변수명 재정의
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@@ -65,22 +65,22 @@ export class GameEngine {
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while (true) {
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//장수턴 부터 처리
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const upcomingGeneral = this.rsc.popGeneralTurntimeQueue();
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const upcomingGeneral = this.rsc.popGeneralTurnTimeQueue();
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if (!upcomingGeneral) {
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break;
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}
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const generalTurntime = upcomingGeneral.raw.turntime;
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if (generalTurntime > now) {
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const generalTurnTime = upcomingGeneral.raw.turnTime;
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if (generalTurnTime > now) {
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break;
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}
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//TODO: 턴 수행해야지!
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upcomingGeneral.updateTurntime();
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this.rsc.insertGeneralTurntimeQueue(upcomingGeneral, true);
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upcomingGeneral.updateTurnTime();
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this.rsc.insertGeneralTurnTimeQueue(upcomingGeneral, true);
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this.rsc.gameEnv().update((env) => {
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env.lastExecuted = generalTurntime;
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env.lastExecuted = generalTurnTime;
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})
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processedGeneralCount++;
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}
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@@ -147,11 +147,11 @@ export class GameEngine {
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//가장 빠른 장수
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do {
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const now = new Date();
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const upcomingGeneral = this.rsc.peekGeneralTurntimeQueue();
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const upcomingGeneral = this.rsc.peekGeneralTurnTimeQueue();
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if (!upcomingGeneral) {
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break;
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}
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const upcomingTurn = upcomingGeneral.raw.turntime;
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const upcomingTurn = upcomingGeneral.raw.turnTime;
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const waitGeneralTurnMs = upcomingTurn.getTime() - now.getTime();
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if (waitGeneralTurnMs > 0) {
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@@ -4,7 +4,7 @@ import type { CityID, GeneralID, NationID, SquadID } from "@sammo/game_logic/src
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import type { IGeneralEntity } from "@sammo/game_logic/src/Entity/GeneralEntity.js";
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import type { ICityEntity, ValidEntityType } from "@sammo/game_logic/src/Entity/index.js";
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import type { INationEntity } from "@sammo/game_logic/src/Entity/NationEntity.js";
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import type { IReservedTurn } from "@sammo/game_logic/src/Entity/ReservedTurn.js";
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import type { ReservedTurn } from "@sammo/game_logic/src/defs.js";
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import type { ISquadEntity } from "@sammo/game_logic/src/Entity/SquadEntity.js";
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import type { GameEnv } from "@sammo/game_logic/src/GameEnv.js";
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import { General } from "@sammo/game_logic/src/General.js";
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@@ -30,8 +30,8 @@ export class ResourceController implements IResourceController{
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private _squad: Map<number, Squad> = new Map();
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private _general: Map<number, General> = new Map();
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//내부적으로 turntime asc, id asc로 동작하는 PriorityQueue
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private _generalByTurntime = new Denque<General>();
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//내부적으로 turnTime asc, id asc로 동작하는 PriorityQueue
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private _generalByTurnTime = new Denque<General>();
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@@ -60,16 +60,16 @@ export class ResourceController implements IResourceController{
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throw new NotYetImplemented();
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}
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peekGeneralTurntimeQueue(): General | undefined {
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return this._generalByTurntime.peekFront();
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peekGeneralTurnTimeQueue(): General | undefined {
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return this._generalByTurnTime.peekFront();
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}
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popGeneralTurntimeQueue(): General | undefined {
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return this._generalByTurntime.shift();
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popGeneralTurnTimeQueue(): General | undefined {
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return this._generalByTurnTime.shift();
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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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insertGeneralTurnTimeQueue(general: General, maybeTail: boolean): void {
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insertItemAtArrayLike(this._generalByTurnTime, general, (a, b)=>a.compareTurnTime(b), maybeTail);
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}
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gameEnv(): GameEnv {
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@@ -150,11 +150,11 @@ export class ResourceController implements IResourceController{
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//---- DB 접근 ---
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getReservedTurn(general: General): Promise<IReservedTurn> {
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getReservedTurn(general: General): Promise<ReservedTurn> {
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throw new NotYetImplemented();
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}
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nationReservedTurn(general: General): Promise<IReservedTurn | undefined> {
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nationReservedTurn(general: General): Promise<ReservedTurn | undefined> {
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throw new NotYetImplemented();
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}
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