import { JosaUtil, LiteHashDRBG, RandUtil, } from '@sammo-ts/common'; import type { City, General, GeneralTriggerState, Nation, } from '@sammo-ts/logic/domain/entities.js'; import { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js'; import { LogFormat, type LogEntryDraft } from '@sammo-ts/logic/logging/types.js'; import { buildCrewTypeIndex, getTechCost, getTechLevel, } from '@sammo-ts/logic/world/unitSet.js'; import type { WarUnitReport } from './types.js'; import type { ConquerCityOutcome, WarAftermathConfig, WarAftermathInput, WarAftermathOutcome, WarAftermathTechContext, WarDiplomacyDelta, } from './types.js'; import { clamp, clampMin, getMetaNumber, round, simpleSerialize, } from './utils.js'; const META_DEAD = 'dead'; const META_CONFLICT = 'conflict'; const findReport = ( reports: WarUnitReport[], predicate: (report: WarUnitReport) => boolean ): WarUnitReport | null => { for (const report of reports) { if (predicate(report)) { return report; } } return null; }; const getDeadCounter = (city: City): number => getMetaNumber(city.meta, META_DEAD, 0); const setDeadCounter = (city: City, value: number): void => { city.meta[META_DEAD] = round(value); }; const isSupplyCity = (city: City): boolean => { const raw = city.meta.supply; if (typeof raw === 'boolean') { return raw; } if (typeof raw === 'number') { return raw > 0; } return city.supplyState > 0; }; const resolveCityTrainAtmos = (year: number, startYear: number): number => clamp(year - startYear + 59, 60, 110); const isTechLimited = ( tech: number, year: number, startYear: number, config: WarAftermathConfig ): boolean => { const relYear = clampMin(year - startYear, 0); const relMaxTech = clamp( Math.floor(relYear / config.techLevelIncYear) + config.initialAllowedTechLevel, 1, config.maxTechLevel ); const techLevel = getTechLevel(tech, config.maxTechLevel); return techLevel >= relMaxTech; }; const resolveNationGenCount = ( nation: Nation, generals: General[], config: WarAftermathConfig ): { total: number; effective: number } => { const fallback = generals.filter( (general) => general.nationId === nation.id ).length; let total = getMetaNumber(nation.meta, 'gennum', fallback); let effective = generals.filter( (general) => general.nationId === nation.id && general.npcState !== 5 ).length; if (effective < config.initialNationGenLimit) { total = config.initialNationGenLimit; effective = config.initialNationGenLimit; } return { total, effective }; }; const applyNationTechGain = ( nation: Nation, baseGain: number, input: WarAftermathInput, context: WarAftermathTechContext ): void => { const config = input.config; let gain = baseGain; if (input.calcNationTechGain) { gain = input.calcNationTechGain({ ...context, baseGain: gain, }); } const { total, effective } = resolveNationGenCount( nation, input.generals, config ); if (total !== effective) { gain *= total / effective; } if (isTechLimited(getMetaNumber(nation.meta, 'tech', 0), input.time.year, input.time.startYear, config)) { gain /= 4; } const divisor = Math.max(config.initialNationGenLimit, total); const tech = getMetaNumber(nation.meta, 'tech', 0) + gain / divisor; nation.meta.tech = round(tech); }; const resolveConquerNation = ( city: City, attackerNationId: number ): number => { const rawConflict = city.meta[META_CONFLICT]; if (!rawConflict) { return attackerNationId; } try { const parsed = JSON.parse(String(rawConflict)) as Record; const entries = Object.entries(parsed) .map(([key, value]) => [Number(key), value] as const) .filter(([key, value]) => Number.isFinite(key) && typeof value === 'number') .sort(([, lhs], [, rhs]) => rhs - lhs); if (!entries.length) { return attackerNationId; } return entries[0]![0]; } catch { return attackerNationId; } }; const getCityPosition = (city: City): { x: number; y: number } | null => { const x = getMetaNumber(city.meta, 'positionX', Number.NaN); const y = getMetaNumber(city.meta, 'positionY', Number.NaN); if (!Number.isFinite(x) || !Number.isFinite(y)) { return null; } return { x, y }; }; const findNextCapital = ( cities: City[], defenderNationId: number, capturedCityId: number, oldCapital: City ): City | null => { const candidates = cities.filter( (city) => city.nationId === defenderNationId && city.id !== capturedCityId ); if (!candidates.length) { return null; } const oldPos = getCityPosition(oldCapital); if (!oldPos) { return candidates.sort( (lhs, rhs) => rhs.population - lhs.population )[0]!; } return candidates .map((city) => { const pos = getCityPosition(city); const distance = pos ? Math.hypot(pos.x - oldPos.x, pos.y - oldPos.y) : Number.MAX_SAFE_INTEGER; return { city, distance }; }) .sort((lhs, rhs) => { if (lhs.distance !== rhs.distance) { return lhs.distance - rhs.distance; } return rhs.city.population - lhs.city.population; })[0]!.city; }; const pushLoggers = (loggers: ActionLogger[], logs: LogEntryDraft[]): void => { for (const logger of loggers) { logs.push(...logger.flush()); } }; // 도시 점령 이후의 국가 붕괴/수도 이동/도시 리셋 처리. const resolveConquerCity = ( input: WarAftermathInput, rng: RandUtil ): ConquerCityOutcome => { const { attackerNation, defenderNation, defenderCity, cities, generals, config, } = input; const attacker = input.battle.attacker; const logs: LogEntryDraft[] = []; const affectedCities = new Set(); const affectedGenerals = new Set>(); const affectedNations = new Set(); const conquerNationId = resolveConquerNation(defenderCity, attackerNation.id); const attackerLogger = new ActionLogger({ generalId: attacker.id, nationId: attackerNation.id, }); const defenderNationId = defenderNation?.id ?? 0; const defenderNationName = defenderNation?.name ?? '공백지'; const defenderNationDecoration = defenderNationId ? `${defenderNationName}의` : '공백지인'; const attackerNationName = attackerNation.name; const attackerGeneralName = attacker.name; const cityName = defenderCity.name; const josaUl = JosaUtil.pick(cityName, '을'); const josaYiNation = JosaUtil.pick(attackerNationName, '이'); const josaYiGen = JosaUtil.pick(attackerGeneralName, '이'); const josaYiCity = JosaUtil.pick(cityName, '이'); attackerLogger.pushGeneralActionLog( `${cityName} 공략에 성공했습니다.`, LogFormat.PLAIN ); attackerLogger.pushGeneralHistoryLog( `${cityName}${josaUl} 점령` ); attackerLogger.pushGlobalActionLog( `${attackerGeneralName}${josaYiGen} ${cityName} 공략에 성공했습니다.` ); attackerLogger.pushGlobalHistoryLog( `【지배】${attackerNationName}${josaYiNation} ${cityName}${josaUl} 지배했습니다.` ); attackerLogger.pushNationHistoryLog( `${attackerGeneralName}${josaYiGen} ${defenderNationDecoration} ${cityName} ${josaUl} 점령` ); if (defenderNationId) { const defenderNationLogger = new ActionLogger({ nationId: defenderNationId }); defenderNationLogger.pushNationHistoryLog( `${attackerNationName}${attackerGeneralName}에 의해 ${cityName}${josaYiCity} 함락` ); pushLoggers([defenderNationLogger], logs); } const defenderCityCount = defenderNationId ? cities.filter((city) => city.nationId === defenderNationId).length : 0; const nationCollapsed = defenderNationId !== 0 && defenderCityCount === 1; let collapseRewardGold = 0; let collapseRewardRice = 0; // 국가 붕괴 시 자원 손실과 포상 정산. if (nationCollapsed && defenderNation) { const defenderGenerals = generals.filter( (general) => general.nationId === defenderNationId ); let totalGoldLoss = 0; let totalRiceLoss = 0; for (const general of defenderGenerals) { const loseGold = round(general.gold * rng.nextRange(0.2, 0.5)); const loseRice = round(general.rice * rng.nextRange(0.2, 0.5)); general.gold = clampMin(general.gold - loseGold, 0); general.rice = clampMin(general.rice - loseRice, 0); general.experience = round(general.experience * 0.9); general.dedication = round(general.dedication * 0.5); totalGoldLoss += loseGold; totalRiceLoss += loseRice; const generalLogger = new ActionLogger({ generalId: general.id, nationId: general.nationId, }); generalLogger.pushGeneralActionLog( `도주하며 금${loseGold} 쌀${loseRice}을 분실했습니다.`, LogFormat.PLAIN ); pushLoggers([generalLogger], logs); affectedGenerals.add(general); } collapseRewardGold = Math.max(0, defenderNation.gold - config.baseGold) * 0.5 + totalGoldLoss * 0.5; collapseRewardRice = Math.max(0, defenderNation.rice - config.baseRice) * 0.5 + totalRiceLoss * 0.5; attackerNation.gold = round(attackerNation.gold + collapseRewardGold); attackerNation.rice = round(attackerNation.rice + collapseRewardRice); defenderNation.meta.collapsed = true; affectedNations.add(defenderNation); affectedNations.add(attackerNation); } // 수도 함락 시 수도 이전 및 내부 사기/자원 페널티. if (!nationCollapsed && defenderNation && defenderNation.capitalCityId === defenderCity.id) { const nextCapital = findNextCapital( cities, defenderNationId, defenderCity.id, defenderCity ); if (nextCapital) { defenderNation.capitalCityId = nextCapital.id; defenderNation.gold = round(defenderNation.gold * 0.5); defenderNation.rice = round(defenderNation.rice * 0.5); nextCapital.supplyState = 1; affectedCities.add(nextCapital); for (const general of generals) { if (general.nationId !== defenderNationId) { continue; } general.atmos = round(general.atmos * 0.8); if (general.officerLevel >= 5) { general.cityId = nextCapital.id; } affectedGenerals.add(general); } affectedNations.add(defenderNation); } } const conquerNation = conquerNationId === attackerNation.id ? attackerNation : input.nations.find((nation) => nation.id === conquerNationId) ?? attackerNation; if (conquerNationId === attackerNation.id) { attacker.cityId = defenderCity.id; affectedGenerals.add(attacker); } else { const conquerNationName = conquerNation.name; const conquerNationLogger = new ActionLogger({ nationId: conquerNationId }); const josaUl = JosaUtil.pick(cityName, '을'); const josaYi = JosaUtil.pick(conquerNationName, '이'); attackerLogger.pushGlobalHistoryLog( `【분쟁협상】${conquerNationName}${josaYi} 영토분쟁에서 우위를 점하여 ${cityName}${josaUl} 양도받았습니다.` ); conquerNationLogger.pushNationHistoryLog( `${attackerNationName}에서 ${cityName}${josaUl} 양도 받음` ); attackerLogger.pushNationHistoryLog( `${cityName}${josaUl} ${conquerNationName}양도` ); pushLoggers([conquerNationLogger], logs); } // 점령 후 도시 상태를 방어 기본 상태로 되돌린다. defenderCity.supplyState = 1; defenderCity.frontState = 0; defenderCity.agriculture = round(defenderCity.agriculture * 0.7); defenderCity.commerce = round(defenderCity.commerce * 0.7); defenderCity.security = round(defenderCity.security * 0.7); defenderCity.nationId = conquerNationId; defenderCity.meta[META_CONFLICT] = '{}'; if (defenderCity.level > 3) { defenderCity.defence = config.defaultCityWall; defenderCity.wall = config.defaultCityWall; } else { defenderCity.defence = round(defenderCity.defenceMax / 2); defenderCity.wall = round(defenderCity.wallMax / 2); } affectedCities.add(defenderCity); affectedNations.add(conquerNation); pushLoggers([attackerLogger], logs); return { conquerNationId, nationCollapsed, collapseRewardGold: round(collapseRewardGold), collapseRewardRice: round(collapseRewardRice), logs, nations: Array.from(affectedNations), cities: Array.from(affectedCities), generals: Array.from(affectedGenerals), }; }; export const resolveWarAftermath = < TriggerState extends GeneralTriggerState = GeneralTriggerState >( input: WarAftermathInput ): WarAftermathOutcome => { const logs: LogEntryDraft[] = []; const diplomacyDeltas: WarDiplomacyDelta[] = []; const affectedNations = new Set(); const affectedCities = new Set(); const affectedGenerals = new Set>(); const attackerReport = findReport( input.battle.reports, (report) => report.type === 'general' && report.isAttacker ); const cityReport = findReport( input.battle.reports, (report) => report.type === 'city' ); const attackerKilled = attackerReport?.killed ?? 0; const attackerDead = attackerReport?.dead ?? 0; const totalDead = attackerKilled + attackerDead; // 전투 사망자 누적: 공격/수비 도시로 분배. if (totalDead > 0) { const attackerCityDead = getDeadCounter(input.attackerCity) + totalDead * 0.4; const defenderCityDead = getDeadCounter(input.defenderCity) + totalDead * 0.6; setDeadCounter(input.attackerCity, attackerCityDead); setDeadCounter(input.defenderCity, defenderCityDead); affectedCities.add(input.attackerCity); affectedCities.add(input.defenderCity); } // 수성 도시의 식량 소모/보상 처리. if (input.defenderNation && input.defenderNation.id !== 0 && isSupplyCity(input.defenderCity)) { const defenderNation = input.defenderNation; const cityKilled = cityReport?.killed ?? 0; if ((cityReport?.dead ?? 0) > 0) { const crewTypeIndex = buildCrewTypeIndex(input.unitSet); const crewType = crewTypeIndex.get(input.config.castleCrewTypeId); const riceCoef = crewType?.rice ?? 1; let rice = (cityKilled / 100) * 0.8; rice *= riceCoef; rice *= getTechCost(getMetaNumber(defenderNation.meta, 'tech', 0)); rice *= resolveCityTrainAtmos(input.time.year, input.time.startYear) / 100 - 0.2; rice = round(rice); defenderNation.rice = clampMin(defenderNation.rice - rice, 0); affectedNations.add(defenderNation); } else if (input.battle.conquered) { const bonus = defenderNation.capitalCityId === input.defenderCity.id ? 1000 : 500; defenderNation.rice = round(defenderNation.rice + bonus); affectedNations.add(defenderNation); } } // 기술 경험치와 외교 사망자 수치 갱신. if (input.attackerNation.id && attackerReport) { const attackerTechGain = attackerDead * 0.012; applyNationTechGain( input.attackerNation, attackerTechGain, input, { side: 'attacker', nation: input.attackerNation, attackerReport, } ); affectedNations.add(input.attackerNation); } if (input.defenderNation && input.defenderNation.id !== 0 && attackerReport) { const defenderTechGain = attackerKilled * 0.009; applyNationTechGain( input.defenderNation, defenderTechGain, input, { side: 'defender', nation: input.defenderNation, attackerReport, } ); affectedNations.add(input.defenderNation); diplomacyDeltas.push( { fromNationId: input.attackerNation.id, toNationId: input.defenderNation.id, deadDelta: round(attackerDead), }, { fromNationId: input.defenderNation.id, toNationId: input.attackerNation.id, deadDelta: round(attackerKilled), } ); } // 점령 성공 시 ConquerCity 로직 수행. let conquest: ConquerCityOutcome | undefined; if (input.battle.conquered) { const rng = input.rng ?? new RandUtil( LiteHashDRBG.build( simpleSerialize( input.hiddenSeed ?? '', 'ConquerCity', input.time.year, input.time.month, input.attackerNation.id, input.battle.attacker.id, input.defenderCity.id ) ) ); conquest = resolveConquerCity(input, rng); logs.push(...conquest.logs); conquest.nations.forEach((nation) => affectedNations.add(nation)); conquest.cities.forEach((city) => affectedCities.add(city)); conquest.generals.forEach((general) => affectedGenerals.add(general)); } const outcome: WarAftermathOutcome = { nations: Array.from(affectedNations), cities: Array.from(affectedCities), generals: Array.from(affectedGenerals), diplomacyDeltas, logs, conquered: input.battle.conquered, }; if (conquest) { outcome.conquest = conquest; } return outcome; };