merge: implement monthly war income processing

This commit is contained in:
2026-07-25 17:45:43 +00:00
4 changed files with 437 additions and 0 deletions
@@ -0,0 +1,80 @@
import { asNumber, asRecord } from '@sammo-ts/common';
import {
createIncomeActionContext,
getWarGoldIncome,
type CityIncomeSource,
type NationIncomeContext,
type NationTraitModule,
type TriggerNationalIncomeType,
} from '@sammo-ts/logic';
import type { InMemoryTurnWorld } from './inMemoryWorld.js';
import type { MonthlyEventActionHandler } from './monthlyEventHandler.js';
const toIncomeCity = (city: ReturnType<InMemoryTurnWorld['listCities']>[number]): CityIncomeSource => ({
id: city.id,
population: city.population,
populationMax: city.populationMax,
agriculture: city.agriculture,
agricultureMax: city.agricultureMax,
commerce: city.commerce,
commerceMax: city.commerceMax,
security: city.security,
securityMax: city.securityMax,
trust: asNumber(city.meta.trust, 50),
supplyState: city.supplyState,
defence: city.defence,
defenceMax: city.defenceMax,
wall: city.wall,
wallMax: city.wallMax,
meta: asRecord(city.meta),
});
export const createProcessWarIncomeHandler = (options: {
getWorld: () => InMemoryTurnWorld | null;
nationTraits?: ReadonlyMap<string, NationTraitModule>;
}): MonthlyEventActionHandler => {
return () => {
const world = options.getWorld();
if (!world) {
return;
}
// 레거시는 부상병을 인구로 돌려보내기 전에 각 국가의 공급 도시에서
// dead/10을 합산한다. 국가 타입의 금 수입 modifier도 도시별로 적용된다.
const cities = world.listCities();
for (const nation of world.listNations()) {
if (nation.level <= 0) {
continue;
}
const trait = options.nationTraits?.get(nation.typeCode);
const actionContext = createIncomeActionContext(nation);
const modifyIncome = trait?.onCalcNationalIncome
? (type: TriggerNationalIncomeType, amount: number) =>
trait.onCalcNationalIncome!(actionContext, type, amount)
: undefined;
const incomeContext: NationIncomeContext = {
rate: asNumber(nation.meta.rate, 20),
modifyIncome,
};
const income = getWarGoldIncome(
incomeContext,
cities.filter((city) => city.nationId === nation.id).map(toIncomeCity)
);
world.updateNation(nation.id, { gold: nation.gold + income });
}
// 수입 계산이 끝난 뒤 모든 도시가 부상병 20%를 인구로 회복하고
// dead를 초기화한다. 레거시는 pop_max로 제한하지 않는다.
for (const city of cities) {
const dead = asNumber(city.meta.dead, 0);
world.updateCity(city.id, {
population: Math.round(city.population + dead * 0.2),
meta: {
...city.meta,
dead: 0,
},
});
}
};
};
+8
View File
@@ -49,6 +49,7 @@ import { createRaiseDisasterHandler } from './monthlyDisasterAction.js';
import { createUpdateCitySupplyHandler } from './monthlyCitySupplyAction.js';
import { createUpdateNationLevelHandler } from './monthlyNationLevelAction.js';
import { createProcessSemiAnnualHandler } from './monthlySemiAnnualAction.js';
import { createProcessWarIncomeHandler } from './monthlyWarIncomeAction.js';
import { DatabaseTurnDaemonLease, TurnDaemonLeaseUnavailableError } from '../lifecycle/databaseTurnDaemonLease.js';
export interface TurnDaemonRuntimeOptions {
@@ -209,6 +210,13 @@ const createTurnDaemonRuntimeWithLease = async (
nationTraits: nationTraitMap,
})
);
eventActions.set(
'ProcessWarIncome',
createProcessWarIncomeHandler({
getWorld: () => worldRef,
nationTraits: nationTraitMap,
})
);
if (reservedTurnStoreHandle) {
eventActions.set(
'UpdateNationLevel',
@@ -0,0 +1,150 @@
import { describe, expect, it } from 'vitest';
import type { City, Nation, NationTraitModule } from '@sammo-ts/logic';
import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
import { createProcessWarIncomeHandler } from '../src/turn/monthlyWarIncomeAction.js';
import type { TurnEvent, TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
const buildCity = (id: number, patch: Partial<City> = {}): City => ({
id,
name: `도시${id}`,
nationId: 1,
level: 1,
state: 0,
population: 1_000,
populationMax: 2_000,
agriculture: 100,
agricultureMax: 200,
commerce: 100,
commerceMax: 200,
security: 100,
securityMax: 200,
supplyState: 1,
frontState: 0,
defence: 100,
defenceMax: 200,
wall: 100,
wallMax: 200,
conflict: {},
meta: { trust: 50, dead: 0, marker: id },
...patch,
});
const buildNation = (id: number, patch: Partial<Nation> = {}): Nation => ({
id,
name: `국가${id}`,
color: '#777777',
capitalCityId: null,
chiefGeneralId: null,
gold: 1_000,
rice: 1_000,
power: 0,
level: 1,
typeCode: 'che_중립',
meta: {},
...patch,
});
const goldTrait: NationTraitModule = {
key: 'test-gold',
name: '금 수입 시험',
info: '',
kind: 'nation',
onCalcNationalIncome: (_context, type, amount) => (type === 'gold' ? amount * 1.1 : amount),
};
const event: TurnEvent = {
id: 1,
targetCode: 'pre_month',
priority: 9_000,
condition: true,
action: [['ProcessWarIncome']],
meta: {},
};
const buildHarness = () => {
const state: TurnWorldState = {
id: 1,
currentYear: 193,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: new Date('0193-01-01T00:00:00.000Z'),
meta: {},
};
const snapshot: TurnWorldSnapshot = {
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {},
environment: { mapName: 'test', unitSet: 'default' },
},
map: {
id: 'test',
name: 'test',
cities: [],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
},
generals: [],
cities: [
buildCity(1, { meta: { trust: 50, dead: 101, marker: 1 } }),
buildCity(2, { supplyState: 0, meta: { trust: 50, dead: 999, marker: 2 } }),
buildCity(3, { nationId: 2, meta: { trust: 50, dead: 1_000, marker: 3 } }),
buildCity(4, { nationId: 3, meta: { trust: 50, dead: 105, marker: 4 } }),
buildCity(5, {
nationId: 0,
population: 999,
populationMax: 1_000,
meta: { trust: 50, dead: 10, marker: 5 },
}),
],
nations: [
buildNation(1),
buildNation(2, { level: 0 }),
buildNation(3, { typeCode: goldTrait.key }),
],
troops: [],
diplomacy: [],
events: [event],
initialEvents: [],
};
const world = new InMemoryTurnWorld(state, snapshot, {
schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
});
const handler = createProcessWarIncomeHandler({
getWorld: () => world,
nationTraits: new Map([[goldTrait.key, goldTrait]]),
});
return { world, handler };
};
describe('ProcessWarIncome monthly action', () => {
it('credits supplied-city casualties before global recovery and preserves level/type rules', async () => {
const { world, handler } = buildHarness();
await handler(
[],
{
year: 193,
month: 1,
startyear: 190,
currentEventID: 1,
turnTime: new Date('0193-01-01T00:00:00.000Z'),
},
event
);
expect(world.getNationById(1)?.gold).toBe(1_010);
expect(world.getNationById(2)?.gold).toBe(1_000);
expect(world.getNationById(3)?.gold).toBe(1_012);
expect(world.listCities().map((city) => [city.id, city.population, city.meta.dead])).toEqual([
[1, 1_020, 0],
[2, 1_200, 0],
[3, 1_200, 0],
[4, 1_021, 0],
[5, 1_001, 0],
]);
expect(world.getCityById(1)?.meta.marker).toBe(1);
expect(world.peekDirtyState().logs).toEqual([]);
});
});
@@ -0,0 +1,199 @@
import { afterAll, beforeAll, describe, expect, it } from 'vitest';
import type { City, Nation } from '@sammo-ts/logic';
import { createGamePostgresConnector, type GamePrismaClient } from '@sammo-ts/infra';
import { createDatabaseTurnHooks } from '../src/turn/databaseHooks.js';
import { InMemoryTurnWorld } from '../src/turn/inMemoryWorld.js';
import { createProcessWarIncomeHandler } from '../src/turn/monthlyWarIncomeAction.js';
import type { TurnWorldSnapshot, TurnWorldState } from '../src/turn/types.js';
const databaseUrl = process.env.INPUT_EVENT_DATABASE_URL;
const integration = describe.skipIf(!databaseUrl);
const nationId = 990_081;
const cityIds = [990_081, 990_082] as const;
const nation: Nation = {
id: nationId,
name: '전쟁수입저장국',
color: '#777777',
capitalCityId: cityIds[0],
chiefGeneralId: null,
gold: 1_000,
rice: 1_000,
power: 0,
level: 1,
typeCode: 'che_중립',
meta: {},
};
const buildCity = (id: number, supplyState: number, dead: number): City => ({
id,
name: `전쟁수입저장도시${id}`,
nationId,
level: 1,
state: 0,
population: 1_000,
populationMax: 2_000,
agriculture: 100,
agricultureMax: 200,
commerce: 100,
commerceMax: 200,
security: 100,
securityMax: 200,
supplyState,
frontState: 0,
defence: 100,
defenceMax: 200,
wall: 100,
wallMax: 200,
conflict: {},
meta: { trust: 50, trade: 100, region: 1, dead },
});
integration('monthly war income database persistence', () => {
let db: GamePrismaClient;
let closeDb: (() => Promise<void>) | undefined;
beforeAll(async () => {
const connector = createGamePostgresConnector({ url: databaseUrl! });
await connector.connect();
db = connector.prisma;
closeDb = () => connector.disconnect();
await db.city.deleteMany({ where: { id: { in: [...cityIds] } } });
await db.nation.deleteMany({ where: { id: nationId } });
});
afterAll(async () => {
await db.city.deleteMany({ where: { id: { in: [...cityIds] } } });
await db.nation.deleteMany({ where: { id: nationId } });
await closeDb?.();
});
it('persists supplied-city income before recovering every city casualty pool', async () => {
await db.nation.create({
data: {
id: nation.id,
name: nation.name,
color: nation.color,
capitalCityId: nation.capitalCityId,
chiefGeneralId: null,
gold: nation.gold,
rice: nation.rice,
tech: 0,
level: nation.level,
typeCode: nation.typeCode,
meta: {},
},
});
const cities = [buildCity(cityIds[0], 1, 101), buildCity(cityIds[1], 0, 999)];
await db.city.createMany({
data: cities.map((city) => ({
id: city.id,
name: city.name,
level: city.level,
nationId: city.nationId,
supplyState: city.supplyState,
frontState: city.frontState,
population: city.population,
populationMax: city.populationMax,
agriculture: city.agriculture,
agricultureMax: city.agricultureMax,
commerce: city.commerce,
commerceMax: city.commerceMax,
security: city.security,
securityMax: city.securityMax,
trust: 50,
trade: 100,
defence: city.defence,
defenceMax: city.defenceMax,
wall: city.wall,
wallMax: city.wallMax,
region: 1,
conflict: {},
meta: { dead: city.meta.dead },
})),
});
const row = await db.worldState.create({
data: {
scenarioCode: 'monthly-war-income-persistence',
currentYear: 193,
currentMonth: 1,
tickSeconds: 600,
config: {},
meta: {},
},
});
const state: TurnWorldState = {
id: row.id,
currentYear: 193,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: new Date('2026-07-25T00:10:00.000Z'),
meta: {},
};
const snapshot: TurnWorldSnapshot = {
scenarioConfig: {
stat: { total: 300, min: 10, max: 100, npcTotal: 150, npcMax: 50, npcMin: 10, chiefMin: 70 },
iconPath: '',
map: {},
const: {},
environment: { mapName: 'test', unitSet: 'default' },
},
map: {
id: 'test',
name: 'test',
cities: [],
defaults: { trust: 50, trade: 100, supplyState: 1, frontState: 0 },
},
generals: [],
cities,
nations: [nation],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
};
const world = new InMemoryTurnWorld(state, snapshot, {
schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] },
});
const dbHooks = await createDatabaseTurnHooks(databaseUrl!, world);
try {
const handler = createProcessWarIncomeHandler({ getWorld: () => world });
await handler(
[],
{
year: 193,
month: 1,
startyear: 190,
currentEventID: 1,
turnTime: state.lastTurnTime,
},
{ id: 1, targetCode: 'pre_month', priority: 0, condition: true, action: [], meta: {} }
);
await dbHooks.hooks.flushChanges?.({
lastTurnTime: state.lastTurnTime.toISOString(),
processedGenerals: 0,
processedTurns: 1,
durationMs: 0,
partial: false,
});
expect(await db.nation.findUniqueOrThrow({ where: { id: nationId } })).toMatchObject({
gold: 1_010,
rice: 1_000,
});
expect(await db.city.findUniqueOrThrow({ where: { id: cityIds[0] } })).toMatchObject({
population: 1_020,
meta: { dead: 0 },
});
expect(await db.city.findUniqueOrThrow({ where: { id: cityIds[1] } })).toMatchObject({
population: 1_200,
meta: { dead: 0 },
});
} finally {
await dbHooks.close();
await db.worldState.delete({ where: { id: row.id } });
}
});
});