feat(battle-sim): implement battle simulation logic and metrics tracking

- Added WarBattleMetrics interface to track attacker and defender skills during battles.
- Enhanced WarUnit class with method to log activated skills.
- Introduced environment setup for battle simulation, including unit set loading and configuration resolution.
- Developed in-memory and Redis transport layers for handling battle simulation requests and results.
- Created types and interfaces for battle simulation payloads and responses.
- Implemented battle simulation processing logic, including logging and skill tracking.
- Added tests for battle simulation processor to ensure functionality and correctness.
This commit is contained in:
2025-12-30 11:17:28 +00:00
parent 97439f64a9
commit 56e662a7db
20 changed files with 1549 additions and 7 deletions
+126
View File
@@ -27,6 +27,8 @@ import {
insertMessage,
type MessageView,
} from './messages/store.js';
import { buildBattleSimJobPayload } from './battleSim/environment.js';
import type { BattleSimRequestPayload } from './battleSim/types.js';
const zRunReason = z.enum(['schedule', 'manual', 'poke']);
const zMessageType = z.enum(['private', 'public', 'national', 'diplomacy']);
@@ -37,6 +39,97 @@ const zTurnRunBudget = z.object({
catchUpCap: z.number().int().positive(),
});
const zBattleSimGeneral = z.object({
no: z.number().int().positive(),
name: z.string().min(1),
nation: z.number().int().positive(),
turntime: z.string().min(1),
personal: z.string().nullable(),
special2: z.string().nullable(),
crew: z.number().int().min(0),
crewtype: z.number().int().positive(),
atmos: z.number().int().min(0),
train: z.number().int().min(0),
intel: z.number().int().min(0),
intel_exp: z.number().int().min(0),
book: z.string().nullable(),
strength: z.number().int().min(0),
strength_exp: z.number().int().min(0),
weapon: z.string().nullable(),
injury: z.number().int().min(0),
leadership: z.number().int().min(0),
leadership_exp: z.number().int().min(0),
horse: z.string().nullable(),
item: z.string().nullable(),
explevel: z.number().int().min(0),
experience: z.number().int().min(0),
dedication: z.number().int().min(0),
officer_level: z.number().int().min(1),
officer_city: z.number().int().positive(),
gold: z.number().int().min(0),
rice: z.number().int().min(0),
dex1: z.number().int().min(0),
dex2: z.number().int().min(0),
dex3: z.number().int().min(0),
dex4: z.number().int().min(0),
dex5: z.number().int().min(0),
recent_war: z.string().nullable(),
warnum: z.number().int().min(0),
killnum: z.number().int().min(0),
killcrew: z.number().int().min(0),
inheritBuff: z.union([z.record(z.string(), z.number()), z.array(z.number())]).optional(),
});
const zBattleSimCity = z.object({
city: z.number().int().positive(),
nation: z.number().int().min(0),
supply: z.number().int().min(0),
name: z.string().min(1),
pop: z.number().min(0),
agri: z.number().min(0),
comm: z.number().min(0),
secu: z.number().min(0),
def: z.number().min(0),
wall: z.number().min(0),
trust: z.number().min(0),
level: z.number().int().min(1),
pop_max: z.number().min(0),
agri_max: z.number().min(0),
comm_max: z.number().min(0),
secu_max: z.number().min(0),
def_max: z.number().min(0),
wall_max: z.number().min(0),
dead: z.number().min(0),
state: z.number().int().min(0),
conflict: z.string(),
});
const zBattleSimNation = z.object({
type: z.string().min(1),
tech: z.number().min(0),
level: z.number().int().min(1),
capital: z.number().int().min(0),
nation: z.number().int().min(0),
name: z.string().min(1),
gold: z.number().min(0),
rice: z.number().min(0),
gennum: z.number().int().min(1),
});
const zBattleSimRequest: z.ZodType<BattleSimRequestPayload> = z.object({
action: z.enum(['reorder', 'battle']),
seed: z.string().optional(),
repeatCnt: z.number().int().min(1).max(1000),
year: z.number().int().min(0),
month: z.number().int().min(1).max(12),
attackerGeneral: zBattleSimGeneral,
attackerCity: zBattleSimCity,
attackerNation: zBattleSimNation,
defenderGenerals: z.array(zBattleSimGeneral),
defenderCity: zBattleSimCity,
defenderNation: zBattleSimNation,
});
const buildShiftAmountSchema = (maxTurns: number) =>
z.number()
.int()
@@ -64,6 +157,39 @@ export const appRouter = router({
now: new Date().toISOString(),
})),
}),
battle: router({
simulate: procedure
.input(zBattleSimRequest)
.mutation(async ({ ctx, input }) => {
const worldState = await ctx.db.worldState.findFirst();
if (!worldState) {
throw new TRPCError({
code: 'PRECONDITION_FAILED',
message: 'World state is not initialized.',
});
}
const payload = await buildBattleSimJobPayload(
worldState,
input,
ctx.profile.id
);
return ctx.battleSim.simulate(payload);
}),
getSimulation: procedure
.input(
z.object({
jobId: z.string().min(1),
})
)
.query(async ({ ctx, input }) => {
const result = await ctx.battleSim.getSimulationResult(input.jobId);
if (!result) {
return { status: 'queued', jobId: input.jobId };
}
return { status: 'completed', jobId: input.jobId, payload: result };
}),
}),
world: router({
getState: procedure.query(async ({ ctx }) => {
const state = await ctx.db.worldState.findFirst();