feat: Introduce action context builders for various turn actions
- Added `actionContextBuilder` to multiple turn action files to utilize the default action context builder. - Implemented specific context builders for actions requiring additional context, such as war configurations, world summaries, and general statistics. - Created new `actionContext.ts` and `actionContextHelpers.ts` files to define interfaces and helper functions for managing action contexts. - Enhanced context handling for nation and general actions, ensuring proper data injection for turn execution.
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import type { General } from '../../domain/entities.js';
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import type { ScenarioConfig } from '../../scenario/types.js';
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import type { ScenarioMeta } from '../../world/types.js';
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import type { WarAftermathConfig, WarEngineConfig, WarTimeContext } from '../../war/types.js';
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import type { UnitSetDefinition } from '../../world/types.js';
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import type {
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ActionContextWorldRef,
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ActionContextWorldState,
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} from './actionContext.js';
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export interface WorldSummary {
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totalGeneralCount: number;
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totalNpcCount: number;
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averageStats?: General['stats'];
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}
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export interface NationSummary {
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averageStats?: General['stats'];
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averageExperience?: number;
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averageDedication?: number;
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}
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export const buildWorldSummary = (
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world: ActionContextWorldRef | null
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): WorldSummary => {
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if (!world) {
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return { totalGeneralCount: 0, totalNpcCount: 0 };
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}
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const generals = world.listGenerals();
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if (generals.length === 0) {
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return { totalGeneralCount: 0, totalNpcCount: 0 };
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}
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const total = generals.length;
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const npcCount = generals.filter((general) => general.npcState > 0).length;
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const statSum = generals.reduce(
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(acc, general) => ({
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leadership: acc.leadership + general.stats.leadership,
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strength: acc.strength + general.stats.strength,
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intelligence: acc.intelligence + general.stats.intelligence,
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}),
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{ leadership: 0, strength: 0, intelligence: 0 }
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);
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return {
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totalGeneralCount: total,
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totalNpcCount: npcCount,
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averageStats: {
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leadership: statSum.leadership / total,
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strength: statSum.strength / total,
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intelligence: statSum.intelligence / total,
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},
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};
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};
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export const buildNationSummary = (
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world: ActionContextWorldRef | null,
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nationId: number
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): NationSummary => {
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if (!world || nationId <= 0) {
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return {};
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}
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const generals = world.listGenerals().filter(
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(general) => general.nationId === nationId
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);
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if (generals.length === 0) {
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return {};
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}
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const total = generals.length;
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const statSum = generals.reduce(
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(acc, general) => ({
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leadership: acc.leadership + general.stats.leadership,
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strength: acc.strength + general.stats.strength,
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intelligence: acc.intelligence + general.stats.intelligence,
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}),
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{ leadership: 0, strength: 0, intelligence: 0 }
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);
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const expSum = generals.reduce((acc, general) => acc + general.experience, 0);
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const dedSum = generals.reduce((acc, general) => acc + general.dedication, 0);
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return {
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averageStats: {
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leadership: statSum.leadership / total,
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strength: statSum.strength / total,
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intelligence: statSum.intelligence / total,
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},
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averageExperience: expSum / total,
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averageDedication: dedSum / total,
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};
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};
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export const buildAverageNationGeneralCount = (
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world: ActionContextWorldRef | null
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): number => {
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if (!world) {
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return 0;
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}
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const generals = world.listGenerals();
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const nations = world.listNations();
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if (nations.length === 0) {
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return generals.length;
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}
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return generals.length / nations.length;
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};
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export const resolveStartYear = (
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world: ActionContextWorldState,
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scenarioMeta?: ScenarioMeta
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): number => {
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if (typeof scenarioMeta?.startYear === 'number') {
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return scenarioMeta.startYear;
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}
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return world.currentYear;
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};
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export const resolveTurnTermMinutes = (world: ActionContextWorldState): number =>
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Math.max(1, Math.round(world.tickSeconds / 60));
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const DEFAULT_WAR_CONFIG = {
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armPerPhase: 500,
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maxTrainByCommand: 100,
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maxAtmosByCommand: 100,
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maxTrainByWar: 110,
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maxAtmosByWar: 150,
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};
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const DEFAULT_AFTER_CONFIG = {
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techLevelIncYear: 5,
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initialAllowedTechLevel: 1,
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defaultCityWall: 1000,
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};
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const asRecord = (value: unknown): Record<string, unknown> =>
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value && typeof value === 'object' && !Array.isArray(value)
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? (value as Record<string, unknown>)
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: {};
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const resolveNumber = (
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record: Record<string, unknown>,
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keys: string[],
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fallback: number
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): number => {
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for (const key of keys) {
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const value = record[key];
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if (typeof value === 'number' && Number.isFinite(value)) {
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return value;
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}
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}
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return fallback;
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};
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// 성벽 병종은 이름/요구조건을 우선해 찾고, 없으면 기본값을 사용한다.
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const resolveCastleCrewTypeId = (
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unitSet: UnitSetDefinition,
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fallback: number
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): number => {
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const crewTypes = unitSet.crewTypes ?? [];
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const byName = crewTypes.find((crewType) => crewType.name.includes('성벽'));
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if (byName) {
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return byName.id;
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}
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const byRequirement = crewTypes.find((crewType) =>
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crewType.requirements.some(
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(requirement) => requirement.type === 'Impossible'
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)
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);
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if (byRequirement) {
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return byRequirement.id;
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}
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if (typeof unitSet.defaultCrewTypeId === 'number') {
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return unitSet.defaultCrewTypeId;
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}
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return crewTypes[0]?.id ?? fallback;
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};
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const resolveCastleArmType = (
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unitSet: UnitSetDefinition,
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castleCrewTypeId: number
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): number => {
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const crewTypes = unitSet.crewTypes ?? [];
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return (
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crewTypes.find((crewType) => crewType.id === castleCrewTypeId)?.armType ??
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0
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);
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};
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export const buildWarConfig = (
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scenarioConfig: ScenarioConfig,
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unitSet: UnitSetDefinition
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): WarEngineConfig => {
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const constValues = asRecord(scenarioConfig.const);
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const castleCrewTypeId = resolveNumber(
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constValues,
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['castleCrewTypeId'],
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resolveCastleCrewTypeId(unitSet, 0)
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);
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const castleArmType = resolveCastleArmType(unitSet, castleCrewTypeId);
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return {
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armPerPhase: resolveNumber(
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constValues,
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['armPerPhase', 'armperphase'],
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DEFAULT_WAR_CONFIG.armPerPhase
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),
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maxTrainByCommand: resolveNumber(
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constValues,
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['maxTrainByCommand'],
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DEFAULT_WAR_CONFIG.maxTrainByCommand
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),
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maxAtmosByCommand: resolveNumber(
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constValues,
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['maxAtmosByCommand'],
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DEFAULT_WAR_CONFIG.maxAtmosByCommand
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),
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maxTrainByWar: resolveNumber(
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constValues,
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['maxTrainByWar'],
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DEFAULT_WAR_CONFIG.maxTrainByWar
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),
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maxAtmosByWar: resolveNumber(
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constValues,
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['maxAtmosByWar'],
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DEFAULT_WAR_CONFIG.maxAtmosByWar
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),
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castleCrewTypeId,
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armTypes: {
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footman: 1,
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archer: 2,
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cavalry: 3,
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wizard: 4,
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siege: 5,
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misc: 6,
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castle: castleArmType,
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},
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};
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};
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export const buildWarAftermathConfig = (
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scenarioConfig: ScenarioConfig,
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castleCrewTypeId: number
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): WarAftermathConfig => {
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const constValues = asRecord(scenarioConfig.const);
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return {
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initialNationGenLimit: resolveNumber(
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constValues,
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['initialNationGenLimit'],
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0
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),
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techLevelIncYear: resolveNumber(
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constValues,
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['techLevelIncYear'],
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DEFAULT_AFTER_CONFIG.techLevelIncYear
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),
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initialAllowedTechLevel: resolveNumber(
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constValues,
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['initialAllowedTechLevel'],
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DEFAULT_AFTER_CONFIG.initialAllowedTechLevel
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),
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maxTechLevel: resolveNumber(constValues, ['maxTechLevel'], 0),
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defaultCityWall: resolveNumber(
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constValues,
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['defaultCityWall'],
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DEFAULT_AFTER_CONFIG.defaultCityWall
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),
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baseGold: resolveNumber(constValues, ['baseGold', 'basegold'], 0),
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baseRice: resolveNumber(constValues, ['baseRice', 'baserice'], 0),
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castleCrewTypeId,
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};
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};
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export const buildWarTime = (
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world: ActionContextWorldState,
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scenarioMeta?: ScenarioMeta
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): WarTimeContext => ({
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year: world.currentYear,
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month: world.currentMonth,
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startYear: resolveStartYear(world, scenarioMeta),
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});
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