용어 재정의

This commit is contained in:
2024-03-11 16:53:44 +00:00
parent 21a9fc54f3
commit 28b78e0872
17 changed files with 100 additions and 95 deletions
+31 -31
View File
@@ -2,23 +2,23 @@ import { InvalidArgument } from "@sammo/util";
import { City } from "./City.js";
import type { IGeneralEntity } from "./Entity/GeneralEntity.js";
import type { IResourceController } from "./IResourceController.js";
import { DiplomaticPermission, type CityID, type GeneralID, type GeneralName, type NationID, OfficerLevel, type TroopID } from "./defs.js";
import { DiplomaticPermission, type CityID, type GeneralID, type GeneralName, type NationID, OfficerLevel, type SquadID } from "./defs.js";
import { must } from "@sammo/util";
import { Nation } from "./Nation.js";
import { Troop } from "./Troop.js";
import { Squad } from "./Squad.js";
import { LazyEntityUpdater } from "./LazyEntityUpdater.js";
import type { IAction, IActionKey } from "./IAction.js";
import { addSeconds } from "date-fns";
export class General extends LazyEntityUpdater<IGeneralEntity> {
protected readonly _indirectNames: (keyof IGeneralEntity)[] = [
"id", "nationID", "troopID", "nationID", "turntime"
"id", "nationID", "squadID", "nationID", "turntime"
];
protected readonly _entityType = "General";
protected readonly _raw: IGeneralEntity;
protected _city: WeakRef<City>;
protected _troop: WeakRef<Troop> | undefined;
protected _squad: WeakRef<Squad> | undefined;
protected _nation: WeakRef<Nation>;
protected readonly iActionHandlers: Map<IActionKey, IAction>;
@@ -32,8 +32,8 @@ export class General extends LazyEntityUpdater<IGeneralEntity> {
this._city = new WeakRef(must(rsc.city(raw.cityID)));
this._nation = new WeakRef(must(rsc.nation(raw.nationID)));
if(raw.troopID){
this._troop = new WeakRef(must(rsc.troop(raw.troopID, raw.nationID)));
if(raw.squadID){
this._squad = new WeakRef(must(rsc.squad(raw.squadID, raw.nationID)));
}
//TODO: iAction 처리해야함
@@ -52,8 +52,8 @@ export class General extends LazyEntityUpdater<IGeneralEntity> {
return must(this._city.deref());
}
public get troop(): Troop | undefined {
return this._troop?.deref();
public get squad(): Squad | undefined {
return this._squad?.deref();
}
public get nation(): Nation {
@@ -79,43 +79,43 @@ export class General extends LazyEntityUpdater<IGeneralEntity> {
});
}
public quitTroop(){
if(!this._troop){
public quitSquad(){
if(!this._squad){
return;
}
const troop = must(this._troop.deref());
if(troop.leader.id === this._raw.id){
troop.destructTroop(false);
const squad = must(this._squad.deref());
if(squad.leader.id === this._raw.id){
squad.destructSquad(false);
}
else{
troop.members.delete(this._raw.id);
squad.members.delete(this._raw.id);
}
this._troop = undefined;
this._squad = undefined;
this.forceUpdate((raw) => {
raw.troopID = undefined;
raw.squadID = undefined;
});
}
public changeTroop(troop: TroopID | Troop){
this.quitTroop();
public changeSquad(squad: SquadID | Squad){
this.quitSquad();
const troopObj: Troop = (()=>{
if(troop instanceof Troop){
return troop;
const squadObj: Squad = (()=>{
if(squad instanceof Squad){
return squad;
}
const troopObj = this.rsc.troop(troop, this._raw.nationID);
if(!troopObj){
throw new InvalidArgument(`Troop not found: ${troop}`);
const squadObj = this.rsc.squad(squad, this._raw.nationID);
if(!squadObj){
throw new InvalidArgument(`Squad not found: ${squad}`);
}
return troopObj;
return squadObj;
})();
troopObj.members.set(this._raw.id, new WeakRef(this));
this._troop = new WeakRef(troopObj);
squadObj.members.set(this._raw.id, new WeakRef(this));
this._squad = new WeakRef(squadObj);
this.forceUpdate((raw) => {
raw.troopID = troopObj.id;
raw.squadID = squadObj.id;
});
}
@@ -131,7 +131,7 @@ export class General extends LazyEntityUpdater<IGeneralEntity> {
return nationObj;
})();
this._nation = new WeakRef(nationObj);
this.quitTroop();
this.quitSquad();
this.forceUpdate((raw) => {
raw.nationID = nationObj.id;
@@ -147,10 +147,10 @@ export class General extends LazyEntityUpdater<IGeneralEntity> {
}
public updateTurntime(){
const turntermSec = this.rsc.gameEnv().raw.turntermSec;
const secondsPerTurn = this.rsc.gameEnv().raw.secondsPerTurn;
this.forceUpdate((raw) => {
raw.turntime = addSeconds(raw.turntime, turntermSec);
raw.turntime = addSeconds(raw.turntime, secondsPerTurn);
});
}