feat: add post-battle formation review

This commit is contained in:
2026-07-10 22:04:03 +09:00
parent 7ba51d9243
commit 78669d3c6e
4 changed files with 1232 additions and 6 deletions

View File

@@ -35,6 +35,7 @@ try {
normalizeCampaignReserveTrainingAssignments, normalizeCampaignReserveTrainingAssignments,
normalizeCampaignSortieFormationPresets, normalizeCampaignSortieFormationPresets,
normalizeCampaignSortieItemAssignments, normalizeCampaignSortieItemAssignments,
normalizeCampaignSortiePerformanceSnapshot,
resetCampaignState, resetCampaignState,
saveCampaignState, saveCampaignState,
setCampaignState, setCampaignState,
@@ -45,6 +46,24 @@ try {
const { battleScenarios } = await server.ssrLoadModule('/src/game/data/battles.ts'); const { battleScenarios } = await server.ssrLoadModule('/src/game/data/battles.ts');
const { campaignRecruitUnits } = await server.ssrLoadModule('/src/game/data/scenario.ts'); const { campaignRecruitUnits } = await server.ssrLoadModule('/src/game/data/scenario.ts');
const { normalizeSortieFormationAssignments } = await server.ssrLoadModule('/src/game/data/sortieDeployment.ts'); const { normalizeSortieFormationAssignments } = await server.ssrLoadModule('/src/game/data/sortieDeployment.ts');
const sortieStatsFixture = (unitId, overrides = {}) => ({
unitId,
hpBefore: 30,
maxHpBefore: 30,
damageDealt: 10,
damageTaken: 5,
defeats: 1,
actions: 2,
support: 0,
sortieBonusDamage: 1,
sortiePreventedDamage: 2,
sortieBonusHealing: 0,
sortieExtendedBondTriggers: 0,
intentDefeats: 0,
intentLineBreaks: 0,
intentGuardSuccesses: 0,
...overrides
});
storage.clear(); storage.clear();
const empty = loadCampaignState(); const empty = loadCampaignState();
@@ -155,6 +174,88 @@ try {
!Object.prototype.hasOwnProperty.call(cappedSortiePresets.elite, 'sortieItemAssignments'), !Object.prototype.hasOwnProperty.call(cappedSortiePresets.elite, 'sortieItemAssignments'),
`Expected each sortie preset and its role map to stay capped at 96 entries without persisting supplies: ${JSON.stringify(cappedSortiePresets)}` `Expected each sortie preset and its role map to stay capped at 96 entries without persisting supplies: ${JSON.stringify(cappedSortiePresets)}`
); );
const normalizedSortiePerformance = normalizeCampaignSortiePerformanceSnapshot(
{
selectedUnitIds: [' liu-bei ', 'guan-yu', 'liu-bei', 'ghost-unit', '', 7, 'x'.repeat(97)],
formationAssignments: {
' liu-bei ': 'front',
'liu-bei': 'support',
'guan-yu': 'flank',
'ghost-unit': 'reserve',
broken: 'center'
},
unitStats: [
sortieStatsFixture(' liu-bei ', {
hpBefore: '28',
maxHpBefore: '20',
damageDealt: '1000000',
damageTaken: -4,
defeats: '2.9',
actions: 'not-a-number',
support: '7',
sortieBonusDamage: '3',
sortiePreventedDamage: '4',
sortieBonusHealing: '5',
sortieExtendedBondTriggers: '6',
intentDefeats: '7',
intentLineBreaks: '8',
intentGuardSuccesses: '9',
finalHp: 1,
sortieItemAssignments: { bean: 2 }
}),
sortieStatsFixture('liu-bei', { damageDealt: 1 }),
sortieStatsFixture('guan-yu', { hpBefore: '12', maxHpBefore: '30', support: '4' }),
sortieStatsFixture('ghost-unit'),
{ broken: true }
],
sortieItemAssignments: { 'liu-bei': { bean: 2 } },
itemAssignments: { 'guan-yu': { wine: 1 } }
},
new Set(['liu-bei', 'guan-yu'])
);
const normalizedLiuBeiPerformance = normalizedSortiePerformance?.unitStats.find((stats) => stats.unitId === 'liu-bei');
const normalizedGuanYuPerformance = normalizedSortiePerformance?.unitStats.find((stats) => stats.unitId === 'guan-yu');
assert(
JSON.stringify(normalizedSortiePerformance?.selectedUnitIds) === JSON.stringify(['liu-bei', 'guan-yu']) &&
JSON.stringify(normalizedSortiePerformance?.formationAssignments) === JSON.stringify({ 'liu-bei': 'front', 'guan-yu': 'flank' }) &&
normalizedSortiePerformance?.unitStats.length === 2 &&
normalizedLiuBeiPerformance?.hpBefore === 28 &&
normalizedLiuBeiPerformance.maxHpBefore === 28 &&
normalizedLiuBeiPerformance.damageDealt === 999999 &&
normalizedLiuBeiPerformance.damageTaken === 0 &&
normalizedLiuBeiPerformance.defeats === 2 &&
normalizedLiuBeiPerformance.actions === 0 &&
normalizedLiuBeiPerformance.support === 7 &&
normalizedLiuBeiPerformance.sortieBonusDamage === 3 &&
normalizedLiuBeiPerformance.sortiePreventedDamage === 4 &&
normalizedLiuBeiPerformance.sortieBonusHealing === 5 &&
normalizedLiuBeiPerformance.sortieExtendedBondTriggers === 6 &&
normalizedLiuBeiPerformance.intentDefeats === 7 &&
normalizedLiuBeiPerformance.intentLineBreaks === 8 &&
normalizedLiuBeiPerformance.intentGuardSuccesses === 9 &&
normalizedGuanYuPerformance?.maxHpBefore === 30 &&
normalizedGuanYuPerformance.support === 4 &&
!Object.prototype.hasOwnProperty.call(normalizedSortiePerformance ?? {}, 'sortieItemAssignments') &&
!Object.prototype.hasOwnProperty.call(normalizedSortiePerformance ?? {}, 'itemAssignments') &&
!Object.prototype.hasOwnProperty.call(normalizedLiuBeiPerformance ?? {}, 'finalHp') &&
!Object.prototype.hasOwnProperty.call(normalizedLiuBeiPerformance ?? {}, 'sortieItemAssignments'),
`Expected sortie performance snapshots to normalize ids, roles, HP baselines, numeric contribution fields, duplicates, and exclude supplies: ${JSON.stringify(normalizedSortiePerformance)}`
);
const cappedSortiePerformance = normalizeCampaignSortiePerformanceSnapshot({
selectedUnitIds: Array.from({ length: 120 }, (_, index) => `unit-${index}`),
formationAssignments: Object.fromEntries(Array.from({ length: 120 }, (_, index) => [`unit-${index}`, 'front'])),
unitStats: Array.from({ length: 120 }, (_, index) => sortieStatsFixture(`unit-${index}`))
});
assert(
cappedSortiePerformance?.selectedUnitIds.length === 96 &&
cappedSortiePerformance.selectedUnitIds[95] === 'unit-95' &&
cappedSortiePerformance.formationAssignments['unit-95'] === 'front' &&
cappedSortiePerformance.formationAssignments['unit-96'] === undefined &&
cappedSortiePerformance.unitStats.length === 96 &&
cappedSortiePerformance.unitStats[95].unitId === 'unit-95' &&
normalizeCampaignSortiePerformanceSnapshot({ selectedUnitIds: [], unitStats: [] }) === undefined,
`Expected sortie performance snapshots to stay capped and empty snapshots to be discarded: ${JSON.stringify(cappedSortiePerformance)}`
);
storage.clear(); storage.clear();
storage.set( storage.set(
@@ -303,6 +404,47 @@ try {
completedCampVisits: [], completedCampVisits: [],
createdAt: '2026-07-03T09:00:00.000Z' createdAt: '2026-07-03T09:00:00.000Z'
}; };
const performanceUnit = alliedFirstBattleUnits.find((unit) => unit.id === 'liu-bei') ?? alliedFirstBattleUnits[0];
assert(performanceUnit, 'Expected an allied first-battle unit for sortie performance clone checks');
const performanceReport = {
...firstBattleReport,
sortiePerformance: {
selectedUnitIds: [performanceUnit.id],
formationAssignments: { [performanceUnit.id]: 'front' },
unitStats: [sortieStatsFixture(performanceUnit.id, { hpBefore: performanceUnit.maxHp, maxHpBefore: performanceUnit.maxHp, damageDealt: 24 })]
},
createdAt: '2026-07-03T09:05:00.000Z'
};
resetCampaignState();
setFirstBattleReport(performanceReport);
performanceReport.sortiePerformance.selectedUnitIds.push('ghost-unit');
performanceReport.sortiePerformance.formationAssignments[performanceUnit.id] = 'support';
performanceReport.sortiePerformance.unitStats[0].damageDealt = 999;
const clonedPerformanceSettlement = getCampaignState();
const clonedReportPerformance = clonedPerformanceSettlement.firstBattleReport?.sortiePerformance;
const clonedHistoryPerformance = clonedPerformanceSettlement.battleHistory[firstScenario.id]?.sortiePerformance;
assert(
JSON.stringify(clonedReportPerformance?.selectedUnitIds) === JSON.stringify([performanceUnit.id]) &&
clonedReportPerformance.formationAssignments[performanceUnit.id] === 'front' &&
clonedReportPerformance.unitStats[0].damageDealt === 24 &&
JSON.stringify(clonedHistoryPerformance?.selectedUnitIds) === JSON.stringify([performanceUnit.id]) &&
clonedHistoryPerformance.formationAssignments[performanceUnit.id] === 'front' &&
clonedHistoryPerformance.unitStats[0].damageDealt === 24,
`Expected battle report settlement to deep-clone nested sortie performance input: ${JSON.stringify(clonedPerformanceSettlement)}`
);
clonedReportPerformance.selectedUnitIds.push('detached-unit');
clonedReportPerformance.formationAssignments[performanceUnit.id] = 'reserve';
clonedReportPerformance.unitStats[0].damageDealt = 777;
const unmutatedPerformanceSettlement = getCampaignState();
assert(
clonedHistoryPerformance.unitStats[0].damageDealt === 24 &&
JSON.stringify(unmutatedPerformanceSettlement.firstBattleReport?.sortiePerformance?.selectedUnitIds) === JSON.stringify([performanceUnit.id]) &&
unmutatedPerformanceSettlement.firstBattleReport?.sortiePerformance?.formationAssignments[performanceUnit.id] === 'front' &&
unmutatedPerformanceSettlement.firstBattleReport?.sortiePerformance?.unitStats[0].damageDealt === 24 &&
unmutatedPerformanceSettlement.battleHistory[firstScenario.id]?.sortiePerformance?.unitStats[0].damageDealt === 24,
`Expected returned report, history, and persisted sortie performance snapshots to remain deeply detached: ${JSON.stringify(unmutatedPerformanceSettlement)}`
);
resetCampaignState();
const reserveDrillTemplate = campaignRecruitUnits.find((unit) => unit.id === 'jian-yong'); const reserveDrillTemplate = campaignRecruitUnits.find((unit) => unit.id === 'jian-yong');
assert(reserveDrillTemplate, 'Expected Jian Yong recruit template to exist for reserve drill assignment checks'); assert(reserveDrillTemplate, 'Expected Jian Yong recruit template to exist for reserve drill assignment checks');
storage.clear(); storage.clear();
@@ -357,6 +499,11 @@ try {
repeatedSettlement.battleHistory[firstScenario.id]?.rewardGold === 100, repeatedSettlement.battleHistory[firstScenario.id]?.rewardGold === 100,
`Expected repeated battle report settlement to avoid duplicate gold/items: ${JSON.stringify(repeatedSettlement)}` `Expected repeated battle report settlement to avoid duplicate gold/items: ${JSON.stringify(repeatedSettlement)}`
); );
assert(
repeatedSettlement.firstBattleReport?.sortiePerformance === undefined &&
repeatedSettlement.battleHistory[firstScenario.id]?.sortiePerformance === undefined,
`Expected legacy reports without sortie performance to remain compatible in both latest report and history: ${JSON.stringify(repeatedSettlement)}`
);
assert( assert(
repeatedSettlement.firstBattleReport?.campaignRewards?.unlocks[0]?.battleId === 'second-battle-yellow-turban-pursuit' && repeatedSettlement.firstBattleReport?.campaignRewards?.unlocks[0]?.battleId === 'second-battle-yellow-turban-pursuit' &&
repeatedSettlement.firstBattleReport.campaignRewards.unlocks[0].title === firstScenarioUnlocks[0]?.title && repeatedSettlement.firstBattleReport.campaignRewards.unlocks[0].title === firstScenarioUnlocks[0]?.title &&
@@ -772,7 +919,12 @@ try {
{ id: 'liu-bei__guan-yu', title: 'Oath Bond', unitIds: ['liu-bei', 'guan-yu'], level: 2, exp: 30, battleExp: 4 }, { id: 'liu-bei__guan-yu', title: 'Oath Bond', unitIds: ['liu-bei', 'guan-yu'], level: 2, exp: 30, battleExp: 4 },
{ id: 'liu-bei__ghost', title: 'Ghost Bond', unitIds: ['liu-bei', 'ghost-unit'], level: 3, exp: 40, battleExp: 5 } { id: 'liu-bei__ghost', title: 'Ghost Bond', unitIds: ['liu-bei', 'ghost-unit'], level: 3, exp: 40, battleExp: 5 }
], ],
mvp: { unitId: 'ghost-unit', name: 'Ghost', damageDealt: 99, defeats: 4 } mvp: { unitId: 'ghost-unit', name: 'Ghost', damageDealt: 99, defeats: 4 },
sortiePerformance: {
selectedUnitIds: ['liu-bei', 'ghost-unit', 'liu-bei'],
formationAssignments: { 'liu-bei': 'front', 'ghost-unit': 'support' },
unitStats: [sortieStatsFixture('liu-bei', { damageDealt: 31 }), sortieStatsFixture('ghost-unit', { damageDealt: 99 })]
}
} }
}) })
); );
@@ -780,8 +932,13 @@ try {
assert( assert(
staleReportRefs.firstBattleReport?.bonds.length === 1 && staleReportRefs.firstBattleReport?.bonds.length === 1 &&
staleReportRefs.firstBattleReport.bonds[0].id === 'liu-bei__guan-yu' && staleReportRefs.firstBattleReport.bonds[0].id === 'liu-bei__guan-yu' &&
staleReportRefs.firstBattleReport.mvp === undefined, staleReportRefs.firstBattleReport.mvp === undefined &&
`Expected first battle report bonds and MVP to be filtered against the recovered roster: ${JSON.stringify(staleReportRefs)}` JSON.stringify(staleReportRefs.firstBattleReport.sortiePerformance?.selectedUnitIds) === JSON.stringify(['liu-bei']) &&
JSON.stringify(staleReportRefs.firstBattleReport.sortiePerformance?.formationAssignments) === JSON.stringify({ 'liu-bei': 'front' }) &&
staleReportRefs.firstBattleReport.sortiePerformance?.unitStats.length === 1 &&
staleReportRefs.firstBattleReport.sortiePerformance.unitStats[0].unitId === 'liu-bei' &&
staleReportRefs.firstBattleReport.sortiePerformance.unitStats[0].damageDealt === 31,
`Expected first battle report bonds, MVP, and sortie performance references to be filtered against the recovered roster: ${JSON.stringify(staleReportRefs)}`
); );
storage.clear(); storage.clear();
@@ -956,6 +1113,25 @@ try {
})) }))
], ],
mvp: { unitId: 'liu-bei', name: 'Liu Bei', damageDealt: '1000000', defeats: '2' }, mvp: { unitId: 'liu-bei', name: 'Liu Bei', damageDealt: '1000000', defeats: '2' },
sortiePerformance: {
selectedUnitIds: [' liu-bei ', 'ghost-unit', 'liu-bei', '', 9],
formationAssignments: { ' liu-bei ': 'front', 'ghost-unit': 'support', broken: 'center' },
unitStats: [
sortieStatsFixture(' liu-bei ', {
hpBefore: '40',
maxHpBefore: '30',
damageDealt: '1000000',
damageTaken: '-2',
defeats: '3.8',
actions: '4',
support: '5'
}),
sortieStatsFixture('liu-bei', { damageDealt: 1 }),
sortieStatsFixture('ghost-unit', { damageDealt: 88 }),
'broken-performance'
],
sortieItemAssignments: { 'liu-bei': { bean: 2 } }
},
itemRewards: ['Bean', 'Bean', 'Bean -2', 'Bean +0', 10, 'x'.repeat(97)], itemRewards: ['Bean', 'Bean', 'Bean -2', 'Bean +0', 10, 'x'.repeat(97)],
campaignRewards: { campaignRewards: {
supplies: [' Bean ', 'Bean', 'Bean -2', 'Bean +0', 20, 'x'.repeat(97)], supplies: [' Bean ', 'Bean', 'Bean -2', 'Bean +0', 20, 'x'.repeat(97)],
@@ -1019,6 +1195,22 @@ try {
malformedReport.firstBattleReport.completedCampVisits.length === 0, malformedReport.firstBattleReport.completedCampVisits.length === 0,
`Expected malformed report fields to be normalized without discarding the report: ${JSON.stringify(malformedReport)}` `Expected malformed report fields to be normalized without discarding the report: ${JSON.stringify(malformedReport)}`
); );
const malformedReportPerformance = malformedReport.firstBattleReport?.sortiePerformance;
assert(
JSON.stringify(malformedReportPerformance?.selectedUnitIds) === JSON.stringify(['liu-bei']) &&
JSON.stringify(malformedReportPerformance?.formationAssignments) === JSON.stringify({ 'liu-bei': 'front' }) &&
malformedReportPerformance?.unitStats.length === 1 &&
malformedReportPerformance.unitStats[0].unitId === 'liu-bei' &&
malformedReportPerformance.unitStats[0].hpBefore === 40 &&
malformedReportPerformance.unitStats[0].maxHpBefore === 40 &&
malformedReportPerformance.unitStats[0].damageDealt === 999999 &&
malformedReportPerformance.unitStats[0].damageTaken === 0 &&
malformedReportPerformance.unitStats[0].defeats === 3 &&
malformedReportPerformance.unitStats[0].actions === 4 &&
malformedReportPerformance.unitStats[0].support === 5 &&
!Object.prototype.hasOwnProperty.call(malformedReportPerformance, 'sortieItemAssignments'),
`Expected malformed report sortie performance to normalize numbers, dedupe entries, filter stale roster ids, and exclude supplies: ${JSON.stringify(malformedReportPerformance)}`
);
storage.clear(); storage.clear();
storage.set( storage.set(
@@ -1134,6 +1326,25 @@ try {
battleExp: 1 battleExp: 1
})) }))
], ],
sortiePerformance: {
selectedUnitIds: ['liu-bei', 'ghost-unit', 'liu-bei', ''],
formationAssignments: { 'liu-bei': 'front', 'ghost-unit': 'reserve', broken: 'center' },
unitStats: [
sortieStatsFixture('liu-bei', {
hpBefore: '26',
maxHpBefore: '20',
damageDealt: '1000000',
damageTaken: '-3',
defeats: '2.9',
actions: '6',
support: '4'
}),
sortieStatsFixture('liu-bei', { damageDealt: 1 }),
sortieStatsFixture('ghost-unit', { damageDealt: 77 }),
11
],
itemAssignments: { 'liu-bei': { bean: 2 } }
},
reserveTraining: [ reserveTraining: [
{ {
unitId: 'guan-yu', unitId: 'guan-yu',
@@ -1233,6 +1444,22 @@ try {
malformedHistory.battleHistory['first-battle-zhuo-commandery']?.reserveTraining?.[0].focusId === 'balanced', malformedHistory.battleHistory['first-battle-zhuo-commandery']?.reserveTraining?.[0].focusId === 'balanced',
`Expected nested battle history progress arrays to filter invalid entries and normalize numbers: ${JSON.stringify(malformedHistory)}` `Expected nested battle history progress arrays to filter invalid entries and normalize numbers: ${JSON.stringify(malformedHistory)}`
); );
const malformedHistoryPerformance = malformedHistory.battleHistory['first-battle-zhuo-commandery']?.sortiePerformance;
assert(
JSON.stringify(malformedHistoryPerformance?.selectedUnitIds) === JSON.stringify(['liu-bei']) &&
JSON.stringify(malformedHistoryPerformance?.formationAssignments) === JSON.stringify({ 'liu-bei': 'front' }) &&
malformedHistoryPerformance?.unitStats.length === 1 &&
malformedHistoryPerformance.unitStats[0].unitId === 'liu-bei' &&
malformedHistoryPerformance.unitStats[0].hpBefore === 26 &&
malformedHistoryPerformance.unitStats[0].maxHpBefore === 26 &&
malformedHistoryPerformance.unitStats[0].damageDealt === 999999 &&
malformedHistoryPerformance.unitStats[0].damageTaken === 0 &&
malformedHistoryPerformance.unitStats[0].defeats === 2 &&
malformedHistoryPerformance.unitStats[0].actions === 6 &&
malformedHistoryPerformance.unitStats[0].support === 4 &&
!Object.prototype.hasOwnProperty.call(malformedHistoryPerformance, 'itemAssignments'),
`Expected malformed historical sortie performance to normalize and filter roster references without persisting supplies: ${JSON.stringify(malformedHistoryPerformance)}`
);
storage.clear(); storage.clear();
storage.set(campaignStorageKey, JSON.stringify({ version: 99, step: 'sixty-sixth-camp' })); storage.set(campaignStorageKey, JSON.stringify({ version: 99, step: 'sixty-sixth-camp' }));
@@ -1317,7 +1544,7 @@ try {
`Expected explicitly loaded corrupted slot timestamp to be normalized: ${JSON.stringify(corruptedSlot)}` `Expected explicitly loaded corrupted slot timestamp to be normalized: ${JSON.stringify(corruptedSlot)}`
); );
console.log('Verified campaign save normalization, reward resettlement, camp reward idempotence, malformed-field/roster-equipment/bond-growth/bond-roster/report-reference/sortie-roster/sortie-preset/latest-history/detail recovery, timestamp-safe history/slot recovery, unknown-step/report/history recovery, unsupported-version rejection, and slotted fallback.'); console.log('Verified campaign save normalization, reward resettlement, camp reward idempotence, malformed-field/roster-equipment/bond-growth/bond-roster/report-reference/sortie-roster/sortie-preset/sortie-performance/latest-history/detail recovery, sortie performance legacy/deep-clone safety, timestamp-safe history/slot recovery, unknown-step/report/history recovery, unsupported-version rejection, and slotted fallback.');
} finally { } finally {
await server.close(); await server.close();
} }

View File

@@ -106,6 +106,59 @@ try {
); );
assert(!resultProbe.resultTexts.some((text) => text.includes('미달')), `Expected result screen to avoid harsh optional-goal wording: ${JSON.stringify(resultProbe.resultTexts)}`); assert(!resultProbe.resultTexts.some((text) => text.includes('미달')), `Expected result screen to avoid harsh optional-goal wording: ${JSON.stringify(resultProbe.resultTexts)}`);
const firstResultState = await page.evaluate(() => window.__HEROS_DEBUG__?.battle());
const firstResultSave = await readCampaignSave(page);
const firstResultPerformance = firstResultState?.sortieEvaluation?.snapshot;
assert(
firstResultState?.sortieEvaluation?.available === true &&
firstResultState.sortieEvaluation.open === false &&
['S', 'A', 'B', 'C', 'D'].includes(firstResultState.sortieEvaluation.grade) &&
Number.isFinite(firstResultState.sortieEvaluation.score),
`Expected the first result to expose a closed formation evaluation with a grade: ${JSON.stringify(firstResultState?.sortieEvaluation)}`
);
assert(
firstResultPerformance?.selectedUnitIds?.length === firstResultState?.deployedAllyIds?.length &&
firstResultPerformance.selectedUnitIds.every((unitId) => firstResultState.deployedAllyIds.includes(unitId)) &&
firstResultPerformance.selectedUnitIds.every((unitId) => ['front', 'flank', 'support', 'reserve'].includes(firstResultPerformance.formationAssignments?.[unitId])) &&
firstResultPerformance.unitStats?.length === firstResultPerformance.selectedUnitIds.length &&
!Object.prototype.hasOwnProperty.call(firstResultPerformance, 'sortieItemAssignments') &&
!Object.prototype.hasOwnProperty.call(firstResultPerformance, 'itemAssignments'),
`Expected the first result snapshot to materialize every deployed officer and role without supplies: ${JSON.stringify(firstResultPerformance)}`
);
assert(
sameJsonValue(firstResultSave.current?.firstBattleReport?.sortiePerformance, firstResultPerformance) &&
sameJsonValue(firstResultSave.slot1?.firstBattleReport?.sortiePerformance, firstResultPerformance) &&
sameJsonValue(firstResultSave.current?.battleHistory?.['first-battle-zhuo-commandery']?.sortiePerformance, firstResultPerformance) &&
sameJsonValue(firstResultSave.slot1?.battleHistory?.['first-battle-zhuo-commandery']?.sortiePerformance, firstResultPerformance),
`Expected the first formation result snapshot to synchronize across report, history, current, and slot-1 saves: ${JSON.stringify(firstResultSave)}`
);
const firstEvaluationTogglePoint = await readBattleResultEvaluationControlPoint(page, 'toggle');
await page.mouse.click(firstEvaluationTogglePoint.x, firstEvaluationTogglePoint.y);
await page.waitForFunction(() => window.__HEROS_DEBUG__?.battle()?.sortieEvaluation?.open === true, undefined, { timeout: 30000 });
const firstEvaluationProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const state = window.__HEROS_DEBUG__?.battle();
return {
evaluation: state?.sortieEvaluation,
texts: (scene?.resultFormationReviewObjects ?? [])
.filter((object) => object?.type === 'Text')
.map((object) => object.text)
};
});
assert(
firstEvaluationProbe.texts.includes('이번 편성 평가') &&
firstEvaluationProbe.texts.some((text) => text.includes('명단·역할만 저장') && text.includes('장비·보급 제외')) &&
firstEvaluationProbe.evaluation?.presetCards?.length === 3 &&
firstEvaluationProbe.evaluation.presetCards.every((card) => card.saved === false && card.matching === false && card.actionButtonBounds),
`Expected the visible first-battle evaluation to explain its scope and show three empty preset actions: ${JSON.stringify(firstEvaluationProbe)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-first-battle-formation-evaluation.png`, fullPage: true });
await assertCanvasPainted(page, 'first battle formation evaluation');
const firstEvaluationClosePoint = await readBattleResultEvaluationControlPoint(page, 'close');
await page.mouse.click(firstEvaluationClosePoint.x, firstEvaluationClosePoint.y);
await page.waitForFunction(() => window.__HEROS_DEBUG__?.battle()?.sortieEvaluation?.open === false, undefined, { timeout: 30000 });
await page.mouse.click(738, 642); await page.mouse.click(738, 642);
await waitForCampAfterBattleResult(page); await waitForCampAfterBattleResult(page);
await page.screenshot({ path: `${screenshotDir}/rc-first-camp.png`, fullPage: true }); await page.screenshot({ path: `${screenshotDir}/rc-first-camp.png`, fullPage: true });
@@ -1111,6 +1164,205 @@ try {
`Expected a non-Peach-Garden officer to receive a generic sortie role effect: ${JSON.stringify(midNextBattleProbe.units)}` `Expected a non-Peach-Garden officer to receive a generic sortie role effect: ${JSON.stringify(midNextBattleProbe.units)}`
); );
const midResultFixture = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const state = window.__HEROS_DEBUG__?.battle();
const contributor = state?.units?.find((unit) =>
unit.faction === 'ally' && ['front', 'flank', 'support'].includes(unit.formationRole)
);
const wounded = state?.units?.find((unit) =>
unit.faction === 'ally' && unit.id !== contributor?.id && unit.hp > 1
) ?? contributor;
const liveWounded = wounded?.id ? scene?.debugUnitById?.(wounded.id) : undefined;
if (!scene || !contributor || !liveWounded || typeof scene.statsFor !== 'function') {
return { ready: false, contributorId: contributor?.id ?? null, woundedUnitId: wounded?.id ?? null };
}
const stats = scene.statsFor(contributor.id);
Object.assign(stats, {
damageDealt: 137,
damageTaken: 22,
defeats: 3,
actions: 5,
support: 11,
sortieBonusDamage: 17,
sortiePreventedDamage: 9,
sortieBonusHealing: 4,
sortieExtendedBondTriggers: 2,
intentDefeats: 1,
intentLineBreaks: 1,
intentGuardSuccesses: 1
});
liveWounded.hp = Math.max(1, liveWounded.maxHp - 7);
return {
ready: true,
contributorId: contributor.id,
woundedUnitId: liveWounded.id,
woundedHp: liveWounded.hp,
woundedMaxHp: liveWounded.maxHp,
expectedStats: {
damageDealt: 137,
damageTaken: 22,
defeats: 3,
actions: 5,
support: 11,
sortieBonusDamage: 17,
sortiePreventedDamage: 9,
sortieBonusHealing: 4,
sortieExtendedBondTriggers: 2,
intentDefeats: 1,
intentLineBreaks: 1,
intentGuardSuccesses: 1
}
};
});
assert(
midResultFixture.ready === true &&
midResultFixture.contributorId &&
midResultFixture.woundedUnitId &&
midResultFixture.woundedHp < midResultFixture.woundedMaxHp,
`Expected a deterministic contribution and recovery fixture for the mid-campaign result: ${JSON.stringify(midResultFixture)}`
);
await page.evaluate(() => window.__HEROS_DEBUG__?.forceBattleOutcome('victory'));
await waitForBattleOutcome(page, 'victory');
const midResultState = await page.evaluate(() => window.__HEROS_DEBUG__?.battle());
const midResultSaveBeforeUpdate = await readCampaignSave(page);
const midResultPerformance = midResultState?.sortieEvaluation?.snapshot;
const midContributorPerformance = midResultPerformance?.unitStats?.find((stats) => stats.unitId === midResultFixture.contributorId);
const midBattleRoleById = Object.fromEntries(
(midNextBattleProbe?.deployedAllyPositions ?? []).map((unit) => [unit.id, unit.formationRole])
);
const expectedMidResultPreset = {
selectedUnitIds: [...(midResultPerformance?.selectedUnitIds ?? [])],
formationAssignments: { ...(midResultPerformance?.formationAssignments ?? {}) }
};
assert(
midResultState?.sortieEvaluation?.available === true &&
midResultState.sortieEvaluation.open === false &&
midResultState.sortieEvaluation.totalDamage === midResultFixture.expectedStats.damageDealt &&
midResultState.sortieEvaluation.totalDamageTaken === midResultFixture.expectedStats.damageTaken &&
midResultState.sortieEvaluation.totalDefeats === midResultFixture.expectedStats.defeats &&
midResultState.sortieEvaluation.totalSupport === midResultFixture.expectedStats.support &&
midResultState.sortieEvaluation.recoveryNeededCount > 0 &&
midResultState.sortieEvaluation.roleCoverage < 3,
`Expected the mid-campaign evaluation to reflect the deterministic contribution, injury, and missing role: ${JSON.stringify(midResultState?.sortieEvaluation)}`
);
assert(
midContributorPerformance &&
Object.entries(midResultFixture.expectedStats).every(([key, value]) => midContributorPerformance[key] === value) &&
midContributorPerformance.hpBefore > 0 &&
midContributorPerformance.maxHpBefore >= midContributorPerformance.hpBefore &&
sameJsonValue([...(midResultPerformance?.selectedUnitIds ?? [])].sort(), [...midCampSelectedSortieUnitIds].sort()) &&
Object.keys(midResultPerformance?.formationAssignments ?? {}).length === midCampSelectedSortieUnitIds.length &&
midCampSelectedSortieUnitIds.every(
(unitId) => midResultPerformance?.formationAssignments?.[unitId] === midBattleRoleById[unitId]
),
`Expected the saved result snapshot to retain the exact roster, roles, starting HP, and contribution stats: ${JSON.stringify(midResultPerformance)}`
);
assert(
sameJsonValue(midResultSaveBeforeUpdate.current?.firstBattleReport?.sortiePerformance, midResultPerformance) &&
sameJsonValue(midResultSaveBeforeUpdate.slot1?.firstBattleReport?.sortiePerformance, midResultPerformance) &&
sameJsonValue(midResultSaveBeforeUpdate.current?.battleHistory?.[midCampNextBattleId]?.sortiePerformance, midResultPerformance) &&
sameJsonValue(midResultSaveBeforeUpdate.slot1?.battleHistory?.[midCampNextBattleId]?.sortiePerformance, midResultPerformance) &&
!sameJsonValue(midResultSaveBeforeUpdate.current?.sortieFormationPresets?.mobile, expectedMidResultPreset),
`Expected the mid result snapshot to synchronize everywhere while remaining meaningfully different from the saved mobile preset: ${JSON.stringify({
snapshot: midResultPerformance,
mobile: midResultSaveBeforeUpdate.current?.sortieFormationPresets?.mobile
})}`
);
const midEvaluationTogglePoint = await readBattleResultEvaluationControlPoint(page, 'toggle');
await page.mouse.click(midEvaluationTogglePoint.x, midEvaluationTogglePoint.y);
await page.waitForFunction(() => window.__HEROS_DEBUG__?.battle()?.sortieEvaluation?.open === true, undefined, { timeout: 30000 });
const midEvaluationProbe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const evaluation = window.__HEROS_DEBUG__?.battle()?.sortieEvaluation;
return {
evaluation,
texts: (scene?.resultFormationReviewObjects ?? [])
.filter((object) => object?.type === 'Text')
.map((object) => object.text)
};
});
const midEvaluationSave = await readCampaignSave(page);
const mobileResultCard = midEvaluationProbe.evaluation?.presetCards?.find((card) => card.id === 'mobile');
assert(
midEvaluationProbe.texts.includes('이번 편성 평가') &&
midEvaluationProbe.texts.some((text) => text.includes('기동') && text.includes('갱신')) &&
mobileResultCard?.saved === true &&
mobileResultCard.matching === false &&
mobileResultCard.actionButtonBounds &&
sameJsonValue(midEvaluationSave, midResultSaveBeforeUpdate),
`Expected opening the evaluation to expose a non-destructive mobile preset update action: ${JSON.stringify(midEvaluationProbe)}`
);
const firstMobileUpdatePoint = await readBattleResultEvaluationControlPoint(page, 'preset', 'mobile');
await page.mouse.click(firstMobileUpdatePoint.x, firstMobileUpdatePoint.y);
await page.waitForFunction(() => {
const evaluation = window.__HEROS_DEBUG__?.battle()?.sortieEvaluation;
return evaluation?.open === true &&
evaluation?.overwriteConfirmId === 'mobile' &&
evaluation?.feedback?.includes('한 번 더');
}, undefined, { timeout: 30000 });
const pendingMobileUpdateState = await page.evaluate(() => window.__HEROS_DEBUG__?.battle());
const pendingMobileUpdateSave = await readCampaignSave(page);
assert(
pendingMobileUpdateState?.resultVisible === true &&
pendingMobileUpdateState?.sortieEvaluation?.sourcePresetIds?.includes('mobile') === false &&
sameJsonValue(pendingMobileUpdateSave, midResultSaveBeforeUpdate),
`Expected the first mobile update click to request confirmation without mutating either save: ${JSON.stringify({
evaluation: pendingMobileUpdateState?.sortieEvaluation,
save: pendingMobileUpdateSave
})}`
);
const confirmMobileUpdatePoint = await readBattleResultEvaluationControlPoint(page, 'preset', 'mobile');
await page.mouse.click(confirmMobileUpdatePoint.x, confirmMobileUpdatePoint.y);
await page.waitForFunction(() => {
const evaluation = window.__HEROS_DEBUG__?.battle()?.sortieEvaluation;
return evaluation?.open === true &&
evaluation?.overwriteConfirmId === null &&
evaluation?.sourcePresetIds?.includes('mobile') &&
evaluation?.feedback?.includes('갱신 완료');
}, undefined, { timeout: 30000 });
const updatedMobileResultState = await page.evaluate(() => window.__HEROS_DEBUG__?.battle());
const updatedMobileResultSave = await readCampaignSave(page);
const updatedCurrentMobilePreset = updatedMobileResultSave.current?.sortieFormationPresets?.mobile;
const updatedSlotMobilePreset = updatedMobileResultSave.slot1?.sortieFormationPresets?.mobile;
assert(
sameJsonValue(updatedCurrentMobilePreset, expectedMidResultPreset) &&
sameJsonValue(updatedSlotMobilePreset, expectedMidResultPreset) &&
JSON.stringify(Object.keys(updatedCurrentMobilePreset ?? {}).sort()) === JSON.stringify(['formationAssignments', 'selectedUnitIds']) &&
updatedCurrentMobilePreset?.sortieItemAssignments === undefined &&
updatedCurrentMobilePreset?.itemAssignments === undefined &&
updatedCurrentMobilePreset?.unitStats === undefined,
`Expected the confirmed result action to store only the evaluated roster and roles in current and slot-1 mobile presets: ${JSON.stringify(updatedMobileResultSave)}`
);
assert(
JSON.stringify(updatedMobileResultSave.current?.selectedSortieUnitIds) === JSON.stringify(midResultSaveBeforeUpdate.current?.selectedSortieUnitIds) &&
sameJsonValue(updatedMobileResultSave.current?.sortieFormationAssignments, midResultSaveBeforeUpdate.current?.sortieFormationAssignments) &&
sameJsonValue(updatedMobileResultSave.current?.sortieItemAssignments, midResultSaveBeforeUpdate.current?.sortieItemAssignments) &&
sameJsonValue(updatedMobileResultSave.slot1?.selectedSortieUnitIds, midResultSaveBeforeUpdate.slot1?.selectedSortieUnitIds) &&
sameJsonValue(updatedMobileResultSave.slot1?.sortieFormationAssignments, midResultSaveBeforeUpdate.slot1?.sortieFormationAssignments) &&
sameJsonValue(updatedMobileResultSave.slot1?.sortieItemAssignments, midResultSaveBeforeUpdate.slot1?.sortieItemAssignments) &&
sameJsonValue(updatedMobileResultSave.current?.firstBattleReport?.sortiePerformance, midResultPerformance) &&
sameJsonValue(updatedMobileResultSave.slot1?.battleHistory?.[midCampNextBattleId]?.sortiePerformance, midResultPerformance) &&
sameJsonValue(updatedMobileResultSave.current?.sortieFormationPresets?.elite, midResultSaveBeforeUpdate.current?.sortieFormationPresets?.elite) &&
sameJsonValue(updatedMobileResultSave.current?.sortieFormationPresets?.siege, midResultSaveBeforeUpdate.current?.sortieFormationPresets?.siege),
`Expected result-to-preset update to leave the active sortie, supplies, report snapshot, and other presets unchanged: ${JSON.stringify({
before: midResultSaveBeforeUpdate,
after: updatedMobileResultSave
})}`
);
assert(
updatedMobileResultState?.sortieEvaluation?.presetCards?.find((card) => card.id === 'mobile')?.matching === true &&
updatedMobileResultState?.sortieEvaluation?.feedback?.includes('장비·보급은 저장하지 않았습니다.'),
`Expected visible completion feedback and a matching mobile result card after update: ${JSON.stringify(updatedMobileResultState?.sortieEvaluation)}`
);
await page.screenshot({ path: `${screenshotDir}/rc-mid-camp-formation-evaluation-updated.png`, fullPage: true });
await assertCanvasPainted(page, 'mid camp formation evaluation update');
await seedCampaignSave(page, { await seedCampaignSave(page, {
battleId: 'sixty-sixth-battle-wuzhang-final', battleId: 'sixty-sixth-battle-wuzhang-final',
battleTitle: '오장원 최종전', battleTitle: '오장원 최종전',
@@ -1430,6 +1682,47 @@ async function readCampaignSave(page) {
}); });
} }
async function readBattleResultEvaluationControlPoint(page, control, presetId) {
const probe = await page.evaluate(({ control, presetId }) => {
const scene = window.__HEROS_GAME__?.scene.getScene('BattleScene');
const evaluation = window.__HEROS_DEBUG__?.battle()?.sortieEvaluation;
const canvas = document.querySelector('canvas');
const presetCard = evaluation?.presetCards?.find((card) => card.id === presetId);
const bounds = control === 'toggle'
? evaluation?.toggleButtonBounds
: control === 'close'
? evaluation?.closeButtonBounds
: presetCard?.actionButtonBounds;
if (!scene || !canvas || !bounds) {
return {
ready: false,
control,
presetId: presetId ?? null,
evaluationOpen: evaluation?.open ?? false,
bounds: bounds ?? null
};
}
const canvasBounds = canvas.getBoundingClientRect();
const centerX = bounds.x + bounds.width / 2;
const centerY = bounds.y + bounds.height / 2;
return {
ready: true,
control,
presetId: presetId ?? null,
evaluationOpen: evaluation?.open ?? false,
bounds,
x: canvasBounds.left + centerX * canvasBounds.width / scene.scale.width,
y: canvasBounds.top + centerY * canvasBounds.height / scene.scale.height
};
}, { control, presetId });
assert(
probe.ready === true && Number.isFinite(probe.x) && Number.isFinite(probe.y),
`Expected a visible Phaser battle-result evaluation ${control} control with a canvas-scaled click point: ${JSON.stringify(probe)}`
);
return probe;
}
async function readSortieComparisonActionPoint(page) { async function readSortieComparisonActionPoint(page) {
const probe = await page.evaluate(() => { const probe = await page.evaluate(() => {
const scene = window.__HEROS_GAME__?.scene.getScene('CampScene'); const scene = window.__HEROS_GAME__?.scene.getScene('CampScene');
@@ -1567,6 +1860,7 @@ async function seedCampaignSave(page, options) {
completedCampVisits: current.completedCampVisits ?? [], completedCampVisits: current.completedCampVisits ?? [],
createdAt: now createdAt: now
}; };
delete report.sortiePerformance;
const settlement = { const settlement = {
battleId: report.battleId, battleId: report.battleId,
battleTitle: report.battleTitle, battleTitle: report.battleTitle,

View File

@@ -50,6 +50,7 @@ import {
sortieRoleEffectSummaries sortieRoleEffectSummaries
} from '../data/sortieSynergy'; } from '../data/sortieSynergy';
import { import {
campaignSortiePresetIds,
campaignSaveSlotCount, campaignSaveSlotCount,
getCampaignState, getCampaignState,
listCampaignSaveSlots, listCampaignSaveSlots,
@@ -62,6 +63,8 @@ import {
type CampaignRewardSnapshot, type CampaignRewardSnapshot,
type CampaignState, type CampaignState,
type CampaignSortieItemAssignments, type CampaignSortieItemAssignments,
type CampaignSortiePerformanceSnapshot,
type CampaignSortiePresetId,
type CampaignStep type CampaignStep
} from '../state/campaignState'; } from '../state/campaignState';
import { import {
@@ -1178,6 +1181,15 @@ const sortieRoleEffects: Partial<Record<SortieFormationRole, {
tone: 0x83d6ff tone: 0x83d6ff
} }
}; };
const resultSortiePresetDefinitions: {
id: CampaignSortiePresetId;
label: string;
accent: number;
}[] = [
{ id: 'elite', label: '정예', accent: 0xd8b15f },
{ id: 'mobile', label: '기동', accent: 0x72a7d8 },
{ id: 'siege', label: '공성', accent: 0xc87552 }
];
const battleSpeedLabels: Record<BattleSpeed, string> = { const battleSpeedLabels: Record<BattleSpeed, string> = {
normal: '보통', normal: '보통',
fast: '빠름', fast: '빠름',
@@ -1265,6 +1277,49 @@ type UnitBattleStats = {
intentGuardSuccesses: number; intentGuardSuccesses: number;
}; };
type ResultFormationGrade = 'S' | 'A' | 'B' | 'C' | 'D';
type ResultSortieContributionTotals = {
bonusDamage: number;
preventedDamage: number;
bonusHealing: number;
extendedBondTriggers: number;
counterplays: number;
};
type ResultFormationReview = {
score: number;
grade: ResultFormationGrade;
gradeColor: number;
gradeTextColor: string;
headline: string;
strengths: string[];
improvement: string;
objectiveAchieved: number;
objectiveTotal: number;
survivorCount: number;
deployedCount: number;
recoveryNeededCount: number;
totalDamage: number;
totalDamageTaken: number;
totalDefeats: number;
totalSupport: number;
roleCoverage: number;
activeBondCount: number;
contributionTotals: ResultSortieContributionTotals;
snapshot: CampaignSortiePerformanceSnapshot;
};
type ResultFormationReviewView = {
closeButton: Phaser.GameObjects.Rectangle;
presetButtons: Partial<Record<CampaignSortiePresetId, Phaser.GameObjects.Rectangle>>;
};
type ResultButtonView = {
background: Phaser.GameObjects.Rectangle;
label: Phaser.GameObjects.Text;
};
type ThreatTile = { type ThreatTile = {
x: number; x: number;
y: number; y: number;
@@ -3195,6 +3250,12 @@ export class BattleScene extends Phaser.Scene {
private resultGaugeAnimations: ResultGaugeAnimation[] = []; private resultGaugeAnimations: ResultGaugeAnimation[] = [];
private resultAnimationToken = 0; private resultAnimationToken = 0;
private resultSettlementText?: Phaser.GameObjects.Text; private resultSettlementText?: Phaser.GameObjects.Text;
private resultFormationReviewObjects: Phaser.GameObjects.GameObject[] = [];
private resultFormationReviewVisible = false;
private resultFormationReviewFeedback = '';
private resultPresetOverwriteConfirmId?: CampaignSortiePresetId;
private resultFormationReviewButton?: ResultButtonView;
private resultFormationReviewView?: ResultFormationReviewView;
private saveSlotPanelObjects: Phaser.GameObjects.GameObject[] = []; private saveSlotPanelObjects: Phaser.GameObjects.GameObject[] = [];
private saveSlotPanelMode?: SaveSlotMode; private saveSlotPanelMode?: SaveSlotMode;
private unitViews = new Map<string, UnitView>(); private unitViews = new Map<string, UnitView>();
@@ -3251,6 +3312,9 @@ export class BattleScene extends Phaser.Scene {
create() { create() {
this.hideBattleResult(); this.hideBattleResult();
this.resultFormationReviewVisible = false;
this.resultFormationReviewFeedback = '';
this.resultPresetOverwriteConfirmId = undefined;
const campaign = getCampaignState(); const campaign = getCampaignState();
this.resetBattleData(campaign); this.resetBattleData(campaign);
if (campaign.step === 'new' || campaign.step === 'prologue' || campaign.step === 'first-battle') { if (campaign.step === 'new' || campaign.step === 'prologue' || campaign.step === 'first-battle') {
@@ -3316,6 +3380,12 @@ export class BattleScene extends Phaser.Scene {
this.confirmLockedTargetPreview(); this.confirmLockedTargetPreview();
}); });
this.input.keyboard?.on('keydown-ESC', () => { this.input.keyboard?.on('keydown-ESC', () => {
if (this.resultFormationReviewVisible) {
soundDirector.playSelect();
this.hideResultFormationReview();
return;
}
if (this.saveSlotPanelObjects.length > 0) { if (this.saveSlotPanelObjects.length > 0) {
soundDirector.playSelect(); soundDirector.playSelect();
this.hideSaveSlotPanel(); this.hideSaveSlotPanel();
@@ -10362,6 +10432,19 @@ export class BattleScene extends Phaser.Scene {
})); }));
this.resultSettlementText.setDepth(depth + 2); this.resultSettlementText.setDepth(depth + 2);
const sortiePerformance = this.resultSortiePerformanceSnapshot();
if (sortiePerformance) {
const formationReview = this.resultFormationReview(outcome, sortiePerformance);
this.resultFormationReviewButton = this.addResultButton(
`편성 평가 ${formationReview.grade}`,
left + 470,
top + 612,
136,
() => this.toggleResultFormationReview(outcome),
depth + 3
);
}
if (outcome === 'victory') { if (outcome === 'victory') {
const isFinalBattle = battleScenario.id === 'sixty-sixth-battle-wuzhang-final'; const isFinalBattle = battleScenario.id === 'sixty-sixth-battle-wuzhang-final';
this.addResultButton(isFinalBattle ? '에필로그로' : '군영으로', left + panelWidth - 422, top + 612, 132, () => { this.addResultButton(isFinalBattle ? '에필로그로' : '군영으로', left + panelWidth - 422, top + 612, 132, () => {
@@ -10398,6 +10481,13 @@ export class BattleScene extends Phaser.Scene {
private hideBattleResult() { private hideBattleResult() {
this.resultAnimationToken += 1; this.resultAnimationToken += 1;
this.resultFormationReviewObjects.forEach((object) => object.destroy());
this.resultFormationReviewObjects = [];
this.resultFormationReviewVisible = false;
this.resultFormationReviewFeedback = '';
this.resultPresetOverwriteConfirmId = undefined;
this.resultFormationReviewButton = undefined;
this.resultFormationReviewView = undefined;
this.resultObjects.forEach((object) => object.destroy()); this.resultObjects.forEach((object) => object.destroy());
this.resultObjects = []; this.resultObjects = [];
this.resultGaugeAnimations = []; this.resultGaugeAnimations = [];
@@ -10547,6 +10637,46 @@ export class BattleScene extends Phaser.Scene {
.sort((a, b) => b.score - a.score || b.stats.defeats - a.stats.defeats || b.stats.damageDealt - a.stats.damageDealt)[0]; .sort((a, b) => b.score - a.score || b.stats.defeats - a.stats.defeats || b.stats.damageDealt - a.stats.damageDealt)[0];
} }
private resultSortiePerformanceSnapshot(): CampaignSortiePerformanceSnapshot | undefined {
if (!battleScenario.sortie) {
return undefined;
}
const campaign = getCampaignState();
const alliedUnits = battleUnits.filter((unit) => unit.faction === 'ally');
const alliedIds = new Set(alliedUnits.map((unit) => unit.id));
const configuredIds = this.effectiveSortieUnitIds(campaign).filter((unitId) => alliedIds.has(unitId));
const selectedUnitIds = [...new Set([...configuredIds, ...alliedUnits.map((unit) => unit.id)])];
if (selectedUnitIds.length === 0) {
return undefined;
}
const unitById = new Map(alliedUnits.map((unit) => [unit.id, unit]));
const initialUnitById = new Map(initialBattleUnits.filter((unit) => unit.faction === 'ally').map((unit) => [unit.id, unit]));
const formationAssignments = selectedUnitIds.reduce<SortieFormationAssignments>((assignments, unitId) => {
const unit = unitById.get(unitId);
if (unit) {
assignments[unitId] = this.sortieRoleForUnit(unit) ?? this.defaultSortieFormationRole(unit);
}
return assignments;
}, {});
return {
selectedUnitIds,
formationAssignments,
unitStats: selectedUnitIds.map((unitId) => {
const stats = this.statsFor(unitId);
const unit = unitById.get(unitId);
const initialUnit = initialUnitById.get(unitId) ?? unit;
return {
unitId,
hpBefore: initialUnit?.hp ?? 0,
maxHpBefore: initialUnit?.maxHp ?? 0,
...stats
};
})
};
}
private publishFirstBattleReport(outcome: BattleOutcome) { private publishFirstBattleReport(outcome: BattleOutcome) {
const objectives = this.resultObjectives(outcome); const objectives = this.resultObjectives(outcome);
const mvp = this.resultMvp(); const mvp = this.resultMvp();
@@ -10578,6 +10708,7 @@ export class BattleScene extends Phaser.Scene {
: undefined, : undefined,
itemRewards: this.resultItemRewards(outcome), itemRewards: this.resultItemRewards(outcome),
campaignRewards: rewardSnapshot, campaignRewards: rewardSnapshot,
sortiePerformance: this.resultSortiePerformanceSnapshot(),
completedCampDialogues: [], completedCampDialogues: [],
completedCampVisits: [], completedCampVisits: [],
createdAt: new Date().toISOString() createdAt: new Date().toISOString()
@@ -10643,6 +10774,417 @@ export class BattleScene extends Phaser.Scene {
}; };
} }
private resultFormationReview(
outcome: BattleOutcome,
snapshot: CampaignSortiePerformanceSnapshot
): ResultFormationReview {
const unitsById = new Map(battleUnits.filter((unit) => unit.faction === 'ally').map((unit) => [unit.id, unit]));
const deployedUnits = snapshot.selectedUnitIds
.map((unitId) => unitsById.get(unitId))
.filter((unit): unit is UnitData => Boolean(unit));
const objectives = this.resultObjectives(outcome);
const objectiveAchieved = objectives.filter((objective) => objective.achieved).length;
const survivorCount = deployedUnits.filter((unit) => unit.hp > 0).length;
const recoveryNeededCount = deployedUnits.filter((unit) => unit.hp > 0 && unit.hp < unit.maxHp).length;
const totalDamage = snapshot.unitStats.reduce((sum, stats) => sum + stats.damageDealt, 0);
const totalDamageTaken = snapshot.unitStats.reduce((sum, stats) => sum + stats.damageTaken, 0);
const totalDefeats = snapshot.unitStats.reduce((sum, stats) => sum + stats.defeats, 0);
const totalSupport = snapshot.unitStats.reduce((sum, stats) => sum + stats.support, 0);
const roleCoverage = coreSortieSynergyRoles.filter((role) =>
snapshot.selectedUnitIds.some((unitId) => snapshot.formationAssignments[unitId] === role)
).length;
const activeBondCount = this.activeSortieBonds().length;
const contributionTotals = this.sortieContributionTotals();
const objectiveRate = objectives.length > 0 ? objectiveAchieved / objectives.length : 1;
const survivalRate = deployedUnits.length > 0 ? survivorCount / deployedUnits.length : 0;
const enemyCount = battleUnits.filter((unit) => unit.faction === 'enemy').length;
const defeatRate = enemyCount > 0 ? Math.min(1, totalDefeats / enemyCount) : 1;
const contributionScore = contributionTotals.bonusDamage + contributionTotals.preventedDamage +
contributionTotals.bonusHealing + contributionTotals.extendedBondTriggers * 4 + contributionTotals.counterplays * 3;
const score = Phaser.Math.Clamp(Math.round(
(outcome === 'victory' ? 35 : 10) +
objectiveRate * 25 +
survivalRate * 20 +
defeatRate * 10 +
(roleCoverage / coreSortieSynergyRoles.length) * 5 +
Math.min(5, activeBondCount * 2) +
Math.min(5, contributionScore / 12)
), 0, 100);
const grade: ResultFormationGrade = score >= 90 ? 'S' : score >= 75 ? 'A' : score >= 60 ? 'B' : score >= 45 ? 'C' : 'D';
const gradeTone: Record<ResultFormationGrade, { color: number; text: string }> = {
S: { color: 0xd8b15f, text: '#fff0b5' },
A: { color: 0x59d18c, text: '#caffdc' },
B: { color: 0x72a7d8, text: '#d8ecff' },
C: { color: 0xc87552, text: '#ffd0bd' },
D: { color: 0x9a5b55, text: '#ffb6a6' }
};
const headlines: Record<ResultFormationGrade, string> = {
S: '빈틈없이 목표를 완수한 모범 편성',
A: '안정적으로 전선을 지켜낸 우수 편성',
B: '강점이 분명하고 보완 여지가 있는 편성',
C: '역할과 생존 계획을 다시 다듬을 편성',
D: '재도전 전 전면적인 재편이 필요한 편성'
};
const strengths = [
objectiveAchieved === objectives.length && objectives.length > 0 ? `목표 ${objectiveAchieved}/${objectives.length} 완수` : '',
survivorCount === deployedUnits.length && deployedUnits.length > 0 ? '출전 전원 생존' : '',
roleCoverage === coreSortieSynergyRoles.length ? '핵심 역할 3/3 충족' : '',
activeBondCount > 0 ? `활성 공명 ${activeBondCount}` : '',
contributionScore > 0 ? `편성 효과 기여 ${contributionScore}` : '',
totalDefeats > 0 ? `${totalDefeats}명 격파` : ''
].filter(Boolean).slice(0, 3);
const missingRoleLabels = coreSortieSynergyRoles
.filter((role) => !snapshot.selectedUnitIds.some((unitId) => snapshot.formationAssignments[unitId] === role))
.map((role) => sortieRoleEffects[role]?.label ?? role);
const improvement = outcome === 'defeat'
? '패배 조건을 먼저 차단하고 필수 무장의 생존 동선을 확보하십시오.'
: survivorCount < deployedUnits.length
? `퇴각 ${deployedUnits.length - survivorCount}명 · 전열 방호와 보급 배정을 강화하십시오.`
: missingRoleLabels.length > 0
? `${missingRoleLabels.join('·')} 공백 · 역할을 다시 배정하십시오.`
: objectiveAchieved < objectives.length
? `미달 목표 ${objectives.length - objectiveAchieved}개 · 기동 담당과 동선을 조정하십시오.`
: recoveryNeededCount > 0 && totalSupport === 0
? `회복 필요 ${recoveryNeededCount}명 · 후원 담당의 회복·보급 사용을 늘리십시오.`
: '현재 명단과 역할은 편성책에 기록해 다시 활용할 가치가 있습니다.';
return {
score,
grade,
gradeColor: gradeTone[grade].color,
gradeTextColor: gradeTone[grade].text,
headline: headlines[grade],
strengths: strengths.length > 0 ? strengths : ['전투 기록 확보'],
improvement,
objectiveAchieved,
objectiveTotal: objectives.length,
survivorCount,
deployedCount: deployedUnits.length,
recoveryNeededCount,
totalDamage,
totalDamageTaken,
totalDefeats,
totalSupport,
roleCoverage,
activeBondCount,
contributionTotals,
snapshot
};
}
private resultFormationRoleContributionLine(review: ResultFormationReview) {
const statsById = new Map(review.snapshot.unitStats.map((stats) => [stats.unitId, stats]));
return coreSortieSynergyRoles.map((role) => {
const roleStats = review.snapshot.selectedUnitIds
.filter((unitId) => review.snapshot.formationAssignments[unitId] === role)
.map((unitId) => statsById.get(unitId))
.filter((stats): stats is NonNullable<typeof stats> => Boolean(stats));
const value = role === 'front'
? roleStats.reduce((sum, stats) => sum + stats.sortiePreventedDamage + stats.sortieBonusDamage, 0)
: role === 'flank'
? roleStats.reduce((sum, stats) => sum + stats.sortieBonusDamage, 0)
: roleStats.reduce((sum, stats) => sum + stats.sortieBonusDamage + stats.sortieBonusHealing, 0);
const label = role === 'front' ? '전열' : role === 'flank' ? '돌파' : '후원';
return `${label} ${value}`;
}).join(' · ');
}
private resultFormationSnapshotMatchesPreset(presetId: CampaignSortiePresetId, snapshot: CampaignSortiePerformanceSnapshot) {
const preset = getCampaignState().sortieFormationPresets[presetId];
return Boolean(
preset &&
JSON.stringify(preset.selectedUnitIds) === JSON.stringify(snapshot.selectedUnitIds) &&
snapshot.selectedUnitIds.every((unitId) => preset.formationAssignments[unitId] === snapshot.formationAssignments[unitId])
);
}
private resultFormationSourcePresetIds(snapshot: CampaignSortiePerformanceSnapshot) {
return campaignSortiePresetIds.filter((presetId) => this.resultFormationSnapshotMatchesPreset(presetId, snapshot));
}
private toggleResultFormationReview(outcome: BattleOutcome) {
if (this.resultFormationReviewVisible) {
this.hideResultFormationReview();
return;
}
this.showResultFormationReview(outcome);
}
private showResultFormationReview(outcome: BattleOutcome) {
const snapshot = this.resultSortiePerformanceSnapshot();
if (!snapshot) {
return;
}
this.resultFormationReviewObjects.forEach((object) => object.destroy());
this.resultFormationReviewObjects = [];
this.resultFormationReviewView = undefined;
this.resultFormationReviewVisible = true;
this.resultFormationReviewButton?.label.setText('정산 보기');
const review = this.resultFormationReview(outcome, snapshot);
const depth = 130;
const width = 980;
const height = 420;
const x = Math.floor((this.scale.width - width) / 2);
const y = 200;
const bg = this.trackResultFormationReview(this.add.rectangle(x, y, width, height, 0x0b1219, 0.995));
bg.setOrigin(0);
bg.setDepth(depth);
bg.setStrokeStyle(2, review.gradeColor, 0.9);
bg.setInteractive();
this.trackResultFormationReview(this.add.text(x + 18, y + 12, '이번 편성 평가', this.resultFormationTextStyle(20, '#f2e3bf', true)))
.setDepth(depth + 1);
const closeButton = this.addResultFormationReviewButton('정산 보기', x + width - 108, y + 9, 92, 28, true, false, () => this.hideResultFormationReview(), depth + 2);
const gradeSeal = this.trackResultFormationReview(this.add.circle(x + 58, y + 82, 34, review.gradeColor, 0.22));
gradeSeal.setDepth(depth + 1);
gradeSeal.setStrokeStyle(2, review.gradeColor, 0.96);
this.trackResultFormationReview(this.add.text(x + 58, y + 82, review.grade, this.resultFormationTextStyle(34, review.gradeTextColor, true)))
.setOrigin(0.5)
.setDepth(depth + 2);
this.trackResultFormationReview(this.add.text(x + 104, y + 49, `${review.headline} · ${review.score}`, this.resultFormationTextStyle(17, review.gradeTextColor, true)))
.setDepth(depth + 1);
this.trackResultFormationReview(this.add.text(x + 104, y + 75, `강점 · ${review.strengths.join(' · ')}`, this.resultFormationTextStyle(11, '#d4dce6', true)))
.setDepth(depth + 1);
this.trackResultFormationReview(this.add.text(x + 104, y + 96, `보완 · ${this.resultCompactText(review.improvement, 70)}`, this.resultFormationTextStyle(11, '#ffdf7b', true)))
.setDepth(depth + 1);
const metricY = y + 126;
const metricGap = 10;
const metricWidth = Math.floor((width - 36 - metricGap * 3) / 4);
const metrics = [
{ label: '목표 달성', value: `${review.objectiveAchieved}/${review.objectiveTotal}` },
{ label: '생존·회복', value: `${review.survivorCount}/${review.deployedCount} · 회복 ${review.recoveryNeededCount}` },
{ label: '전과', value: `피해 ${review.totalDamage} · 격파 ${review.totalDefeats}` },
{ label: '지원·피격', value: `지원 ${review.totalSupport} · 피격 ${review.totalDamageTaken}` }
];
metrics.forEach((metric, index) => {
this.renderResultFormationMetric(metric.label, metric.value, x + 18 + index * (metricWidth + metricGap), metricY, metricWidth, depth + 1);
});
const analysisY = y + 184;
this.renderResultFormationAnalysisPanel(
'전술 판단',
[
`강점 · ${review.strengths.join(' · ')}`,
`보완 · ${this.resultCompactText(review.improvement, 62)}`
],
x + 18,
analysisY,
596,
72,
review.gradeColor,
depth + 1
);
this.renderResultFormationAnalysisPanel(
'역할·공명 기여',
[
`${this.resultFormationRoleContributionLine(review)} · 역할 ${review.roleCoverage}/3`,
`공명 ${review.activeBondCount}개 · 연장 ${review.contributionTotals.extendedBondTriggers}회 · 파훼 ${review.contributionTotals.counterplays}`
],
x + 624,
analysisY,
338,
72,
palette.blue,
depth + 1
);
const rosterY = y + 264;
this.trackResultFormationReview(this.add.text(x + 18, rosterY, '출전 명단·역할', this.resultFormationTextStyle(13, '#f2e3bf', true))).setDepth(depth + 1);
const visibleUnitIds = review.snapshot.selectedUnitIds.slice(0, 8);
const chipGap = 6;
const chipWidth = Math.floor((width - 36 - chipGap * Math.max(0, visibleUnitIds.length - 1)) / Math.max(1, visibleUnitIds.length));
visibleUnitIds.forEach((unitId, index) => {
const unit = battleUnits.find((candidate) => candidate.id === unitId);
const role = review.snapshot.formationAssignments[unitId];
const roleLabel = role === 'front' ? '전' : role === 'flank' ? '돌' : role === 'support' ? '후' : '예';
const chipX = x + 18 + index * (chipWidth + chipGap);
const chip = this.trackResultFormationReview(this.add.rectangle(chipX, rosterY + 23, chipWidth, 38, unit?.hp ? 0x172a22 : 0x2a1b18, 0.94));
chip.setOrigin(0);
chip.setDepth(depth + 1);
chip.setStrokeStyle(1, unit?.hp ? palette.green : palette.red, 0.58);
this.trackResultFormationReview(this.add.text(chipX + 7, rosterY + 29, `${roleLabel} ${this.resultCompactText(unit?.name ?? unitId, 7)}`, this.resultFormationTextStyle(10, '#f2e3bf', true))).setDepth(depth + 2);
this.trackResultFormationReview(this.add.text(chipX + 7, rosterY + 45, `HP ${unit?.hp ?? 0}/${unit?.maxHp ?? 0}`, this.resultFormationTextStyle(9, unit?.hp ? '#a8ffd0' : '#ffb6a6', true))).setDepth(depth + 2);
});
const presetTitleY = y + 337;
this.trackResultFormationReview(this.add.text(x + 18, presetTitleY, '이번 편성을 편성책에 반영', this.resultFormationTextStyle(13, '#f2e3bf', true))).setDepth(depth + 1);
this.trackResultFormationReview(this.add.text(x + 192, presetTitleY + 2, '명단·역할만 저장 · 장비·보급 제외', this.resultFormationTextStyle(10, '#9fb0bf', true))).setDepth(depth + 1);
const campaign = getCampaignState();
const sourcePresetIds = this.resultFormationSourcePresetIds(review.snapshot);
const presetButtons: ResultFormationReviewView['presetButtons'] = {};
const presetGap = 10;
const presetWidth = Math.floor((width - 36 - presetGap * 2) / 3);
resultSortiePresetDefinitions.forEach((definition, index) => {
const preset = campaign.sortieFormationPresets[definition.id];
const matching = sourcePresetIds.includes(definition.id);
const confirming = this.resultPresetOverwriteConfirmId === definition.id;
const cardX = x + 18 + index * (presetWidth + presetGap);
const label = matching
? `${definition.label} · 현재와 동일`
: preset
? `${definition.label} · 저장 ${preset.selectedUnitIds.length}`
: `${definition.label} · 비어 있음`;
const actionLabel = matching ? '저장됨' : confirming ? '갱신 확정' : preset ? '갱신' : '저장';
const button = this.addResultFormationReviewButton(
`${label} ${actionLabel}`,
cardX,
presetTitleY + 24,
presetWidth,
42,
!matching,
confirming || matching,
() => this.requestResultFormationPresetUpdate(definition.id, outcome),
depth + 2,
definition.accent
);
presetButtons[definition.id] = button;
});
const feedback = this.resultFormationReviewFeedback || '평가를 비교한 뒤 저장할 편성책을 선택하십시오.';
const feedbackColor = this.resultPresetOverwriteConfirmId
? '#ffdf7b'
: this.resultFormationReviewFeedback
? '#a8ffd0'
: '#9fb0bf';
this.trackResultFormationReview(this.add.text(x + 18, y + height - 3, this.resultCompactText(feedback, 78), this.resultFormationTextStyle(10, feedbackColor, true)))
.setOrigin(0, 1)
.setDepth(depth + 1);
this.resultFormationReviewView = { closeButton, presetButtons };
}
private hideResultFormationReview() {
this.resultFormationReviewObjects.forEach((object) => object.destroy());
this.resultFormationReviewObjects = [];
this.resultFormationReviewVisible = false;
this.resultFormationReviewFeedback = '';
this.resultPresetOverwriteConfirmId = undefined;
this.resultFormationReviewView = undefined;
if (this.battleOutcome) {
const snapshot = this.resultSortiePerformanceSnapshot();
if (snapshot) {
this.resultFormationReviewButton?.label.setText(`편성 평가 ${this.resultFormationReview(this.battleOutcome, snapshot).grade}`);
}
}
}
private requestResultFormationPresetUpdate(presetId: CampaignSortiePresetId, outcome: BattleOutcome) {
const snapshot = this.resultSortiePerformanceSnapshot();
if (!snapshot) {
return;
}
const review = this.resultFormationReview(outcome, snapshot);
const campaign = getCampaignState();
const existing = campaign.sortieFormationPresets[presetId];
const definition = resultSortiePresetDefinitions.find((candidate) => candidate.id === presetId) ?? resultSortiePresetDefinitions[0];
if (this.resultFormationSnapshotMatchesPreset(presetId, review.snapshot)) {
this.resultFormationReviewFeedback = `${definition.label} 편성책이 이미 이번 명단·역할과 같습니다.`;
this.showResultFormationReview(outcome);
return;
}
if (existing && this.resultPresetOverwriteConfirmId !== presetId) {
this.resultPresetOverwriteConfirmId = presetId;
this.resultFormationReviewFeedback = `${definition.label} 편성책을 갱신하려면 한 번 더 누르십시오.`;
soundDirector.playSelect();
this.showResultFormationReview(outcome);
return;
}
campaign.sortieFormationPresets = {
...campaign.sortieFormationPresets,
[presetId]: {
selectedUnitIds: [...review.snapshot.selectedUnitIds],
formationAssignments: { ...review.snapshot.formationAssignments }
}
};
saveCampaignState(campaign);
this.resultPresetOverwriteConfirmId = undefined;
this.resultFormationReviewFeedback = `${definition.label} 편성책 갱신 완료 · 장비·보급은 저장하지 않았습니다.`;
soundDirector.playSelect();
this.showResultFormationReview(outcome);
}
private renderResultFormationMetric(label: string, value: string, x: number, y: number, width: number, depth: number) {
const bg = this.trackResultFormationReview(this.add.rectangle(x, y, width, 48, 0x111c26, 0.96));
bg.setOrigin(0);
bg.setDepth(depth);
bg.setStrokeStyle(1, palette.gold, 0.38);
this.trackResultFormationReview(this.add.text(x + 10, y + 7, label, this.resultFormationTextStyle(10, '#9fb0bf', true))).setDepth(depth + 1);
this.trackResultFormationReview(this.add.text(x + width - 10, y + 25, this.resultCompactText(value, 24), this.resultFormationTextStyle(12, '#f2e3bf', true)))
.setOrigin(1, 0)
.setDepth(depth + 1);
}
private renderResultFormationAnalysisPanel(
title: string,
lines: string[],
x: number,
y: number,
width: number,
height: number,
accent: number,
depth: number
) {
const bg = this.trackResultFormationReview(this.add.rectangle(x, y, width, height, 0x101820, 0.96));
bg.setOrigin(0);
bg.setDepth(depth);
bg.setStrokeStyle(1, accent, 0.5);
this.trackResultFormationReview(this.add.text(x + 12, y + 8, title, this.resultFormationTextStyle(12, '#f2e3bf', true))).setDepth(depth + 1);
lines.slice(0, 2).forEach((line, index) => {
this.trackResultFormationReview(this.add.text(x + 12, y + 30 + index * 18, this.resultCompactText(line, width > 500 ? 72 : 42), this.resultFormationTextStyle(10, index === 0 ? '#d4dce6' : '#ffdf7b', true)))
.setDepth(depth + 1);
});
}
private addResultFormationReviewButton(
label: string,
x: number,
y: number,
width: number,
height: number,
enabled: boolean,
active: boolean,
action: () => void,
depth: number,
accent: number = palette.gold
) {
const fill = active ? 0x263a2d : enabled ? 0x1a2630 : 0x111820;
const button = this.trackResultFormationReview(this.add.rectangle(x, y, width, height, fill, enabled || active ? 0.98 : 0.6));
button.setOrigin(0);
button.setDepth(depth);
button.setStrokeStyle(1, active ? palette.green : enabled ? accent : 0x53606c, active ? 0.82 : enabled ? 0.62 : 0.3);
if (enabled) {
button.setInteractive({ useHandCursor: true });
button.on('pointerover', () => button.setFillStyle(active ? 0x365044 : 0x283947, 1).setStrokeStyle(1, palette.gold, 0.94));
button.on('pointerout', () => button.setFillStyle(fill, 0.98).setStrokeStyle(1, active ? palette.green : accent, active ? 0.82 : 0.62));
button.on('pointerdown', action);
}
this.trackResultFormationReview(this.add.text(x + width / 2, y + height / 2, this.resultCompactText(label, 28), this.resultFormationTextStyle(10, enabled || active ? '#f2e3bf' : '#77818c', true)))
.setOrigin(0.5)
.setDepth(depth + 1);
return button;
}
private resultFormationTextStyle(fontSize: number, color: string, bold = false): Phaser.Types.GameObjects.Text.TextStyle {
return {
fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
fontSize: `${fontSize}px`,
color,
fontStyle: bold ? '700' : '400'
};
}
private resultCompactText(value: string, maxLength: number) {
return value.length <= maxLength ? value : `${value.slice(0, Math.max(0, maxLength - 1))}`;
}
private trackResultFormationReview<T extends Phaser.GameObjects.GameObject>(object: T) {
this.resultFormationReviewObjects.push(object);
return object;
}
private uniqueRewardLabels(labels: string[]) { private uniqueRewardLabels(labels: string[]) {
return [...new Set(labels.map((label) => label.trim()).filter(Boolean))]; return [...new Set(labels.map((label) => label.trim()).filter(Boolean))];
} }
@@ -11523,6 +12065,7 @@ export class BattleScene extends Phaser.Scene {
text.setDepth(depth + 1); text.setDepth(depth + 1);
text.setInteractive({ useHandCursor: true }); text.setInteractive({ useHandCursor: true });
text.on('pointerdown', action); text.on('pointerdown', action);
return { background: bg, label: text };
} }
private trackResultObject<T extends Phaser.GameObjects.GameObject>(object: T) { private trackResultObject<T extends Phaser.GameObjects.GameObject>(object: T) {
@@ -13483,7 +14026,9 @@ export class BattleScene extends Phaser.Scene {
try { try {
const campaign = loadCampaignState(slot); const campaign = loadCampaignState(slot);
this.launchSortieUnitIds = this.normalizeLaunchSortieUnitIds(campaign.selectedSortieUnitIds);
this.launchSortieFormationAssignments = normalizeSortieFormationAssignments(campaign.sortieFormationAssignments); this.launchSortieFormationAssignments = normalizeSortieFormationAssignments(campaign.sortieFormationAssignments);
this.launchSortieItemAssignments = this.normalizeLaunchSortieItemAssignments(campaign.sortieItemAssignments);
this.applyBattleSaveState(state); this.applyBattleSaveState(state);
this.renderSituationPanel(`슬롯 ${slot}의 전투를 불러왔습니다.\n${this.formatSavedAt(state.savedAt)}`); this.renderSituationPanel(`슬롯 ${slot}의 전투를 불러왔습니다.\n${this.formatSavedAt(state.savedAt)}`);
} catch { } catch {
@@ -19899,12 +20444,27 @@ export class BattleScene extends Phaser.Scene {
this.renderRosterPanel(this.rosterTab, text); this.renderRosterPanel(this.rosterTab, text);
} }
private resultObjectBoundsDebug(object?: Phaser.GameObjects.Rectangle) {
if (!object?.active) {
return null;
}
const bounds = object.getBounds();
return { x: bounds.x, y: bounds.y, width: bounds.width, height: bounds.height };
}
getDebugState() { getDebugState() {
const campaign = getCampaignState(); const campaign = getCampaignState();
const effectiveSortieUnitIds = this.effectiveSortieUnitIds(campaign); const effectiveSortieUnitIds = this.effectiveSortieUnitIds(campaign);
const sortieFormationAssignments = this.effectiveSortieFormationAssignments(campaign); const sortieFormationAssignments = this.effectiveSortieFormationAssignments(campaign);
const sortieItemAssignments = this.effectiveSortieItemAssignments(campaign); const sortieItemAssignments = this.effectiveSortieItemAssignments(campaign);
const deployedAllyIds = battleUnits.filter((unit) => unit.faction === 'ally').map((unit) => unit.id); const deployedAllyIds = battleUnits.filter((unit) => unit.faction === 'ally').map((unit) => unit.id);
const resultSortiePerformance = this.battleOutcome ? this.resultSortiePerformanceSnapshot() : undefined;
const resultFormationReview = this.battleOutcome && resultSortiePerformance
? this.resultFormationReview(this.battleOutcome, resultSortiePerformance)
: undefined;
const resultSourcePresetIds = resultFormationReview
? this.resultFormationSourcePresetIds(resultFormationReview.snapshot)
: [];
return { return {
scene: this.scene.key, scene: this.scene.key,
@@ -19940,6 +20500,46 @@ export class BattleScene extends Phaser.Scene {
saveSlotPanelVisible: this.saveSlotPanelObjects.length > 0, saveSlotPanelVisible: this.saveSlotPanelObjects.length > 0,
saveSlotPanelMode: this.saveSlotPanelMode ?? null, saveSlotPanelMode: this.saveSlotPanelMode ?? null,
resultVisible: this.resultObjects.length > 0, resultVisible: this.resultObjects.length > 0,
sortieEvaluation: resultFormationReview
? {
available: true,
open: this.resultFormationReviewVisible,
grade: resultFormationReview.grade,
score: resultFormationReview.score,
headline: resultFormationReview.headline,
strengths: [...resultFormationReview.strengths],
improvement: resultFormationReview.improvement,
objectiveAchieved: resultFormationReview.objectiveAchieved,
objectiveTotal: resultFormationReview.objectiveTotal,
survivorCount: resultFormationReview.survivorCount,
deployedCount: resultFormationReview.deployedCount,
recoveryNeededCount: resultFormationReview.recoveryNeededCount,
totalDamage: resultFormationReview.totalDamage,
totalDamageTaken: resultFormationReview.totalDamageTaken,
totalDefeats: resultFormationReview.totalDefeats,
totalSupport: resultFormationReview.totalSupport,
roleCoverage: resultFormationReview.roleCoverage,
activeBondCount: resultFormationReview.activeBondCount,
contributionTotals: { ...resultFormationReview.contributionTotals },
snapshot: {
selectedUnitIds: [...resultFormationReview.snapshot.selectedUnitIds],
formationAssignments: { ...resultFormationReview.snapshot.formationAssignments },
unitStats: resultFormationReview.snapshot.unitStats.map((stats) => ({ ...stats }))
},
sourcePresetIds: [...resultSourcePresetIds],
overwriteConfirmId: this.resultPresetOverwriteConfirmId ?? null,
feedback: this.resultFormationReviewFeedback,
toggleButtonBounds: this.resultObjectBoundsDebug(this.resultFormationReviewButton?.background),
closeButtonBounds: this.resultObjectBoundsDebug(this.resultFormationReviewView?.closeButton),
presetCards: resultSortiePresetDefinitions.map((definition) => ({
id: definition.id,
label: definition.label,
saved: Boolean(campaign.sortieFormationPresets[definition.id]),
matching: resultSourcePresetIds.includes(definition.id),
actionButtonBounds: this.resultObjectBoundsDebug(this.resultFormationReviewView?.presetButtons[definition.id])
}))
}
: null,
turnPromptVisible: this.turnPromptObjects.length > 0, turnPromptVisible: this.turnPromptObjects.length > 0,
turnPromptMode: this.turnPromptMode ?? null, turnPromptMode: this.turnPromptMode ?? null,
pointerFeedbackVisible: Boolean(this.pointerFeedbackMarker?.visible), pointerFeedbackVisible: Boolean(this.pointerFeedbackMarker?.visible),

View File

@@ -44,6 +44,30 @@ export type CampaignRewardSnapshot = {
note?: string; note?: string;
}; };
export type CampaignSortieUnitPerformanceSnapshot = {
unitId: string;
hpBefore: number;
maxHpBefore: number;
damageDealt: number;
damageTaken: number;
defeats: number;
actions: number;
support: number;
sortieBonusDamage: number;
sortiePreventedDamage: number;
sortieBonusHealing: number;
sortieExtendedBondTriggers: number;
intentDefeats: number;
intentLineBreaks: number;
intentGuardSuccesses: number;
};
export type CampaignSortiePerformanceSnapshot = {
selectedUnitIds: string[];
formationAssignments: SortieFormationAssignments;
unitStats: CampaignSortieUnitPerformanceSnapshot[];
};
export type FirstBattleReport = { export type FirstBattleReport = {
battleId: string; battleId: string;
battleTitle: string; battleTitle: string;
@@ -58,6 +82,7 @@ export type FirstBattleReport = {
mvp?: CampMvpSnapshot; mvp?: CampMvpSnapshot;
itemRewards: string[]; itemRewards: string[];
campaignRewards?: CampaignRewardSnapshot; campaignRewards?: CampaignRewardSnapshot;
sortiePerformance?: CampaignSortiePerformanceSnapshot;
completedCampDialogues: string[]; completedCampDialogues: string[];
completedCampVisits: string[]; completedCampVisits: string[];
createdAt: string; createdAt: string;
@@ -320,6 +345,7 @@ export type CampaignBattleSettlement = {
units: CampaignUnitProgressSnapshot[]; units: CampaignUnitProgressSnapshot[];
bonds: CampaignBondProgressSnapshot[]; bonds: CampaignBondProgressSnapshot[];
reserveTraining?: CampaignReserveTrainingSnapshot[]; reserveTraining?: CampaignReserveTrainingSnapshot[];
sortiePerformance?: CampaignSortiePerformanceSnapshot;
completedAt: string; completedAt: string;
}; };
@@ -1117,11 +1143,16 @@ function normalizeLatestBattleId(value: unknown, battleHistory: Record<string, C
} }
function filterFirstBattleReportRosterReferences(report: FirstBattleReport, rosterUnitIds: Set<string>): FirstBattleReport { function filterFirstBattleReportRosterReferences(report: FirstBattleReport, rosterUnitIds: Set<string>): FirstBattleReport {
const sortiePerformance = normalizeCampaignSortiePerformanceSnapshot(report.sortiePerformance, rosterUnitIds);
const filtered = { const filtered = {
...report, ...report,
units: report.units.filter((unit) => unit.faction !== 'ally' || rosterUnitIds.has(unit.id)), units: report.units.filter((unit) => unit.faction !== 'ally' || rosterUnitIds.has(unit.id)),
bonds: report.bonds.filter((bond) => bond.unitIds.every((unitId) => rosterUnitIds.has(unitId))) bonds: report.bonds.filter((bond) => bond.unitIds.every((unitId) => rosterUnitIds.has(unitId))),
...(sortiePerformance ? { sortiePerformance } : {})
}; };
if (!sortiePerformance) {
delete filtered.sortiePerformance;
}
if (filtered.mvp && !rosterUnitIds.has(filtered.mvp.unitId)) { if (filtered.mvp && !rosterUnitIds.has(filtered.mvp.unitId)) {
delete filtered.mvp; delete filtered.mvp;
} }
@@ -1134,12 +1165,17 @@ function filterBattleHistoryRosterReferences(
bondIds: Set<string> bondIds: Set<string>
): Record<string, CampaignBattleSettlement> { ): Record<string, CampaignBattleSettlement> {
return Object.entries(history).reduce<Record<string, CampaignBattleSettlement>>((filteredHistory, [battleId, settlement]) => { return Object.entries(history).reduce<Record<string, CampaignBattleSettlement>>((filteredHistory, [battleId, settlement]) => {
const sortiePerformance = normalizeCampaignSortiePerformanceSnapshot(settlement.sortiePerformance, rosterUnitIds);
filteredHistory[battleId] = { filteredHistory[battleId] = {
...settlement, ...settlement,
units: settlement.units.filter((unit) => rosterUnitIds.has(unit.unitId)), units: settlement.units.filter((unit) => rosterUnitIds.has(unit.unitId)),
bonds: bondIds.size > 0 ? settlement.bonds.filter((bond) => bondIds.has(bond.id)) : settlement.bonds, bonds: bondIds.size > 0 ? settlement.bonds.filter((bond) => bondIds.has(bond.id)) : settlement.bonds,
reserveTraining: settlement.reserveTraining?.filter((entry) => rosterUnitIds.has(entry.unitId)) reserveTraining: settlement.reserveTraining?.filter((entry) => rosterUnitIds.has(entry.unitId)),
...(sortiePerformance ? { sortiePerformance } : {})
}; };
if (!sortiePerformance) {
delete filteredHistory[battleId].sortiePerformance;
}
return filteredHistory; return filteredHistory;
}, {}); }, {});
} }
@@ -1163,6 +1199,8 @@ function normalizeCampaignBattleSettlement(value: unknown): CampaignBattleSettle
return undefined; return undefined;
} }
const sortiePerformance = normalizeCampaignSortiePerformanceSnapshot(settlement.sortiePerformance);
return { return {
battleId, battleId,
battleTitle, battleTitle,
@@ -1174,6 +1212,7 @@ function normalizeCampaignBattleSettlement(value: unknown): CampaignBattleSettle
units: normalizeLimitedArray(settlement.units, normalizeCampaignUnitProgressSnapshot, maxCampaignBattleUnitEntries), units: normalizeLimitedArray(settlement.units, normalizeCampaignUnitProgressSnapshot, maxCampaignBattleUnitEntries),
bonds: normalizeLimitedArray(settlement.bonds, normalizeCampaignBondProgressSnapshot, maxCampaignBattleBondEntries), bonds: normalizeLimitedArray(settlement.bonds, normalizeCampaignBondProgressSnapshot, maxCampaignBattleBondEntries),
reserveTraining: normalizeLimitedArray(settlement.reserveTraining, normalizeReserveTrainingSnapshot, maxCampaignReserveTrainingEntries), reserveTraining: normalizeLimitedArray(settlement.reserveTraining, normalizeReserveTrainingSnapshot, maxCampaignReserveTrainingEntries),
...(sortiePerformance ? { sortiePerformance } : {}),
completedAt completedAt
}; };
} }
@@ -1355,6 +1394,60 @@ export function normalizeCampaignSortieFormationPresets(value: unknown, allowedU
}, {}); }, {});
} }
export function normalizeCampaignSortiePerformanceSnapshot(
value: unknown,
allowedUnitIds?: Set<string>
): CampaignSortiePerformanceSnapshot | undefined {
if (!isPlainObject(value)) {
return undefined;
}
const selectedUnitIds = uniqueStrings(value.selectedUnitIds)
.filter((unitId) => !allowedUnitIds || allowedUnitIds.has(unitId))
.slice(0, maxCampaignSortieAssignmentUnits);
if (selectedUnitIds.length === 0) {
return undefined;
}
const selectedIdSet = new Set(selectedUnitIds);
const unitStats = uniqueByKey(
normalizeLimitedArray(value.unitStats, (entry): CampaignSortieUnitPerformanceSnapshot | undefined => {
if (!isPlainObject(entry)) {
return undefined;
}
const unitId = normalizeKeyString(entry.unitId);
if (!unitId || !selectedIdSet.has(unitId)) {
return undefined;
}
const hpBefore = normalizeNonNegativeInteger(entry.hpBefore);
return {
unitId,
hpBefore,
maxHpBefore: Math.max(hpBefore, normalizeNonNegativeInteger(entry.maxHpBefore)),
damageDealt: normalizeNonNegativeInteger(entry.damageDealt),
damageTaken: normalizeNonNegativeInteger(entry.damageTaken),
defeats: normalizeNonNegativeInteger(entry.defeats),
actions: normalizeNonNegativeInteger(entry.actions),
support: normalizeNonNegativeInteger(entry.support),
sortieBonusDamage: normalizeNonNegativeInteger(entry.sortieBonusDamage),
sortiePreventedDamage: normalizeNonNegativeInteger(entry.sortiePreventedDamage),
sortieBonusHealing: normalizeNonNegativeInteger(entry.sortieBonusHealing),
sortieExtendedBondTriggers: normalizeNonNegativeInteger(entry.sortieExtendedBondTriggers),
intentDefeats: normalizeNonNegativeInteger(entry.intentDefeats),
intentLineBreaks: normalizeNonNegativeInteger(entry.intentLineBreaks),
intentGuardSuccesses: normalizeNonNegativeInteger(entry.intentGuardSuccesses)
};
}, maxCampaignSortieAssignmentUnits),
(entry) => entry.unitId
);
return {
selectedUnitIds,
formationAssignments: normalizeSortieFormationAssignments(recordOrEmpty(value.formationAssignments), selectedIdSet),
unitStats
};
}
function normalizeReserveTrainingFocusId(focusId?: string): CampaignReserveTrainingFocusId { function normalizeReserveTrainingFocusId(focusId?: string): CampaignReserveTrainingFocusId {
return isReserveTrainingFocusId(focusId) return isReserveTrainingFocusId(focusId)
? focusId as CampaignReserveTrainingFocusId ? focusId as CampaignReserveTrainingFocusId
@@ -1392,6 +1485,8 @@ function normalizeFirstBattleReport(report: unknown): FirstBattleReport | undefi
return undefined; return undefined;
} }
const sortiePerformance = normalizeCampaignSortiePerformanceSnapshot(report.sortiePerformance);
return { return {
battleId, battleId,
battleTitle, battleTitle,
@@ -1409,6 +1504,7 @@ function normalizeFirstBattleReport(report: unknown): FirstBattleReport | undefi
isPlainObject(report.campaignRewards) ? report.campaignRewards as CampaignRewardSnapshot : undefined, isPlainObject(report.campaignRewards) ? report.campaignRewards as CampaignRewardSnapshot : undefined,
battleId battleId
), ),
...(sortiePerformance ? { sortiePerformance } : {}),
completedCampDialogues: uniqueStrings(report.completedCampDialogues), completedCampDialogues: uniqueStrings(report.completedCampDialogues),
completedCampVisits: uniqueStrings(report.completedCampVisits), completedCampVisits: uniqueStrings(report.completedCampVisits),
createdAt: normalizeCampaignTimestamp(report.createdAt) ?? new Date().toISOString() createdAt: normalizeCampaignTimestamp(report.createdAt) ?? new Date().toISOString()
@@ -1643,6 +1739,15 @@ function createBattleSettlement(report: FirstBattleReport, reserveTraining: Camp
battleExp: bond.battleExp battleExp: bond.battleExp
})), })),
reserveTraining: reserveTraining.map((entry) => ({ ...entry })), reserveTraining: reserveTraining.map((entry) => ({ ...entry })),
...(report.sortiePerformance
? {
sortiePerformance: {
selectedUnitIds: [...report.sortiePerformance.selectedUnitIds],
formationAssignments: { ...report.sortiePerformance.formationAssignments },
unitStats: report.sortiePerformance.unitStats.map((stats) => ({ ...stats }))
}
}
: {}),
completedAt: report.createdAt completedAt: report.createdAt
}; };
} }