fix: 후계자 없는 군주 사망 시 국가 멸망을 함께 처리

This commit is contained in:
2026-09-06 12:09:09 +00:00
parent d3443ec7f5
commit 4d64978cb6
5 changed files with 335 additions and 1 deletions
+66 -1
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@@ -9,12 +9,13 @@ import type {
TurnSchedule,
UnitSetDefinition,
} from '@sammo-ts/logic';
import { getNextTurnAt, readScenarioGeneralPoolClaim } from '@sammo-ts/logic';
import { getNextTurnAt, readScenarioGeneralPoolClaim, LogCategory, LogFormat, LogScope } from '@sammo-ts/logic';
import {
GAME_TICKS_PER_TURN,
GameClock,
assertGameplayCommitAllowed,
inferClockPhase,
JosaUtil,
type GameClockMode,
type GameClockPhase,
type TurnRecoveryWindow,
@@ -78,6 +79,7 @@ export interface GeneralTurnResult {
troopIds?: number[];
};
destroyedNationIds?: number[];
successorlessNationId?: number;
lifecycleEvent?: GeneralLifecycleEvent;
}
@@ -2028,6 +2030,11 @@ export class InMemoryTurnWorld {
this.removeTroop(troopId);
}
}
if (result.successorlessNationId !== undefined) {
// 사망 군주도 삭제 전 archive의 장수 목록과 멸망 로그에 포함한다.
this.generals.set(currentGeneral.id, result.general ?? currentGeneral);
this.dissolveNationWithoutSuccessor(result.successorlessNationId, currentGeneral.id);
}
if (result.deleted?.general) {
this.removeGeneral(currentGeneral.id);
}
@@ -2227,6 +2234,64 @@ export class InMemoryTurnWorld {
return changes;
}
dissolveNationWithoutSuccessor(nationId: number, dyingLordId?: number): boolean {
const nation = this.nations.get(nationId);
if (!nation) {
return false;
}
const members = this.listGenerals().filter((general) => general.nationId === nationId);
const dyingLord = members.find((general) => general.id === dyingLordId);
if (
(dyingLordId !== undefined && dyingLord?.officerLevel !== 12) ||
members.some(
(general) => general.id !== dyingLordId && (general.npcState !== 5 || general.officerLevel === 12)
)
) {
throw new Error(`Nation ${nationId} still has a ruler or successor.`);
}
// Ref nextRuler() -> deleteNation(true): 부대장(npc=5)은 후계자가
// 될 수 없다. 자원 약탈·포상·난수 소비 없이 도시를 공백지로 돌린다.
for (const city of this.listCities()) {
if (city.nationId === nationId) {
this.updateCity(city.id, { nationId: 0, frontState: 0 });
}
}
const orderedMembers = members.sort((left, right) => {
if (left.id === dyingLordId) return 1;
if (right.id === dyingLordId) return -1;
return left.id - right.id;
});
const pushHistory = (): void => {
this.pushLog({
scope: LogScope.SYSTEM,
category: LogCategory.HISTORY,
format: LogFormat.YEAR_MONTH,
text: `<R><b>【멸망】</b></><D><b>${nation.name}</b></>${JosaUtil.pick(nation.name, '은')} <R>멸망</>했습니다.`,
});
};
for (const general of orderedMembers) {
if (general.id === dyingLordId) pushHistory();
// Ref applyDB()는 개인 역사 bucket을 행동 bucket보다 먼저 저장한다.
this.pushLog({
scope: LogScope.GENERAL,
category: LogCategory.HISTORY,
generalId: general.id,
format: LogFormat.YEAR_MONTH,
text: `<D><b>${nation.name}</b></>${JosaUtil.pick(nation.name, '이')} <R>멸망</>`,
});
this.pushLog({
scope: LogScope.GENERAL,
category: LogCategory.ACTION,
generalId: general.id,
format: LogFormat.PLAIN,
text: `<D><b>${nation.name}</b></>${JosaUtil.pick(nation.name, '이')} <R>멸망</>했습니다.`,
});
}
// 과거 누락으로 군주가 이미 삭제된 국가의 운영 복구도 같은 정산을 쓴다.
if (dyingLordId === undefined) pushHistory();
return this.collapseNation(nationId);
}
collapseNation(nationId: number): boolean {
const nation = this.nations.get(nationId);
if (!nation) {
@@ -2252,6 +2252,7 @@ export const createReservedTurnHandler = async (options: {
? 'retired'
: 'active';
let deleteGeneral = false;
let successorlessNationId: number | undefined;
const deletedTroopIds = Array.from(commandDeletedTroopIds);
const lifecycleSnapshot = cloneTurnGeneral(currentGeneral);
if (currentGeneral.meta.killturn <= 0) {
@@ -2351,6 +2352,10 @@ export const createReservedTurnHandler = async (options: {
`<Y>${successor.name}</>이 <D><b>${currentNation.name}</b></>의 유지를 이어 받았습니다`
)
);
} else {
// Ref nextRuler()는 후계자가 없으면 군주 삭제 전에
// deleteNation($general, true)로 국가 전체를 정산한다.
successorlessNationId = currentNation.id;
}
}
if (currentGeneral.troopId === currentGeneral.id) {
@@ -2424,6 +2429,7 @@ export const createReservedTurnHandler = async (options: {
}
: undefined),
...(destroyedNationIds.size > 0 ? { destroyedNationIds: [...destroyedNationIds] } : undefined),
...(successorlessNationId !== undefined ? { successorlessNationId } : {}),
lifecycleEvent: {
generalId: currentGeneral.id,
outcome: lifecycleOutcome,
@@ -337,6 +337,62 @@ describe('legacy general turn lifecycle', () => {
expect(harness.world.peekDirtyState().deletedGenerals).toContain(1);
});
it('dissolves a dying ruler nation when only troop-leader NPCs remain', async () => {
const leader = makeGeneral({ officerLevel: 12, meta: { killturn: 1 } });
const troopLeader = makeGeneral({
id: 2,
userId: null,
npcState: 5,
officerLevel: 11,
troopId: 2,
turnTime: new Date(start.getTime() + 3_600_000),
meta: { killturn: 24, officer_city: 1, belong: 5, permission: 'ambassador' },
});
const snapshot = makeSnapshot([leader, troopLeader]);
snapshot.cities[0]!.conflict = { '1': 1 };
const harness = await createTurnTestHarness({ snapshot, state: makeState(), schedule, map });
await harness.runOneTick();
expect(harness.world.getGeneralById(1)).toBeNull();
expect(harness.world.getNationById(1)).toBeNull();
expect(harness.world.getCityById(1)).toMatchObject({ nationId: 0, frontState: 0, conflict: [] });
expect(harness.world.getGeneralById(2)).toMatchObject({
nationId: 0,
officerLevel: 0,
troopId: 0,
gold: troopLeader.gold,
rice: troopLeader.rice,
meta: { officer_city: 0, officerCity: 0, belong: 0, permission: 'normal' },
});
const dirty = harness.world.peekDirtyState();
expect(dirty.deletedNations).toContain(1);
expect(dirty.deletedNationSnapshots[0]?.generalIds).toEqual([1, 2]);
expect(dirty.logs.filter((log) => log.text.includes('【멸망】'))).toHaveLength(1);
});
it('repairs an already orphaned nation once but refuses a nation with a successor', async () => {
const troopLeader = makeGeneral({ id: 2, userId: null, npcState: 5, officerLevel: 11 });
const harness = await createTurnTestHarness({
snapshot: makeSnapshot([troopLeader]),
state: makeState(),
schedule,
map,
});
expect(harness.world.dissolveNationWithoutSuccessor(1)).toBe(true);
expect(harness.world.dissolveNationWithoutSuccessor(1)).toBe(false);
expect(harness.world.getGeneralById(2)?.nationId).toBe(0);
const intact = await createTurnTestHarness({
snapshot: makeSnapshot([makeGeneral({ officerLevel: 9 })]),
state: makeState(),
schedule,
map,
});
expect(() => intact.world.dissolveNationWithoutSuccessor(1)).toThrow('still has a ruler or successor');
expect(intact.world.getCityById(1)?.nationId).toBe(1);
expect(intact.world.getNationById(1)).not.toBeNull();
});
it('deletes an expired NPC even when its in-memory lifespan metadata is missing', async () => {
const harness = await createTurnTestHarness({
snapshot: makeSnapshot([
@@ -457,4 +457,157 @@ integration('monthly wandering nation persistence', () => {
await hooks.close();
}
});
it('atomically repairs a rulerless nation with only troop NPCs and preserves its archive', async () => {
await cleanup();
const nation = buildNation(nationIds[1]!, '방랑국', 3, 0);
const city = buildCity(cityIds[0]!, '방랑성', nation.id);
const general = buildGeneral({
id: generalIds[0]!,
name: '부대장',
nationId: nation.id,
cityId: city.id,
officerLevel: 11,
npcState: 5,
gold: 2345,
rice: 6789,
belong: 5,
turnTime: new Date('0195-01-01T00:05:00.000Z'),
});
await db.nation.create({
data: {
id: nation.id,
name: nation.name,
color: nation.color,
level: nation.level,
typeCode: nation.typeCode,
chiefGeneralId: 12345,
},
});
await db.city.create({
data: {
id: city.id,
name: city.name,
level: city.level,
nationId: nation.id,
region: 1,
population: 1000,
populationMax: 2000,
agriculture: 100,
agricultureMax: 200,
commerce: 100,
commerceMax: 200,
security: 100,
securityMax: 200,
defence: 100,
defenceMax: 200,
wall: 100,
wallMax: 200,
frontState: 1,
},
});
await db.general.create({
data: {
id: general.id,
name: general.name,
nationId: nation.id,
cityId: city.id,
officerLevel: 11,
npcState: 5,
gold: general.gold,
rice: general.rice,
turnTime: general.turnTime,
},
});
await db.nationTurn.create({
data: { nationId: nation.id, officerLevel: 12, turnIdx: 0, actionCode: '휴식', arg: {} },
});
const row = await db.worldState.create({
data: {
scenarioCode,
currentYear: 195,
currentMonth: 1,
tickSeconds: 600,
meta: { serverId },
},
});
const scenarioConfig: 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' },
};
const world = new InMemoryTurnWorld(
{
id: row.id,
currentYear: 195,
currentMonth: 1,
tickSeconds: 600,
lastTurnTime: new Date('0195-01-01T00:00:00.000Z'),
meta: { serverId },
},
{
scenarioConfig,
scenarioMeta: {
title: 'test',
startYear: 193,
life: null,
fiction: null,
history: [],
ignoreDefaultEvents: false,
},
map: { id: 'test', name: 'test', cities: [] },
nations: [nation],
cities: [city],
generals: [general],
troops: [],
diplomacy: [],
events: [],
initialEvents: [],
},
{ schedule: { entries: [{ startMinute: 0, tickMinutes: 10 }] } }
);
const hooks = await createDatabaseTurnHooks(databaseUrl!, world);
try {
world.dissolveNationWithoutSuccessor(nation.id);
const result = {
lastTurnTime: world.getState().lastTurnTime.toISOString(),
processedGenerals: 0,
processedTurns: 0,
durationMs: 0,
partial: false,
};
// A stale clock fence must leave the entire repair uncommitted and retryable.
await db.worldState.update({ where: { id: row.id }, data: { clockRevision: 2 } });
await expect(hooks.hooks.flushChanges!(result)).rejects.toThrow('Game clock fence changed');
expect(await db.nation.count({ where: { id: nation.id } })).toBe(1);
expect((await db.general.findUniqueOrThrow({ where: { id: general.id } })).nationId).toBe(nation.id);
expect(await db.oldNation.count({ where: { serverId } })).toBe(0);
await db.worldState.update({ where: { id: row.id }, data: { clockRevision: 1 } });
await hooks.hooks.flushChanges!(result);
expect(await db.nation.findUnique({ where: { id: nation.id } })).toBeNull();
expect(await db.city.findUniqueOrThrow({ where: { id: city.id } })).toMatchObject({
nationId: 0,
frontState: 0,
});
expect(await db.general.findUniqueOrThrow({ where: { id: general.id } })).toMatchObject({
nationId: 0,
officerLevel: 0,
gold: 2345,
rice: 6789,
});
expect(await db.nationTurn.count({ where: { nationId: nation.id } })).toBe(0);
const archive = await db.oldNation.findUniqueOrThrow({
where: { serverId_nation_sourceId: { serverId, nation: nation.id, sourceId: 0 } },
});
expect(archive.data).toMatchObject({ nation: nation.id, generals: [general.id] });
const logCount = await db.logEntry.count({ where: { text: { contains: '방랑국' } } });
expect(logCount).toBe(3);
expect(world.dissolveNationWithoutSuccessor(nation.id)).toBe(false);
await hooks.hooks.flushChanges!(result);
expect(await db.logEntry.count({ where: { text: { contains: '방랑국' } } })).toBe(logCount);
} finally {
await hooks.close();
}
});
});
@@ -168,6 +168,60 @@ const readFixture = (relativePath: string): TurnCommandFixtureRequest => {
};
integration('core ↔ legacy command-boundary differential', () => {
it('dissolves a successorless ruler nation at the death boundary', async () => {
const request = readFixture('fixtures/turn-differential/live-sortie-conquest.json');
request.actorGeneralId = 2;
request.action = '휴식';
request.args = {};
request.includeLifecycle = true;
request.setup!.generals![1] = {
...request.setup!.generals![1],
npcState: 4,
killTurn: 1,
deadYear: 185,
};
request.setup!.generals!.push({
id: 3,
name: '부대장',
nationId: 2,
cityId: 70,
officerLevel: 11,
npcState: 5,
killTurn: 24,
gold: 2345,
rice: 6789,
crew: 0,
});
request.observe = {
...request.observe,
generalIds: [1, 2, 3],
nationIds: [1, 2],
cityIds: [3, 70],
includeGlobalHistoryLogs: true,
includeNationHistoryLogs: true,
};
const reference = runReferenceTurnCommandTraceRequest(
workspaceRoot!,
request as unknown as Record<string, unknown>
);
const core = await runCoreTurnCommandTrace(request, reference.before);
for (const result of [reference, core]) {
expect(result.after.generals.find((general) => general.id === 2)).toBeUndefined();
expect(result.after.nations.find((nation) => nation.id === 2)).toBeUndefined();
expect(result.after.cities.find((city) => city.id === 70)).toMatchObject({ nationId: 0, frontState: 0 });
expect(result.after.generals.find((general) => general.id === 3)).toMatchObject({
nationId: 0,
officerLevel: 0,
gold: 2345,
rice: 6789,
});
}
expect(core.rng).toEqual(reference.rng);
expect(semanticLogSignatures(core.after.logs.filter((log) => String(log.text).includes('멸망')))).toEqual(
semanticLogSignatures(reference.after.logs.filter((log) => String(log.text).includes('멸망')))
);
});
it.each([
['nation declaration', 'fixtures/turn-differential/nation-declaration.json'],
['live sortie conquest', 'fixtures/turn-differential/live-sortie-conquest.json'],