fix: 커맨드 차등 생명주기와 로그 그래프를 보강

장수 55종과 수뇌 35종의 상태, 로그, 메시지, 예약 턴 비교를 닫습니다.

실제 시나리오 프로필과 대표 PostgreSQL 수명주기, 즉시 외교와 출병 회귀를 추가하고 발견된 Ref 로그 및 생성 장수 저장 차이를 교정합니다.
This commit is contained in:
2026-08-23 21:48:29 +00:00
parent 85591c68ad
commit c63a49bd07
128 changed files with 8615 additions and 848 deletions
+143 -54
View File
@@ -4,7 +4,8 @@ import type { City, General, GeneralTriggerState, Nation } from '@sammo-ts/logic
import { createGeneralActionEvent } from '@sammo-ts/logic/actionModules/events.js';
import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js';
import { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
import { LogCategory, LogFormat, LogScope, type LogEntryDraft } from '@sammo-ts/logic/logging/types.js';
import { LogFormat, type LogEntryDraft } from '@sammo-ts/logic/logging/types.js';
import { buildScoutMessageDraft } from '@sammo-ts/logic/messages/scoutMessage.js';
import { buildCrewTypeIndex, getTechCost, getTechLevel } from '@sammo-ts/logic/world/unitSet.js';
import { LEGACY_DEFAULT_MAX_LEVEL } from '@sammo-ts/logic/scenario/constants.js';
import type { WarUnitReport } from './types.js';
@@ -26,17 +27,45 @@ import {
simpleSerialize,
sortConflictEntries,
} from './utils.js';
import { LegacyWarLogFlushSequence } from './legacyFlushSequence.js';
const META_DEAD = 'dead';
const MAX_DEDICATION_LEVEL = 30;
const updateLegacyProgressionLevels = (general: General): void => {
const updateLegacyProgressionLevels = (general: General, logger: ActionLogger): void => {
const previousExpLevel = getMetaNumber(general.meta, 'explevel', 0);
const previousDedLevel = getMetaNumber(general.meta, 'dedlevel', 0);
const expLevel =
general.experience < 1_000
? Math.trunc(general.experience / 100)
: Math.trunc(Math.sqrt(general.experience / 10));
general.meta.explevel = clamp(expLevel, 0, LEGACY_DEFAULT_MAX_LEVEL);
general.meta.dedlevel = clamp(Math.ceil(Math.sqrt(general.dedication) / 10), 0, MAX_DEDICATION_LEVEL);
const nextExpLevel = clamp(expLevel, 0, LEGACY_DEFAULT_MAX_LEVEL);
const nextDedLevel = clamp(Math.ceil(Math.sqrt(general.dedication) / 10), 0, MAX_DEDICATION_LEVEL);
general.meta.explevel = nextExpLevel;
general.meta.dedlevel = nextDedLevel;
if (nextExpLevel !== previousExpLevel) {
const josaRo = JosaUtil.pick(String(nextExpLevel), '로');
logger.pushGeneralActionLog(
nextExpLevel > previousExpLevel
? `<C>Lv ${nextExpLevel}</>${josaRo} <C>레벨업</>!`
: `<C>Lv ${nextExpLevel}</>${josaRo} <R>레벨다운</>!`,
LogFormat.PLAIN
);
}
if (nextDedLevel !== previousDedLevel) {
const dedicationLevelText = nextDedLevel === 0 ? '무품관' : `${MAX_DEDICATION_LEVEL - nextDedLevel + 1}품관`;
const billText = (nextDedLevel * 200 + 400).toLocaleString('en-US');
const josaRoDedication = JosaUtil.pick(dedicationLevelText, '로');
const josaRoBill = JosaUtil.pick(billText, '로');
logger.pushGeneralActionLog(
nextDedLevel > previousDedLevel
? `<Y>${dedicationLevelText}</>${josaRoDedication} <C>승급</>하여 봉록이 <C>${billText}</>${josaRoBill} <C>상승</>했습니다!`
: `<Y>${dedicationLevelText}</>${josaRoDedication} <R>강등</>되어 봉록이 <C>${billText}</>${josaRoBill} <R>하락</>했습니다!`,
LogFormat.PLAIN
);
}
};
const findReport = (reports: WarUnitReport[], predicate: (report: WarUnitReport) => boolean): WarUnitReport | null => {
@@ -207,16 +236,19 @@ const findNextCapital = (
})[0]!.city;
};
const pushLoggers = (loggers: ActionLogger[], logs: LogEntryDraft[]): void => {
for (const logger of loggers) {
logs.push(...logger.flush());
}
const pushLogger = (
logger: ActionLogger,
logs: LogEntryDraft[],
legacyFlushSequence: LegacyWarLogFlushSequence
): void => {
logs.push(...legacyFlushSequence.flush(logger));
};
// 도시 점령 이후의 국가 붕괴/수도 이동/도시 리셋 처리.
const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
input: WarAftermathInput<TriggerState>,
rng: RandUtil
rng: RandUtil,
legacyFlushSequence: LegacyWarLogFlushSequence
): ConquerCityOutcome<TriggerState> => {
const { attackerNation, defenderNation, defenderCity, cities, generals, config } = input;
const attacker = input.battle.attacker;
@@ -257,12 +289,11 @@ const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
`<Y>${attackerGeneralName}</>${josaYiGen} ${defenderNationDecoration} <G><b>${cityName}</b></> ${josaUl} <S>점령</>`
);
if (defenderNationId) {
const defenderNationLogger = new ActionLogger({ nationId: defenderNationId });
const defenderNationLogger = defenderNationId ? new ActionLogger({ nationId: defenderNationId }) : null;
if (defenderNationLogger) {
defenderNationLogger.pushNationHistoryLog(
`<D><b>${attackerNationName}</b></>의 <Y>${attackerGeneralName}</>에 의해 <G><b>${cityName}</b></>${josaYiCity} <O>함락</>`
);
pushLoggers([defenderNationLogger], logs);
}
const defenderCityCount = defenderNationId ? cities.filter((city) => city.nationId === defenderNationId).length : 0;
@@ -270,32 +301,44 @@ const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
let collapseRewardGold = 0;
let collapseRewardRice = 0;
const messages: ConquerCityOutcome<TriggerState>['messages'] = [];
const ruinedNpcJoinPlans: ConquerCityOutcome<TriggerState>['ruinedNpcJoinPlans'] = [];
// 국가 붕괴 시 자원 손실과 포상 정산.
if (nationCollapsed && defenderNation) {
const defenderGenerals = generals
.filter((general) => general.nationId === defenderNationId)
.sort((lhs, rhs) => {
// deleteNation() reads the non-lord rows in primary-key order,
// then appends the lord object to the returned PHP array.
const lhsIsLord = lhs.id === defenderNation.chiefGeneralId;
const rhsIsLord = rhs.id === defenderNation.chiefGeneralId;
if (lhsIsLord !== rhsIsLord) {
return lhsIsLord ? 1 : -1;
}
return lhs.id - rhs.id;
});
const defenderNationGenerals = generals.filter((general) => general.nationId === defenderNationId);
const collapseLord =
defenderNationGenerals.find((general) => general.officerLevel === 12) ??
(defenderNation.chiefGeneralId === null
? undefined
: defenderNationGenerals.find((general) => general.id === defenderNation.chiefGeneralId));
if (!collapseLord) {
throw new Error(`Collapsed nation ${defenderNationId} has no lord general.`);
}
const collapseLordId = collapseLord.id;
const defenderGenerals = defenderNationGenerals.sort((lhs, rhs) => {
// deleteNation() reads the non-lord rows in primary-key order,
// then appends the lord object to the returned PHP array.
const lhsIsLord = lhs.id === collapseLordId;
const rhsIsLord = rhs.id === collapseLordId;
if (lhsIsLord !== rhsIsLord) {
return lhsIsLord ? 1 : -1;
}
return lhs.id - rhs.id;
});
let totalGoldLoss = 0;
let totalRiceLoss = 0;
const defenderNationJosaUl = JosaUtil.pick(defenderNationName, '을');
const defenderNationJosaUn = JosaUtil.pick(defenderNationName, '은');
const defenderNationJosaYi = JosaUtil.pick(defenderNationName, '이');
// Ref는 도시 수비 장수들의 onArbitraryAction/applyDB 뒤 이 순서로
// defender nation logger와 attacker logger를 각각 flush한다.
if (defenderNationLogger) {
pushLogger(defenderNationLogger, logs, legacyFlushSequence);
}
attackerLogger.pushNationHistoryLog(`<D><b>${defenderNationName}</b></>${defenderNationJosaUl} 정복`);
attackerLogger.pushGlobalHistoryLog(
`<R><b>【멸망】</b></><D><b>${defenderNationName}</b></>${defenderNationJosaUn} <R>멸망</>했습니다.`
);
pushLogger(attackerLogger, logs, legacyFlushSequence);
for (const general of defenderGenerals) {
// Legacy Util::toInt truncates these losses rather than rounding.
@@ -305,7 +348,6 @@ const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
general.rice = clampMin(general.rice - loseRice, 0);
general.experience = round(general.experience * 0.9);
general.dedication = round(general.dedication * 0.5);
updateLegacyProgressionLevels(general);
totalGoldLoss += loseGold;
totalRiceLoss += loseRice;
@@ -323,13 +365,46 @@ const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
`도주하며 금<C>${loseGold}</> 쌀<C>${loseRice}</>을 분실했습니다.`,
LogFormat.PLAIN
);
pushLoggers([generalLogger], logs);
// Ref calls addExperience()/addDedication() after the loss action
// and before this former general's applyDB(), so any level/rank
// notices belong to the same logger/flush epoch.
updateLegacyProgressionLevels(general, generalLogger);
if (general.id === collapseLordId) {
// deleteNation()은 멸망 전역사를 군주의 logger에 먼저 넣고,
// 군주가 배열의 마지막에서 applyDB될 때 같은 epoch으로 저장한다.
generalLogger.pushGlobalHistoryLog(
`<R><b>【멸망】</b></><D><b>${defenderNationName}</b></>${defenderNationJosaUn} <R>멸망</>했습니다.`
);
}
pushLogger(generalLogger, logs, legacyFlushSequence);
affectedGenerals.add(general);
if (config.joinMode !== 'onlyRandom') {
// Ref attempts to build/send a scout message after every loss.
// Message availability does not affect this draw.
rng.nextBool(0.5);
// deleteNation() has already persisted every former member as
// an unaffiliated officer before this draw and message build.
// The snapshot in the receiver-only ScoutMessage must
// therefore be neutral even though Core removes the nation
// after applying the command outcome.
if (rng.nextBool(0.5)) {
const message = buildScoutMessageDraft({
srcGeneral: attacker,
destGeneral: {
id: general.id,
name: general.name,
nationId: 0,
officerLevel: 0,
},
srcNation: attackerNation,
destNation: null,
time: input.messageTime,
...(input.messageSharedIconBaseUrl
? { sharedIconBaseUrl: input.messageSharedIconBaseUrl }
: {}),
});
if (message) {
messages.push(message);
}
}
const eligibleNpc = general.npcState >= 2 && general.npcState <= 8 && general.npcState !== 5;
if (eligibleNpc && rng.nextBool(config.joinRuinedNpcProbability ?? 0.1)) {
@@ -365,7 +440,7 @@ const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
nationId: attackerNation.id,
});
chiefLogger.pushGeneralActionLog(resourceLog, LogFormat.PLAIN);
pushLoggers([chiefLogger], logs);
pushLogger(chiefLogger, logs, legacyFlushSequence);
}
defenderNation.meta.collapsed = true;
@@ -402,9 +477,11 @@ const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
});
defenderLogger.pushGeneralActionLog(moveLog, LogFormat.PLAIN);
if (general.officerLevel >= 5) {
defenderLogger.pushGeneralActionLog(gatherLog, LogFormat.PLAIN);
// Ref omits the explicit PLAIN argument for the chief
// gathering notice, so ActionLogger's MONTH format applies.
defenderLogger.pushGeneralActionLog(gatherLog);
}
pushLoggers([defenderLogger], logs);
pushLogger(defenderLogger, logs, legacyFlushSequence);
general.atmos = round(general.atmos * 0.8);
if (general.officerLevel >= 5) {
@@ -422,12 +499,13 @@ const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
? attackerNation
: (input.nations.find((nation) => nation.id === conquerNationId) ?? attackerNation);
let conquerNationLogger: ActionLogger | null = null;
if (conquerNationId === attackerNation.id) {
attacker.cityId = defenderCity.id;
affectedGenerals.add(attacker);
} else {
const conquerNationName = conquerNation.name;
const conquerNationLogger = new ActionLogger({ nationId: conquerNationId });
conquerNationLogger = new ActionLogger({ nationId: conquerNationId });
const josaUl = JosaUtil.pick(cityName, '을');
const josaYi = JosaUtil.pick(conquerNationName, '이');
@@ -440,7 +518,6 @@ const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
attackerLogger.pushNationHistoryLog(
`<G><b>${cityName}</b></>${josaUl} <D><b>${conquerNationName}</b></>에 <Y>양도</>`
);
pushLoggers([conquerNationLogger], logs);
}
// 점령 후 도시 상태를 방어 기본 상태로 되돌린다.
@@ -465,7 +542,16 @@ const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
affectedCities.add(defenderCity);
affectedNations.add(conquerNation);
pushLoggers([attackerLogger], logs);
// 비멸망 경로의 defender/conquer logger는 ConquerCity() 함수가 끝날 때
// 생성 순서대로 destruct/flush된다. attacker logger는 외부 General이
// 소유하므로 여기서 그룹을 소비하지 않고 che_출병 line 259 epoch으로 넘긴다.
if (!nationCollapsed && defenderNationLogger) {
pushLogger(defenderNationLogger, logs, legacyFlushSequence);
}
if (conquerNationLogger) {
pushLogger(conquerNationLogger, logs, legacyFlushSequence);
}
logs.push(...attackerLogger.flush());
return {
conquerNationId,
@@ -476,6 +562,7 @@ const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
nations: Array.from(affectedNations),
cities: Array.from(affectedCities),
generals: Array.from(affectedGenerals),
messages,
ruinedNpcJoinPlans,
};
};
@@ -484,6 +571,7 @@ export const resolveWarAftermath = <TriggerState extends GeneralTriggerState = G
input: WarAftermathInput<TriggerState>
): WarAftermathOutcome<TriggerState> => {
const logs: LogEntryDraft[] = [];
const legacyFlushSequence = input.legacyFlushSequence ?? new LegacyWarLogFlushSequence();
const diplomacyDeltas: WarDiplomacyDelta[] = [];
const affectedNations = new Set<Nation>();
const affectedCities = new Set<City>();
@@ -591,13 +679,19 @@ export const resolveWarAftermath = <TriggerState extends GeneralTriggerState = G
// nation-collapse RNG is consumed. Keep that order and the same RNG
// object instead of opening a second random stream.
const pipeline = new GeneralActionPipeline(input.generalActionModules ?? []);
const cityDefenders = input.generals.filter(
(general) =>
general.nationId !== 0 &&
general.nationId === input.defenderCity.nationId &&
general.cityId === input.defenderCity.id
);
const cityDefenders = input.generals
.filter(
(general) =>
general.nationId !== 0 &&
general.nationId === input.defenderCity.nationId &&
general.cityId === input.defenderCity.id
)
.sort((left, right) => left.id - right.id);
for (const general of cityDefenders) {
const generalLogger = new ActionLogger({
generalId: general.id,
nationId: general.nationId,
});
pipeline.dispatch(
{
general,
@@ -610,25 +704,20 @@ export const resolveWarAftermath = <TriggerState extends GeneralTriggerState = G
listNations: () => input.nations,
},
log: {
push: (text) =>
logs.push({
scope: LogScope.GENERAL,
category: LogCategory.ACTION,
format: LogFormat.MONTH,
generalId: general.id,
nationId: general.nationId,
text,
}),
push: (text) => generalLogger.pushGeneralActionLog(text, LogFormat.MONTH),
},
},
createGeneralActionEvent('city.conquered', {
attacker: input.battle.attacker,
})
);
// Ref는 ID 오름차순 city defender마다 onArbitraryAction 직후
// General::applyDB()를 호출한다. 로그가 없어도 epoch은 하나 소비한다.
pushLogger(generalLogger, logs, legacyFlushSequence);
affectedGenerals.add(general);
}
conquest = resolveConquerCity(input, rng);
conquest = resolveConquerCity(input, rng, legacyFlushSequence);
logs.push(...conquest.logs);
conquest.nations.forEach((nation) => affectedNations.add(nation));
+17 -11
View File
@@ -3,7 +3,7 @@ import { JosaUtil, LiteHashDRBG, RandUtil } from '@sammo-ts/common';
import type { City, GeneralTriggerState } from '@sammo-ts/logic/domain/entities.js';
import { compileCrewTypeCatalog, isCrewTypeWarActionRouter } from '@sammo-ts/logic/crewType/catalog.js';
import { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
import { LogFormat } from '@sammo-ts/logic/logging/types.js';
import { LogFormat, type LogEntryDraft } from '@sammo-ts/logic/logging/types.js';
import { buildCrewTypeIndex as buildCrewTypeDefinitionIndex } from '@sammo-ts/logic/world/unitSet.js';
import { WarActionPipeline, type WarActionModule } from './actions.js';
import { createCrewTypeWarTriggerRegistry } from './crewTypeTriggers.js';
@@ -16,6 +16,7 @@ import type {
WarGeneralInput,
WarUnitReport,
} from './types.js';
import { LegacyWarLogFlushSequence } from './legacyFlushSequence.js';
import { getMetaNumber } from './utils.js';
import { WarUnitCity, WarUnitGeneral, type WarUnit } from './units.js';
@@ -240,20 +241,13 @@ const buildTraceUnitSnapshot = (unit: WarUnit, defenderCity: City): WarBattleTra
};
};
const flushLoggers = (loggers: ActionLogger[]): Array<ReturnType<ActionLogger['flush']>[number]> => {
const logs: Array<ReturnType<ActionLogger['flush']>[number]> = [];
for (const logger of loggers) {
logs.push(...logger.flush());
}
return logs;
};
export const resolveWarBattle = <TriggerState extends GeneralTriggerState = GeneralTriggerState>(
input: WarBattleInput<TriggerState>
): WarBattleOutcome<TriggerState> => {
// process_war.php 전투 루프를 순수 로직으로 이식한다.
const rng = input.rng ?? new RandUtil(LiteHashDRBG.build(input.seed ?? ''));
const loggerFactory = input.loggerFactory ?? defaultLoggerFactory;
const legacyFlushSequence = input.legacyFlushSequence ?? new LegacyWarLogFlushSequence();
const triggerRegistry: WarTriggerRegistry = {
...createCrewTypeWarTriggerRegistry(),
...(input.triggerRegistry ?? {}),
@@ -340,11 +334,21 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
);
const iter = defenderUnits.values();
const logs: LogEntryDraft[] = [];
const getNextDefender = (
_prevDefender: WarUnit<TriggerState> | null,
prevDefender: WarUnit<TriggerState> | null,
reqNext: boolean
): WarUnit<TriggerState> | null => {
if (prevDefender instanceof WarUnitGeneral) {
// Ref getNextDefender()는 다음 상대를 고르기 전에 직전 수비 장수의
// General::applyDB()를 호출해 그 logger만 먼저 flush한다.
logs.push(...legacyFlushSequence.flush(prevDefender.getLogger()));
} else if (prevDefender instanceof WarUnitCity) {
// WarUnitCity::applyDB()는 도시 logger를 rollback하므로 저장하지 않는다.
legacyFlushSequence.discard(prevDefender.getLogger());
}
if (!reqNext) {
return null;
}
@@ -698,9 +702,11 @@ export const resolveWarBattle = <TriggerState extends GeneralTriggerState = Gene
);
}
}
getNextDefender(defender, false);
emitTrace('battle_end', defender, { conquered: conquerCity });
const logs = flushLoggers([attackerLogger, ...defenderGenerals.map((unit) => unit.getLogger())]);
// processWar()는 마지막 수비자 applyDB 뒤 공격자 applyDB를 별도 epoch으로 수행한다.
logs.push(...legacyFlushSequence.flush(attackerLogger));
const reports: WarUnitReport[] = [
resolveUnitReport(attackerUnit),
@@ -0,0 +1,39 @@
import { orderLegacyActionLoggerFlush } from '@sammo-ts/logic/logging/actionLogger.js';
import type { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
import type { LogEntryDraft } from '@sammo-ts/logic/logging/types.js';
/**
* Ref의 한 `ActionLogger::flush()`/`General::applyDB()` 경계를 로그 정렬 그룹 하나로 보존한다.
* 시작값을 생략하면 그룹 표식 없이 logger별 bucket 순서만 유지한다.
*/
export class LegacyWarLogFlushSequence {
public constructor(private nextLegacyFlushGroup?: number) {}
public claimGroup(): number | undefined {
if (this.nextLegacyFlushGroup === undefined) {
return undefined;
}
const group = this.nextLegacyFlushGroup;
this.nextLegacyFlushGroup += 1;
return group;
}
public flush(logger: ActionLogger): LogEntryDraft[] {
return this.flushEntries(logger.flush());
}
public flushEntries(entries: readonly LogEntryDraft[]): LogEntryDraft[] {
const ordered = orderLegacyActionLoggerFlush(entries);
const group = this.claimGroup();
if (group === undefined) {
return ordered;
}
return ordered.map((entry) => ({ ...entry, legacyFlushGroup: group }));
}
/** WarUnitCity::applyDB()처럼 logger 내용을 버리지만 flush epoch은 소비하는 경계. */
public discard(logger: ActionLogger): void {
logger.rollback();
this.claimGroup();
}
}
+10
View File
@@ -4,10 +4,12 @@ import type { City, General, GeneralTriggerState, Nation } from '@sammo-ts/logic
import type { GeneralActionModule } from '@sammo-ts/logic/actionModules/general.js';
import type { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
import type { LogEntryDraft } from '@sammo-ts/logic/logging/types.js';
import type { MessageDraft } from '@sammo-ts/logic/messages/message.js';
import type { TracePort } from '@sammo-ts/logic/ports/trace.js';
import type { UnitSetDefinition } from '@sammo-ts/logic/world/types.js';
import type { WarActionModule } from './actions.js';
import type { WarTriggerRegistry } from './triggers.js';
import type { LegacyWarLogFlushSequence } from './legacyFlushSequence.js';
export interface WarArmTypes {
footman?: number;
@@ -58,6 +60,8 @@ export interface WarBattleInput<TriggerState extends GeneralTriggerState = Gener
defenderNation: Nation | null;
triggerRegistry?: WarTriggerRegistry;
loggerFactory?: (options: { generalId?: number; nationId?: number }) => ActionLogger;
/** Ref processWar의 logger/applyDB epoch을 명령 전체에서 이어 주는 순서 cursor. */
legacyFlushSequence?: LegacyWarLogFlushSequence;
trace?: (event: WarBattleTraceEvent) => void;
}
@@ -177,6 +181,7 @@ export interface ConquerCityOutcome<TriggerState extends GeneralTriggerState = G
nations: Nation[];
cities: City[];
generals: General<TriggerState>[];
messages: MessageDraft[];
ruinedNpcJoinPlans: RuinedNpcJoinPlan[];
}
@@ -192,9 +197,14 @@ export interface WarAftermathInput<TriggerState extends GeneralTriggerState = Ge
unitSet: UnitSetDefinition;
config: WarAftermathConfig;
time: WarTimeContext;
/** Ref Message::gameNow() at the command transaction's logical tick. */
messageTime: Date;
messageSharedIconBaseUrl?: string;
hiddenSeed?: string;
rng?: RandUtil;
generalActionModules?: ReadonlyArray<GeneralActionModule<TriggerState> | null | undefined>;
/** 전투에서 시작한 Ref logger/applyDB epoch 순서를 점령 후처리까지 이어 간다. */
legacyFlushSequence?: LegacyWarLogFlushSequence;
calcNationTechGain?: (context: WarAftermathTechContext) => number;
trace?: TracePort;
}