637 lines
26 KiB
TypeScript
637 lines
26 KiB
TypeScript
import { JosaUtil, LiteHashDRBG, RandUtil } from '@sammo-ts/common';
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import type { City, General, GeneralTriggerState, Nation } from '@sammo-ts/logic/domain/entities.js';
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import { createGeneralActionEvent } from '@sammo-ts/logic/actionModules/events.js';
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import { GeneralActionPipeline } from '@sammo-ts/logic/actionModules/general.js';
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import { ActionLogger } from '@sammo-ts/logic/logging/actionLogger.js';
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import { LogCategory, LogFormat, LogScope, type LogEntryDraft } from '@sammo-ts/logic/logging/types.js';
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import { buildCrewTypeIndex, getTechCost, getTechLevel } from '@sammo-ts/logic/world/unitSet.js';
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import type { WarUnitReport } from './types.js';
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import type {
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ConquerCityOutcome,
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WarAftermathConfig,
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WarAftermathInput,
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WarAftermathOutcome,
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WarAftermathTechContext,
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WarDiplomacyDelta,
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} from './types.js';
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import {
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clamp,
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clampMin,
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getMetaNumber,
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parseConflict,
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readConflictOrder,
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round,
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simpleSerialize,
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sortConflictEntries,
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} from './utils.js';
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const META_DEAD = 'dead';
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const MAX_EXP_LEVEL = 255;
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const MAX_DEDICATION_LEVEL = 30;
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const updateLegacyProgressionLevels = (general: General): void => {
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const expLevel =
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general.experience < 1_000
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? Math.trunc(general.experience / 100)
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: Math.trunc(Math.sqrt(general.experience / 10));
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general.meta.explevel = clamp(expLevel, 0, MAX_EXP_LEVEL);
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general.meta.dedlevel = clamp(Math.ceil(Math.sqrt(general.dedication) / 10), 0, MAX_DEDICATION_LEVEL);
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};
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const findReport = (reports: WarUnitReport[], predicate: (report: WarUnitReport) => boolean): WarUnitReport | null => {
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for (const report of reports) {
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if (predicate(report)) {
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return report;
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}
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}
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return null;
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};
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const getDeadCounter = (city: City): number => getMetaNumber(city.meta, META_DEAD, 0);
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const increaseDeadCounter = (city: City, delta: number): void => {
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// Ref binds each `dead + %i` increment as an integer before MariaDB adds
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// it. Truncate each 40/60 percent split independently; rounding the
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// accumulated counter changes monthly recovery and war income.
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city.meta[META_DEAD] = getDeadCounter(city) + Math.trunc(delta);
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};
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const isSupplyCity = (city: City): boolean => {
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const raw = city.meta.supply;
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if (typeof raw === 'boolean') {
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return raw;
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}
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if (typeof raw === 'number') {
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return raw > 0;
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}
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return city.supplyState > 0;
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};
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const resolveCityTrainAtmos = (year: number, startYear: number): number => clamp(year - startYear + 59, 60, 110);
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const isTechLimited = (tech: number, year: number, startYear: number, config: WarAftermathConfig): boolean => {
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const relYear = clampMin(year - startYear, 0);
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const relMaxTech = clamp(
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Math.floor(relYear / config.techLevelIncYear) + config.initialAllowedTechLevel,
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1,
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config.maxTechLevel
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);
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const techLevel = getTechLevel(tech, config.maxTechLevel);
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return techLevel >= relMaxTech;
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};
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const resolveNationGenCount = <TriggerState extends GeneralTriggerState>(
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nation: Nation,
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generals: General<TriggerState>[],
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config: WarAftermathConfig
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): { total: number; effective: number } => {
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const fallback = generals.filter((general) => general.nationId === nation.id).length;
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let total = getMetaNumber(nation.meta, 'gennum', fallback);
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let effective = generals.filter((general) => general.nationId === nation.id && general.npcState !== 5).length;
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if (effective < config.initialNationGenLimit) {
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total = config.initialNationGenLimit;
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effective = config.initialNationGenLimit;
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}
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return { total, effective };
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};
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const applyNationTechGain = <TriggerState extends GeneralTriggerState>(
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nation: Nation,
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baseGain: number,
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input: WarAftermathInput<TriggerState>,
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context: Omit<WarAftermathTechContext, 'baseGain'>
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): void => {
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const config = input.config;
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let gain = baseGain;
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if (input.calcNationTechGain) {
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gain = input.calcNationTechGain({
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...context,
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baseGain: gain,
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});
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}
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const { total, effective } = resolveNationGenCount(nation, input.generals, config);
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if (total !== effective) {
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gain *= total / effective;
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}
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if (isTechLimited(getMetaNumber(nation.meta, 'tech', 0), input.time.year, input.time.startYear, config)) {
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gain /= 4;
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}
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const divisor = Math.max(config.initialNationGenLimit, total);
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const currentTech = getMetaNumber(nation.meta, 'tech', 0);
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const delta = gain / divisor;
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// Ref executes `tech + delta` inside MariaDB for battle gains, so the
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// arithmetic starts from the stored binary32 value without a PHP text read.
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nation.meta.tech = Math.fround(currentTech + delta);
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if ((process.env.CORE_WAR_TECH_TRACE_NATION_IDS?.split(',') ?? []).includes(String(nation.id))) {
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process.stdout.write(
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`WAR_TECH_TRACE ${JSON.stringify({ engine: 'core', nationId: nation.id, side: context.side, currentTech, baseGain, gain, total, effective, divisor, delta, storedTech: nation.meta.tech, attackerGeneralId: context.attackerReport.id })}\n`
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);
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}
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};
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const resolveConquerNation = (city: City, attackerNationId: number, nations: Nation[]): number => {
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const conflict = parseConflict(city.conflict);
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if (!conflict) {
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return attackerNationId;
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}
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const activeNationIds = new Set(nations.map((nation) => nation.id));
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const entries = sortConflictEntries(conflict, readConflictOrder(city.meta)).filter(
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([key, value]) =>
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Number.isFinite(key) && typeof value === 'number' && (key === attackerNationId || activeNationIds.has(key))
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);
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if (!entries.length) {
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return attackerNationId;
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}
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return entries[0]![0];
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};
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const getCityPosition = (city: City): { x: number; y: number } | null => {
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const x = getMetaNumber(city.meta, 'positionX', Number.NaN);
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const y = getMetaNumber(city.meta, 'positionY', Number.NaN);
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if (!Number.isFinite(x) || !Number.isFinite(y)) {
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return null;
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}
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return { x, y };
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};
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const findNextCapital = (
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cities: City[],
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defenderNationId: number,
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capturedCityId: number,
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oldCapital: City
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): City | null => {
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const candidates = cities.filter((city) => city.nationId === defenderNationId && city.id !== capturedCityId);
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if (!candidates.length) {
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return null;
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}
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const oldPos = getCityPosition(oldCapital);
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if (!oldPos) {
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return candidates.sort((lhs, rhs) => rhs.population - lhs.population)[0]!;
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}
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return candidates
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.map((city) => {
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const pos = getCityPosition(city);
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const distance = pos ? Math.hypot(pos.x - oldPos.x, pos.y - oldPos.y) : Number.MAX_SAFE_INTEGER;
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return { city, distance };
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})
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.sort((lhs, rhs) => {
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if (lhs.distance !== rhs.distance) {
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return lhs.distance - rhs.distance;
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}
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return rhs.city.population - lhs.city.population;
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})[0]!.city;
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};
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const pushLoggers = (loggers: ActionLogger[], logs: LogEntryDraft[]): void => {
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for (const logger of loggers) {
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logs.push(...logger.flush());
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}
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};
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// 도시 점령 이후의 국가 붕괴/수도 이동/도시 리셋 처리.
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const resolveConquerCity = <TriggerState extends GeneralTriggerState>(
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input: WarAftermathInput<TriggerState>,
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rng: RandUtil
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): ConquerCityOutcome<TriggerState> => {
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const { attackerNation, defenderNation, defenderCity, cities, generals, config } = input;
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const attacker = input.battle.attacker;
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const logs: LogEntryDraft[] = [];
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const affectedCities = new Set<City>();
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const affectedGenerals = new Set<General<TriggerState>>();
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const affectedNations = new Set<Nation>();
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const conquerNationId = resolveConquerNation(defenderCity, attackerNation.id, input.nations);
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const attackerLogger = new ActionLogger({
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generalId: attacker.id,
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nationId: attackerNation.id,
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});
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const defenderNationId = defenderNation?.id ?? 0;
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const defenderNationName = defenderNation?.name ?? '공백지';
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const defenderNationDecoration = defenderNationId ? `<D><b>${defenderNationName}</b></>의` : '공백지인';
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const attackerNationName = attackerNation.name;
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const attackerGeneralName = attacker.name;
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const cityName = defenderCity.name;
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const josaUl = JosaUtil.pick(cityName, '을');
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const josaYiNation = JosaUtil.pick(attackerNationName, '이');
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const josaYiGen = JosaUtil.pick(attackerGeneralName, '이');
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const josaYiCity = JosaUtil.pick(cityName, '이');
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attackerLogger.pushGeneralActionLog(`<G><b>${cityName}</b></> 공략에 <S>성공</>했습니다.`, LogFormat.PLAIN);
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attackerLogger.pushGeneralHistoryLog(`<G><b>${cityName}</b></>${josaUl} <S>점령</>`);
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attackerLogger.pushGlobalActionLog(
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`<Y>${attackerGeneralName}</>${josaYiGen} <G><b>${cityName}</b></> 공략에 <S>성공</>했습니다.`
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);
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attackerLogger.pushGlobalHistoryLog(
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`<S><b>【지배】</b></><D><b>${attackerNationName}</b></>${josaYiNation} <G><b>${cityName}</b></>${josaUl} 지배했습니다.`
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);
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attackerLogger.pushNationHistoryLog(
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`<Y>${attackerGeneralName}</>${josaYiGen} ${defenderNationDecoration} <G><b>${cityName}</b></> ${josaUl} <S>점령</>`
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);
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if (defenderNationId) {
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const defenderNationLogger = new ActionLogger({ nationId: defenderNationId });
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defenderNationLogger.pushNationHistoryLog(
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`<D><b>${attackerNationName}</b></>의 <Y>${attackerGeneralName}</>에 의해 <G><b>${cityName}</b></>${josaYiCity} <O>함락</>`
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);
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pushLoggers([defenderNationLogger], logs);
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}
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const defenderCityCount = defenderNationId ? cities.filter((city) => city.nationId === defenderNationId).length : 0;
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const nationCollapsed = defenderNationId !== 0 && defenderCityCount === 1;
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let collapseRewardGold = 0;
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let collapseRewardRice = 0;
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const ruinedNpcJoinPlans: ConquerCityOutcome<TriggerState>['ruinedNpcJoinPlans'] = [];
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// 국가 붕괴 시 자원 손실과 포상 정산.
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if (nationCollapsed && defenderNation) {
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const defenderGenerals = generals
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.filter((general) => general.nationId === defenderNationId)
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.sort((lhs, rhs) => {
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// deleteNation() reads the non-lord rows in primary-key order,
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// then appends the lord object to the returned PHP array.
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const lhsIsLord = lhs.id === defenderNation.chiefGeneralId;
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const rhsIsLord = rhs.id === defenderNation.chiefGeneralId;
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if (lhsIsLord !== rhsIsLord) {
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return lhsIsLord ? 1 : -1;
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}
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return lhs.id - rhs.id;
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});
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let totalGoldLoss = 0;
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let totalRiceLoss = 0;
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const defenderNationJosaUl = JosaUtil.pick(defenderNationName, '을');
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const defenderNationJosaUn = JosaUtil.pick(defenderNationName, '은');
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const defenderNationJosaYi = JosaUtil.pick(defenderNationName, '이');
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attackerLogger.pushNationHistoryLog(`<D><b>${defenderNationName}</b></>${defenderNationJosaUl} 정복`);
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attackerLogger.pushGlobalHistoryLog(
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`<R><b>【멸망】</b></><D><b>${defenderNationName}</b></>${defenderNationJosaUn} <R>멸망</>했습니다.`
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);
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for (const general of defenderGenerals) {
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// Legacy Util::toInt truncates these losses rather than rounding.
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const loseGold = Math.trunc(general.gold * rng.nextRange(0.2, 0.5));
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const loseRice = Math.trunc(general.rice * rng.nextRange(0.2, 0.5));
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general.gold = clampMin(general.gold - loseGold, 0);
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general.rice = clampMin(general.rice - loseRice, 0);
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general.experience = round(general.experience * 0.9);
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general.dedication = round(general.dedication * 0.5);
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updateLegacyProgressionLevels(general);
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totalGoldLoss += loseGold;
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totalRiceLoss += loseRice;
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const generalLogger = new ActionLogger({
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generalId: general.id,
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nationId: general.nationId,
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});
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generalLogger.pushGeneralActionLog(
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`<D><b>${defenderNationName}</b></>${defenderNationJosaYi} <R>멸망</>했습니다.`,
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LogFormat.PLAIN
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);
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generalLogger.pushGeneralHistoryLog(`<D><b>${defenderNationName}</b></>${defenderNationJosaYi} <R>멸망</>`);
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generalLogger.pushGeneralActionLog(
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`도주하며 금<C>${loseGold}</> 쌀<C>${loseRice}</>을 분실했습니다.`,
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LogFormat.PLAIN
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);
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pushLoggers([generalLogger], logs);
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affectedGenerals.add(general);
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if (config.joinMode !== 'onlyRandom') {
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// Ref attempts to build/send a scout message after every loss.
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// Message availability does not affect this draw.
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rng.nextBool(0.5);
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const eligibleNpc = general.npcState >= 2 && general.npcState <= 8 && general.npcState !== 5;
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if (eligibleNpc && rng.nextBool(config.joinRuinedNpcProbability ?? 0.1)) {
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ruinedNpcJoinPlans.push({
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generalId: general.id,
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destNationId: attackerNation.id,
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joinTurn: rng.nextRangeInt(0, 12),
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});
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}
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}
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}
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collapseRewardGold = Math.floor((Math.max(0, defenderNation.gold - config.baseGold) + totalGoldLoss) / 2);
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collapseRewardRice = Math.floor((Math.max(0, defenderNation.rice - config.baseRice) + totalRiceLoss) / 2);
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attackerNation.gold = round(attackerNation.gold + collapseRewardGold);
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attackerNation.rice = round(attackerNation.rice + collapseRewardRice);
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const resourceLog =
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`<D><b>${defenderNationName}</b></> 정복으로 ` +
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`금<C>${collapseRewardGold.toLocaleString('en-US')}</> ` +
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`쌀<C>${collapseRewardRice.toLocaleString('en-US')}</>을 획득했습니다.`;
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for (const general of generals) {
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if (general.nationId !== attackerNation.id || general.officerLevel < 5) {
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continue;
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}
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if (general.id === attacker.id) {
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attackerLogger.pushGeneralActionLog(resourceLog, LogFormat.PLAIN);
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continue;
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}
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const chiefLogger = new ActionLogger({
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generalId: general.id,
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nationId: attackerNation.id,
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});
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chiefLogger.pushGeneralActionLog(resourceLog, LogFormat.PLAIN);
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pushLoggers([chiefLogger], logs);
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}
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defenderNation.meta.collapsed = true;
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affectedNations.add(defenderNation);
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affectedNations.add(attackerNation);
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}
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// 수도 함락 시 수도 이전 및 내부 사기/자원 페널티.
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if (!nationCollapsed && defenderNation && defenderNation.capitalCityId === defenderCity.id) {
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const nextCapital = findNextCapital(cities, defenderNationId, defenderCity.id, defenderCity);
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if (nextCapital) {
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const josaRo = JosaUtil.pick(nextCapital.name, '로');
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const josaYi = JosaUtil.pick(defenderNation.name, '이');
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attackerLogger.pushGlobalHistoryLog(
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`<M><b>【긴급천도】</b></><D><b>${defenderNation.name}</b></>${josaYi} 수도가 함락되어 <G><b>${nextCapital.name}</b></>${josaRo} 긴급천도하였습니다.`
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);
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const moveLog = `수도가 함락되어 <G><b>${nextCapital.name}</b></>${josaRo} <M>긴급천도</>합니다.`;
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const gatherLog = `수뇌는 <G><b>${nextCapital.name}</b></>${josaRo} 집합되었습니다.`;
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defenderNation.capitalCityId = nextCapital.id;
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defenderNation.gold = round(defenderNation.gold * 0.5);
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defenderNation.rice = round(defenderNation.rice * 0.5);
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nextCapital.supplyState = 1;
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affectedCities.add(nextCapital);
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for (const general of generals) {
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if (general.nationId !== defenderNationId) {
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continue;
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}
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const defenderLogger = new ActionLogger({
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generalId: general.id,
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nationId: defenderNationId,
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});
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defenderLogger.pushGeneralActionLog(moveLog, LogFormat.PLAIN);
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if (general.officerLevel >= 5) {
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defenderLogger.pushGeneralActionLog(gatherLog, LogFormat.PLAIN);
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}
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pushLoggers([defenderLogger], logs);
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general.atmos = round(general.atmos * 0.8);
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if (general.officerLevel >= 5) {
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general.cityId = nextCapital.id;
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}
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affectedGenerals.add(general);
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}
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affectedNations.add(defenderNation);
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}
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}
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const conquerNation =
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conquerNationId === attackerNation.id
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? attackerNation
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: (input.nations.find((nation) => nation.id === conquerNationId) ?? attackerNation);
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if (conquerNationId === attackerNation.id) {
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attacker.cityId = defenderCity.id;
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affectedGenerals.add(attacker);
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} else {
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const conquerNationName = conquerNation.name;
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const conquerNationLogger = new ActionLogger({ nationId: conquerNationId });
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const josaUl = JosaUtil.pick(cityName, '을');
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const josaYi = JosaUtil.pick(conquerNationName, '이');
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attackerLogger.pushGlobalHistoryLog(
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`<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.meta.term = 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.conflict = {};
|
|
defenderCity.meta.conflict_order = [];
|
|
|
|
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),
|
|
ruinedNpcJoinPlans,
|
|
};
|
|
};
|
|
|
|
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) {
|
|
increaseDeadCounter(input.attackerCity, totalDead * 0.4);
|
|
increaseDeadCounter(input.defenderCity, totalDead * 0.6);
|
|
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;
|
|
|
|
// Ref branches on WarUnitCity::getPhase(), not accumulated city
|
|
// casualties. A city can retain dead casualties from earlier battles
|
|
// while being conquered before its wall receives a phase.
|
|
const cityPhase = cityReport?.phase ?? ((cityReport?.dead ?? 0) > 0 ? 1 : 0);
|
|
if (cityPhase > 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
|
|
)
|
|
)
|
|
);
|
|
|
|
// Legacy ConquerCity calls every general action module for every
|
|
// defender-nation general stationed in the conquered city, before any
|
|
// 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
|
|
);
|
|
for (const general of cityDefenders) {
|
|
pipeline.dispatch(
|
|
{
|
|
general,
|
|
nation: input.defenderNation,
|
|
rng,
|
|
worldView: {
|
|
listGenerals: () => input.generals,
|
|
listGeneralsByCity: (cityId) =>
|
|
input.generals.filter((candidate) => candidate.cityId === cityId),
|
|
listNations: () => input.nations,
|
|
},
|
|
log: {
|
|
push: (text) =>
|
|
logs.push({
|
|
scope: LogScope.GENERAL,
|
|
category: LogCategory.ACTION,
|
|
format: LogFormat.MONTH,
|
|
generalId: general.id,
|
|
nationId: general.nationId,
|
|
text,
|
|
}),
|
|
},
|
|
},
|
|
createGeneralActionEvent('city.conquered', {
|
|
attacker: input.battle.attacker,
|
|
})
|
|
);
|
|
affectedGenerals.add(general);
|
|
}
|
|
|
|
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;
|
|
};
|