Files
core2026/packages/logic/src/war/aftermath.ts
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TypeScript

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 = <TriggerState extends GeneralTriggerState>(
nation: Nation,
generals: General<TriggerState>[],
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 = <TriggerState extends GeneralTriggerState>(
nation: Nation,
baseGain: number,
input: WarAftermathInput<TriggerState>,
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<string, number>;
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 = <TriggerState extends GeneralTriggerState>(
input: WarAftermathInput<TriggerState>,
rng: RandUtil
): ConquerCityOutcome<TriggerState> => {
const {
attackerNation,
defenderNation,
defenderCity,
cities,
generals,
config,
} = input;
const attacker = input.battle.attacker;
const logs: LogEntryDraft[] = [];
const affectedCities = new Set<City>();
const affectedGenerals = new Set<General<TriggerState>>();
const affectedNations = new Set<Nation>();
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
? `<D><b>${defenderNationName}</b></>의`
: '공백지인';
const attackerNationName = attackerNation.name;
const attackerGeneralName = attacker.name;
const cityName = defenderCity.name;
const josaUl = JosaUtil.pick(cityName, '을');
const josaYiNation = JosaUtil.pick(attackerNationName, '이');
const josaYiGen = JosaUtil.pick(attackerGeneralName, '이');
const josaYiCity = JosaUtil.pick(cityName, '이');
attackerLogger.pushGeneralActionLog(
`<G><b>${cityName}</b></> 공략에 <S>성공</>했습니다.`,
LogFormat.PLAIN
);
attackerLogger.pushGeneralHistoryLog(
`<G><b>${cityName}</b></>${josaUl} <S>점령</>`
);
attackerLogger.pushGlobalActionLog(
`<Y>${attackerGeneralName}</>${josaYiGen} <G><b>${cityName}</b></> 공략에 <S>성공</>했습니다.`
);
attackerLogger.pushGlobalHistoryLog(
`<S><b>【지배】</b></><D><b>${attackerNationName}</b></>${josaYiNation} <G><b>${cityName}</b></>${josaUl} 지배했습니다.`
);
attackerLogger.pushNationHistoryLog(
`<Y>${attackerGeneralName}</>${josaYiGen} ${defenderNationDecoration} <G><b>${cityName}</b></> ${josaUl} <S>점령</>`
);
if (defenderNationId) {
const defenderNationLogger = new ActionLogger({ nationId: defenderNationId });
defenderNationLogger.pushNationHistoryLog(
`<D><b>${attackerNationName}</b></>의 <Y>${attackerGeneralName}</>에 의해 <G><b>${cityName}</b></>${josaYiCity} <O>함락</>`
);
pushLoggers([defenderNationLogger], logs);
}
const defenderCityCount = defenderNationId
? cities.filter((city) => city.nationId === defenderNationId).length
: 0;
const nationCollapsed = defenderNationId !== 0 && defenderCityCount === 1;
let collapseRewardGold = 0;
let collapseRewardRice = 0;
// 국가 붕괴 시 자원 손실과 포상 정산.
if (nationCollapsed && defenderNation) {
const defenderGenerals = generals.filter(
(general) => general.nationId === defenderNationId
);
let totalGoldLoss = 0;
let totalRiceLoss = 0;
for (const general of defenderGenerals) {
const loseGold = round(general.gold * rng.nextRange(0.2, 0.5));
const loseRice = round(general.rice * rng.nextRange(0.2, 0.5));
general.gold = clampMin(general.gold - loseGold, 0);
general.rice = clampMin(general.rice - loseRice, 0);
general.experience = round(general.experience * 0.9);
general.dedication = round(general.dedication * 0.5);
totalGoldLoss += loseGold;
totalRiceLoss += loseRice;
const generalLogger = new ActionLogger({
generalId: general.id,
nationId: general.nationId,
});
generalLogger.pushGeneralActionLog(
`도주하며 금<C>${loseGold}</> 쌀<C>${loseRice}</>을 분실했습니다.`,
LogFormat.PLAIN
);
pushLoggers([generalLogger], logs);
affectedGenerals.add(general);
}
collapseRewardGold =
Math.max(0, defenderNation.gold - config.baseGold) * 0.5 +
totalGoldLoss * 0.5;
collapseRewardRice =
Math.max(0, defenderNation.rice - config.baseRice) * 0.5 +
totalRiceLoss * 0.5;
attackerNation.gold = round(attackerNation.gold + collapseRewardGold);
attackerNation.rice = round(attackerNation.rice + collapseRewardRice);
defenderNation.meta.collapsed = true;
affectedNations.add(defenderNation);
affectedNations.add(attackerNation);
}
// 수도 함락 시 수도 이전 및 내부 사기/자원 페널티.
if (!nationCollapsed && defenderNation && defenderNation.capitalCityId === defenderCity.id) {
const nextCapital = findNextCapital(
cities,
defenderNationId,
defenderCity.id,
defenderCity
);
if (nextCapital) {
defenderNation.capitalCityId = nextCapital.id;
defenderNation.gold = round(defenderNation.gold * 0.5);
defenderNation.rice = round(defenderNation.rice * 0.5);
nextCapital.supplyState = 1;
affectedCities.add(nextCapital);
for (const general of generals) {
if (general.nationId !== defenderNationId) {
continue;
}
general.atmos = round(general.atmos * 0.8);
if (general.officerLevel >= 5) {
general.cityId = nextCapital.id;
}
affectedGenerals.add(general);
}
affectedNations.add(defenderNation);
}
}
const conquerNation =
conquerNationId === attackerNation.id
? attackerNation
: input.nations.find((nation) => nation.id === conquerNationId) ??
attackerNation;
if (conquerNationId === attackerNation.id) {
attacker.cityId = defenderCity.id;
affectedGenerals.add(attacker);
} else {
const conquerNationName = conquerNation.name;
const conquerNationLogger = new ActionLogger({ nationId: conquerNationId });
const josaUl = JosaUtil.pick(cityName, '을');
const josaYi = JosaUtil.pick(conquerNationName, '이');
attackerLogger.pushGlobalHistoryLog(
`<Y><b>【분쟁협상】</b></><D><b>${conquerNationName}</b></>${josaYi} 영토분쟁에서 우위를 점하여 <G><b>${cityName}</b></>${josaUl} 양도받았습니다.`
);
conquerNationLogger.pushNationHistoryLog(
`<D><b>${attackerNationName}</b></>에서 <G><b>${cityName}</b></>${josaUl} <S>양도</> 받음`
);
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.
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<TriggerState>
): WarAftermathOutcome<TriggerState> => {
const logs: LogEntryDraft[] = [];
const diplomacyDeltas: WarDiplomacyDelta[] = [];
const affectedNations = new Set<Nation>();
const affectedCities = new Set<City>();
const affectedGenerals = new Set<General<TriggerState>>();
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<TriggerState> | 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<TriggerState> = {
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;
};