202 lines
7.6 KiB
TypeScript
202 lines
7.6 KiB
TypeScript
import type { General } from '@sammo-ts/logic/domain/entities.js';
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import type { ScenarioConfig } from '@sammo-ts/logic/scenario/types.js';
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import type { ScenarioMeta } from '@sammo-ts/logic/world/types.js';
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import type { WarAftermathConfig, WarEngineConfig, WarTimeContext } from '@sammo-ts/logic/war/types.js';
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import type { UnitSetDefinition } from '@sammo-ts/logic/world/types.js';
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import type { ActionContextWorldRef, ActionContextWorldState } 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 = (world: ActionContextWorldRef | null): 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 = (world: ActionContextWorldRef | null, nationId: number): 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((general) => general.nationId === nationId);
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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 = (world: ActionContextWorldRef | null): 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 = (world: ActionContextWorldState, scenarioMeta?: ScenarioMeta): 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) ? (value as Record<string, unknown>) : {};
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const resolveNumber = (record: Record<string, unknown>, keys: string[], fallback: number): 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 = (unitSet: UnitSetDefinition, fallback: number): 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((requirement) => requirement.type === 'Impossible')
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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 = (unitSet: UnitSetDefinition, castleCrewTypeId: number): number => {
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const crewTypes = unitSet.crewTypes ?? [];
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return crewTypes.find((crewType) => crewType.id === castleCrewTypeId)?.armType ?? 0;
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};
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export const buildWarConfig = (scenarioConfig: ScenarioConfig, unitSet: UnitSetDefinition): WarEngineConfig => {
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const constValues = asRecord(scenarioConfig.const);
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const castleCrewTypeId = resolveNumber(constValues, ['castleCrewTypeId'], resolveCastleCrewTypeId(unitSet, 0));
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const castleArmType = resolveCastleArmType(unitSet, castleCrewTypeId);
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return {
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armPerPhase: resolveNumber(constValues, ['armPerPhase', 'armperphase'], DEFAULT_WAR_CONFIG.armPerPhase),
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maxTrainByCommand: resolveNumber(constValues, ['maxTrainByCommand'], DEFAULT_WAR_CONFIG.maxTrainByCommand),
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maxAtmosByCommand: resolveNumber(constValues, ['maxAtmosByCommand'], DEFAULT_WAR_CONFIG.maxAtmosByCommand),
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maxTrainByWar: resolveNumber(constValues, ['maxTrainByWar'], DEFAULT_WAR_CONFIG.maxTrainByWar),
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maxAtmosByWar: resolveNumber(constValues, ['maxAtmosByWar'], DEFAULT_WAR_CONFIG.maxAtmosByWar),
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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(constValues, ['initialNationGenLimit'], 0),
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techLevelIncYear: resolveNumber(constValues, ['techLevelIncYear'], DEFAULT_AFTER_CONFIG.techLevelIncYear),
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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(constValues, ['defaultCityWall'], DEFAULT_AFTER_CONFIG.defaultCityWall),
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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 = (world: ActionContextWorldState, scenarioMeta?: ScenarioMeta): 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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