feat: RSC TurntimeQueue
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@@ -19,7 +19,9 @@ export interface IResourceController {
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troop(id: TroopID, nation: NationID): Troop | undefined;
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general(id: GeneralID): General | undefined;
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upcomingGeneral(): General | undefined;
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peekGeneralTurntimeQueue(): General | undefined;
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popGeneralTurntimeQueue(): General | undefined;
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insertGeneralTurntimeQueue(general: General, maybeTail: boolean): void;
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gameEnv(): GameEnv;
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@@ -50,6 +52,7 @@ export interface IResourceController {
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createNation(raw: INationEntity): Nation;
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createTroop(raw: ITroopEntity): Troop;
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_getAllChanges(): Record<
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ValidEntityType,
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Map<number, [op: 'insert' | 'update' | 'delete', value: LazyEntityUpdater<any>]>
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@@ -2,16 +2,20 @@ import type { IResourceController } from "@sammo/game_logic";
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import type { City } from "@sammo/game_logic/src/City.js";
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import type { CityID, GeneralID, NationID, TroopID } from "@sammo/game_logic/src/defs.js";
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import type { IGeneralEntity } from "@sammo/game_logic/src/Entity/GeneralEntity.js";
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import type { ValidEntityType } from "@sammo/game_logic/src/Entity/index.js";
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import type { ICityEntity, ValidEntityType } from "@sammo/game_logic/src/Entity/index.js";
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import type { INationEntity } from "@sammo/game_logic/src/Entity/NationEntity.js";
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import type { IReservedTurn } from "@sammo/game_logic/src/Entity/ReservedTurn.js";
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import type { ITroopEntity } from "@sammo/game_logic/src/Entity/TroopEntity.js";
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import type { GameEnv } from "@sammo/game_logic/src/GameEnv.js";
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import type { General } from "@sammo/game_logic/src/General.js";
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import { General } from "@sammo/game_logic/src/General.js";
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import type { LazyEntityUpdater } from "@sammo/game_logic/src/LazyEntityUpdater.js";
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import type { Nation } from "@sammo/game_logic/src/Nation.js";
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import type { Troop } from "@sammo/game_logic/src/Troop.js";
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import { NotYetImplemented } from "@sammo/util";
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import { insertItemAtArrayLike, NotYetImplemented } from "@sammo/util";
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import Denque from "denque";
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type ChangeType = "insert" | "update" | "delete";
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//TODO: Implement!
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export class ResourceController implements IResourceController{
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@@ -19,6 +23,24 @@ export class ResourceController implements IResourceController{
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}
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private _nation: Map<number, Nation> = new Map();
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private _city: Map<number, City> = new Map();
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private _troop: Map<number, Troop> = new Map();
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private _general: Map<number, General> = new Map();
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//내부적으로 turntime asc, id asc로 동작하는 PriorityQueue
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private _generalByTurntime = new Denque<General>();
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private changes = {
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Nation: new Map<number, [ChangeType, Nation]>(),
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City: new Map<number, [ChangeType, City]>(),
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Troop: new Map<number, [ChangeType, Troop]>(),
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General: new Map<number, [ChangeType, General]>(),
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GameEnv: new Map<number, [ChangeType, GameEnv]>(),
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} as const satisfies Record<ValidEntityType, Map<number, [ChangeType, LazyEntityUpdater<any>]>>;
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nation(id: NationID): Nation | undefined {
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throw new NotYetImplemented();
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}
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@@ -35,8 +57,16 @@ export class ResourceController implements IResourceController{
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throw new NotYetImplemented();
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}
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upcomingGeneral(): General | undefined {
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throw new NotYetImplemented();
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peekGeneralTurntimeQueue(): General | undefined {
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return this._generalByTurntime.peekFront();
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}
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popGeneralTurntimeQueue(): General | undefined {
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return this._generalByTurntime.shift();
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}
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insertGeneralTurntimeQueue(general: General, maybeTail: boolean): void {
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insertItemAtArrayLike(this._generalByTurntime, general, (a, b)=>a.compareTurntime(b), maybeTail);
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}
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gameEnv(): GameEnv {
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@@ -110,8 +140,9 @@ export class ResourceController implements IResourceController{
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throw new NotYetImplemented();
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}
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_getAllChanges(): Record<ValidEntityType, Map<number, [op: "insert" | "update" | "delete", value: LazyEntityUpdater<any>]>> {
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throw new NotYetImplemented();
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_getAllChanges(): Record<ValidEntityType, Map<number, [op: ChangeType, value: LazyEntityUpdater<any>]>> {
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return this.changes;
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}
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//---- DB 접근 ---
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