feat: 플레이 감사 월별 상태와 국가 집계 기반 추가
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import { asNumber } from '@sammo-ts/common';
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import type { City, Nation } from '@sammo-ts/logic';
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import { resolveAppliedNationRate } from '../turn/nationTaxRate.js';
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import type { TurnGeneral } from '../turn/types.js';
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export const AUDIT_DEX_KEYS = ['dex1', 'dex2', 'dex3', 'dex4', 'dex5'] as const;
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export type AuditDex = Record<(typeof AUDIT_DEX_KEYS)[number], number>;
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export type AuditPopulation = 'human' | 'npc' | 'troopNpc';
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export interface AuditPopulationSummary {
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count: number;
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gold: number;
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rice: number;
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dex: AuditDex;
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averageGold: number | null;
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averageRice: number | null;
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averageDex: Record<keyof AuditDex, number | null>;
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}
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/** 정산 처리에서 관측한 값만 전달한다. prev_income_*는 이번 달 흐름이 아니다. */
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export interface AuditSettlement {
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nationId: number;
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resource: 'gold' | 'rice';
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income: number;
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paid: number;
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}
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export interface AuditNationSnapshot {
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id: number;
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name: string;
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color: string;
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gold: number;
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rice: number;
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tech: number;
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appliedRate: number;
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incomeGold: number | null;
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incomeRice: number | null;
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paidGold: number | null;
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paidRice: number | null;
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populations: Record<AuditPopulation, AuditPopulationSummary>;
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}
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const emptyDex = (): AuditDex => ({ dex1: 0, dex2: 0, dex3: 0, dex4: 0, dex5: 0 });
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const emptyPopulation = (): AuditPopulationSummary => ({
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count: 0,
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gold: 0,
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rice: 0,
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dex: emptyDex(),
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averageGold: null,
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averageRice: null,
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averageDex: { dex1: null, dex2: null, dex3: null, dex4: null, dex5: null },
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});
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export const classifyAuditPopulation = (npcState: number): AuditPopulation =>
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npcState === 5 ? 'troopNpc' : npcState < 2 ? 'human' : 'npc';
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export interface AuditGeneralSnapshot extends Pick<
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TurnGeneral,
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| 'id'
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| 'name'
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| 'nationId'
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| 'cityId'
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| 'troopId'
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| 'npcState'
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| 'gold'
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| 'rice'
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| 'stats'
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| 'experience'
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| 'dedication'
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| 'officerLevel'
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| 'injury'
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| 'age'
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| 'crew'
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| 'crewTypeId'
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| 'train'
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| 'atmos'
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| 'role'
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> {
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userId: string | null;
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population: AuditPopulation;
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dex: AuditDex;
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}
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export const projectAuditGeneral = (general: TurnGeneral): AuditGeneralSnapshot => ({
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id: general.id,
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name: general.name,
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userId: general.userId ?? null,
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nationId: general.nationId,
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cityId: general.cityId,
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troopId: general.troopId,
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npcState: general.npcState,
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population: classifyAuditPopulation(general.npcState),
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gold: general.gold,
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rice: general.rice,
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stats: { ...general.stats },
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experience: general.experience,
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dedication: general.dedication,
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officerLevel: general.officerLevel,
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injury: general.injury,
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age: general.age,
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crew: general.crew,
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crewTypeId: general.crewTypeId,
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train: general.train,
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atmos: general.atmos,
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role: { ...general.role, items: { ...general.role.items } },
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dex: {
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dex1: asNumber(general.meta.dex1, 0),
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dex2: asNumber(general.meta.dex2, 0),
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dex3: asNumber(general.meta.dex3, 0),
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dex4: asNumber(general.meta.dex4, 0),
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dex5: asNumber(general.meta.dex5, 0),
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},
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});
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export interface AuditCitySnapshot extends Omit<City, 'meta' | 'conflict'> {
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trust: number;
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}
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export const projectAuditCity = (city: City): AuditCitySnapshot => ({
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id: city.id,
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name: city.name,
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nationId: city.nationId,
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level: city.level,
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state: city.state,
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population: city.population,
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populationMax: city.populationMax,
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agriculture: city.agriculture,
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agricultureMax: city.agricultureMax,
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commerce: city.commerce,
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commerceMax: city.commerceMax,
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security: city.security,
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securityMax: city.securityMax,
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wall: city.wall,
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wallMax: city.wallMax,
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defence: city.defence,
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defenceMax: city.defenceMax,
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supplyState: city.supplyState,
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frontState: city.frontState,
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trust: asNumber(city.meta.trust, 50),
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});
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/** 이미 로드한 world를 한 번씩 순회한다. DB/RNG/가변 world 객체는 보관하지 않는다. */
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export const buildAuditSnapshot = (input: {
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nations: Iterable<Nation>;
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cities: Iterable<City>;
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generals: Iterable<TurnGeneral>;
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settlements: Iterable<AuditSettlement>;
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settlementsComplete: boolean;
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}): { nations: AuditNationSnapshot[]; cities: AuditCitySnapshot[]; generals: AuditGeneralSnapshot[] } => {
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const nations = new Map<number, AuditNationSnapshot>();
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for (const nation of input.nations) {
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const flow = input.settlementsComplete ? 0 : null;
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nations.set(nation.id, {
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id: nation.id,
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name: nation.name,
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color: nation.color,
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gold: nation.gold,
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rice: nation.rice,
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tech: asNumber(nation.meta.tech, 0),
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appliedRate: resolveAppliedNationRate(nation.meta),
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incomeGold: flow,
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incomeRice: flow,
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paidGold: flow,
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paidRice: flow,
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populations: { human: emptyPopulation(), npc: emptyPopulation(), troopNpc: emptyPopulation() },
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});
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}
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const generals: AuditGeneralSnapshot[] = [];
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for (const general of input.generals) {
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const projected = projectAuditGeneral(general);
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generals.push(projected);
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const population = nations.get(general.nationId)?.populations[projected.population];
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if (!population) continue;
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population.count++;
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population.gold += projected.gold;
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population.rice += projected.rice;
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for (const key of AUDIT_DEX_KEYS) population.dex[key] += projected.dex[key];
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}
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for (const nation of nations.values()) {
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for (const population of Object.values(nation.populations)) {
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if (!population.count) continue;
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population.averageGold = population.gold / population.count;
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population.averageRice = population.rice / population.count;
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for (const key of AUDIT_DEX_KEYS) population.averageDex[key] = population.dex[key] / population.count;
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}
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}
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for (const settlement of input.settlements) {
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const nation = nations.get(settlement.nationId);
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if (!nation || !input.settlementsComplete) continue;
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if (settlement.resource === 'gold') {
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nation.incomeGold = (nation.incomeGold ?? 0) + settlement.income;
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nation.paidGold = (nation.paidGold ?? 0) + settlement.paid;
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} else {
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nation.incomeRice = (nation.incomeRice ?? 0) + settlement.income;
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nation.paidRice = (nation.paidRice ?? 0) + settlement.paid;
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}
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}
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return { nations: [...nations.values()], cities: Array.from(input.cities, projectAuditCity), generals };
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};
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