 0);
}, 0) / activeNations.length
);
const currentLast = world.getState().meta.lastNationId;
const currentLastNumber =
typeof currentLast === 'number' && Number.isFinite(currentLast) ? currentLast : 0;
const liveNationMax = world.listNations().reduce((maxId, nation) => Math.max(maxId, nation.id), 0);
let resolvedLastNationId = Math.max(currentLastNumber, liveNationMax);
const serverId = resolveServerId(world);
if (serverId && options.loadArchivedNationMaxId) {
const archivedMax = await options.loadArchivedNationMaxId(serverId);
resolvedLastNationId = Math.max(resolvedLastNationId, archivedMax);
}
if (resolvedLastNationId !== currentLastNumber) {
world.updateWorldMeta({ lastNationId: resolvedLastNationId });
}
const createdCityIds: number[] = [];
for (const city of emptyCities) {
const distanceFromOccupied = occupiedCityIds.reduce(
(distance, cityId) => Math.min(distance, getCityDistance(options.map, city.id, cityId)),
999
);
if (distanceFromOccupied < 3) {
continue;
}
const distanceFromCreated = createdCityIds.reduce(
(distance, cityId) => Math.min(distance, getCityDistance(options.map, city.id, cityId)),
999
);
if (distanceFromCreated < 2) {
continue;
}
const nationId = world.getNextNationId();
const color = rng.choice([...NATION_COLORS]);
const typeCode = rng.choice([...AVAILABLE_NATION_TYPES]);
const nation: Nation = {
id: nationId,
name: `${NPC_PREFIX}${city.name}`,
color,
capitalCityId: city.id,
chiefGeneralId: null,
gold: 0,
rice: 2_000,
power: 0,
level: 2,
typeCode,
meta: {
tech: averageTech,
infoText: `우리도 할 수 있다! ${city.name}군`,
bill: 100,
rate: 15,
scout: 0,
war: 0,
strategicCommandLimit: 24,
surrenderLimit: 72,
can_국기변경: 1,
},
};
if (!world.addNation(nation)) {
throw new Error(`RaiseNPCNation generated duplicate nation id ${nationId}.`);
}
const ruler = createNpcGeneral({
world,
reservedTurns: options.reservedTurns,
rng,
env: options.env,
environment,
baseName: `${city.name}태수`,
nationId,
cityId: city.id,
officerLevel: 12,
bornYear: environment.year - 20,
deadYear: environment.year + 60,
killturn: 240,
});
const subordinateNames = pickNpcNames(
rng,
Math.max(averageGeneralCount - 1, 0),
world.listGenerals(),
options.env
);
for (const baseName of subordinateNames) {
const deadYear =
environment.year +
10 +
Math.trunc(60 * (1 - Math.log2(rng.nextRange(1, 1024)) / 10));
createNpcGeneral({
world,
reservedTurns: options.reservedTurns,
rng,
env: options.env,
environment,
baseName,
nationId,
cityId: city.id,
officerLevel: 1,
bornYear: environment.year - 20,
deadYear,
});
}
world.updateNation(nationId, {
chiefGeneralId: ruler.id,
meta: { ...nation.meta, gennum: 1 + subordinateNames.length },
});
options.reservedTurns.ensureNationTurns(nationId, 12);
options.reservedTurns.ensureNationTurns(nationId, 11);
options.reservedTurns.ensureNationTurns(nationId, 10);
options.reservedTurns.ensureNationTurns(nationId, 9);
world.updateCity(city.id, {
nationId,
population: Math.min(city.populationMax, averageCity.population),
agriculture: Math.min(city.agricultureMax, averageCity.agriculture),
commerce: Math.min(city.commerceMax, averageCity.commerce),
security: Math.min(city.securityMax, averageCity.security),
defence: Math.min(city.defenceMax, averageCity.defence),
wall: Math.min(city.wallMax, averageCity.wall),
meta: { ...city.meta, trust: 100 },
});
createdCityIds.push(city.id);
}
if (createdCityIds.length > 0) {
world.pushLog({
scope: LogScope.SYSTEM,
category: LogCategory.HISTORY,
text: '<L><b>【공지】</b></>공백지에 임의의 국가가 생성되었습니다.',
format: LogFormat.NOTICE_YEAR_MONTH,
year: environment.year,
month: environment.month,
});
}
};
};