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

435 lines
13 KiB
TypeScript

import type {
City,
General,
MapDefinition,
Nation,
ScenarioConfig,
ScenarioMeta,
WarAftermathConfig,
WarEngineConfig,
WarTimeContext,
UnitSetDefinition,
} from '@sammo-ts/logic';
import type { InMemoryTurnWorld } from './inMemoryWorld.js';
import type { TurnGeneral, TurnWorldState } from './types.js';
interface WorldSummary {
totalGeneralCount: number;
totalNpcCount: number;
averageStats?: General['stats'];
}
interface NationSummary {
averageStats?: General['stats'];
averageExperience?: number;
averageDedication?: number;
}
export interface ActionRandomSource {
nextFloat(): number;
nextBool(probability: number): boolean;
nextInt(minInclusive: number, maxExclusive: number): number;
}
export type ActionContextBase = {
general: TurnGeneral;
city?: City;
nation?: Nation | null;
rng: ActionRandomSource;
};
export type ActionResolveContext = ActionContextBase & Record<string, unknown>;
export interface ActionContextOptions {
world: TurnWorldState;
scenarioConfig: ScenarioConfig;
scenarioMeta?: ScenarioMeta;
map?: MapDefinition;
unitSet?: UnitSetDefinition;
worldRef: InMemoryTurnWorld | null;
actionArgs: Record<string, unknown>;
createGeneralId: () => number;
seedBase: string;
}
type ActionContextBuilder = (
base: ActionContextBase,
options: ActionContextOptions
) => ActionResolveContext | null;
const buildWorldSummary = (world: InMemoryTurnWorld | null): WorldSummary => {
if (!world) {
return { totalGeneralCount: 0, totalNpcCount: 0 };
}
const generals = world.listGenerals();
if (generals.length === 0) {
return { totalGeneralCount: 0, totalNpcCount: 0 };
}
const total = generals.length;
const npcCount = generals.filter((general) => general.npcState > 0).length;
const statSum = generals.reduce(
(acc, general) => ({
leadership: acc.leadership + general.stats.leadership,
strength: acc.strength + general.stats.strength,
intelligence: acc.intelligence + general.stats.intelligence,
}),
{ leadership: 0, strength: 0, intelligence: 0 }
);
return {
totalGeneralCount: total,
totalNpcCount: npcCount,
averageStats: {
leadership: statSum.leadership / total,
strength: statSum.strength / total,
intelligence: statSum.intelligence / total,
},
};
};
const buildNationSummary = (
world: InMemoryTurnWorld | null,
nationId: number
): NationSummary => {
if (!world || nationId <= 0) {
return {};
}
const generals = world.listGenerals().filter(
(general) => general.nationId === nationId
);
if (generals.length === 0) {
return {};
}
const total = generals.length;
const statSum = generals.reduce(
(acc, general) => ({
leadership: acc.leadership + general.stats.leadership,
strength: acc.strength + general.stats.strength,
intelligence: acc.intelligence + general.stats.intelligence,
}),
{ leadership: 0, strength: 0, intelligence: 0 }
);
const expSum = generals.reduce((acc, general) => acc + general.experience, 0);
const dedSum = generals.reduce((acc, general) => acc + general.dedication, 0);
return {
averageStats: {
leadership: statSum.leadership / total,
strength: statSum.strength / total,
intelligence: statSum.intelligence / total,
},
averageExperience: expSum / total,
averageDedication: dedSum / total,
};
};
const buildAverageNationGeneralCount = (world: InMemoryTurnWorld | null): number => {
if (!world) {
return 0;
}
const generals = world.listGenerals();
const nations = world.listNations();
if (nations.length === 0) {
return generals.length;
}
return generals.length / nations.length;
};
const resolveStartYear = (
world: TurnWorldState,
scenarioMeta?: ScenarioMeta
): number => {
if (typeof scenarioMeta?.startYear === 'number') {
return scenarioMeta.startYear;
}
return world.currentYear;
};
const resolveTurnTermMinutes = (world: TurnWorldState): number =>
Math.max(1, Math.round(world.tickSeconds / 60));
const DEFAULT_WAR_CONFIG = {
armPerPhase: 500,
maxTrainByCommand: 100,
maxAtmosByCommand: 100,
maxTrainByWar: 110,
maxAtmosByWar: 150,
};
const DEFAULT_AFTER_CONFIG = {
techLevelIncYear: 5,
initialAllowedTechLevel: 1,
defaultCityWall: 1000,
};
const asRecord = (value: unknown): Record<string, unknown> =>
value && typeof value === 'object' && !Array.isArray(value)
? (value as Record<string, unknown>)
: {};
const resolveNumber = (
record: Record<string, unknown>,
keys: string[],
fallback: number
): number => {
for (const key of keys) {
const value = record[key];
if (typeof value === 'number' && Number.isFinite(value)) {
return value;
}
}
return fallback;
};
const resolveCastleCrewTypeId = (
unitSet: UnitSetDefinition,
fallback: number
): number => {
const crewTypes = unitSet.crewTypes ?? [];
const byName = crewTypes.find((crewType) => crewType.name.includes('성벽'));
if (byName) {
return byName.id;
}
const byRequirement = crewTypes.find((crewType) =>
crewType.requirements.some(
(requirement) => requirement.type === 'Impossible'
)
);
if (byRequirement) {
return byRequirement.id;
}
if (typeof unitSet.defaultCrewTypeId === 'number') {
return unitSet.defaultCrewTypeId;
}
return crewTypes[0]?.id ?? fallback;
};
const resolveCastleArmType = (
unitSet: UnitSetDefinition,
castleCrewTypeId: number
): number => {
const crewTypes = unitSet.crewTypes ?? [];
return (
crewTypes.find((crewType) => crewType.id === castleCrewTypeId)?.armType ??
0
);
};
const buildWarConfig = (
scenarioConfig: ScenarioConfig,
unitSet: UnitSetDefinition
): WarEngineConfig => {
const constValues = asRecord(scenarioConfig.const);
const castleCrewTypeId = resolveNumber(
constValues,
['castleCrewTypeId'],
resolveCastleCrewTypeId(unitSet, 0)
);
const castleArmType = resolveCastleArmType(unitSet, castleCrewTypeId);
return {
armPerPhase: resolveNumber(
constValues,
['armPerPhase', 'armperphase'],
DEFAULT_WAR_CONFIG.armPerPhase
),
maxTrainByCommand: resolveNumber(
constValues,
['maxTrainByCommand'],
DEFAULT_WAR_CONFIG.maxTrainByCommand
),
maxAtmosByCommand: resolveNumber(
constValues,
['maxAtmosByCommand'],
DEFAULT_WAR_CONFIG.maxAtmosByCommand
),
maxTrainByWar: resolveNumber(
constValues,
['maxTrainByWar'],
DEFAULT_WAR_CONFIG.maxTrainByWar
),
maxAtmosByWar: resolveNumber(
constValues,
['maxAtmosByWar'],
DEFAULT_WAR_CONFIG.maxAtmosByWar
),
castleCrewTypeId,
armTypes: {
footman: 1,
archer: 2,
cavalry: 3,
wizard: 4,
siege: 5,
misc: 6,
castle: castleArmType,
},
};
};
const buildWarAftermathConfig = (
scenarioConfig: ScenarioConfig,
castleCrewTypeId: number
): WarAftermathConfig => {
const constValues = asRecord(scenarioConfig.const);
return {
initialNationGenLimit: resolveNumber(
constValues,
['initialNationGenLimit'],
0
),
techLevelIncYear: resolveNumber(
constValues,
['techLevelIncYear'],
DEFAULT_AFTER_CONFIG.techLevelIncYear
),
initialAllowedTechLevel: resolveNumber(
constValues,
['initialAllowedTechLevel'],
DEFAULT_AFTER_CONFIG.initialAllowedTechLevel
),
maxTechLevel: resolveNumber(constValues, ['maxTechLevel'], 0),
defaultCityWall: resolveNumber(
constValues,
['defaultCityWall'],
DEFAULT_AFTER_CONFIG.defaultCityWall
),
baseGold: resolveNumber(constValues, ['baseGold', 'basegold'], 0),
baseRice: resolveNumber(constValues, ['baseRice', 'baserice'], 0),
castleCrewTypeId,
};
};
const buildWarTime = (
world: TurnWorldState,
scenarioMeta?: ScenarioMeta
): WarTimeContext => ({
year: world.currentYear,
month: world.currentMonth,
startYear: resolveStartYear(world, scenarioMeta),
});
// 커맨드별로 필요한 컨텍스트 확장 데이터를 구성한다.
const ACTION_CONTEXT_BUILDERS: Record<string, ActionContextBuilder> = {
che_인재탐색: (base, options) => ({
...base,
currentYear: options.world.currentYear,
worldSummary: buildWorldSummary(options.worldRef),
createGeneralId: options.createGeneralId,
}),
che_의병모집: (base, options) => {
const nationSummary = buildNationSummary(
options.worldRef,
base.general.nationId
);
return {
...base,
currentYear: options.world.currentYear,
startYear: resolveStartYear(options.world, options.scenarioMeta),
averageNationGeneralCount: buildAverageNationGeneralCount(
options.worldRef
),
nationAverageStats: nationSummary.averageStats,
nationAverageExperience: nationSummary.averageExperience,
nationAverageDedication: nationSummary.averageDedication,
createGeneralId: options.createGeneralId,
};
},
che_포상: (base, options) => {
const destGeneralId = options.actionArgs.destGeneralId;
if (typeof destGeneralId !== 'number') {
return null;
}
const destGeneral = options.worldRef?.getGeneralById(destGeneralId);
if (!destGeneral) {
return null;
}
return {
...base,
destGeneral,
};
},
che_발령: (base, options) => {
const destGeneralId = options.actionArgs.destGeneralId;
const destCityId = options.actionArgs.destCityId;
if (typeof destGeneralId !== 'number' || typeof destCityId !== 'number') {
return null;
}
const destGeneral = options.worldRef?.getGeneralById(destGeneralId);
const destCity = options.worldRef?.getCityById(destCityId);
if (!destGeneral || !destCity) {
return null;
}
return {
...base,
destGeneral,
destCity,
currentYear: options.world.currentYear,
currentMonth: options.world.currentMonth,
turnTermMinutes: resolveTurnTermMinutes(options.world),
generalTurnTime: base.general.turnTime,
destGeneralTurnTime: destGeneral.turnTime,
};
},
che_징병: (base, options) => {
if (!options.map || !options.unitSet) {
return null;
}
return {
...base,
map: options.map,
unitSet: options.unitSet,
cities: options.worldRef?.listCities() ?? [],
currentYear: options.world.currentYear,
startYear: resolveStartYear(options.world, options.scenarioMeta),
};
},
che_불가침제의: (base, options) => ({
...base,
currentYear: options.world.currentYear,
currentMonth: options.world.currentMonth,
}),
che_출병: (base, options) => {
if (!options.unitSet || !options.worldRef) {
return null;
}
const destCityId = options.actionArgs.destCityId;
if (typeof destCityId !== 'number') {
return null;
}
const destCity = options.worldRef.getCityById(destCityId);
if (!destCity) {
return null;
}
const destNation =
destCity.nationId > 0
? options.worldRef.getNationById(destCity.nationId)
: null;
const warConfig = buildWarConfig(options.scenarioConfig, options.unitSet);
const aftermathConfig = buildWarAftermathConfig(
options.scenarioConfig,
warConfig.castleCrewTypeId
);
return {
...base,
destCity,
destNation,
cities: options.worldRef.listCities(),
nations: options.worldRef.listNations(),
generals: options.worldRef.listGenerals(),
unitSet: options.unitSet,
time: buildWarTime(options.world, options.scenarioMeta),
seedBase: options.seedBase,
warConfig,
aftermathConfig,
};
},
};
export const buildActionContext = (
key: string,
base: ActionContextBase,
options: ActionContextOptions
): ActionResolveContext | null => {
const builder = ACTION_CONTEXT_BUILDERS[key];
return builder ? builder(base, options) : base;
};