feat: add second-victory relief exploration
This commit is contained in:
BIN
src/assets/audio/ambience/riverside-village-day-ambience.mp3
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src/assets/audio/ambience/riverside-village-day-ambience.mp3
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src/assets/images/exploration/second-pursuit-village-ferry.webp
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src/assets/images/exploration/second-pursuit-village-ferry.webp
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After Width: | Height: | Size: 491 KiB |
@@ -59,6 +59,7 @@ import campfireAmbienceUrl from '../../assets/audio/ambience/campfire-ambience.m
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import mountainWindAmbienceUrl from '../../assets/audio/ambience/mountain-wind-ambience.mp3';
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import nanzhongNightAmbienceUrl from '../../assets/audio/ambience/nanzhong-night-ambience.mp3';
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import riverNightAmbienceUrl from '../../assets/audio/ambience/river-night-ambience.mp3';
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import riversideVillageDayAmbienceUrl from '../../assets/audio/ambience/riverside-village-day-ambience.mp3';
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export const musicTracks = {
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'title-theme': titleThemeUrl,
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@@ -77,6 +78,7 @@ export const ambienceTracks = {
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'battle-fire': battleFireAmbienceUrl,
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'campfire-ambience': campfireAmbienceUrl,
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'river-night-ambience': riverNightAmbienceUrl,
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'riverside-village-day-ambience': riversideVillageDayAmbienceUrl,
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'mountain-wind-ambience': mountainWindAmbienceUrl,
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'nanzhong-night-ambience': nanzhongNightAmbienceUrl
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} as const;
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@@ -93,6 +95,7 @@ export const ambienceTrackGainCompensation = {
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'battle-fire': 0.72,
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'campfire-ambience': 1,
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'river-night-ambience': 1,
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'riverside-village-day-ambience': 1,
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'mountain-wind-ambience': 0.88,
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'nanzhong-night-ambience': 1
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} as const satisfies Record<keyof typeof ambienceTracks, number>;
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@@ -120,6 +123,7 @@ export const ambienceTrackIntegratedLoudnessLufs = {
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'battle-fire': -26.11,
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'campfire-ambience': -24.58,
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'river-night-ambience': -25.2,
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'riverside-village-day-ambience': -24.03,
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'mountain-wind-ambience': -24.9,
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'nanzhong-night-ambience': -24.43
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} as const satisfies Record<keyof typeof ambienceTracks, number>;
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436
src/game/data/secondBattleReliefExploration.ts
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436
src/game/data/secondBattleReliefExploration.ts
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@@ -0,0 +1,436 @@
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import type { BattleScenarioId } from './battles';
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import type {
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ExplorationCharacterDirection,
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ExplorationCharacterTextureKey
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} from './explorationCharacterAssets';
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export const secondBattleReliefVisitId =
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'second-pursuit-aftermath-relief';
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export const secondBattleReliefSourceBattleId =
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'second-battle-yellow-turban-pursuit' satisfies BattleScenarioId;
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export const secondBattleReliefTargetBattleId =
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'third-battle-guangzong-road' satisfies BattleScenarioId;
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export const secondBattleReliefChoiceIds = [
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'restore-northern-village',
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'trace-ferry-messenger'
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] as const;
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export type SecondBattleReliefChoiceId =
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(typeof secondBattleReliefChoiceIds)[number];
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export const secondBattleReliefObjectiveIds = [
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'reassure-northern-village',
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'question-ferry-witness',
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'inspect-messenger-trail',
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'set-guangzong-priority'
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] as const;
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export type SecondBattleReliefObjectiveId =
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(typeof secondBattleReliefObjectiveIds)[number];
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export const secondBattleReliefPrerequisiteObjectiveIds =
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secondBattleReliefObjectiveIds.slice(0, -1) as readonly SecondBattleReliefObjectiveId[];
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export const secondBattleReliefSourceObjectiveIds = {
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village: 'village',
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quick: 'quick'
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} as const;
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export type SecondBattleReliefActorId =
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| 'guan-yu-village'
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| 'north-ferry-boatman'
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| 'zhang-fei-ferry'
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| 'jian-yong-records';
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export type SecondBattleReliefDialogueLine = {
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readonly speaker: string;
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readonly text: string;
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readonly portraitKey?: string;
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};
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export type SecondBattleReliefActor = {
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readonly id: SecondBattleReliefActorId;
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readonly name: string;
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readonly role: string;
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readonly textureKey: ExplorationCharacterTextureKey;
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readonly portraitKey?: string;
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readonly x: number;
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readonly y: number;
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readonly direction: ExplorationCharacterDirection;
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readonly dialogue: readonly SecondBattleReliefDialogueLine[];
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readonly repeatDialogue: readonly SecondBattleReliefDialogueLine[];
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};
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export type SecondBattleReliefObjective = {
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readonly id: SecondBattleReliefObjectiveId;
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readonly label: string;
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readonly detail: string;
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readonly targetActorId: SecondBattleReliefActorId;
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readonly prerequisiteObjectiveIds: readonly SecondBattleReliefObjectiveId[];
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readonly completionLine: string;
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};
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type SecondBattleReliefEffectBase = {
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readonly id:
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| 'northern-village-supply-line'
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| 'guangzong-messenger-route';
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readonly targetBattleId: typeof secondBattleReliefTargetBattleId;
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readonly label: string;
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readonly summary: string;
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readonly openingLines: readonly [string, string];
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};
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export type SecondBattleReliefThirdBattleEffect =
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| (SecondBattleReliefEffectBase & {
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readonly kind: 'village-supply-line';
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readonly focusObjectiveId: 'liu-bei';
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readonly recommendedUnitId: 'liu-bei';
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readonly recommendedRole: 'support';
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readonly carriedUsableId: 'bean';
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readonly carriedUsableCount: 1;
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})
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| (SecondBattleReliefEffectBase & {
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readonly kind: 'ferry-messenger-intel';
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readonly focusObjectiveId: 'leader';
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readonly recommendedUnitId: 'zhang-fei';
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readonly recommendedRole: 'flank';
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readonly trackedEnemyUnitId: 'guangzong-leader-ma-yuan';
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readonly revealTrackedRoute: true;
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});
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export type SecondBattleReliefChoice = {
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readonly id: SecondBattleReliefChoiceId;
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readonly label: string;
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readonly response: string;
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readonly bondId: 'liu-bei__guan-yu' | 'liu-bei__jian-yong';
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readonly bondExp: number;
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readonly itemRewards: readonly [string];
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readonly thirdBattleEffect: SecondBattleReliefThirdBattleEffect;
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};
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export type SecondBattleReliefExplorationDefinition = {
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readonly id: typeof secondBattleReliefVisitId;
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readonly title: string;
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readonly location: string;
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readonly sourceBattleId: typeof secondBattleReliefSourceBattleId;
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readonly targetBattleId: typeof secondBattleReliefTargetBattleId;
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readonly heading: string;
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readonly subtitle: string;
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readonly description: string;
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readonly introLines: readonly SecondBattleReliefDialogueLine[];
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readonly movementBounds: {
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readonly x: number;
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readonly y: number;
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readonly width: number;
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readonly height: number;
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};
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readonly player: {
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readonly textureKey: 'exploration-liu-bei';
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readonly x: number;
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readonly y: number;
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readonly direction: ExplorationCharacterDirection;
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};
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readonly exit: {
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readonly id: 'camp-exit';
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readonly name: string;
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readonly x: number;
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readonly y: number;
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};
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readonly actors: readonly SecondBattleReliefActor[];
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readonly objectives: readonly SecondBattleReliefObjective[];
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readonly choices: readonly SecondBattleReliefChoice[];
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};
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export const secondBattleReliefExplorationDefinition = {
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id: secondBattleReliefVisitId,
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title: '북쪽 마을과 나루 수습',
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location: '탁현 북쪽 마을 · 강가 나루',
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sourceBattleId: secondBattleReliefSourceBattleId,
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targetBattleId: secondBattleReliefTargetBattleId,
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heading: '황건 잔당 추격전 뒤',
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subtitle: '마을의 상처를 살피고 나루에 남은 광종 전령의 흔적을 확인합니다.',
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description:
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'전투에서 확보한 북쪽 마을은 아직 수습이 끝나지 않았습니다. 주민의 안전과 나루의 증언을 직접 확인한 뒤 광종 구원로에서 무엇을 먼저 지킬지 정합니다.',
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introLines: [
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{
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speaker: '유비',
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portraitKey: 'liu-bei-yellow-turban',
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text: '싸움은 끝났으나 백성이 집으로 돌아가고 나루가 다시 열려야 비로소 이 길을 지켰다 할 수 있소.'
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},
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{
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speaker: '간옹',
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portraitKey: 'jian-yong-campaign',
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text: '마을의 피해와 사공의 증언을 함께 적겠습니다. 그 기록이 광종으로 향할 다음 군령이 될 것입니다.'
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}
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],
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movementBounds: { x: 42, y: 108, width: 1404, height: 814 },
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player: {
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textureKey: 'exploration-liu-bei',
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x: 950,
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y: 840,
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direction: 'north'
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},
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exit: {
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id: 'camp-exit',
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name: '수습 현장을 떠나 군영으로 돌아가기',
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x: 790,
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y: 914
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},
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actors: [
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{
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id: 'guan-yu-village',
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name: '관우',
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role: '북쪽 마을 부상자 수습',
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textureKey: 'exploration-guan-yu',
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portraitKey: 'guan-yu-yellow-turban',
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x: 1050,
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y: 455,
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direction: 'west',
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dialogue: [
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{
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speaker: '관우',
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portraitKey: 'guan-yu-yellow-turban',
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text: '불은 껐지만 빼앗겼던 곡식과 다친 이들이 남았습니다. 전열을 거두기 전에 마을이 오늘 밤을 버틸 수 있게 해야 합니다.'
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},
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{
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speaker: '유비',
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portraitKey: 'liu-bei-yellow-turban',
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text: '군량을 셈하기 전에 백성의 솥부터 살핍시다. 여기서 얻은 승리가 다시 원망이 되어서는 안 되오.'
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}
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],
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repeatDialogue: [
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{
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speaker: '관우',
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portraitKey: 'guan-yu-yellow-turban',
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text: '마을 사람들의 귀환로는 열어 두었습니다. 이제 나루에서 놓친 흔적을 확인하십시오.'
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}
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]
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},
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{
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id: 'north-ferry-boatman',
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name: '나루 사공',
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role: '전령 이동 목격자',
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textureKey: 'exploration-zhuo-villager',
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portraitKey: 'zhuo-villager-yellow-turban',
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x: 360,
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y: 470,
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direction: 'east',
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dialogue: [
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{
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speaker: '나루 사공',
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text: '두령이 쓰러지기 전, 누런 깃발을 감춘 기병 하나가 말을 배에 싣고 건넜습니다. 광종 쪽 물길을 잘 아는 자였습니다.'
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},
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{
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speaker: '유비',
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portraitKey: 'liu-bei-yellow-turban',
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text: '사람을 더 쫓게 하지는 않겠소. 어느 배를 썼고 어디에 말발굽이 남았는지만 알려 주시오.'
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}
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],
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repeatDialogue: [
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{
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speaker: '나루 사공',
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text: '동쪽 말뚝에 묶였던 작은 배였습니다. 장비 장군이 그 주변의 자국을 살피고 있습니다.'
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}
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]
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},
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{
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id: 'zhang-fei-ferry',
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name: '장비',
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role: '나루와 말발굽 흔적 확인',
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textureKey: 'exploration-zhang-fei',
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portraitKey: 'zhang-fei-yellow-turban',
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x: 540,
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y: 675,
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direction: 'east',
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dialogue: [
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{
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speaker: '장비',
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portraitKey: 'zhang-fei-yellow-turban',
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text: '사공 말이 맞소. 배 밑의 진흙과 말발굽이 광종 길로 이어집니다. 지금 뒤쫓으면 흔적을 더 잡을 수 있소.'
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},
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{
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speaker: '유비',
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portraitKey: 'liu-bei-yellow-turban',
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text: '흔적은 간옹에게 남기고 병사부터 모으시오. 빠른 추격과 마을 수습 중 무엇을 앞세울지는 함께 정하겠소.'
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}
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],
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repeatDialogue: [
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{
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speaker: '장비',
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portraitKey: 'zhang-fei-yellow-turban',
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text: '나루의 흔적은 표시해 두었소. 간옹에게 가면 바로 다음 명을 정할 수 있소.'
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}
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]
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},
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{
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id: 'jian-yong-records',
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name: '간옹',
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role: '수습 기록과 광종 진군안',
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textureKey: 'exploration-jian-yong',
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portraitKey: 'jian-yong-campaign',
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x: 790,
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y: 690,
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direction: 'north',
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dialogue: [
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{
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speaker: '간옹',
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portraitKey: 'jian-yong-campaign',
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text: '마을 보급선을 세우면 광종 길의 후방이 단단해집니다. 나루 흔적을 좇으면 전령 마원의 퇴로를 먼저 읽을 수 있습니다.'
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},
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{
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speaker: '유비',
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portraitKey: 'liu-bei-yellow-turban',
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text: '둘 다 버릴 수는 없으나, 이번 출정에서 먼저 세울 기준은 하나여야 하오. 기록에 남겨 군 전체가 따르게 합시다.'
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}
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],
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repeatDialogue: [
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||||
{
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speaker: '간옹',
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portraitKey: 'jian-yong-campaign',
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text: '정한 방침은 광종 구원로 출진 장부에 옮겨 두었습니다.'
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}
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]
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}
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],
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objectives: [
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{
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id: 'reassure-northern-village',
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label: '북쪽 마을의 부상자와 귀환로 확인',
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detail: '관우에게 다가가 전투 뒤에도 남은 마을의 피해를 확인합니다.',
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targetActorId: 'guan-yu-village',
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prerequisiteObjectiveIds: [],
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completionLine: '북쪽 마을 주민이 돌아올 길과 오늘 밤의 식량을 확인했습니다.'
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},
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{
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id: 'question-ferry-witness',
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label: '나루 사공에게 전령의 이동 경로 질문',
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detail: '마을 수습을 확인한 뒤 사공에게 빠져나간 기병과 배의 흔적을 묻습니다.',
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targetActorId: 'north-ferry-boatman',
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prerequisiteObjectiveIds: ['reassure-northern-village'],
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completionLine: '광종 방향으로 빠져나간 황건 전령과 사용한 배를 확인했습니다.'
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},
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{
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||||
id: 'inspect-messenger-trail',
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label: '장비와 나루의 말발굽 흔적 확인',
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detail: '사공의 증언을 토대로 장비가 표시한 물가의 흔적을 직접 확인합니다.',
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targetActorId: 'zhang-fei-ferry',
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||||
prerequisiteObjectiveIds: [
|
||||
'reassure-northern-village',
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'question-ferry-witness'
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],
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completionLine: '배 밑 진흙과 말발굽이 광종 구원로로 이어진다는 사실을 확인했습니다.'
|
||||
},
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{
|
||||
id: 'set-guangzong-priority',
|
||||
label: '간옹과 광종 구원로의 우선 방침 결정',
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||||
detail: '모은 기록을 간옹에게 전하고 마을 보급과 전령 추적 중 다음 출정의 우선 기준을 고릅니다.',
|
||||
targetActorId: 'jian-yong-records',
|
||||
prerequisiteObjectiveIds: [
|
||||
'reassure-northern-village',
|
||||
'question-ferry-witness',
|
||||
'inspect-messenger-trail'
|
||||
],
|
||||
completionLine: '현장 수습과 광종 출정 방침을 하나의 장부로 남겼습니다.'
|
||||
}
|
||||
],
|
||||
choices: [
|
||||
{
|
||||
id: 'restore-northern-village',
|
||||
label: '북쪽 마을 보급선을 먼저 세운다',
|
||||
response:
|
||||
'관우가 마을의 귀환로를 지키고 간옹은 남은 곡식과 부상자 수를 장부에 적었습니다. 광종으로 향하는 군은 이 마을을 안전한 후방 보급점으로 삼습니다.',
|
||||
bondId: 'liu-bei__guan-yu',
|
||||
bondExp: 10,
|
||||
itemRewards: ['콩 1'],
|
||||
thirdBattleEffect: {
|
||||
id: 'northern-village-supply-line',
|
||||
kind: 'village-supply-line',
|
||||
targetBattleId: secondBattleReliefTargetBattleId,
|
||||
label: '북쪽 마을 보급선',
|
||||
summary: '유비의 후방 지휘와 회복 여지를 우선하는 광종 구원로 준비',
|
||||
focusObjectiveId: 'liu-bei',
|
||||
recommendedUnitId: 'liu-bei',
|
||||
recommendedRole: 'support',
|
||||
carriedUsableId: 'bean',
|
||||
carriedUsableCount: 1,
|
||||
openingLines: [
|
||||
'현장 수습 · 북쪽 마을 보급선이 광종 구원로의 후방과 이어집니다.',
|
||||
'유비를 후방 지원 위치에 두고, 마을에서 챙긴 콩을 출전 장비에 배정해 전열의 회복 여지를 남기십시오.'
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
id: 'trace-ferry-messenger',
|
||||
label: '나루의 전령 흔적을 먼저 좇는다',
|
||||
response:
|
||||
'장비가 말발굽을 표시하고 간옹은 사공의 증언을 지도에 옮겼습니다. 광종 구원로에서는 전령 마원의 퇴로가 가장 먼저 확인해야 할 길이 됩니다.',
|
||||
bondId: 'liu-bei__jian-yong',
|
||||
bondExp: 10,
|
||||
itemRewards: ['상처약 1'],
|
||||
thirdBattleEffect: {
|
||||
id: 'guangzong-messenger-route',
|
||||
kind: 'ferry-messenger-intel',
|
||||
targetBattleId: secondBattleReliefTargetBattleId,
|
||||
label: '나루 전령로',
|
||||
summary: '전령 마원의 광종 방면 퇴로와 첫 이동을 우선 확인하는 준비',
|
||||
focusObjectiveId: 'leader',
|
||||
recommendedUnitId: 'zhang-fei',
|
||||
recommendedRole: 'flank',
|
||||
trackedEnemyUnitId: 'guangzong-leader-ma-yuan',
|
||||
revealTrackedRoute: true,
|
||||
openingLines: [
|
||||
'현장 수습 · 나루의 말발굽과 배 흔적이 전령 마원의 광종 퇴로와 이어집니다.',
|
||||
'장비를 좁은 길의 측면에 두고, 전령이 요새 뒤로 빠지기 전에 표시된 퇴로를 먼저 압박하십시오.'
|
||||
]
|
||||
}
|
||||
}
|
||||
]
|
||||
} as const satisfies SecondBattleReliefExplorationDefinition;
|
||||
|
||||
export function getSecondBattleReliefChoice(
|
||||
choiceId: string
|
||||
): SecondBattleReliefChoice | undefined {
|
||||
return secondBattleReliefExplorationDefinition.choices.find(
|
||||
(choice) => choice.id === choiceId
|
||||
);
|
||||
}
|
||||
|
||||
export function getSecondBattleReliefObjective(
|
||||
objectiveId: string
|
||||
): SecondBattleReliefObjective | undefined {
|
||||
return secondBattleReliefExplorationDefinition.objectives.find(
|
||||
(objective) => objective.id === objectiveId
|
||||
);
|
||||
}
|
||||
|
||||
export function isSecondBattleReliefChoiceId(
|
||||
value: unknown
|
||||
): value is SecondBattleReliefChoiceId {
|
||||
return (
|
||||
typeof value === 'string' &&
|
||||
(secondBattleReliefChoiceIds as readonly string[]).includes(value)
|
||||
);
|
||||
}
|
||||
|
||||
export function completedSecondBattleReliefPrerequisites(
|
||||
completedObjectiveIds: readonly string[]
|
||||
) {
|
||||
const completed = new Set(completedObjectiveIds);
|
||||
return secondBattleReliefPrerequisiteObjectiveIds.every((objectiveId) =>
|
||||
completed.has(objectiveId)
|
||||
);
|
||||
}
|
||||
|
||||
export function secondBattleReliefObjectiveProgressId(
|
||||
objectiveId: SecondBattleReliefObjectiveId
|
||||
) {
|
||||
return `${secondBattleReliefVisitId}:objective:${objectiveId}`;
|
||||
}
|
||||
|
||||
export function completedSecondBattleReliefObjectiveIds(
|
||||
completedCampVisitIds: readonly string[]
|
||||
) {
|
||||
const completed = new Set(completedCampVisitIds);
|
||||
return secondBattleReliefObjectiveIds.filter((objectiveId) =>
|
||||
completed.has(secondBattleReliefObjectiveProgressId(objectiveId))
|
||||
);
|
||||
}
|
||||
246
src/game/data/secondBattleReliefMemory.ts
Normal file
246
src/game/data/secondBattleReliefMemory.ts
Normal file
@@ -0,0 +1,246 @@
|
||||
import type { BattleScenarioId } from './battles';
|
||||
import {
|
||||
firstPursuitScoutChoiceIds,
|
||||
firstPursuitScoutVisitId,
|
||||
isFirstPursuitScoutChoiceId,
|
||||
type FirstPursuitScoutChoiceId
|
||||
} from './firstPursuitScoutMemory';
|
||||
import {
|
||||
getSecondBattleReliefChoice,
|
||||
isSecondBattleReliefChoiceId,
|
||||
secondBattleReliefSourceBattleId,
|
||||
secondBattleReliefSourceObjectiveIds,
|
||||
secondBattleReliefTargetBattleId,
|
||||
secondBattleReliefVisitId,
|
||||
type SecondBattleReliefChoiceId,
|
||||
type SecondBattleReliefThirdBattleEffect
|
||||
} from './secondBattleReliefExploration';
|
||||
import type {
|
||||
CampaignBattleSettlement,
|
||||
CampaignState
|
||||
} from '../state/campaignState';
|
||||
|
||||
export type SecondBattleReliefCampaignState = Pick<
|
||||
CampaignState,
|
||||
'battleHistory' | 'completedCampVisits' | 'campVisitChoiceIds'
|
||||
>;
|
||||
|
||||
export type SecondBattleReliefScoutReview = {
|
||||
choiceId?: FirstPursuitScoutChoiceId;
|
||||
focus: 'river' | 'village' | 'unrecorded';
|
||||
outcome: 'confirmed' | 'missed' | 'unrecorded';
|
||||
line: string;
|
||||
};
|
||||
|
||||
export type SecondBattleReliefContext = {
|
||||
sourceBattleId: typeof secondBattleReliefSourceBattleId;
|
||||
sourceBattleTurn: number;
|
||||
villageObjectiveAchieved: boolean;
|
||||
quickObjectiveAchieved: boolean;
|
||||
scoutReview: SecondBattleReliefScoutReview;
|
||||
arrivalLine: string;
|
||||
};
|
||||
|
||||
export type ResolvedSecondBattleReliefEffect =
|
||||
SecondBattleReliefThirdBattleEffect & {
|
||||
readiness: 'reinforced' | 'recovered';
|
||||
sourceObjectiveAchieved: boolean;
|
||||
};
|
||||
|
||||
export type SecondBattleReliefMemory = {
|
||||
sourceBattleId: typeof secondBattleReliefSourceBattleId;
|
||||
targetBattleId: typeof secondBattleReliefTargetBattleId;
|
||||
visitId: typeof secondBattleReliefVisitId;
|
||||
choiceId: SecondBattleReliefChoiceId;
|
||||
choiceLabel: string;
|
||||
sourceBattleTurn: number;
|
||||
villageObjectiveAchieved: boolean;
|
||||
quickObjectiveAchieved: boolean;
|
||||
scoutReview: SecondBattleReliefScoutReview;
|
||||
effect: ResolvedSecondBattleReliefEffect;
|
||||
campSummaryLine: string;
|
||||
openingLines: [string, string, string];
|
||||
};
|
||||
|
||||
export function resolveSecondBattleReliefContext(
|
||||
campaign: SecondBattleReliefCampaignState
|
||||
): SecondBattleReliefContext | undefined {
|
||||
const settlement =
|
||||
campaign.battleHistory[secondBattleReliefSourceBattleId];
|
||||
if (!validSecondBattleVictory(settlement)) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
const villageObjectiveAchieved = objectiveAchieved(
|
||||
settlement,
|
||||
secondBattleReliefSourceObjectiveIds.village
|
||||
);
|
||||
const quickObjectiveAchieved = objectiveAchieved(
|
||||
settlement,
|
||||
secondBattleReliefSourceObjectiveIds.quick
|
||||
);
|
||||
const scoutReview = resolveFirstPursuitScoutReview(
|
||||
campaign,
|
||||
villageObjectiveAchieved,
|
||||
quickObjectiveAchieved
|
||||
);
|
||||
|
||||
return {
|
||||
sourceBattleId: secondBattleReliefSourceBattleId,
|
||||
sourceBattleTurn: settlement.turnNumber,
|
||||
villageObjectiveAchieved,
|
||||
quickObjectiveAchieved,
|
||||
scoutReview,
|
||||
arrivalLine: villageObjectiveAchieved
|
||||
? '전투에서 지킨 북쪽 마을은 주민이 돌아오기 시작했지만, 부상자와 빼앗긴 곡식은 아직 현장에 남아 있습니다.'
|
||||
: '두령은 쓰러졌지만 북쪽 마을 어귀를 온전히 지키지 못했습니다. 떠나기 전에 주민의 귀환로와 남은 위협부터 수습해야 합니다.'
|
||||
};
|
||||
}
|
||||
|
||||
export function resolveSecondBattleReliefMemory(options: {
|
||||
campaign: SecondBattleReliefCampaignState;
|
||||
battleId: BattleScenarioId;
|
||||
}): SecondBattleReliefMemory | undefined {
|
||||
if (options.battleId !== secondBattleReliefTargetBattleId) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
const context = resolveSecondBattleReliefContext(options.campaign);
|
||||
if (
|
||||
!context ||
|
||||
!options.campaign.completedCampVisits.includes(
|
||||
secondBattleReliefVisitId
|
||||
)
|
||||
) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
const choiceId =
|
||||
options.campaign.campVisitChoiceIds[secondBattleReliefVisitId];
|
||||
if (!isSecondBattleReliefChoiceId(choiceId)) {
|
||||
return undefined;
|
||||
}
|
||||
const choice = getSecondBattleReliefChoice(choiceId);
|
||||
if (!choice) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
const sourceObjectiveAchieved =
|
||||
choice.thirdBattleEffect.kind === 'village-supply-line'
|
||||
? context.villageObjectiveAchieved
|
||||
: context.quickObjectiveAchieved;
|
||||
const readiness = sourceObjectiveAchieved
|
||||
? 'reinforced'
|
||||
: 'recovered';
|
||||
const effect = cloneEffect(choice.thirdBattleEffect, {
|
||||
readiness,
|
||||
sourceObjectiveAchieved
|
||||
});
|
||||
const readinessLabel = readiness === 'reinforced'
|
||||
? '전투 성과를 온전히 이어받음'
|
||||
: '현장 수습으로 놓친 준비를 보완함';
|
||||
const campSummaryLine =
|
||||
`현장 수습 · ${effect.label} · ${readinessLabel}`;
|
||||
|
||||
return {
|
||||
sourceBattleId: secondBattleReliefSourceBattleId,
|
||||
targetBattleId: secondBattleReliefTargetBattleId,
|
||||
visitId: secondBattleReliefVisitId,
|
||||
choiceId,
|
||||
choiceLabel: choice.label,
|
||||
sourceBattleTurn: context.sourceBattleTurn,
|
||||
villageObjectiveAchieved: context.villageObjectiveAchieved,
|
||||
quickObjectiveAchieved: context.quickObjectiveAchieved,
|
||||
scoutReview: { ...context.scoutReview },
|
||||
effect,
|
||||
campSummaryLine,
|
||||
openingLines: [
|
||||
campSummaryLine,
|
||||
...effect.openingLines
|
||||
]
|
||||
};
|
||||
}
|
||||
|
||||
function validSecondBattleVictory(
|
||||
settlement?: CampaignBattleSettlement
|
||||
): settlement is CampaignBattleSettlement {
|
||||
return Boolean(
|
||||
settlement &&
|
||||
settlement.battleId === secondBattleReliefSourceBattleId &&
|
||||
settlement.outcome === 'victory'
|
||||
);
|
||||
}
|
||||
|
||||
function objectiveAchieved(
|
||||
settlement: CampaignBattleSettlement,
|
||||
objectiveId: string
|
||||
) {
|
||||
return settlement.objectives.some(
|
||||
(objective) =>
|
||||
objective.id === objectiveId &&
|
||||
objective.achieved === true &&
|
||||
objective.status !== 'failed'
|
||||
);
|
||||
}
|
||||
|
||||
function resolveFirstPursuitScoutReview(
|
||||
campaign: SecondBattleReliefCampaignState,
|
||||
villageObjectiveAchieved: boolean,
|
||||
quickObjectiveAchieved: boolean
|
||||
): SecondBattleReliefScoutReview {
|
||||
const choiceId =
|
||||
campaign.completedCampVisits.includes(firstPursuitScoutVisitId)
|
||||
? campaign.campVisitChoiceIds[firstPursuitScoutVisitId]
|
||||
: undefined;
|
||||
if (!isFirstPursuitScoutChoiceId(choiceId)) {
|
||||
return {
|
||||
focus: 'unrecorded',
|
||||
outcome: 'unrecorded',
|
||||
line: '이전 정찰 방침은 장부에 남아 있지 않습니다. 이번 현장 확인을 광종 진군의 첫 기록으로 삼습니다.'
|
||||
};
|
||||
}
|
||||
|
||||
if (choiceId === firstPursuitScoutChoiceIds[0]) {
|
||||
return quickObjectiveAchieved
|
||||
? {
|
||||
choiceId,
|
||||
focus: 'river',
|
||||
outcome: 'confirmed',
|
||||
line: '간옹이 먼저 표시한 강가 매복로를 빠르게 끊어 나루의 전령 흔적이 선명하게 남았습니다.'
|
||||
}
|
||||
: {
|
||||
choiceId,
|
||||
focus: 'river',
|
||||
outcome: 'missed',
|
||||
line: '강가 매복로는 찾았지만 결착이 늦어 전령의 흔적이 흐려졌습니다. 사공의 증언으로 빠진 길을 보완해야 합니다.'
|
||||
};
|
||||
}
|
||||
|
||||
return villageObjectiveAchieved
|
||||
? {
|
||||
choiceId,
|
||||
focus: 'village',
|
||||
outcome: 'confirmed',
|
||||
line: '간옹이 먼저 표시한 마을 구호로를 지켜 주민의 귀환과 후방 보급을 바로 시작할 수 있습니다.'
|
||||
}
|
||||
: {
|
||||
choiceId,
|
||||
focus: 'village',
|
||||
outcome: 'missed',
|
||||
line: '마을 구호로를 먼저 표시했지만 전투에서 어귀를 온전히 지키지 못했습니다. 떠나기 전에 그 약속을 직접 수습해야 합니다.'
|
||||
};
|
||||
}
|
||||
|
||||
function cloneEffect(
|
||||
effect: SecondBattleReliefThirdBattleEffect,
|
||||
resolution: Pick<
|
||||
ResolvedSecondBattleReliefEffect,
|
||||
'readiness' | 'sourceObjectiveAchieved'
|
||||
>
|
||||
): ResolvedSecondBattleReliefEffect {
|
||||
return {
|
||||
...effect,
|
||||
...resolution,
|
||||
openingLines: [...effect.openingLines]
|
||||
} as ResolvedSecondBattleReliefEffect;
|
||||
}
|
||||
145
src/game/input/ExplorationInputController.ts
Normal file
145
src/game/input/ExplorationInputController.ts
Normal file
@@ -0,0 +1,145 @@
|
||||
import Phaser from 'phaser';
|
||||
|
||||
export type ExplorationMovementDirection = Readonly<{
|
||||
x: number;
|
||||
y: number;
|
||||
}>;
|
||||
|
||||
export type ExplorationInputControllerOptions = {
|
||||
captureNavigationKeys?: boolean;
|
||||
};
|
||||
|
||||
const interactionKeyCodes = [
|
||||
Phaser.Input.Keyboard.KeyCodes.E,
|
||||
Phaser.Input.Keyboard.KeyCodes.SPACE,
|
||||
Phaser.Input.Keyboard.KeyCodes.ENTER
|
||||
] as const;
|
||||
|
||||
const capturedNavigationKeyCodes = [
|
||||
Phaser.Input.Keyboard.KeyCodes.UP,
|
||||
Phaser.Input.Keyboard.KeyCodes.DOWN,
|
||||
Phaser.Input.Keyboard.KeyCodes.LEFT,
|
||||
Phaser.Input.Keyboard.KeyCodes.RIGHT,
|
||||
Phaser.Input.Keyboard.KeyCodes.SPACE
|
||||
] as const;
|
||||
|
||||
export class ExplorationInputController {
|
||||
private readonly keyboard?: Phaser.Input.Keyboard.KeyboardPlugin;
|
||||
private readonly cursorKeys?: Phaser.Types.Input.Keyboard.CursorKeys;
|
||||
private readonly moveKeys?: {
|
||||
up: Phaser.Input.Keyboard.Key;
|
||||
down: Phaser.Input.Keyboard.Key;
|
||||
left: Phaser.Input.Keyboard.Key;
|
||||
right: Phaser.Input.Keyboard.Key;
|
||||
};
|
||||
private readonly interactKeys: Phaser.Input.Keyboard.Key[] = [];
|
||||
private readonly keyDownBindings: Array<{
|
||||
key: Phaser.Input.Keyboard.Key;
|
||||
callback: () => void;
|
||||
}> = [];
|
||||
private interactionQueued = false;
|
||||
|
||||
constructor(
|
||||
scene: Phaser.Scene,
|
||||
{ captureNavigationKeys = true }: ExplorationInputControllerOptions = {}
|
||||
) {
|
||||
const keyboard = scene.input.keyboard ?? undefined;
|
||||
this.keyboard = keyboard;
|
||||
if (!keyboard) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.cursorKeys = keyboard.createCursorKeys();
|
||||
this.moveKeys = {
|
||||
up: keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.W),
|
||||
down: keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S),
|
||||
left: keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A),
|
||||
right: keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D)
|
||||
};
|
||||
interactionKeyCodes.forEach((keyCode) => {
|
||||
const key = keyboard.addKey(keyCode);
|
||||
this.onKeyDown(key, () => {
|
||||
this.interactionQueued = true;
|
||||
});
|
||||
this.interactKeys.push(key);
|
||||
});
|
||||
if (captureNavigationKeys) {
|
||||
keyboard.addCapture([...capturedNavigationKeyCodes]);
|
||||
}
|
||||
}
|
||||
|
||||
bindKey(keyCode: number, onDown: () => void) {
|
||||
const key = this.keyboard?.addKey(keyCode);
|
||||
if (key) {
|
||||
this.onKeyDown(key, onDown);
|
||||
}
|
||||
return this;
|
||||
}
|
||||
|
||||
onMovementKeyDown(
|
||||
callback: (direction: ExplorationMovementDirection) => void
|
||||
) {
|
||||
const bindings = [
|
||||
{ key: this.cursorKeys?.up, direction: { x: 0, y: -1 } },
|
||||
{ key: this.cursorKeys?.down, direction: { x: 0, y: 1 } },
|
||||
{ key: this.cursorKeys?.left, direction: { x: -1, y: 0 } },
|
||||
{ key: this.cursorKeys?.right, direction: { x: 1, y: 0 } },
|
||||
{ key: this.moveKeys?.up, direction: { x: 0, y: -1 } },
|
||||
{ key: this.moveKeys?.down, direction: { x: 0, y: 1 } },
|
||||
{ key: this.moveKeys?.left, direction: { x: -1, y: 0 } },
|
||||
{ key: this.moveKeys?.right, direction: { x: 1, y: 0 } }
|
||||
] as const;
|
||||
bindings.forEach(({ key, direction }) => {
|
||||
if (key) {
|
||||
this.onKeyDown(key, () => callback(direction));
|
||||
}
|
||||
});
|
||||
return this;
|
||||
}
|
||||
|
||||
destroy() {
|
||||
this.keyDownBindings.forEach(({ key, callback }) => {
|
||||
key.off('down', callback);
|
||||
});
|
||||
this.keyDownBindings.length = 0;
|
||||
this.interactionQueued = false;
|
||||
}
|
||||
|
||||
discardInteractionRequest() {
|
||||
this.interactionQueued = false;
|
||||
}
|
||||
|
||||
consumeInteractionRequest() {
|
||||
const keyPressedThisFrame = this.interactKeys.some((key) =>
|
||||
Phaser.Input.Keyboard.JustDown(key)
|
||||
);
|
||||
const requested = this.interactionQueued || keyPressedThisFrame;
|
||||
this.interactionQueued = false;
|
||||
return requested;
|
||||
}
|
||||
|
||||
movementDirection() {
|
||||
const vector = new Phaser.Math.Vector2();
|
||||
if (this.cursorKeys?.left.isDown || this.moveKeys?.left.isDown) {
|
||||
vector.x -= 1;
|
||||
}
|
||||
if (this.cursorKeys?.right.isDown || this.moveKeys?.right.isDown) {
|
||||
vector.x += 1;
|
||||
}
|
||||
if (this.cursorKeys?.up.isDown || this.moveKeys?.up.isDown) {
|
||||
vector.y -= 1;
|
||||
}
|
||||
if (this.cursorKeys?.down.isDown || this.moveKeys?.down.isDown) {
|
||||
vector.y += 1;
|
||||
}
|
||||
return vector;
|
||||
}
|
||||
|
||||
private onKeyDown(
|
||||
key: Phaser.Input.Keyboard.Key,
|
||||
callback: () => void
|
||||
) {
|
||||
key.on('down', callback);
|
||||
this.keyDownBindings.push({ key, callback });
|
||||
}
|
||||
}
|
||||
@@ -128,6 +128,10 @@ import {
|
||||
resolveFirstPursuitScoutMemory,
|
||||
type FirstPursuitScoutMemory
|
||||
} from '../data/firstPursuitScoutMemory';
|
||||
import {
|
||||
resolveSecondBattleReliefMemory,
|
||||
type SecondBattleReliefMemory
|
||||
} from '../data/secondBattleReliefMemory';
|
||||
import {
|
||||
evaluateSortieOrder,
|
||||
evaluateSortieOrderProgress,
|
||||
@@ -3898,6 +3902,7 @@ export class BattleScene extends Phaser.Scene {
|
||||
private launchSortieRecommendation?: CampaignSortieRecommendationSnapshot;
|
||||
private firstBattlePreparation: FirstBattlePreparationState = { ...emptyFirstBattlePreparationState };
|
||||
private firstPursuitScoutMemory?: FirstPursuitScoutMemory;
|
||||
private secondBattleReliefMemory?: SecondBattleReliefMemory;
|
||||
private prologueVolunteerReassured = false;
|
||||
private coreResonancePursuitAttempts = 0;
|
||||
private coreResonancePursuitSuccesses = 0;
|
||||
@@ -4010,6 +4015,10 @@ export class BattleScene extends Phaser.Scene {
|
||||
campaign,
|
||||
battleId: battleScenario.id
|
||||
});
|
||||
this.secondBattleReliefMemory = resolveSecondBattleReliefMemory({
|
||||
campaign,
|
||||
battleId: battleScenario.id
|
||||
});
|
||||
this.prologueVolunteerReassured = campaign.completedTutorialIds.includes(
|
||||
prologueMilitiaCampCampaignTutorialIds.reassureVolunteer
|
||||
);
|
||||
@@ -8594,6 +8603,11 @@ export class BattleScene extends Phaser.Scene {
|
||||
if (this.firstPursuitScoutMemory) {
|
||||
return `${this.firstPursuitScoutMemory.campSummaryLine}. 간옹이 표시한 적의 첫 움직임을 보며 전열을 조정하세요.`;
|
||||
}
|
||||
if (this.secondBattleReliefMemory) {
|
||||
return this.secondBattleReliefMemory.effect.kind === 'village-supply-line'
|
||||
? `${this.secondBattleReliefMemory.campSummaryLine}. 유비를 후방에 두면 마을에서 챙긴 콩 1개를 전투 중 사용할 수 있습니다.`
|
||||
: `${this.secondBattleReliefMemory.campSummaryLine}. 표시된 전령 마원의 첫 움직임을 보고 장비의 측면 출발 위치를 조정하세요.`;
|
||||
}
|
||||
return '추천 전열이 적용되어 있습니다. 장수를 선택한 뒤 시작 구역 안에서 위치를 바꿀 수 있습니다.';
|
||||
}
|
||||
|
||||
@@ -8626,6 +8640,15 @@ export class BattleScene extends Phaser.Scene {
|
||||
})();
|
||||
return `${this.firstPursuitScoutMemory.campSummaryLine}\n${strategySummary}`;
|
||||
}
|
||||
if (this.secondBattleReliefMemory) {
|
||||
const strategySummary = this.launchSortieRecommendation
|
||||
? `선택 전략 · ${this.launchSortieRecommendation.label} · ${this.launchSortieRecommendation.summary}`
|
||||
: (() => {
|
||||
const order = sortieOrderDefinition(this.launchSortieOrderId);
|
||||
return `첫 군령 · ${order.label} · ${order.summary}`;
|
||||
})();
|
||||
return `${this.secondBattleReliefMemory.campSummaryLine}\n${strategySummary}`;
|
||||
}
|
||||
if (this.launchSortieRecommendation) {
|
||||
return `선택 전략 · ${this.launchSortieRecommendation.label} · ${this.launchSortieRecommendation.summary}`;
|
||||
}
|
||||
@@ -9677,7 +9700,11 @@ export class BattleScene extends Phaser.Scene {
|
||||
this.firstBattlePreparation.eligible &&
|
||||
this.firstBattlePreparation.scouting
|
||||
) ||
|
||||
this.firstPursuitScoutMemory?.deploymentIntentPreview === true
|
||||
this.firstPursuitScoutMemory?.deploymentIntentPreview === true ||
|
||||
(
|
||||
this.secondBattleReliefMemory?.effect.kind === 'ferry-messenger-intel' &&
|
||||
this.secondBattleReliefMemory.effect.revealTrackedRoute === true
|
||||
)
|
||||
) &&
|
||||
!this.battleOutcome
|
||||
) {
|
||||
@@ -9690,6 +9717,31 @@ export class BattleScene extends Phaser.Scene {
|
||||
});
|
||||
}
|
||||
|
||||
private trackedDeploymentIntentEnemyId() {
|
||||
if (
|
||||
this.phase !== 'deployment' ||
|
||||
(
|
||||
this.firstBattlePreparation.eligible &&
|
||||
this.firstBattlePreparation.scouting
|
||||
) ||
|
||||
this.firstPursuitScoutMemory?.deploymentIntentPreview === true ||
|
||||
this.secondBattleReliefMemory?.effect.kind !==
|
||||
'ferry-messenger-intel' ||
|
||||
this.secondBattleReliefMemory.effect.revealTrackedRoute !== true
|
||||
) {
|
||||
return undefined;
|
||||
}
|
||||
return this.secondBattleReliefMemory.effect.trackedEnemyUnitId;
|
||||
}
|
||||
|
||||
private enemyIntentForecastVisibleForUnit(unitId: string) {
|
||||
if (!this.enemyIntentForecastEnabled()) {
|
||||
return false;
|
||||
}
|
||||
const trackedEnemyId = this.trackedDeploymentIntentEnemyId();
|
||||
return !trackedEnemyId || trackedEnemyId === unitId;
|
||||
}
|
||||
|
||||
private enemyIntentCounterplayEnabled() {
|
||||
return isEnemyIntentCounterplayAvailable({
|
||||
phase: this.phase,
|
||||
@@ -9765,7 +9817,10 @@ export class BattleScene extends Phaser.Scene {
|
||||
return;
|
||||
}
|
||||
|
||||
const plans = this.currentEnemyActionPlans();
|
||||
const trackedEnemyId = this.trackedDeploymentIntentEnemyId();
|
||||
const plans = this.currentEnemyActionPlans().filter(
|
||||
(plan) => !trackedEnemyId || plan.enemy.id === trackedEnemyId
|
||||
);
|
||||
plans.forEach((plan) => this.enemyIntentForecasts.set(plan.enemy.id, plan));
|
||||
|
||||
plans
|
||||
@@ -17295,6 +17350,17 @@ export class BattleScene extends Phaser.Scene {
|
||||
guanYuStocks.set('salve', Math.min(2, (guanYuStocks.get('salve') ?? 0) + 1));
|
||||
}
|
||||
}
|
||||
if (this.secondBattleReliefMemory?.effect.kind === 'village-supply-line') {
|
||||
const { carriedUsableCount, carriedUsableId, recommendedUnitId } =
|
||||
this.secondBattleReliefMemory.effect;
|
||||
const carrierStocks = stocksByUnit.get(recommendedUnitId);
|
||||
if (carrierStocks) {
|
||||
carrierStocks.set(
|
||||
carriedUsableId,
|
||||
(carrierStocks.get(carriedUsableId) ?? 0) + carriedUsableCount
|
||||
);
|
||||
}
|
||||
}
|
||||
return stocksByUnit;
|
||||
}
|
||||
|
||||
@@ -17867,6 +17933,7 @@ export class BattleScene extends Phaser.Scene {
|
||||
? [`선택 전략 · ${this.launchSortieRecommendation.label} · ${this.launchSortieRecommendation.summary}`]
|
||||
: []),
|
||||
...(this.firstPursuitScoutMemory?.openingLines ?? []),
|
||||
...(this.secondBattleReliefMemory?.openingLines ?? []),
|
||||
...cityInformationLines,
|
||||
enemyIntentOpeningGuide(this.isFirstPursuitRoleEffectBattle() ? tacticalInitiativeThreshold : undefined),
|
||||
...(battleScenario.id === 'first-battle-zhuo-commandery'
|
||||
@@ -18182,9 +18249,11 @@ export class BattleScene extends Phaser.Scene {
|
||||
const { title, lines } = event;
|
||||
const completedCityInformationLines = new Set(this.completedCityInformationBriefingLines());
|
||||
const firstPursuitScoutLines = new Set(this.firstPursuitScoutMemory?.openingLines ?? []);
|
||||
const secondBattleReliefLines = new Set(this.secondBattleReliefMemory?.openingLines ?? []);
|
||||
const doctrineLines = lines.filter((line) => (
|
||||
completedCityInformationLines.has(line) ||
|
||||
firstPursuitScoutLines.has(line) ||
|
||||
secondBattleReliefLines.has(line) ||
|
||||
line.startsWith('도원 공명') ||
|
||||
line.startsWith('핵심 공명') ||
|
||||
line.startsWith('공명 ') ||
|
||||
@@ -19420,6 +19489,10 @@ export class BattleScene extends Phaser.Scene {
|
||||
campaign: getCampaignState(),
|
||||
battleId: battleScenario.id
|
||||
});
|
||||
this.secondBattleReliefMemory = resolveSecondBattleReliefMemory({
|
||||
campaign: getCampaignState(),
|
||||
battleId: battleScenario.id
|
||||
});
|
||||
this.refreshLaunchCamaraderieMemoryBonus(getCampaignState());
|
||||
if (this.launchSortieResonanceBondId) {
|
||||
this.restoreCoreResonancePursuitStats(state.coreResonanceStats);
|
||||
@@ -27777,7 +27850,10 @@ export class BattleScene extends Phaser.Scene {
|
||||
const terrainRule = getTerrainRule(terrain);
|
||||
const terrainValue = this.terrainEffectText(terrain, unit, 'card');
|
||||
|
||||
if (unit.faction === 'enemy' && this.enemyIntentForecastEnabled()) {
|
||||
if (
|
||||
unit.faction === 'enemy' &&
|
||||
this.enemyIntentForecastVisibleForUnit(unit.id)
|
||||
) {
|
||||
const plan = this.enemyIntentForecasts.get(unit.id) ?? this.buildEnemyActionPlan(unit);
|
||||
effects.push({
|
||||
icon: this.enemyActionPlanIcon(plan),
|
||||
@@ -29020,6 +29096,70 @@ export class BattleScene extends Phaser.Scene {
|
||||
};
|
||||
}
|
||||
|
||||
private secondBattleReliefMemoryDebugState() {
|
||||
const memory = this.secondBattleReliefMemory;
|
||||
if (!memory) {
|
||||
return {
|
||||
active: false,
|
||||
targetBattleId: 'third-battle-guangzong-road',
|
||||
choiceId: null,
|
||||
effectKind: null,
|
||||
openingLines: []
|
||||
};
|
||||
}
|
||||
|
||||
const effect = memory.effect;
|
||||
const villageSupply = effect.kind === 'village-supply-line'
|
||||
? {
|
||||
active: true,
|
||||
carrierUnitId: effect.recommendedUnitId,
|
||||
recommendedRole: effect.recommendedRole,
|
||||
itemId: effect.carriedUsableId,
|
||||
carriedCount: effect.carriedUsableCount,
|
||||
battleStock: this.itemStock(effect.recommendedUnitId, effect.carriedUsableId)
|
||||
}
|
||||
: {
|
||||
active: false
|
||||
};
|
||||
const ferryIntel = effect.kind === 'ferry-messenger-intel'
|
||||
? {
|
||||
active: true,
|
||||
recommendedUnitId: effect.recommendedUnitId,
|
||||
recommendedRole: effect.recommendedRole,
|
||||
trackedEnemyUnitId: effect.trackedEnemyUnitId,
|
||||
revealTrackedRoute: effect.revealTrackedRoute,
|
||||
forecastVisibleDuringDeployment:
|
||||
this.phase === 'deployment' &&
|
||||
this.enemyIntentForecastEnabled() &&
|
||||
this.enemyIntentForecasts.has(effect.trackedEnemyUnitId),
|
||||
trackedIntent: this.enemyIntentForecasts.has(effect.trackedEnemyUnitId)
|
||||
? this.enemyActionPlanDebugValue(this.enemyIntentForecasts.get(effect.trackedEnemyUnitId)!)
|
||||
: null
|
||||
}
|
||||
: {
|
||||
active: false
|
||||
};
|
||||
|
||||
return {
|
||||
active: true,
|
||||
sourceBattleId: memory.sourceBattleId,
|
||||
targetBattleId: memory.targetBattleId,
|
||||
visitId: memory.visitId,
|
||||
choiceId: memory.choiceId,
|
||||
choiceLabel: memory.choiceLabel,
|
||||
campSummaryLine: memory.campSummaryLine,
|
||||
effectId: effect.id,
|
||||
effectKind: effect.kind,
|
||||
effectLabel: effect.label,
|
||||
readiness: effect.readiness,
|
||||
sourceObjectiveAchieved: effect.sourceObjectiveAchieved,
|
||||
focusObjectiveId: effect.focusObjectiveId,
|
||||
villageSupply,
|
||||
ferryIntel,
|
||||
openingLines: [...memory.openingLines]
|
||||
};
|
||||
}
|
||||
|
||||
private firstBattleVolunteerPromiseDebugState() {
|
||||
const line = volunteerPromiseLineForBattle(
|
||||
battleScenario.id,
|
||||
@@ -29170,6 +29310,7 @@ export class BattleScene extends Phaser.Scene {
|
||||
battleHud: this.battleHudDebugState(),
|
||||
firstBattlePreparation: this.firstBattlePreparationDebugState(),
|
||||
firstPursuitScoutMemory: this.firstPursuitScoutMemoryDebugState(),
|
||||
secondBattleReliefMemory: this.secondBattleReliefMemoryDebugState(),
|
||||
firstBattleNarrativeMemory: {
|
||||
volunteerPromise: this.firstBattleVolunteerPromiseDebugState()
|
||||
},
|
||||
|
||||
@@ -39,6 +39,11 @@ import {
|
||||
resolveFirstPursuitScoutMemory
|
||||
} from '../data/firstPursuitScoutMemory';
|
||||
import { firstPursuitScoutVisitDefinition } from '../data/firstPursuitScoutVisit';
|
||||
import {
|
||||
secondBattleReliefExplorationDefinition,
|
||||
secondBattleReliefSourceBattleId,
|
||||
secondBattleReliefVisitId
|
||||
} from '../data/secondBattleReliefExploration';
|
||||
import {
|
||||
findCityStayAfterBattle,
|
||||
type CityEquipmentOffer,
|
||||
@@ -231,6 +236,7 @@ import {
|
||||
collectCityStayInformation,
|
||||
purchaseCityStayEquipment
|
||||
} from '../state/cityStayActions';
|
||||
import { secondBattleReliefProgress } from '../state/secondBattleReliefActions';
|
||||
import { clearCampaignBattleSavesForSlot } from '../state/battleSaveKeys';
|
||||
import { releaseTextureSource } from '../render/loaderLifecycle';
|
||||
import { palette } from '../ui/palette';
|
||||
@@ -300,6 +306,11 @@ type CampVisitChoice = {
|
||||
itemRewards?: string[];
|
||||
};
|
||||
|
||||
const directExplorationVisitIds = new Set([
|
||||
firstPursuitScoutVisitId,
|
||||
secondBattleReliefVisitId
|
||||
]);
|
||||
|
||||
type CampTabButtonView = {
|
||||
tab: CampTab;
|
||||
bg: Phaser.GameObjects.Rectangle;
|
||||
@@ -8410,6 +8421,26 @@ const campVisits: CampVisitDefinition[] = [
|
||||
itemRewards: [...choice.itemRewards]
|
||||
}))
|
||||
},
|
||||
{
|
||||
id: secondBattleReliefExplorationDefinition.id,
|
||||
title: secondBattleReliefExplorationDefinition.title,
|
||||
location: secondBattleReliefExplorationDefinition.location,
|
||||
availableAfterBattleIds: [secondBattleReliefSourceBattleId],
|
||||
availableDuringSteps: ['second-camp'],
|
||||
description: secondBattleReliefExplorationDefinition.description,
|
||||
lines: secondBattleReliefExplorationDefinition.introLines.map(
|
||||
(line) => `${line.speaker}: ${line.text}`
|
||||
),
|
||||
choices: secondBattleReliefExplorationDefinition.choices.map(
|
||||
(choice) => ({
|
||||
id: choice.id,
|
||||
label: choice.label,
|
||||
response: choice.response,
|
||||
bondExp: choice.bondExp,
|
||||
itemRewards: [...choice.itemRewards]
|
||||
})
|
||||
)
|
||||
},
|
||||
{
|
||||
id: 'jingzhou-scholar-rumors',
|
||||
title: '형주 선비들의 모임',
|
||||
@@ -11389,6 +11420,7 @@ export class CampScene extends Phaser.Scene {
|
||||
private campDialogueBodyText?: Phaser.GameObjects.Text;
|
||||
private selectedVisitId = campVisits[0].id;
|
||||
private firstPursuitExplorationButton?: Phaser.GameObjects.Rectangle;
|
||||
private secondBattleReliefExplorationButton?: Phaser.GameObjects.Rectangle;
|
||||
private equipmentInventoryPage = 0;
|
||||
private equipmentPanelBackground?: Phaser.GameObjects.Rectangle;
|
||||
private equipmentInventoryPreviousButton?: Phaser.GameObjects.Rectangle;
|
||||
@@ -11514,6 +11546,7 @@ export class CampScene extends Phaser.Scene {
|
||||
this.campDialogueChoiceButtons = {};
|
||||
this.campDialogueBodyText = undefined;
|
||||
this.firstPursuitExplorationButton = undefined;
|
||||
this.secondBattleReliefExplorationButton = undefined;
|
||||
this.dialogueObjects = [];
|
||||
this.sortieObjects = [];
|
||||
this.sortieComparisonPanelView = undefined;
|
||||
@@ -11625,12 +11658,13 @@ export class CampScene extends Phaser.Scene {
|
||||
} else if (this.activeTab === 'city') {
|
||||
this.activeTab = 'status';
|
||||
}
|
||||
const pendingFirstPursuitScoutVisit = this.availableCampVisits().some(
|
||||
const pendingDirectExplorationVisit = this.availableCampVisits().find(
|
||||
(visit) =>
|
||||
visit.id === firstPursuitScoutVisitId &&
|
||||
directExplorationVisitIds.has(visit.id) &&
|
||||
!this.completedCampVisits().includes(visit.id)
|
||||
);
|
||||
if (!cityStay && pendingFirstPursuitScoutVisit && this.activeTab === 'status') {
|
||||
if (!cityStay && pendingDirectExplorationVisit) {
|
||||
this.selectedVisitId = pendingDirectExplorationVisit.id;
|
||||
this.activeTab = 'visit';
|
||||
}
|
||||
soundDirector.playSoundscape({
|
||||
@@ -23361,20 +23395,32 @@ export class CampScene extends Phaser.Scene {
|
||||
return;
|
||||
}
|
||||
|
||||
if (visit.id === firstPursuitScoutVisitId) {
|
||||
if (directExplorationVisitIds.has(visit.id)) {
|
||||
const secondRelief = visit.id === secondBattleReliefVisitId;
|
||||
const reliefProgress = secondRelief && this.campaign
|
||||
? secondBattleReliefProgress(this.campaign)
|
||||
: undefined;
|
||||
const guide = this.track(this.add.rectangle(x + 18, y + height - 102, width - 36, 84, 0x151f2a, 0.96));
|
||||
guide.setOrigin(0);
|
||||
guide.setStrokeStyle(1, palette.blue, 0.62);
|
||||
this.track(this.add.text(
|
||||
x + 32,
|
||||
y + height - 90,
|
||||
'유비를 움직여 간옹에게 직접 말을 거세요.',
|
||||
secondRelief
|
||||
? reliefProgress?.choiceReady
|
||||
? '현장 확인 완료 · 간옹과 광종 진군 방침을 정하세요.'
|
||||
: reliefProgress && reliefProgress.completedObjectiveIds.length > 0
|
||||
? `유비를 움직여 현장 수습을 이어가세요 · ${Math.min(3, reliefProgress.completedObjectiveIds.length)}/3 기록됨`
|
||||
: '유비를 움직여 북쪽 마을과 나루를 직접 살피세요.'
|
||||
: '유비를 움직여 간옹에게 직접 말을 거세요.',
|
||||
this.textStyle(13, '#d4dce6', true)
|
||||
));
|
||||
this.track(this.add.text(
|
||||
x + 32,
|
||||
y + height - 68,
|
||||
'WASD·방향키 이동 · E/Space 대화',
|
||||
secondRelief
|
||||
? '관우 → 사공 → 장비 → 간옹 · 진행 자동 저장'
|
||||
: 'WASD·방향키 이동 · E/Space 대화',
|
||||
this.textStyle(11, '#9fb0bf')
|
||||
));
|
||||
|
||||
@@ -23389,12 +23435,22 @@ export class CampScene extends Phaser.Scene {
|
||||
button.on('pointerover', () => button.setFillStyle(0x654c25, 1));
|
||||
button.on('pointerout', () => button.setFillStyle(0x4a371d, 0.98));
|
||||
button.on('pointerdown', openExploration);
|
||||
this.firstPursuitExplorationButton = button;
|
||||
if (secondRelief) {
|
||||
this.secondBattleReliefExplorationButton = button;
|
||||
} else {
|
||||
this.firstPursuitExplorationButton = button;
|
||||
}
|
||||
|
||||
const label = this.track(this.add.text(
|
||||
x + width / 2,
|
||||
buttonY,
|
||||
'정찰막으로 이동',
|
||||
secondRelief
|
||||
? reliefProgress?.choiceReady
|
||||
? '광종 진군 방침 결정'
|
||||
: reliefProgress && reliefProgress.completedObjectiveIds.length > 0
|
||||
? '현장 수습 이어가기'
|
||||
: '북쪽 마을·나루로 이동'
|
||||
: '정찰막으로 이동',
|
||||
this.textStyle(14, '#fff2b8', true)
|
||||
));
|
||||
label.setOrigin(0.5);
|
||||
@@ -24942,6 +24998,7 @@ export class CampScene extends Phaser.Scene {
|
||||
this.campDialogueChoiceButtons = {};
|
||||
this.campDialogueBodyText = undefined;
|
||||
this.firstPursuitExplorationButton = undefined;
|
||||
this.secondBattleReliefExplorationButton = undefined;
|
||||
this.campRosterLayout = undefined;
|
||||
this.cityPanelBackground = undefined;
|
||||
this.cityExploreButton = undefined;
|
||||
@@ -25102,6 +25159,14 @@ export class CampScene extends Phaser.Scene {
|
||||
(visit) => visit.id === firstPursuitScoutVisitId
|
||||
);
|
||||
const firstPursuitScoutMemory = this.firstPursuitScoutMemoryForNextSortie();
|
||||
const secondBattleReliefVisit = this.availableCampVisits().find(
|
||||
(visit) => visit.id === secondBattleReliefVisitId
|
||||
);
|
||||
const secondReliefProgress = this.campaign
|
||||
? secondBattleReliefProgress(this.campaign)
|
||||
: undefined;
|
||||
const secondReliefChoiceId =
|
||||
this.campaign?.campVisitChoiceIds[secondBattleReliefVisitId] ?? null;
|
||||
const availableCampDialogues = this.availableCampDialogues();
|
||||
const selectedCampDialogue = availableCampDialogues.find(
|
||||
(dialogue) => dialogue.id === this.selectedDialogueId
|
||||
@@ -25289,6 +25354,39 @@ export class CampScene extends Phaser.Scene {
|
||||
openingLines: firstPursuitScoutMemory ? [...firstPursuitScoutMemory.openingLines] : [],
|
||||
briefingSummaryBounds: this.sortieTextBoundsDebug(this.sortieBriefingScoutSummaryText)
|
||||
},
|
||||
secondBattleReliefExploration: {
|
||||
visitId: secondBattleReliefVisitId,
|
||||
sourceBattleId: secondBattleReliefSourceBattleId,
|
||||
available: Boolean(secondBattleReliefVisit),
|
||||
selected: this.selectedVisitId === secondBattleReliefVisitId,
|
||||
completed: Boolean(secondReliefProgress?.completed),
|
||||
mode: secondReliefProgress?.completed
|
||||
? 'completed'
|
||||
: secondBattleReliefVisit
|
||||
? secondReliefProgress &&
|
||||
secondReliefProgress.completedObjectiveIds.length > 0
|
||||
? 'resume-walkable-relief'
|
||||
: 'walkable-relief'
|
||||
: 'unavailable',
|
||||
explorationButtonBounds: this.sortieInteractiveObjectBoundsDebug(
|
||||
this.secondBattleReliefExplorationButton
|
||||
),
|
||||
explorationInteractive: Boolean(
|
||||
this.secondBattleReliefExplorationButton?.input?.enabled
|
||||
),
|
||||
completedObjectiveIds:
|
||||
secondReliefProgress?.completedObjectiveIds ?? [],
|
||||
nextObjectiveId: secondReliefProgress?.nextObjectiveId ?? null,
|
||||
choiceReady: secondReliefProgress?.choiceReady ?? false,
|
||||
choiceId: secondReliefChoiceId,
|
||||
choices:
|
||||
secondBattleReliefVisit?.choices.map((choice) => ({
|
||||
id: choice.id,
|
||||
label: choice.label,
|
||||
response: choice.response,
|
||||
rewardText: this.visitRewardText(choice)
|
||||
})) ?? []
|
||||
},
|
||||
selectedDialogue: selectedCampDialogue
|
||||
? {
|
||||
id: selectedCampDialogue.id,
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -27,6 +27,7 @@ import {
|
||||
releaseUnitBaseSheetTextures,
|
||||
type UnitDirection
|
||||
} from '../data/unitAssets';
|
||||
import { ExplorationInputController } from '../input/ExplorationInputController';
|
||||
import {
|
||||
chooseCityStayResonance,
|
||||
collectCityStayInformation,
|
||||
@@ -137,19 +138,11 @@ export class CityStayScene extends Phaser.Scene {
|
||||
private loadingOverlay?: Phaser.GameObjects.Container;
|
||||
private transitionOverlay?: Phaser.GameObjects.Container;
|
||||
private completionToast?: Phaser.GameObjects.Container;
|
||||
private cursorKeys?: Phaser.Types.Input.Keyboard.CursorKeys;
|
||||
private moveKeys?: {
|
||||
up: Phaser.Input.Keyboard.Key;
|
||||
down: Phaser.Input.Keyboard.Key;
|
||||
left: Phaser.Input.Keyboard.Key;
|
||||
right: Phaser.Input.Keyboard.Key;
|
||||
};
|
||||
private interactKeys: Phaser.Input.Keyboard.Key[] = [];
|
||||
private explorationInput?: ExplorationInputController;
|
||||
private moveTarget?: Phaser.Math.Vector2;
|
||||
private ready = false;
|
||||
private navigationPending = false;
|
||||
private inputReadyAt = Number.POSITIVE_INFINITY;
|
||||
private interactionQueued = false;
|
||||
private stepIndex = 0;
|
||||
private lastStepAt = 0;
|
||||
private lastNotice = '';
|
||||
@@ -191,6 +184,8 @@ export class CityStayScene extends Phaser.Scene {
|
||||
this.ready = false;
|
||||
this.navigationPending = false;
|
||||
this.moveTarget = undefined;
|
||||
this.explorationInput?.destroy();
|
||||
this.explorationInput = undefined;
|
||||
this.dialogueState = undefined;
|
||||
releaseUnitBaseSheetTextures(this);
|
||||
});
|
||||
@@ -215,13 +210,13 @@ export class CityStayScene extends Phaser.Scene {
|
||||
|
||||
update(time: number, delta: number) {
|
||||
if (!this.ready || this.navigationPending || time < this.inputReadyAt) {
|
||||
this.interactionQueued = false;
|
||||
this.explorationInput?.discardInteractionRequest();
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.shopPanel || this.choicePanel) {
|
||||
this.stopPlayerMovement();
|
||||
this.interactionQueued = false;
|
||||
this.explorationInput?.discardInteractionRequest();
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -438,7 +433,7 @@ export class CityStayScene extends Phaser.Scene {
|
||||
this.ready = false;
|
||||
this.navigationPending = false;
|
||||
this.inputReadyAt = Number.POSITIVE_INFINITY;
|
||||
this.interactionQueued = false;
|
||||
this.explorationInput = undefined;
|
||||
this.stepIndex = 0;
|
||||
this.lastStepAt = 0;
|
||||
this.lastNotice = '';
|
||||
@@ -934,36 +929,19 @@ export class CityStayScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
private setupInput() {
|
||||
const keyboard = this.input.keyboard;
|
||||
if (keyboard) {
|
||||
this.cursorKeys = keyboard.createCursorKeys();
|
||||
this.moveKeys = {
|
||||
up: keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.W),
|
||||
down: keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.S),
|
||||
left: keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A),
|
||||
right: keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.D)
|
||||
};
|
||||
this.interactKeys = [
|
||||
keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E),
|
||||
keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SPACE),
|
||||
keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.ENTER)
|
||||
];
|
||||
this.interactKeys.forEach((key) => {
|
||||
key.on('down', () => {
|
||||
this.interactionQueued = true;
|
||||
});
|
||||
});
|
||||
keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.ESC).on('down', () => this.handleEscape());
|
||||
keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.ONE).on('down', () => this.chooseDialogueByIndex(0));
|
||||
keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.TWO).on('down', () => this.chooseDialogueByIndex(1));
|
||||
keyboard.addCapture([
|
||||
Phaser.Input.Keyboard.KeyCodes.UP,
|
||||
Phaser.Input.Keyboard.KeyCodes.DOWN,
|
||||
Phaser.Input.Keyboard.KeyCodes.LEFT,
|
||||
Phaser.Input.Keyboard.KeyCodes.RIGHT,
|
||||
Phaser.Input.Keyboard.KeyCodes.SPACE
|
||||
]);
|
||||
}
|
||||
this.explorationInput = new ExplorationInputController(this)
|
||||
.bindKey(
|
||||
Phaser.Input.Keyboard.KeyCodes.ESC,
|
||||
() => this.handleEscape()
|
||||
)
|
||||
.bindKey(
|
||||
Phaser.Input.Keyboard.KeyCodes.ONE,
|
||||
() => this.chooseDialogueByIndex(0)
|
||||
)
|
||||
.bindKey(
|
||||
Phaser.Input.Keyboard.KeyCodes.TWO,
|
||||
() => this.chooseDialogueByIndex(1)
|
||||
);
|
||||
|
||||
this.input.on(Phaser.Input.Events.POINTER_DOWN, (pointer: Phaser.Input.Pointer) => {
|
||||
if (!this.ready || this.navigationPending || this.time.now < this.inputReadyAt) {
|
||||
@@ -1065,27 +1043,14 @@ export class CityStayScene extends Phaser.Scene {
|
||||
}
|
||||
|
||||
private consumeInteractionRequest() {
|
||||
const keyPressedThisFrame = this.interactKeys.some((key) => Phaser.Input.Keyboard.JustDown(key));
|
||||
const requested = this.interactionQueued || keyPressedThisFrame;
|
||||
this.interactionQueued = false;
|
||||
return requested;
|
||||
return this.explorationInput?.consumeInteractionRequest() ?? false;
|
||||
}
|
||||
|
||||
private keyboardMovementDirection() {
|
||||
const vector = new Phaser.Math.Vector2();
|
||||
if (this.cursorKeys?.left.isDown || this.moveKeys?.left.isDown) {
|
||||
vector.x -= 1;
|
||||
}
|
||||
if (this.cursorKeys?.right.isDown || this.moveKeys?.right.isDown) {
|
||||
vector.x += 1;
|
||||
}
|
||||
if (this.cursorKeys?.up.isDown || this.moveKeys?.up.isDown) {
|
||||
vector.y -= 1;
|
||||
}
|
||||
if (this.cursorKeys?.down.isDown || this.moveKeys?.down.isDown) {
|
||||
vector.y += 1;
|
||||
}
|
||||
return vector;
|
||||
return (
|
||||
this.explorationInput?.movementDirection() ??
|
||||
new Phaser.Math.Vector2()
|
||||
);
|
||||
}
|
||||
|
||||
private directionForVector(vector: Phaser.Math.Vector2): UnitDirection {
|
||||
|
||||
258
src/game/state/secondBattleReliefActions.ts
Normal file
258
src/game/state/secondBattleReliefActions.ts
Normal file
@@ -0,0 +1,258 @@
|
||||
import {
|
||||
completedSecondBattleReliefObjectiveIds,
|
||||
getSecondBattleReliefChoice,
|
||||
getSecondBattleReliefObjective,
|
||||
secondBattleReliefObjectiveIds,
|
||||
secondBattleReliefObjectiveProgressId,
|
||||
secondBattleReliefPrerequisiteObjectiveIds,
|
||||
secondBattleReliefSourceBattleId,
|
||||
secondBattleReliefTargetBattleId,
|
||||
secondBattleReliefVisitId,
|
||||
type SecondBattleReliefChoice,
|
||||
type SecondBattleReliefObjective,
|
||||
type SecondBattleReliefObjectiveId
|
||||
} from '../data/secondBattleReliefExploration';
|
||||
import {
|
||||
resolveSecondBattleReliefMemory,
|
||||
type SecondBattleReliefMemory
|
||||
} from '../data/secondBattleReliefMemory';
|
||||
import {
|
||||
applyCampVisitReward,
|
||||
getCampaignState,
|
||||
setCampaignState,
|
||||
type CampaignState
|
||||
} from './campaignState';
|
||||
|
||||
type SecondBattleReliefFailure =
|
||||
| 'invalid-campaign'
|
||||
| 'invalid-objective'
|
||||
| 'prerequisites-incomplete'
|
||||
| 'choice-required'
|
||||
| 'invalid-choice'
|
||||
| 'already-completed'
|
||||
| 'save-unavailable';
|
||||
|
||||
export type SecondBattleReliefObjectiveActionResult =
|
||||
| {
|
||||
ok: true;
|
||||
objective: SecondBattleReliefObjective;
|
||||
completedObjectiveIds: SecondBattleReliefObjectiveId[];
|
||||
campaign: CampaignState;
|
||||
}
|
||||
| {
|
||||
ok: false;
|
||||
reason: SecondBattleReliefFailure;
|
||||
};
|
||||
|
||||
export type SecondBattleReliefCompletionResult =
|
||||
| {
|
||||
ok: true;
|
||||
choice: SecondBattleReliefChoice;
|
||||
memory: SecondBattleReliefMemory;
|
||||
campaign: CampaignState;
|
||||
}
|
||||
| {
|
||||
ok: false;
|
||||
reason: SecondBattleReliefFailure;
|
||||
};
|
||||
|
||||
export function secondBattleReliefProgress(
|
||||
campaign: CampaignState = getCampaignState()
|
||||
) {
|
||||
const completedObjectiveIds =
|
||||
completedSecondBattleReliefObjectiveIds(
|
||||
campaign.completedCampVisits
|
||||
);
|
||||
const completed = new Set(completedObjectiveIds);
|
||||
const visitCompleted = campaign.completedCampVisits.includes(
|
||||
secondBattleReliefVisitId
|
||||
);
|
||||
const nextObjective = visitCompleted
|
||||
? undefined
|
||||
: secondBattleReliefObjectiveIds
|
||||
.map((objectiveId) => getSecondBattleReliefObjective(objectiveId))
|
||||
.find((objective) =>
|
||||
objective &&
|
||||
!completed.has(objective.id) &&
|
||||
objective.prerequisiteObjectiveIds.every((objectiveId) =>
|
||||
completed.has(objectiveId)
|
||||
)
|
||||
);
|
||||
|
||||
return {
|
||||
visitId: secondBattleReliefVisitId,
|
||||
completed: visitCompleted,
|
||||
completedObjectiveIds,
|
||||
nextObjectiveId: nextObjective?.id ?? null,
|
||||
choiceReady:
|
||||
!visitCompleted &&
|
||||
secondBattleReliefPrerequisiteObjectiveIds.every((objectiveId) =>
|
||||
completed.has(objectiveId)
|
||||
)
|
||||
};
|
||||
}
|
||||
|
||||
export function recordSecondBattleReliefObjective(
|
||||
objectiveId: string
|
||||
): SecondBattleReliefObjectiveActionResult {
|
||||
let campaign: CampaignState;
|
||||
try {
|
||||
campaign = getCampaignState();
|
||||
} catch {
|
||||
return { ok: false, reason: 'save-unavailable' };
|
||||
}
|
||||
if (!campaignSupportsSecondBattleRelief(campaign)) {
|
||||
return { ok: false, reason: 'invalid-campaign' };
|
||||
}
|
||||
if (
|
||||
campaign.completedCampVisits.includes(secondBattleReliefVisitId)
|
||||
) {
|
||||
return { ok: false, reason: 'already-completed' };
|
||||
}
|
||||
|
||||
const objective = getSecondBattleReliefObjective(objectiveId);
|
||||
if (!objective) {
|
||||
return { ok: false, reason: 'invalid-objective' };
|
||||
}
|
||||
if (objective.id === 'set-guangzong-priority') {
|
||||
return { ok: false, reason: 'choice-required' };
|
||||
}
|
||||
|
||||
const progress = secondBattleReliefProgress(campaign);
|
||||
if (progress.completedObjectiveIds.includes(objective.id)) {
|
||||
return {
|
||||
ok: true,
|
||||
objective,
|
||||
completedObjectiveIds: progress.completedObjectiveIds,
|
||||
campaign
|
||||
};
|
||||
}
|
||||
if (
|
||||
!objective.prerequisiteObjectiveIds.every((prerequisiteId) =>
|
||||
progress.completedObjectiveIds.includes(prerequisiteId)
|
||||
)
|
||||
) {
|
||||
return { ok: false, reason: 'prerequisites-incomplete' };
|
||||
}
|
||||
|
||||
const updated = persistReliefProgress(
|
||||
campaign,
|
||||
secondBattleReliefObjectiveProgressId(objective.id),
|
||||
{}
|
||||
);
|
||||
if (!updated) {
|
||||
return { ok: false, reason: 'save-unavailable' };
|
||||
}
|
||||
|
||||
return {
|
||||
ok: true,
|
||||
objective,
|
||||
completedObjectiveIds:
|
||||
completedSecondBattleReliefObjectiveIds(
|
||||
updated.completedCampVisits
|
||||
),
|
||||
campaign: updated
|
||||
};
|
||||
}
|
||||
|
||||
export function completeSecondBattleReliefExploration(
|
||||
choiceId: string
|
||||
): SecondBattleReliefCompletionResult {
|
||||
let campaign: CampaignState;
|
||||
try {
|
||||
campaign = getCampaignState();
|
||||
} catch {
|
||||
return { ok: false, reason: 'save-unavailable' };
|
||||
}
|
||||
if (!campaignSupportsSecondBattleRelief(campaign)) {
|
||||
return { ok: false, reason: 'invalid-campaign' };
|
||||
}
|
||||
if (
|
||||
campaign.completedCampVisits.includes(secondBattleReliefVisitId)
|
||||
) {
|
||||
return { ok: false, reason: 'already-completed' };
|
||||
}
|
||||
|
||||
const choice = getSecondBattleReliefChoice(choiceId);
|
||||
if (!choice) {
|
||||
return { ok: false, reason: 'invalid-choice' };
|
||||
}
|
||||
const progress = secondBattleReliefProgress(campaign);
|
||||
if (!progress.choiceReady) {
|
||||
return { ok: false, reason: 'prerequisites-incomplete' };
|
||||
}
|
||||
|
||||
const updated = persistReliefProgress(
|
||||
campaign,
|
||||
secondBattleReliefVisitId,
|
||||
{
|
||||
bondId: choice.bondId,
|
||||
bondExp: choice.bondExp,
|
||||
itemRewards: [...choice.itemRewards]
|
||||
},
|
||||
choice.id
|
||||
);
|
||||
if (!updated) {
|
||||
return { ok: false, reason: 'save-unavailable' };
|
||||
}
|
||||
|
||||
const memory = resolveSecondBattleReliefMemory({
|
||||
campaign: updated,
|
||||
battleId: secondBattleReliefTargetBattleId
|
||||
});
|
||||
if (!memory) {
|
||||
restoreCampaignSnapshot(campaign);
|
||||
return { ok: false, reason: 'save-unavailable' };
|
||||
}
|
||||
|
||||
return {
|
||||
ok: true,
|
||||
choice,
|
||||
memory,
|
||||
campaign: updated
|
||||
};
|
||||
}
|
||||
|
||||
function campaignSupportsSecondBattleRelief(campaign: CampaignState) {
|
||||
const settlement =
|
||||
campaign.battleHistory[secondBattleReliefSourceBattleId];
|
||||
const report = campaign.firstBattleReport;
|
||||
return (
|
||||
campaign.step === 'second-camp' &&
|
||||
campaign.latestBattleId === secondBattleReliefSourceBattleId &&
|
||||
settlement?.battleId === secondBattleReliefSourceBattleId &&
|
||||
settlement.outcome === 'victory' &&
|
||||
report?.battleId === secondBattleReliefSourceBattleId &&
|
||||
report.outcome === 'victory'
|
||||
);
|
||||
}
|
||||
|
||||
function persistReliefProgress(
|
||||
snapshot: CampaignState,
|
||||
visitId: string,
|
||||
reward: {
|
||||
bondId?: string;
|
||||
bondExp?: number;
|
||||
itemRewards?: string[];
|
||||
},
|
||||
choiceId?: string
|
||||
) {
|
||||
try {
|
||||
return applyCampVisitReward(
|
||||
visitId,
|
||||
reward,
|
||||
choiceId
|
||||
);
|
||||
} catch {
|
||||
restoreCampaignSnapshot(snapshot);
|
||||
return undefined;
|
||||
}
|
||||
}
|
||||
|
||||
function restoreCampaignSnapshot(snapshot: CampaignState) {
|
||||
try {
|
||||
setCampaignState(snapshot);
|
||||
} catch {
|
||||
// setCampaignState restores the in-memory snapshot before persistence.
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user