fix(parity): preserve legacy monthly turn ordering
This commit is contained in:
@@ -858,7 +858,22 @@ export class GeneralAI {
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continue;
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}
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if (candidate.stats.leadership >= this.nationPolicy.minNpcWarLeadership) {
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const fullLeadership = this.commandEnv.generalActionModules
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? resolveLegacyAiStatsWithModules(
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candidate,
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this.nation,
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this.commandEnv.maxStatLevel ?? this.scenarioConfig.stat.max,
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this.commandEnv.generalActionModules,
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this.worldRef,
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this.world,
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this.startYear
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).fullLeadership
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: resolveLegacyAiStats(
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candidate,
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this.nation,
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this.commandEnv.maxStatLevel ?? this.scenarioConfig.stat.max
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).fullLeadership;
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if (fullLeadership >= this.nationPolicy.minNpcWarLeadership) {
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npcWarGenerals[candidate.id] = candidate;
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} else {
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npcCivilGenerals[candidate.id] = candidate;
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@@ -41,7 +41,11 @@ export const doNPC헌납 = (ai: GeneralAI) => {
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genRes >= ai.aiConst.minNationalRice / 2
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) {
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const amount = genRes < ai.aiConst.minNationalRice ? genRes : genRes / 2;
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args.push([{ isGold: false, amount }, amount]);
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// Ref passes the literal string "rice" here. che_헌납::argTest()
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// rejects that candidate because isGold is not boolean; preserving
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// the malformed weighted candidate also preserves the RNG draw and
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// lets the priority loop continue when it is selected.
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args.push([{ isGold: 'rice', amount }, amount]);
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}
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if (genRes < reqRes * 1.5) {
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continue;
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@@ -128,11 +128,14 @@ export const do부대후방발령 = (ai: GeneralAI) => {
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return null;
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}
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// Ref consumes the troop-leader draw before the destination-city draw.
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// Both selections share the nation command RNG, so reversing them can
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// assign the same two outcomes to different leaders and cities.
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const leader = ai.rng.choice(troopCandidates);
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const destCityId = Number(ai.rng.choiceUsingWeight(cityCandidates));
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if (!Number.isFinite(destCityId)) {
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return null;
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}
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const leader = ai.rng.choice(troopCandidates);
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return buildAssignmentCandidate(ai, leader.id, destCityId, '부대후방발령');
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};
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@@ -162,10 +165,10 @@ export const do부대구출발령 = (ai: GeneralAI) => {
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return null;
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}
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const leader = ai.rng.choice(troopCandidates);
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const destCityId = pickRandomCityId(ai, ai.frontCities);
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if (destCityId === null) {
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return null;
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}
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const leader = ai.rng.choice(troopCandidates);
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return buildAssignmentCandidate(ai, leader.id, destCityId, '부대구출발령');
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};
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@@ -1,4 +1,5 @@
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import type { GeneralAI } from '../core.js';
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import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js';
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import { findCrewTypeById, getTechCost } from '@sammo-ts/logic/world/unitSet.js';
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import type { TurnGeneral } from '../../../types.js';
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import { asRecord, readMetaNumber, readRequiredMetaNumber } from '../../aiUtils.js';
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@@ -45,6 +46,35 @@ const clampLegacy = (value: number, min: number | null, max: number | null): num
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};
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const getFullLeadership = (ai: GeneralAI, general: TurnGeneral): number => {
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const modules = ai.commandEnv.generalActionModules;
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if (modules && modules.length > 0) {
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const pipeline = new GeneralActionPipeline(modules);
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const adjusted = pipeline.onCalcStat(
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{
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general,
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nation: ai.nation,
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...(ai.worldRef
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? {
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worldView: {
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listGenerals: () => ai.worldRef!.listGenerals(),
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listGeneralsByCity: (cityId: number) =>
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ai.worldRef!.listGenerals().filter((candidate) => candidate.cityId === cityId),
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listNations: () => ai.worldRef!.listNations(),
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},
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}
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: {}),
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time: {
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year: ai.world.currentYear,
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month: ai.world.currentMonth,
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startYear: ai.startYear,
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},
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},
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'leadership',
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general.stats.leadership
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);
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const maxStat = ai.commandEnv.maxStatLevel ?? ai.scenarioConfig.stat.max;
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return Math.trunc(Math.max(0, Math.min(Number(adjusted), maxStat)));
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}
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const nationLevel = ai.nation?.level ?? 0;
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const officerBonus = general.officerLevel === 12 ? nationLevel * 2 : general.officerLevel >= 5 ? nationLevel : 0;
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const maxStat = ai.commandEnv.maxStatLevel ?? ai.scenarioConfig.stat.max;
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@@ -48,7 +48,9 @@ export interface DatabaseTurnHooks {
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}
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const uniqueSortedIds = (values: Iterable<number>): number[] =>
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[...new Set(values)].filter((value) => Number.isSafeInteger(value) && value > 0).sort((left, right) => left - right);
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[...new Set(values)]
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.filter((value) => Number.isSafeInteger(value) && value > 0)
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.sort((left, right) => left - right);
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export type ReadModelSignatures = {
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content: string;
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@@ -153,7 +155,8 @@ const changedProjectionIds = (
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baseline: ReadonlyMap<number, ReadModelSignatures>,
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final: ReadonlyMap<number, ReadModelSignatures>,
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projection: keyof ReadModelSignatures
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): number[] => uniqueSortedIds(candidateIds.filter((id) => baseline.get(id)?.[projection] !== final.get(id)?.[projection]));
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): number[] =>
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uniqueSortedIds(candidateIds.filter((id) => baseline.get(id)?.[projection] !== final.get(id)?.[projection]));
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const buildFinalSignatures = <Entity extends { id: number }>(
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entities: readonly Entity[],
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@@ -219,10 +222,7 @@ export const summarizeRealtimeReadModelChanges = (
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...changes.deletedNations,
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...changes.deletedNationSnapshots.map((snapshot) => snapshot.nation.id),
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]);
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const finalGenerals = buildFinalSignatures(
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[...changes.generals, ...changes.createdGenerals],
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generalSignatures
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);
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const finalGenerals = buildFinalSignatures([...changes.generals, ...changes.createdGenerals], generalSignatures);
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const finalCities = buildFinalSignatures(changes.cities, citySignatures);
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const finalNations = buildFinalSignatures([...changes.nations, ...changes.createdNations], nationSignatures);
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const generalIds = baseline
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@@ -237,9 +237,7 @@ export const summarizeRealtimeReadModelChanges = (
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const mapGeneralIds = baseline
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? changedProjectionIds(generalCandidates, baseline.generals, finalGenerals, 'map')
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: generalIds;
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const mapCityIds = baseline
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? changedProjectionIds(cityCandidates, baseline.cities, finalCities, 'map')
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: cityIds;
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const mapCityIds = baseline ? changedProjectionIds(cityCandidates, baseline.cities, finalCities, 'map') : cityIds;
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const mapNationIds = baseline
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? changedProjectionIds(nationCandidates, baseline.nations, finalNations, 'map')
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: nationIds;
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@@ -760,13 +758,14 @@ const buildGeneralCreate = (
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const buildCityUpdate = (
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city: ReturnType<InMemoryTurnWorld['consumeDirtyState']>['cities'][number]
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): TurnEngineCityUpdateInput => {
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const meta = {
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const meta: Record<string, unknown> = {
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...(city.meta as Record<string, unknown>),
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state: city.state,
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};
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const trust = readMetaNumber(meta, 'trust');
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const trade = readMetaNumber(meta, 'trade');
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const region = readMetaNumber(meta, 'region');
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const { trust: _projectedTrust, trade: _projectedTrade, region: _projectedRegion, ...persistedMeta } = meta;
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const data: TurnEngineCityUpdateInput = {
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name: city.name,
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@@ -787,7 +786,7 @@ const buildCityUpdate = (
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wall: city.wall,
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wallMax: city.wallMax,
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...(city.conflict ? { conflict: asJson(city.conflict) } : {}),
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meta: asJson(meta),
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meta: asJson(persistedMeta),
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};
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if (trust !== null) {
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@@ -100,6 +100,7 @@ export class InMemoryTurnProcessor implements TurnProcessor {
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processedGenerals += 1;
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nextCheckpoint = {
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turnTime: executedAt.toISOString(),
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turnTick: general.turnTick,
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generalId: general.id,
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year: this.world.getState().currentYear,
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month: this.world.getState().currentMonth,
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@@ -190,6 +190,12 @@ export interface InMemoryTurnWorldInspection {
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}
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const compareTurnOrder = (left: TurnGeneral, right: TurnGeneral): number => {
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if (left.turnTick !== undefined && right.turnTick !== undefined) {
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const tickDiff = left.turnTick - right.turnTick;
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if (tickDiff !== 0) {
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return tickDiff;
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}
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}
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const timeDiff = left.turnTime.getTime() - right.turnTime.getTime();
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if (timeDiff !== 0) {
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return timeDiff;
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@@ -201,6 +207,18 @@ const shouldProcessByCheckpoint = (general: TurnGeneral, checkpoint?: TurnCheckp
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if (!checkpoint) {
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return true;
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}
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if (general.turnTick !== undefined && checkpoint.turnTick !== undefined) {
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if (general.turnTick < checkpoint.turnTick) {
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return false;
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}
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if (general.turnTick > checkpoint.turnTick) {
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return true;
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}
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if (checkpoint.generalId === undefined) {
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return false;
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}
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return general.id > checkpoint.generalId;
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}
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const generalTime = general.turnTime.getTime();
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const checkpointTime = new Date(checkpoint.turnTime).getTime();
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if (generalTime < checkpointTime) {
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@@ -1211,10 +1229,14 @@ export class InMemoryTurnWorld {
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listDueGenerals(targetTime: Date, checkpoint?: TurnCheckpoint): TurnGeneral[] {
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const targetMs = targetTime.getTime();
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const targetTick = this.getGameClock().dateToTick(targetTime);
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const due = Array.from(this.generals.values()).filter((general) => {
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if (!shouldProcessByCheckpoint(general, checkpoint)) {
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return false;
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}
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if (general.turnTick !== undefined) {
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return general.turnTick <= targetTick;
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}
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return general.turnTime.getTime() <= targetMs;
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});
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due.sort(compareTurnOrder);
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@@ -1,4 +1,4 @@
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import { JosaUtil, LiteHashDRBG, RandUtil, asRecord } from '@sammo-ts/common';
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import { GAME_TICKS_PER_TURN, JosaUtil, LiteHashDRBG, RandUtil, asRecord } from '@sammo-ts/common';
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import { LogCategory, LogFormat, LogScope, type TurnCommandEnv } from '@sammo-ts/logic';
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import { simpleSerialize } from '@sammo-ts/logic/war/utils.js';
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@@ -137,10 +137,12 @@ const buildNpc = (options: {
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}
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const turnSecond = rng.nextRangeInt(0, 60 * turnMinutes - 1);
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const turnFraction = rng.nextRangeInt(0, 999_999);
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// core DB는 millisecond precision이므로 레거시 microsecond 값을 내림해
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// 저장한다. 먼 과거 연도에서 IEEE-754 덧셈이 반올림하지 않도록 먼저
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// 정수화한다.
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const turnTime = new Date(environment.turnTime.getTime() + turnSecond * 1_000 + Math.floor(turnFraction / 1_000));
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const ticksPerSecond = GAME_TICKS_PER_TURN / world.getState().tickSeconds;
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const turnTick =
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world.dateToGameTick(environment.turnTime) +
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turnSecond * ticksPerSecond +
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Math.floor((turnFraction * ticksPerSecond) / 1_000_000);
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const turnTime = world.gameTickToDate(turnTick);
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const killturn = (deadYear - environment.year) * 12 + rng.nextRangeInt(0, 11) + environment.month - 1;
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const id = world.getNextGeneralId();
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const general: TurnGeneral = {
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@@ -181,6 +183,7 @@ const buildNpc = (options: {
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},
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lastTurn: { command: '휴식' },
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turnTime,
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turnTick,
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recentWarTime: null,
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meta: {
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killturn,
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@@ -1,4 +1,4 @@
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import { LiteHashDRBG, RandUtil, asRecord } from '@sammo-ts/common';
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import { GAME_TICKS_PER_TURN, LiteHashDRBG, RandUtil, asRecord } from '@sammo-ts/common';
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import {
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LogCategory,
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LogFormat,
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@@ -145,9 +145,12 @@ const createNpcGeneral = (options: {
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}
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const turnSecond = rng.nextRangeInt(0, turnMinutes * 60 - 1);
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const turnFraction = rng.nextRangeInt(0, 999_999);
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const turnTime = new Date(
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environment.turnTime.getTime() + turnSecond * 1_000 + Math.floor(turnFraction / 1_000)
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);
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const ticksPerSecond = GAME_TICKS_PER_TURN / world.getState().tickSeconds;
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const turnTick =
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world.dateToGameTick(environment.turnTime) +
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turnSecond * ticksPerSecond +
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Math.floor((turnFraction * ticksPerSecond) / 1_000_000);
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const turnTime = world.gameTickToDate(turnTick);
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const killturn =
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options.killturn ??
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(options.deadYear - environment.year) * 12 +
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@@ -188,6 +191,7 @@ const createNpcGeneral = (options: {
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triggerState: { flags: {}, counters: {}, modifiers: {}, meta: {} },
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lastTurn: { command: '휴식' },
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turnTime,
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turnTick,
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recentWarTime: null,
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meta: {
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killturn,
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@@ -1,4 +1,4 @@
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import { JosaUtil, LiteHashDRBG, RandUtil, asRecord } from '@sammo-ts/common';
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import { GAME_TICKS_PER_TURN, JosaUtil, LiteHashDRBG, RandUtil, asRecord } from '@sammo-ts/common';
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import {
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DOMESTIC_TRAIT_KEYS,
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LogCategory,
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@@ -307,9 +307,12 @@ export const createRegisterNpcHandler = (options: {
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}
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const turnSecond = rng.nextRangeInt(0, 60 * turnMinutes - 1);
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const turnFraction = rng.nextRangeInt(0, 999_999);
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const turnTime = new Date(
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environment.turnTime.getTime() + turnSecond * 1_000 + Math.floor(turnFraction / 1_000)
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);
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const ticksPerSecond = GAME_TICKS_PER_TURN / world.getState().tickSeconds;
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const turnTick =
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world.dateToGameTick(environment.turnTime) +
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turnSecond * ticksPerSecond +
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Math.floor((turnFraction * ticksPerSecond) / 1_000_000);
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const turnTime = world.gameTickToDate(turnTick);
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const killturn =
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(parsed.deathYear - environment.year) * 12 +
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rng.nextRangeInt(0, 11) +
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@@ -358,6 +361,7 @@ export const createRegisterNpcHandler = (options: {
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},
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lastTurn: { command: '휴식' },
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turnTime,
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turnTick,
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recentWarTime: null,
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meta: {
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killturn,
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@@ -44,7 +44,6 @@ import { asRecord, JosaUtil, LEGACY_RANK_DATA_TYPES, LiteHashDRBG, RandUtil } fr
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import type { ConstraintContext, StateView } from '@sammo-ts/logic';
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import type { GeneralTurnHandler, GeneralTurnResult } from './inMemoryWorld.js';
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import { normalizeGeneralDatabaseIntegers } from './inMemoryWorld.js';
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import type { InMemoryTurnWorld } from './inMemoryWorld.js';
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import type { TurnDiplomacy, TurnGeneral, TurnWorldState } from './types.js';
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import type { ReservedTurnEntry } from './reservedTurnStore.js';
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@@ -1692,11 +1691,11 @@ export const createReservedTurnHandler = async (options: {
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nationAiState = ai.getDebugState();
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}
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const nationResult = runAction('nation', nationDefinitions, nationFallback, nationCommand, false);
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// Ref persists a completed nation command before it chooses and
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// executes the general command for the same turn. Preserve that
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// MariaDB INT boundary so fractional rewards cannot leak into the
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// following command or its AI refresh.
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currentGeneral = normalizeGeneralDatabaseIntegers(currentGeneral);
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// Ref persists the nation command here, but LazyVarUpdater only
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// clears its dirty flags: it does not replace the same PHP
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// General object's fractional values with the MariaDB INT row.
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// The following general command therefore observes and adds to
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// those fractions before the turn's final persistence boundary.
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worldOverlay?.syncGeneral(currentGeneral);
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if (
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worldView &&
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@@ -278,7 +278,9 @@ const mapGeneralRow = (
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};
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const mapCityRow = (row: TurnEngineCityRow): City => {
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const meta = asTriggerRecord(row.meta);
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// trust/trade/region are projected columns. Old flushes also copied them
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// into JSON meta; never let a stale duplicate override a nullable column.
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const { trust: _storedTrust, trade: _storedTrade, region: _storedRegion, ...meta } = asTriggerRecord(row.meta);
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const state = typeof meta.state === 'number' && Number.isFinite(meta.state) ? Math.floor(meta.state) : 0;
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return {
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id: row.id,
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