refac: bootstrap arg 정리
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@@ -41,33 +41,42 @@ export class Nation extends LazyEntityUpdater<INationEntity> {
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constructor(
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raw: INationEntity,
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protected readonly rsc: IResourceController
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protected readonly rsc: IResourceController,
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bootstrapInfo: {
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general: GeneralID[];
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squad: SquadID[];
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city: CityID[];
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},
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) {
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super();
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this._raw = raw;
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this._bootstrapInfo = bootstrapInfo;
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}
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private _bootstrapInfo?: ConstructorParameters<typeof Nation>[2];
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bootstrap() {
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const rsc = this.rsc;
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const raw = this._raw;
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//raw값만 읽을것
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for (const city of rsc.cityList.values()) {
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if (city.raw.nationID !== raw.id) {
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continue;
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}
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const bootstrapInfo = must(this._bootstrapInfo);
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delete this._bootstrapInfo;
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const nationID = this._raw.id;
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const bootstrapCityID = bootstrapInfo.city;
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for (const city of bootstrapCityID.map((id) => must(rsc.cityList.get(id)))) {
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this.cityList.set(city.id, new WeakRef(city));
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}
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const bootstrapSquadID = bootstrapInfo.squad;
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for (const squad of rsc.squadList.values()) {
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if (squad.raw.nationID !== raw.id) {
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if (squad.raw.nationID !== nationID) {
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continue;
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}
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this.squadList.set(squad.id, new WeakRef(squad));
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}
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for (const general of rsc.generalList.values()) {
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if (general.raw.nationID !== raw.id) {
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continue;
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}
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const bootstrapGeneralID = bootstrapInfo.general;
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for (const general of bootstrapGeneralID.map((id) => must(rsc.generalList.get(id)))) {
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this.generalList.set(general.id, new WeakRef(general));
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if (general.isUser) {
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@@ -93,7 +102,6 @@ export class Nation extends LazyEntityUpdater<INationEntity> {
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this.staffList.set(staffLevel, new WeakRef(general));
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}
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}
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}
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public get id(): NationID {
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@@ -15,15 +15,24 @@ export class Squad extends LazyEntityUpdater<ISquadEntity> {
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constructor(
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raw: ISquadEntity,
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protected rsc: IResourceController,
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private _rawMembers: GeneralID[]
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){
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bootstrapInfo: {
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general: GeneralID[]
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}
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) {
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super();
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this._raw = raw;
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this._bootstrapInfo = bootstrapInfo;
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}
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public bootstrap(){
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this._members = new Map(this._rawMembers.map((id)=>{
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return [id, new WeakRef(must(this.rsc.general(id)))];
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private _bootstrapInfo?: ConstructorParameters<typeof Squad>[2];
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public bootstrap() {
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const rsc = this.rsc;
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const bootstrapInfo = must(this._bootstrapInfo);
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delete this._bootstrapInfo;
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this._members = new Map(bootstrapInfo.general.map((id) => {
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return [id, new WeakRef(must(rsc.general(id)))];
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}));
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const leaderID = this._raw.id as GeneralID;
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@@ -32,11 +41,11 @@ export class Squad extends LazyEntityUpdater<ISquadEntity> {
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this._members.delete(leaderID);
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}
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public get id(){
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public get id() {
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return this._raw.id;
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}
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public get leader(){
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public get leader() {
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return must(this._leader.deref());
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}
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@@ -44,12 +53,12 @@ export class Squad extends LazyEntityUpdater<ISquadEntity> {
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return this._members;
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}
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public destroySquad(withLeader = true){
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this._members.forEach((member)=>{
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public destroySquad(withLeader = true) {
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this._members.forEach((member) => {
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const general = must(member.deref());
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general.quitSquad();
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});
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if(withLeader){
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if (withLeader) {
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this.leader.quitSquad();
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}
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@@ -58,8 +67,8 @@ export class Squad extends LazyEntityUpdater<ISquadEntity> {
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this.rsc.reserveDelete(this);
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}
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public changeName(name: string){
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this.update((raw)=>{
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public changeName(name: string) {
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this.update((raw) => {
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raw.name = name;
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});
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}
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@@ -19,7 +19,7 @@ import type { IGameEnvEntity } from "@sammo/game_logic/src/Entity/GameEnvEntity.
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type ChangeType = "insert" | "update" | "delete";
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//TODO: Implement!
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export class ResourceController implements IResourceController{
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export class ResourceController implements IResourceController {
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constructor(
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private readonly db: Mongoose
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) {
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@@ -59,10 +59,10 @@ export class ResourceController implements IResourceController{
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squad(id: SquadID, nation: NationID): Squad | undefined {
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const squad = this.squadList.get(id);
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if(!squad){
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if (!squad) {
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return undefined;
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}
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if(squad.raw.nationID !== nation){
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if (squad.raw.nationID !== nation) {
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return undefined;
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}
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return squad;
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@@ -81,7 +81,7 @@ export class ResourceController implements IResourceController{
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}
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insertGeneralTurnTimeQueue(general: General, maybeTail: boolean): void {
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insertItemAtArrayLike(this._generalByTurnTime, general, (a, b)=>a.compareTurnTime(b), maybeTail);
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insertItemAtArrayLike(this._generalByTurnTime, general, (a, b) => a.compareTurnTime(b), maybeTail);
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}
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allNations(): Map<NationID, Nation> {
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@@ -185,44 +185,67 @@ export class ResourceController implements IResourceController{
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const rawGeneralList = new Map<GeneralID, IGeneralEntity>();
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const rawGeneralListBySquad = new Map<SquadID, GeneralID[]>();
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for(const rawSquad of rawSquadList.values()){
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rawGeneralListBySquad.set(rawSquad.id, []);
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const generalIDByNation = new Map<NationID, GeneralID[]>();
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const generalIDListBySquad = new Map<SquadID, GeneralID[]>();
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for (const rawSquad of rawSquadList.values()) {
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generalIDListBySquad.set(rawSquad.id, []);
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}
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for(const rawGeneral of rawGeneralList.values()){
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if(!rawGeneral.squadID){
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for (const rawGeneral of rawGeneralList.values()) {
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if (!rawGeneral.squadID) {
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continue;
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}
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const list = must(rawGeneralListBySquad.get(rawGeneral.squadID));
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const list = must(generalIDListBySquad.get(rawGeneral.squadID));
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list.push(rawGeneral.id);
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}
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const cityIDByNation = new Map<NationID, CityID[]>();
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for (const rawCity of rawCityList.values()) {
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const list = must(cityIDByNation.get(rawCity.nationID));
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list.push(rawCity.id);
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}
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const squadIDByNation = new Map<NationID, SquadID[]>();
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for (const rawSquad of rawSquadList.values()) {
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const list = must(squadIDByNation.get(rawSquad.nationID));
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list.push(rawSquad.id);
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}
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this._gameEnv = new GameEnv(rawGameEnv, this);
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this._gameEnv.bootstrap();
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for(const rawNation of rawNationList.values()){
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const nation = new Nation(rawNation, this);
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for (const rawNation of rawNationList.values()) {
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const nation = new Nation(
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rawNation,
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this,
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{
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general: must(generalIDByNation.get(rawNation.id)),
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squad: squadIDByNation.get(rawNation.id) ?? [],
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city: cityIDByNation.get(rawNation.id) ?? [],
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}
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);
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this.nationList.set(nation.id, nation);
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}
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for(const rawCity of rawCityList.values()){
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for (const rawCity of rawCityList.values()) {
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const city = new City(rawCity, this);
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this.cityList.set(city.id, city);
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}
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for(const rawSquad of rawSquadList.values()){
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const squad = new Squad(rawSquad, this, must(rawGeneralListBySquad.get(rawSquad.id)));
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for (const rawSquad of rawSquadList.values()) {
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const squad = new Squad(rawSquad, this, {
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general: generalIDListBySquad.get(rawSquad.id) ?? []
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});
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this.squadList.set(squad.id, squad);
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}
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for(const rawGeneral of rawGeneralList.values()){
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for (const rawGeneral of rawGeneralList.values()) {
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const general = new General(rawGeneral, this);
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this.generalList.set(general.id, general);
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}
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//lazyInit()을 호출한다.
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this.nationList.forEach(nation=>nation.bootstrap());
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this.cityList.forEach(city=>city.bootstrap());
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this.squadList.forEach(squad=>squad.bootstrap());
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this.nationList.forEach(nation => nation.bootstrap());
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this.cityList.forEach(city => city.bootstrap());
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this.squadList.forEach(squad => squad.bootstrap());
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//iAction때문에 general의 lazyInit이 가장 마지막
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this.generalList.forEach(general=>general.bootstrap());
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this.generalList.forEach(general => general.bootstrap());
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throw new NotYetImplemented();
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}
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