Files
core_ng/@sammo/server/src/ResourceController.ts
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2024-03-14 17:24:14 +00:00

282 lines
9.3 KiB
TypeScript

import type { IResourceController } from "@sammo/game_logic";
import { City } from "@sammo/game_logic/src/City.js";
import type { CityID, GeneralID, NationID, SquadID } from "@sammo/game_logic/src/defs.js";
import type { IGeneralEntity } from "@sammo/game_logic/src/Entity/GeneralEntity.js";
import type { ICityEntity, ValidEntityType } from "@sammo/game_logic/src/Entity/index.js";
import type { INationEntity } from "@sammo/game_logic/src/Entity/NationEntity.js";
import type { ReservedTurn } from "@sammo/game_logic/src/defs.js";
import type { ISquadEntity } from "@sammo/game_logic/src/Entity/SquadEntity.js";
import { GameEnv } from "@sammo/game_logic/src/GameEnv.js";
import { General } from "@sammo/game_logic/src/General.js";
import type { LazyEntityUpdater } from "@sammo/game_logic/src/LazyEntityUpdater.js";
import { Nation } from "@sammo/game_logic/src/Nation.js";
import { Squad } from "@sammo/game_logic/src/Squad.js";
import { insertItemAtArrayLike, must, NotYetImplemented } from "@sammo/util";
import Denque from "denque";
import type { Mongoose } from "mongoose";
import type { IGameEnvEntity } from "@sammo/game_logic/src/Entity/GameEnvEntity.js";
type ChangeType = "insert" | "update" | "delete";
//TODO: Implement!
export class ResourceController implements IResourceController {
constructor(
private readonly db: Mongoose
) {
}
private _gameEnv: GameEnv = new GameEnv({} as IGameEnvEntity, this);
public get gameEnv(): GameEnv {
return this._gameEnv;
}
public readonly nationList: Map<NationID, Nation> = new Map();
public readonly cityList: Map<CityID, City> = new Map();
public readonly squadList: Map<SquadID, Squad> = new Map();
public readonly generalList: Map<GeneralID, General> = new Map();
//내부적으로 turnTime asc, id asc로 동작하는 PriorityQueue
private _generalByTurnTime = new Denque<General>();
private changes = {
Nation: new Map<number, [ChangeType, Nation]>(),
City: new Map<number, [ChangeType, City]>(),
Squad: new Map<number, [ChangeType, Squad]>(),
General: new Map<number, [ChangeType, General]>(),
GameEnv: new Map<number, [ChangeType, GameEnv]>(),
} as const satisfies Record<ValidEntityType, Map<number, [ChangeType, LazyEntityUpdater<any>]>>;
nation(id: NationID): Nation | undefined {
return this.nationList.get(id);
}
city(id: CityID): City | undefined {
return this.cityList.get(id);
}
squad(id: SquadID, nation: NationID): Squad | undefined {
const squad = this.squadList.get(id);
if (!squad) {
return undefined;
}
if (squad.raw.nationID !== nation) {
return undefined;
}
return squad;
}
general(id: GeneralID): General | undefined {
return this.generalList.get(id);
}
peekGeneralTurnTimeQueue(): General | undefined {
return this._generalByTurnTime.peekFront();
}
popGeneralTurnTimeQueue(): General | undefined {
return this._generalByTurnTime.shift();
}
insertGeneralTurnTimeQueue(general: General, maybeTail: boolean): void {
insertItemAtArrayLike(this._generalByTurnTime, general, (a, b) => a.compareTurnTime(b), maybeTail);
}
allNations(): Map<NationID, Nation> {
throw new NotYetImplemented();
}
allCities(): Map<CityID, City> {
throw new NotYetImplemented();
}
allCitiesByNation(): Map<NationID, Map<CityID, City>> {
throw new NotYetImplemented();
}
allSquads(): Map<NationID, Map<SquadID, Squad>> {
throw new NotYetImplemented();
}
allGenerals(): Map<GeneralID, General> {
throw new NotYetImplemented();
}
generalByNation(id: NationID): Map<GeneralID, General> {
throw new NotYetImplemented();
}
generalByCity(id: CityID, nationID?: NationID): Map<GeneralID, General> {
throw new NotYetImplemented();
}
generalBySquad(id: SquadID): Map<GeneralID, General> {
throw new NotYetImplemented();
}
cityByNation(id: NationID): Map<CityID, City> {
throw new NotYetImplemented();
}
squadByNation(id: NationID): Map<SquadID, Squad> {
throw new NotYetImplemented();
}
//----Insert, Update, Delete
reserveUpdate(entity: LazyEntityUpdater<any>): void {
throw new NotYetImplemented();
}
reserveDelete(entity: LazyEntityUpdater<any>): void {
throw new NotYetImplemented();
}
reserveInsert(entity: LazyEntityUpdater<any>): void {
throw new NotYetImplemented();
}
createGeneral(raw: IGeneralEntity): General {
throw new NotYetImplemented();
}
createNation(raw: INationEntity): Nation {
throw new NotYetImplemented();
}
createSquad(raw: ISquadEntity): Squad {
throw new NotYetImplemented();
}
_getAllChanges(): Record<ValidEntityType, Map<number, [op: ChangeType, value: LazyEntityUpdater<any>]>> {
return this.changes;
}
//---- DB 접근 ---
getReservedTurn(general: General): Promise<ReservedTurn> {
throw new NotYetImplemented();
}
nationReservedTurn(general: General): Promise<ReservedTurn | undefined> {
throw new NotYetImplemented();
}
resetAndFill(): Promise<void> {
this.nationList.clear();
this.cityList.clear();
this.squadList.clear();
this.generalList.clear();
//MongoDB로부터 데이터를 가져와서 채워넣는다.
const rawGameEnv = {} as IGameEnvEntity;
//TODO: Implement!
const rawNationList = new Map<NationID, INationEntity>();
const rawCityList = new Map<CityID, ICityEntity>();
const rawSquadList = new Map<SquadID, ISquadEntity>();
const rawGeneralList = new Map<GeneralID, IGeneralEntity>();
const generalIDByNation = new Map<NationID, GeneralID[]>();
const generalIDByCity = new Map<CityID, GeneralID[]>();
const generalIDListBySquad = new Map<SquadID, GeneralID[]>();
for (const rawSquad of rawSquadList.values()) {
generalIDListBySquad.set(rawSquad.id, []);
}
for (const rawGeneral of rawGeneralList.values()) {
if (rawGeneral.squadID) {
let list = generalIDListBySquad.get(rawGeneral.squadID);
if (!list) {
list = [];
generalIDListBySquad.set(rawGeneral.squadID, list);
}
list.push(rawGeneral.id);
}
{
let list = generalIDByNation.get(rawGeneral.nationID);
if (!list) {
list = [];
generalIDByNation.set(rawGeneral.nationID, list);
}
list.push(rawGeneral.id);
}
{
let list = generalIDByCity.get(rawGeneral.cityID);
if (!list) {
list = [];
generalIDByCity.set(rawGeneral.cityID, list);
}
list.push(rawGeneral.id);
}
}
const cityIDByNation = new Map<NationID, CityID[]>();
for (const rawCity of rawCityList.values()) {
const list = must(cityIDByNation.get(rawCity.nationID));
list.push(rawCity.id);
}
const squadIDByNation = new Map<NationID, SquadID[]>();
for (const rawSquad of rawSquadList.values()) {
const list = must(squadIDByNation.get(rawSquad.nationID));
list.push(rawSquad.id);
}
this._gameEnv = new GameEnv(rawGameEnv, this);
this._gameEnv.bootstrap();
for (const rawNation of rawNationList.values()) {
const nation = new Nation(rawNation, this,
{
general: must(generalIDByNation.get(rawNation.id)),
squad: squadIDByNation.get(rawNation.id) ?? [],
city: cityIDByNation.get(rawNation.id) ?? [],
}
);
this.nationList.set(nation.id, nation);
}
for (const rawCity of rawCityList.values()) {
const city = new City(rawCity, this, {
general: generalIDByCity.get(rawCity.id) ?? []
});
this.cityList.set(city.id, city);
}
for (const rawSquad of rawSquadList.values()) {
const squad = new Squad(rawSquad, this, {
general: generalIDListBySquad.get(rawSquad.id) ?? []
});
this.squadList.set(squad.id, squad);
}
for (const rawGeneral of rawGeneralList.values()) {
const general = new General(rawGeneral, this);
this.generalList.set(general.id, general);
}
//lazyInit()을 호출한다.
this.nationList.forEach(nation => nation.bootstrap());
this.cityList.forEach(city => city.bootstrap());
this.squadList.forEach(squad => squad.bootstrap());
//iAction때문에 general의 lazyInit이 가장 마지막
this.generalList.forEach(general => general.bootstrap());
//턴순서 정렬!
const generalList = Array.from(this.generalList.values());
generalList.sort((a, b) => a.compareTurnTime(b));
this._generalByTurnTime = new Denque(generalList);
throw new NotYetImplemented();
}
saveAll(): Promise<void> {
throw new NotYetImplemented();
}
}