feat, refac: 국가별 NPC 제공 기능을 Event로 분리
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@@ -553,16 +553,12 @@ function updateNationState()
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$month = $admin['month'];
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$startYear = $admin['startyear'];
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$assemblerCnts = [];
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$nationCityCounts = [];
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foreach($db->queryAllLists('SELECT nation, count(*) FROM city WHERE LEVEL>=4 GROUP BY nation') as [$nationID, $cityCnt]){
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$nationCityCounts[$nationID] = $cityCnt;
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}
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foreach ($db->queryAllLists('SELECT nation,count(no) FROM general WHERE npc = 5 GROUP BY nation') as [$nationID, $assemblerCnt]) {
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$assemblerCnts[$nationID] = $assemblerCnt;
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};
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$nationLevelByCityCnt = [
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0, //방랑군
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@@ -747,60 +743,6 @@ function updateNationState()
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}
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}
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}
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$assemblerCnt = $assemblerCnts[$nation['nation']] ?? 0;
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$maxAssemblerCnt = [
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1 => 0,
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2 => 1,
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3 => 3,
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4 => 4,
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5 => 6,
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6 => 7,
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7 => 9
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][$nationlevel] ?? 0;
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if ($assemblerCnt < $maxAssemblerCnt) {
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$lastAssemblerID = $gameStor->assembler_id ?? 0;
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$troopLeaderRng = new RandUtil(new LiteHashDRBG(Util::simpleSerialize(
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UniqueConst::$hiddenSeed,
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'troopLeader',
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$year,
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$month,
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$nationID
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)));
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while ($assemblerCnt < $maxAssemblerCnt) {
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$lastAssemblerID += 1;
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$npcObj = new Scenario\GeneralBuilder(
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$troopLeaderRng,
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sprintf('부대장%4d', $lastAssemblerID),
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false,
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null,
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$nation['nation']
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);
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$npcObj->setAffinity(999)->setStat(10, 10, 10)
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->setSpecialSingle('척사')->setEgo('che_은둔')
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->setKillturn(70)->setGoldRice(0, 0)
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->setNPCType(5)->fillRemainSpecAsZero($admin);
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$npcObj->build($admin);
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$npcID = $npcObj->getGeneralID();
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$db->insert('troop', [
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'troop_leader' => $npcID,
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'name' => $npcObj->getGeneralName(),
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'nation' => $nation['nation'],
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]);
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$db->update('general', [
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'troop' => $npcID
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], 'no=%i', $npcID);
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$cmd = buildGeneralCommandClass('che_집합', General::createGeneralObjFromDB($npcID), $admin);
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_setGeneralCommand($cmd, iterator_to_array(Util::range(GameConst::$maxTurn)));
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$assemblerCnt += 1;
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$gameStor->assembler_id = $lastAssemblerID;
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}
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}
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}
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pushGlobalHistoryLog($history, $admin['year'], $admin['month']);
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}
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